dolphin/Source/Core/VideoCommon/ShaderGenCommon.h

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// Copyright 2012 Dolphin Emulator Project
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// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <algorithm>
#include <cstdarg>
#include <cstdio>
#include <iomanip>
#include <string>
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/StringUtil.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
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/**
* Common interface for classes that need to go through the shader generation path (GenerateVertexShader, GeneratePixelShader)
* In particular, this includes the shader code generator (ShaderCode).
* A different class (ShaderUid) can be used to uniquely identify each ShaderCode object.
* More interesting things can be done with this, e.g. ShaderConstantProfile checks what shader constants are being used. This can be used to optimize buffer management.
* Each of the ShaderCode, ShaderUid and ShaderConstantProfile child classes only implement the subset of ShaderGeneratorInterface methods that are required for the specific tasks.
*/
class ShaderGeneratorInterface
{
public:
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/*
* Used when the shader generator would write a piece of ShaderCode.
* Can be used like printf.
* @note In the ShaderCode implementation, this does indeed write the parameter string to an internal buffer. However, you're free to do whatever you like with the parameter.
*/
void Write(const char*, ...)
#ifdef __GNUC__
__attribute__((format(printf, 2, 3)))
#endif
{}
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/*
* Returns a read pointer to the internal buffer.
* @note When implementing this method in a child class, you likely want to return the argument of the last SetBuffer call here
* @note SetBuffer() should be called before using GetBuffer().
*/
const char* GetBuffer() { return nullptr; }
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/*
* Can be used to give the object a place to write to. This should be called before using Write().
* @param buffer pointer to a char buffer that the object can write to
*/
void SetBuffer(char* buffer) { }
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/*
* Tells us that a specific constant range (including last_index) is being used by the shader
*/
inline void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {}
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/*
* Returns a pointer to an internally stored object of the uid_data type.
* @warning since most child classes use the default implementation you shouldn't access this directly without adding precautions against nullptr access (e.g. via adding a dummy structure, cf. the vertex/pixel shader generators)
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*/
template<class uid_data>
uid_data* GetUidData() { return nullptr; }
};
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/**
* Shader UID class used to uniquely identify the ShaderCode output written in the shader generator.
* uid_data can be any struct of parameters that uniquely identify each shader code output.
* Unless performance is not an issue, uid_data should be tightly packed to reduce memory footprint.
* Shader generators will write to specific uid_data fields; ShaderUid methods will only read raw u32 values from a union.
*/
template<class uid_data>
class ShaderUid : public ShaderGeneratorInterface
{
public:
ShaderUid()
{
// TODO: Move to Shadergen => can be optimized out
memset(values, 0, sizeof(values));
}
bool operator == (const ShaderUid& obj) const
{
return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) == 0;
}
bool operator != (const ShaderUid& obj) const
{
return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) != 0;
}
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// determines the storage order inside STL containers
bool operator < (const ShaderUid& obj) const
{
return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) < 0;
}
template<class uid_data2>
uid_data2* GetUidData() { return &data; }
const uid_data* GetUidData() const { return &data; }
const u8* GetUidDataRaw() const { return &values[0]; }
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size_t GetUidDataSize() const { return sizeof(values); }
private:
union
{
uid_data data;
u8 values[sizeof(uid_data)];
};
};
class ShaderCode : public ShaderGeneratorInterface
{
public:
ShaderCode() : buf(nullptr), write_ptr(nullptr)
{
}
void Write(const char* fmt, ...)
#ifdef __GNUC__
__attribute__((format(printf, 2, 3)))
#endif
{
va_list arglist;
va_start(arglist, fmt);
write_ptr += vsprintf(write_ptr, fmt, arglist);
va_end(arglist);
}
const char* GetBuffer() { return buf; }
void SetBuffer(char* buffer) { buf = buffer; write_ptr = buffer; }
private:
const char* buf;
char* write_ptr;
};
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/**
* Generates a shader constant profile which can be used to query which constants are used in a shader
*/
class ShaderConstantProfile : public ShaderGeneratorInterface
{
public:
ShaderConstantProfile(int num_constants) { constant_usage.resize(num_constants); }
inline void SetConstantsUsed(unsigned int first_index, unsigned int last_index)
{
for (unsigned int i = first_index; i < last_index + 1; ++i)
constant_usage[i] = true;
}
inline bool ConstantIsUsed(unsigned int index)
{
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// TODO: Not ready for usage yet
return true;
//return constant_usage[index];
}
private:
std::vector<bool> constant_usage; // TODO: Is vector<bool> appropriate here?
};
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/**
* Checks if there has been
*/
template<class UidT, class CodeT>
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class UidChecker
{
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public:
void Invalidate()
{
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m_shaders.clear();
m_uids.clear();
}
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void AddToIndexAndCheck(CodeT& new_code, const UidT& new_uid, const char* shader_type, const char* dump_prefix)
{
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bool uid_is_indexed = std::find(m_uids.begin(), m_uids.end(), new_uid) != m_uids.end();
if (!uid_is_indexed)
{
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m_uids.push_back(new_uid);
m_shaders[new_uid] = new_code.GetBuffer();
}
else
{
// uid is already in the index => check if there's a shader with the same uid but different code
auto& old_code = m_shaders[new_uid];
if (strcmp(old_code.c_str(), new_code.GetBuffer()) != 0)
{
static int num_failures = 0;
std::string temp = StringFromFormat("%s%ssuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(),
dump_prefix, ++num_failures);
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// TODO: Should also dump uids
std::ofstream file;
OpenFStream(file, temp, std::ios_base::out);
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file << "Old shader code:\n" << old_code;
file << "\n\nNew shader code:\n" << new_code.GetBuffer();
file << "\n\nShader uid:\n";
for (unsigned int i = 0; i < new_uid.GetUidDataSize(); ++i)
{
u8 value = new_uid.GetUidDataRaw()[i];
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if ((i % 4) == 0)
{
auto last_value = (i + 3 < new_uid.GetUidDataSize() - 1) ? i + 3 : new_uid.GetUidDataSize();
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file << std::setfill(' ') << std::dec;
file << "Values " << std::setw(2) << i << " - " << last_value << ": ";
}
file << std::setw(2) << std::setfill('0') << std::hex << value << std::setw(1);
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if ((i % 4) < 3)
file << ' ';
else
file << std::endl;
}
ERROR_LOG(VIDEO, "%s shader uid mismatch! See %s for details", shader_type, temp.c_str());
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}
}
}
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private:
std::map<UidT, std::string> m_shaders;
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std::vector<UidT> m_uids;
};
template<class T>
static void DefineOutputMember(T& object, API_TYPE api_type, const char* qualifier, const char* type, const char* name, int var_index, const char* semantic = "", int semantic_index = -1)
{
if (qualifier != nullptr)
object.Write("\t%s %s %s", qualifier, type, name);
else
object.Write("\t%s %s", type, name);
if (var_index != -1)
object.Write("%d", var_index);
if (api_type == API_D3D && strlen(semantic) > 0)
{
if (semantic_index != -1)
object.Write(" : %s%d", semantic, semantic_index);
else
object.Write(" : %s", semantic);
}
object.Write(";\n");
}
template<class T>
static inline void GenerateVSOutputMembers(T& object, API_TYPE api_type, const char* qualifier = nullptr)
{
DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, "POSITION");
DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, "COLOR", 0);
DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 1, "COLOR", 1);
for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, "TEXCOORD", i);
DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", xfmem.numTexGen.numTexGens);
if (g_ActiveConfig.bEnablePixelLighting)
{
DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, "TEXCOORD", xfmem.numTexGen.numTexGens + 1);
DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, "TEXCOORD", xfmem.numTexGen.numTexGens + 2);
}
}
template<class T>
static inline void AssignVSOutputMembers(T& object, const char* a, const char* b)
{
object.Write("\t%s.pos = %s.pos;\n", a, b);
object.Write("\t%s.colors_0 = %s.colors_0;\n", a, b);
object.Write("\t%s.colors_1 = %s.colors_1;\n", a, b);
for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
object.Write("\t%s.tex%d = %s.tex%d;\n", a, i, b, i);
object.Write("\t%s.clipPos = %s.clipPos;\n", a, b);
if (g_ActiveConfig.bEnablePixelLighting)
{
object.Write("\t%s.Normal = %s.Normal;\n", a, b);
object.Write("\t%s.WorldPos = %s.WorldPos;\n", a, b);
}
}
// We use the flag "centroid" to fix some MSAA rendering bugs. With MSAA, the
// pixel shader will be executed for each pixel which has at least one passed sample.
// So there may be rendered pixels where the center of the pixel isn't in the primitive.
// As the pixel shader usually renders at the center of the pixel, this position may be
// outside the primitive. This will lead to sampling outside the texture, sign changes, ...
// As a workaround, we interpolate at the centroid of the coveraged pixel, which
// is always inside the primitive.
// Without MSAA, this flag is defined to have no effect.
static inline const char* GetInterpolationQualifier(API_TYPE api_type, bool in = true, bool in_out = false)
{
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if (g_ActiveConfig.iMultisamples <= 1)
return "";
if (!g_ActiveConfig.bSSAA)
{
if (in_out && api_type == API_OPENGL && !g_ActiveConfig.backend_info.bSupportsBindingLayout)
return in ? "centroid in" : "centroid out";
return "centroid";
}
return "sample";
}
// Constant variable names
#define I_COLORS "color"
#define I_KCOLORS "k"
#define I_ALPHA "alphaRef"
#define I_TEXDIMS "texdim"
#define I_ZBIAS "czbias"
#define I_INDTEXSCALE "cindscale"
#define I_INDTEXMTX "cindmtx"
#define I_FOGCOLOR "cfogcolor"
#define I_FOGI "cfogi"
#define I_FOGF "cfogf"
#define I_ZSLOPE "czslope"
#define I_EFBSCALE "cefbscale"
#define I_POSNORMALMATRIX "cpnmtx"
#define I_PROJECTION "cproj"
#define I_MATERIALS "cmtrl"
#define I_LIGHTS "clights"
#define I_TEXMATRICES "ctexmtx"
#define I_TRANSFORMMATRICES "ctrmtx"
#define I_NORMALMATRICES "cnmtx"
#define I_POSTTRANSFORMMATRICES "cpostmtx"
#define I_PIXELCENTERCORRECTION "cpixelcenter"
#define I_STEREOPARAMS "cstereo"
#define I_LINEPTPARAMS "clinept"
#define I_TEXOFFSET "ctexoffset"
static const char s_shader_uniforms[] =
"\tfloat4 " I_POSNORMALMATRIX"[6];\n"
"\tfloat4 " I_PROJECTION"[4];\n"
"\tint4 " I_MATERIALS"[4];\n"
"\tLight " I_LIGHTS"[8];\n"
"\tfloat4 " I_TEXMATRICES"[24];\n"
"\tfloat4 " I_TRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_NORMALMATRICES"[32];\n"
"\tfloat4 " I_POSTTRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_PIXELCENTERCORRECTION";\n";