#include "PICA/shader_decompiler.hpp" #include "config.hpp" using namespace PICA; using namespace PICA::ShaderGen; using Function = ControlFlow::Function; using ExitMode = Function::ExitMode; void ControlFlow::analyze(const PICAShader& shader, u32 entrypoint) { analysisFailed = false; const Function* function = addFunction(shader, entrypoint, PICAShader::maxInstructionCount); if (function == nullptr) { analysisFailed = true; } } ExitMode ControlFlow::analyzeFunction(const PICAShader& shader, u32 start, u32 end, Function::Labels& labels) { // Initialize exit mode to unknown by default, in order to detect things like unending loops auto [it, inserted] = exitMap.emplace(AddressRange(start, end), ExitMode::Unknown); // Function has already been analyzed and is in the map so it wasn't added, don't analyze again if (!inserted) { return it->second; } // Make sure not to go out of bounds on the shader for (u32 pc = start; pc < PICAShader::maxInstructionCount && pc != end; pc++) { const u32 instruction = shader.loadedShader[pc]; const u32 opcode = instruction >> 26; switch (opcode) { case ShaderOpcodes::JMPC: Helpers::panic("Unimplemented control flow operation (JMPC)"); case ShaderOpcodes::JMPU: Helpers::panic("Unimplemented control flow operation (JMPU)"); case ShaderOpcodes::IFU: Helpers::panic("Unimplemented control flow operation (IFU)"); case ShaderOpcodes::IFC: Helpers::panic("Unimplemented control flow operation (IFC)"); case ShaderOpcodes::CALL: Helpers::panic("Unimplemented control flow operation (CALL)"); case ShaderOpcodes::CALLC: Helpers::panic("Unimplemented control flow operation (CALLC)"); case ShaderOpcodes::CALLU: Helpers::panic("Unimplemented control flow operation (CALLU)"); case ShaderOpcodes::LOOP: Helpers::panic("Unimplemented control flow operation (LOOP)"); case ShaderOpcodes::END: it->second = ExitMode::AlwaysEnd; return it->second; default: break; } } // A function without control flow instructions will always reach its "return point" and return return ExitMode::AlwaysReturn; } void ShaderDecompiler::compileRange(const AddressRange& range) { u32 pc = range.start; const u32 end = range.end >= range.start ? range.end : PICAShader::maxInstructionCount; bool finished = false; while (pc < end && !finished) { compileInstruction(pc, finished); } } const Function* ShaderDecompiler::findFunction(const AddressRange& range) { for (const Function& func : controlFlow.functions) { if (range.start == func.start && range.end == func.end) { return &func; } } return nullptr; } void ShaderDecompiler::writeAttributes() { decompiledShader += R"( layout(std140) uniform PICAShaderUniforms { vec4 uniform_float[96]; uvec4 uniform_int; uint uniform_bool; }; )"; decompiledShader += "\n"; } std::string ShaderDecompiler::decompile() { controlFlow.analyze(shader, entrypoint); if (controlFlow.analysisFailed) { return ""; } decompiledShader = ""; switch (api) { case API::GL: decompiledShader += "#version 410 core\n"; break; case API::GLES: decompiledShader += "#version 300 es\n"; break; default: break; } writeAttributes(); if (config.accurateShaderMul) { // Safe multiplication handler from Citra: Handles the PICA's 0 * inf = 0 edge case decompiledShader += R"( vec4 safe_mul(vec4 a, vec4 b) { vec4 res = a * b; return mix(res, mix(mix(vec4(0.0), res, isnan(rhs)), product, isnan(lhs)), isnan(res)); } )"; } // Forward declare every generated function first so that we can easily call anything from anywhere. for (auto& func : controlFlow.functions) { decompiledShader += func.getForwardDecl(); } decompiledShader += "void pica_shader_main() {\n"; AddressRange mainFunctionRange(entrypoint, PICAShader::maxInstructionCount); callFunction(*findFunction(mainFunctionRange)); decompiledShader += "}\n"; for (auto& func : controlFlow.functions) { if (func.outLabels.size() > 0) { Helpers::panic("Function with out labels"); } decompiledShader += "void " + func.getIdentifier() + "() {\n"; compileRange(AddressRange(func.start, func.end)); decompiledShader += "}\n"; } return decompiledShader; } void ShaderDecompiler::compileInstruction(u32& pc, bool& finished) { const u32 instruction = shader.loadedShader[pc]; const u32 opcode = instruction >> 26; switch (opcode) { case ShaderOpcodes::DP4: decompiledShader += "dp4\n"; break; case ShaderOpcodes::MOV: decompiledShader += "mov\n"; break; case ShaderOpcodes::END: finished = true; return; default: Helpers::warn("GLSL recompiler: Unknown opcode: %X", opcode); break; } pc++; } void ShaderDecompiler::callFunction(const Function& function) { decompiledShader += function.getCallStatement() + ";\n"; } std::string ShaderGen::decompileShader(PICAShader& shader, EmulatorConfig& config, u32 entrypoint, API api, Language language) { ShaderDecompiler decompiler(shader, config, entrypoint, api, language); return decompiler.decompile(); }