/* RetroArch - A frontend for libretro. * Copyright (C) 2014-2016 - Ali Bouhlel * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with RetroArch. * If not, see . */ #include #include #include #include "tex_shader.h" #include "gx2_shader_inl.h" /******************************************************* * Vertex Shader GLSL source: ******************************************************* attribute vec2 position; attribute vec2 tex_coord_in; attribute vec4 color_in; varying vec2 tex_coord; varying vec4 color; void main() { gl_Position = vec4(position, 0.0, 1.0); tex_coord = tex_coord_in; color = color_in; } ****************************************************** * assembly: ****************************************************** 00 CALL_FS NO_BARRIER 01 ALU: ADDR(32) CNT(5) 0 x: MOV R3.x, R3.x y: MOV R3.y, R3.y z: MOV R2.z, 0.0f w: MOV R2.w, (0x3F800000, 1.0f).x 02 EXP_DONE: POS0, R2 03 EXP: PARAM0, R1 NO_BARRIER 04 EXP_DONE: PARAM1, R3.xyzz NO_BARRIER END_OF_PROGRAM ****************************************************** */ __attribute__((aligned(GX2_SHADER_ALIGNMENT))) static struct { u32 cf[32 * 2]; /* first ADDR() * 2 */ u32 alu[5 * 2]; /* alu CNT() * 2 */ } vs_program = { { CALL_FS NO_BARRIER, ALU(32, 5), EXP_DONE(POS0, _R2, _X, _Y, _Z, _W), EXP(PARAM0, _R1, _X, _Y, _Z, _W) NO_BARRIER, EXP_DONE(PARAM1, _R3, _X, _Y, _Z, _Z) NO_BARRIER END_OF_PROGRAM }, { ALU_MOV(_R3,_X, _R3,_X), ALU_MOV(_R3,_Y, _R3,_Y), ALU_MOV(_R2,_Z, ALU_SRC_0,_X), ALU_LAST ALU_MOV(_R2,_W, ALU_SRC_LITERAL,_X), ALU_LITERAL(0x3F800000) } }; /******************************************************* * Pixel Shader GLSL source: ******************************************************* varying vec2 tex_coord; varying vec4 color; uniform sampler2D s; void main() { gl_FragColor = texture2D(s, tex_coord) * color; } ****************************************************** * assembly: ****************************************************** 00 TEX: ADDR(48) CNT(1) VALID_PIX 0 SAMPLE R1, R1.xy0x, t0, s0 01 ALU: ADDR(32) CNT(4) 1 x: MUL R0.x, R0.x, R1.x y: MUL R0.y, R0.y, R1.y z: MUL R0.z, R0.z, R1.z w: MUL R0.w, R0.w, R1.w 02 EXP_DONE: PIX0, R0 END_OF_PROGRAM ******************************************************* */ __attribute__((aligned(GX2_SHADER_ALIGNMENT))) static struct { u32 cf[32 * 2]; /* first ADDR() * 2 */ u32 alu[(48-32) * 2]; /* (tex ADDR() - alu ADDR()) * 2 */ u32 tex[1 * 3]; /* tex CNT() * 3 */ } ps_program = { { TEX(48, 1) VALID_PIX, ALU(32, 4), EXP_DONE(PIX0, _R0, _X, _Y, _Z, _W) END_OF_PROGRAM }, { ALU_MUL(_R0,_X, _R0,_X, _R1,_X), ALU_MUL(_R0,_Y, _R0,_Y, _R1,_Y), ALU_MUL(_R0,_Z, _R0,_Z, _R1,_Z), ALU_LAST ALU_MUL(_R0,_W, _R0,_W, _R1,_W), }, { TEX_SAMPLE(_R1,_X,_Y,_Z,_W, _R1,_X,_Y,_0,_X, _t0, _s0) } }; tex_shader_t tex_shader = { { { .sq_pgm_resources_vs.num_gprs = 4, .sq_pgm_resources_vs.stack_size = 1, .spi_vs_out_config.vs_export_count = 1, .num_spi_vs_out_id = 1, { {.semantic_0 = 0x00, .semantic_1 = 0x01, .semantic_2 = 0xFF, .semantic_3 = 0xFF}, {.semantic_0 = 0xFF, .semantic_1 = 0xFF, .semantic_2 = 0xFF, .semantic_3 = 0xFF}, {.semantic_0 = 0xFF, .semantic_1 = 0xFF, .semantic_2 = 0xFF, .semantic_3 = 0xFF}, {.semantic_0 = 0xFF, .semantic_1 = 0xFF, .semantic_2 = 0xFF, .semantic_3 = 0xFF}, {.semantic_0 = 0xFF, .semantic_1 = 0xFF, .semantic_2 = 0xFF, .semantic_3 = 0xFF}, {.semantic_0 = 0xFF, .semantic_1 = 0xFF, .semantic_2 = 0xFF, .semantic_3 = 0xFF}, {.semantic_0 = 0xFF, .semantic_1 = 0xFF, .semantic_2 = 0xFF, .semantic_3 = 0xFF}, {.semantic_0 = 0xFF, .semantic_1 = 0xFF, .semantic_2 = 0xFF, .semantic_3 = 0xFF}, {.semantic_0 = 0xFF, .semantic_1 = 0xFF, .semantic_2 = 0xFF, .semantic_3 = 0xFF}, {.semantic_0 = 0xFF, .semantic_1 = 0xFF, .semantic_2 = 0xFF, .semantic_3 = 0xFF}, }, .sq_vtx_semantic_clear = ~0x7, .num_sq_vtx_semantic = 3, { 0, 1, 2, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, }, .vgt_vertex_reuse_block_cntl.vtx_reuse_depth = 0xE, .vgt_hos_reuse_depth.reuse_depth = 0x10, }, /* regs */ .size = sizeof(vs_program), .program = (uint8_t*)&vs_program, .mode = GX2_SHADER_MODE_UNIFORM_REGISTER, .attribVarCount = sizeof(tex_shader.attributes) / sizeof(GX2AttribVar), (GX2AttribVar*) &tex_shader.attributes, }, { { .sq_pgm_resources_ps.num_gprs = 2, .sq_pgm_exports_ps.export_mode = 0x2, .spi_ps_in_control_0.num_interp = 2, .spi_ps_in_control_0.persp_gradient_ena = 1, .spi_ps_in_control_0.baryc_sample_cntl = spi_baryc_cntl_centers_only, .num_spi_ps_input_cntl = 2, {{.semantic = 0, .default_val = 1},{.semantic = 1, .default_val = 1}}, .cb_shader_mask.output0_enable = 0xF, .cb_shader_control.rt0_enable = TRUE, .db_shader_control.z_order = db_z_order_early_z_then_late_z, }, /* regs */ .size = sizeof(ps_program), .program = (uint8_t*)&ps_program, .mode = GX2_SHADER_MODE_UNIFORM_REGISTER, .samplerVarCount = 1, .samplerVars = (GX2SamplerVar*) &tex_shader.sampler, }, .sampler = { "s", GX2_SAMPLER_VAR_TYPE_SAMPLER_2D, 0 }, .attributes = { .color = { "color_in", GX2_SHADER_VAR_TYPE_FLOAT4, 0, 0}, .position = { "position", GX2_SHADER_VAR_TYPE_FLOAT2, 0, 1}, .tex_coord = { "tex_coord_in", GX2_SHADER_VAR_TYPE_FLOAT2, 0, 2}, }, .attribute_stream = { .color = { 0, 0, offsetof(tex_shader_vertex_t, color), GX2_ATTRIB_FORMAT_UNORM_8_8_8_8, GX2_ATTRIB_INDEX_PER_VERTEX, 0, GX2_COMP_SEL(_X, _Y, _Z, _W), GX2_ENDIAN_SWAP_DEFAULT }, .position = { 1, 0, offsetof(tex_shader_vertex_t, pos), GX2_ATTRIB_FORMAT_FLOAT_32_32, GX2_ATTRIB_INDEX_PER_VERTEX, 0, GX2_COMP_SEL(_X, _Y, _0, _1), GX2_ENDIAN_SWAP_DEFAULT }, .tex_coord = { 2, 0, offsetof(tex_shader_vertex_t, coord), GX2_ATTRIB_FORMAT_FLOAT_32_32, GX2_ATTRIB_INDEX_PER_VERTEX, 0, GX2_COMP_SEL(_X, _Y, _0, _1), GX2_ENDIAN_SWAP_DEFAULT } }, {}, };