gl_shader_decompiler: Add shader stage hint.
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@ -128,8 +128,9 @@ private:
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class GLSLGenerator {
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class GLSLGenerator {
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public:
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public:
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GLSLGenerator(const std::set<Subroutine>& subroutines, const ProgramCode& program_code,
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GLSLGenerator(const std::set<Subroutine>& subroutines, const ProgramCode& program_code,
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u32 main_offset)
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u32 main_offset, Maxwell3D::Regs::ShaderStage stage)
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: subroutines(subroutines), program_code(program_code), main_offset(main_offset) {
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: subroutines(subroutines), program_code(program_code), main_offset(main_offset),
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stage(stage) {
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Generate();
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Generate();
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}
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}
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@ -429,6 +430,7 @@ private:
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const std::set<Subroutine>& subroutines;
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const std::set<Subroutine>& subroutines;
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const ProgramCode& program_code;
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const ProgramCode& program_code;
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const u32 main_offset;
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const u32 main_offset;
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Maxwell3D::Regs::ShaderStage stage;
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ShaderWriter shader;
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ShaderWriter shader;
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ShaderWriter declarations;
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ShaderWriter declarations;
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@ -443,10 +445,11 @@ std::string GetCommonDeclarations() {
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return "bool exec_shader();";
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return "bool exec_shader();";
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}
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}
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boost::optional<std::string> DecompileProgram(const ProgramCode& program_code, u32 main_offset) {
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boost::optional<std::string> DecompileProgram(const ProgramCode& program_code, u32 main_offset,
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Maxwell3D::Regs::ShaderStage stage) {
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try {
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try {
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auto subroutines = ControlFlowAnalyzer(program_code, main_offset).GetSubroutines();
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auto subroutines = ControlFlowAnalyzer(program_code, main_offset).GetSubroutines();
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GLSLGenerator generator(subroutines, program_code, main_offset);
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GLSLGenerator generator(subroutines, program_code, main_offset, stage);
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return generator.GetShaderCode();
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return generator.GetShaderCode();
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} catch (const DecompileFail& exception) {
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} catch (const DecompileFail& exception) {
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LOG_ERROR(HW_GPU, "Shader decompilation failed: %s", exception.what());
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LOG_ERROR(HW_GPU, "Shader decompilation failed: %s", exception.what());
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@ -7,14 +7,18 @@
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#include <string>
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#include <string>
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#include <boost/optional.hpp>
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#include <boost/optional.hpp>
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#include "common/common_types.h"
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#include "common/common_types.h"
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#include "video_core/engines/maxwell_3d.h"
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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namespace GLShader {
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namespace GLShader {
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namespace Decompiler {
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namespace Decompiler {
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using Tegra::Engines::Maxwell3D;
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std::string GetCommonDeclarations();
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std::string GetCommonDeclarations();
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boost::optional<std::string> DecompileProgram(const ProgramCode& program_code, u32 main_offset);
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boost::optional<std::string> DecompileProgram(const ProgramCode& program_code, u32 main_offset,
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Maxwell3D::Regs::ShaderStage stage);
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} // namespace Decompiler
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} // namespace Decompiler
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} // namespace GLShader
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} // namespace GLShader
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