Merge pull request #7729 from stenzek/adreno-sillyness

ShaderGen: Fix broken rendering on Adreno Vulkan drivers
This commit is contained in:
Connor McLaughlin 2019-01-25 11:07:12 +10:00 committed by GitHub
commit 224b23b979
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 169 additions and 111 deletions

View File

@ -39,11 +39,9 @@ GeometryShaderUid GetGeometryShaderUid(PrimitiveType primitive_type)
static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
const geometry_shader_uid_data* uid_data, const char* vertex,
APIType ApiType, bool wireframe, bool pixel_lighting,
bool first_vertex = false);
APIType ApiType, bool wireframe, bool first_vertex = false);
static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config,
const geometry_shader_uid_data* uid_data, APIType ApiType, bool wireframe,
bool pixel_lighting);
const geometry_shader_uid_data* uid_data, APIType ApiType, bool wireframe);
ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& host_config,
const geometry_shader_uid_data* uid_data)
@ -52,7 +50,6 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
const bool wireframe = host_config.wireframe;
const bool pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
const bool msaa = host_config.msaa;
const bool ssaa = host_config.ssaa;
const bool stereo = host_config.stereo;
@ -96,7 +93,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
"};\n");
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, pixel_lighting, "");
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, host_config, "");
out.Write("};\n");
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
@ -105,12 +102,12 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
out.Write("#define InstanceID gl_InvocationID\n");
out.Write("VARYING_LOCATION(0) in VertexData {\n");
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, pixel_lighting,
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, host_config,
GetInterpolationQualifier(msaa, ssaa, true, true));
out.Write("} vs[%d];\n", vertex_in);
out.Write("VARYING_LOCATION(0) out VertexData {\n");
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, pixel_lighting,
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, host_config,
GetInterpolationQualifier(msaa, ssaa, true, false));
if (stereo)
@ -152,8 +149,8 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
out.Write("\tVS_OUTPUT start, end;\n");
AssignVSOutputMembers(out, "start", "vs[0]", uid_data->numTexGens, pixel_lighting);
AssignVSOutputMembers(out, "end", "vs[1]", uid_data->numTexGens, pixel_lighting);
AssignVSOutputMembers(out, "start", "vs[0]", uid_data->numTexGens, host_config);
AssignVSOutputMembers(out, "end", "vs[1]", uid_data->numTexGens, host_config);
}
else
{
@ -183,7 +180,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
out.Write("\tVS_OUTPUT center;\n");
AssignVSOutputMembers(out, "center", "vs[0]", uid_data->numTexGens, pixel_lighting);
AssignVSOutputMembers(out, "center", "vs[0]", uid_data->numTexGens, host_config);
}
else
{
@ -214,7 +211,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
out.Write("\tVS_OUTPUT f;\n");
AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, pixel_lighting);
AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, host_config);
if (host_config.backend_depth_clamp &&
DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLIP_DISTANCE))
@ -266,8 +263,8 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
}
out.Write("\t}\n");
EmitVertex(out, host_config, uid_data, "l", ApiType, wireframe, pixel_lighting, true);
EmitVertex(out, host_config, uid_data, "r", ApiType, wireframe, pixel_lighting);
EmitVertex(out, host_config, uid_data, "l", ApiType, wireframe, true);
EmitVertex(out, host_config, uid_data, "r", ApiType, wireframe);
}
else if (primitive_type == PrimitiveType::Points)
{
@ -295,19 +292,19 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
}
out.Write("\t}\n");
EmitVertex(out, host_config, uid_data, "ll", ApiType, wireframe, pixel_lighting, true);
EmitVertex(out, host_config, uid_data, "lr", ApiType, wireframe, pixel_lighting);
EmitVertex(out, host_config, uid_data, "ul", ApiType, wireframe, pixel_lighting);
EmitVertex(out, host_config, uid_data, "ur", ApiType, wireframe, pixel_lighting);
EmitVertex(out, host_config, uid_data, "ll", ApiType, wireframe, true);
EmitVertex(out, host_config, uid_data, "lr", ApiType, wireframe);
EmitVertex(out, host_config, uid_data, "ul", ApiType, wireframe);
EmitVertex(out, host_config, uid_data, "ur", ApiType, wireframe);
}
else
{
EmitVertex(out, host_config, uid_data, "f", ApiType, wireframe, pixel_lighting, true);
EmitVertex(out, host_config, uid_data, "f", ApiType, wireframe, true);
}
out.Write("\t}\n");
EndPrimitive(out, host_config, uid_data, ApiType, wireframe, pixel_lighting);
EndPrimitive(out, host_config, uid_data, ApiType, wireframe);
if (stereo && !host_config.backend_gs_instancing)
out.Write("\t}\n");
@ -319,7 +316,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
const geometry_shader_uid_data* uid_data, const char* vertex,
APIType ApiType, bool wireframe, bool pixel_lighting, bool first_vertex)
APIType ApiType, bool wireframe, bool first_vertex)
{
if (wireframe && first_vertex)
out.Write("\tif (i == 0) first = %s;\n", vertex);
@ -332,14 +329,14 @@ static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
out.Write("\tgl_ClipDistance[0] = %s.clipDist0;\n", vertex);
out.Write("\tgl_ClipDistance[1] = %s.clipDist1;\n", vertex);
}
AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, pixel_lighting);
AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, host_config);
}
else if (ApiType == APIType::Vulkan)
{
// Vulkan NDC space has Y pointing down (right-handed NDC space).
out.Write("\tgl_Position = %s.pos;\n", vertex);
out.Write("\tgl_Position.y = -gl_Position.y;\n");
AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, pixel_lighting);
AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, host_config);
}
else
{
@ -353,11 +350,10 @@ static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
}
static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config,
const geometry_shader_uid_data* uid_data, APIType ApiType, bool wireframe,
bool pixel_lighting)
const geometry_shader_uid_data* uid_data, APIType ApiType, bool wireframe)
{
if (wireframe)
EmitVertex(out, host_config, uid_data, "first", ApiType, wireframe, pixel_lighting);
EmitVertex(out, host_config, uid_data, "first", ApiType, wireframe);
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
out.Write("\tEndPrimitive();\n");

View File

@ -351,7 +351,7 @@ void ClearUnusedPixelShaderUidBits(APIType ApiType, const ShaderHostConfig& host
}
void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, u32 num_texgens,
bool per_pixel_lighting, bool bounding_box)
const ShaderHostConfig& host_config, bool bounding_box)
{
// dot product for integer vectors
out.Write("int idot(int3 x, int3 y)\n"
@ -430,7 +430,7 @@ void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, u32 num_texg
"#define bpmem_tevorder(i) (bpmem_pack2[(i)].x)\n"
"#define bpmem_tevksel(i) (bpmem_pack2[(i)].y)\n\n");
if (per_pixel_lighting)
if (host_config.per_pixel_lighting)
{
out.Write("%s", s_lighting_struct);
@ -458,7 +458,7 @@ void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, u32 num_texg
}
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers(out, ApiType, num_texgens, per_pixel_lighting, "");
GenerateVSOutputMembers(out, ApiType, num_texgens, host_config, "");
out.Write("};\n");
}
@ -491,7 +491,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
uid_data->genMode_numindstages);
// Stuff that is shared between ubershaders and pixelgen.
WritePixelShaderCommonHeader(out, ApiType, uid_data->genMode_numtexgens, per_pixel_lighting,
WritePixelShaderCommonHeader(out, ApiType, uid_data->genMode_numtexgens, host_config,
uid_data->bounding_box);
if (uid_data->forced_early_z && g_ActiveConfig.backend_info.bSupportsEarlyZ)
@ -587,11 +587,10 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
if (uid_data->per_pixel_depth)
out.Write("#define depth gl_FragDepth\n");
// We need to always use output blocks for Vulkan, but geometry shaders are also optional.
if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
if (host_config.backend_geometry_shaders)
{
out.Write("VARYING_LOCATION(0) in VertexData {\n");
GenerateVSOutputMembers(out, ApiType, uid_data->genMode_numtexgens, per_pixel_lighting,
GenerateVSOutputMembers(out, ApiType, uid_data->genMode_numtexgens, host_config,
GetInterpolationQualifier(msaa, ssaa, true, true));
if (stereo)
@ -601,19 +600,26 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
}
else
{
out.Write("%s in float4 colors_0;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s in float4 colors_1;\n", GetInterpolationQualifier(msaa, ssaa));
// compute window position if needed because binding semantic WPOS is not widely supported
// Let's set up attributes
u32 counter = 0;
out.Write("VARYING_LOCATION(%u) %s in float4 colors_0;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s in float4 colors_1;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
{
out.Write("%s in float3 tex%d;\n", GetInterpolationQualifier(msaa, ssaa), i);
out.Write("VARYING_LOCATION(%u) %s in float3 tex%d;\n", counter++,
GetInterpolationQualifier(msaa, ssaa), i);
}
out.Write("%s in float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
if (!host_config.fast_depth_calc)
out.Write("VARYING_LOCATION(%u) %s in float4 clipPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
if (per_pixel_lighting)
{
out.Write("%s in float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s in float3 WorldPos;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s in float3 Normal;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s in float3 WorldPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
}
}
@ -646,8 +652,11 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
out.Write(",\n in %s float3 tex%d : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa), i,
i);
out.Write(",\n in %s float4 clipPos : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa),
uid_data->genMode_numtexgens);
if (!host_config.fast_depth_calc)
{
out.Write(",\n in %s float4 clipPos : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa),
uid_data->genMode_numtexgens);
}
if (per_pixel_lighting)
{
out.Write(",\n in %s float3 Normal : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa),
@ -655,8 +664,11 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
out.Write(",\n in %s float3 WorldPos : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa),
uid_data->genMode_numtexgens + 2);
}
out.Write(",\n in float clipDist0 : SV_ClipDistance0\n");
out.Write(",\n in float clipDist1 : SV_ClipDistance1\n");
if (host_config.backend_geometry_shaders)
{
out.Write(",\n in float clipDist0 : SV_ClipDistance0\n");
out.Write(",\n in float clipDist1 : SV_ClipDistance1\n");
}
if (stereo)
out.Write(",\n in uint layer : SV_RenderTargetArrayIndex\n");
out.Write(" ) {\n");

View File

@ -167,7 +167,7 @@ typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host_config,
const pixel_shader_uid_data* uid_data);
void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, u32 num_texgens,
bool per_pixel_lighting, bool bounding_box);
const ShaderHostConfig& host_config, bool bounding_box);
void ClearUnusedPixelShaderUidBits(APIType ApiType, const ShaderHostConfig& host_config,
PixelShaderUid* uid);
PixelShaderUid GetPixelShaderUid();

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@ -214,7 +214,7 @@ inline void DefineOutputMember(T& object, APIType api_type, const char* qualifie
template <class T>
inline void GenerateVSOutputMembers(T& object, APIType api_type, u32 texgens,
bool per_pixel_lighting, const char* qualifier)
const ShaderHostConfig& host_config, const char* qualifier)
{
DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, "POSITION");
DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, "COLOR", 0);
@ -223,9 +223,10 @@ inline void GenerateVSOutputMembers(T& object, APIType api_type, u32 texgens,
for (unsigned int i = 0; i < texgens; ++i)
DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, "TEXCOORD", i);
DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", texgens);
if (!host_config.fast_depth_calc)
DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", texgens);
if (per_pixel_lighting)
if (host_config.per_pixel_lighting)
{
DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, "TEXCOORD",
texgens + 1);
@ -233,13 +234,16 @@ inline void GenerateVSOutputMembers(T& object, APIType api_type, u32 texgens,
texgens + 2);
}
DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 0, "SV_ClipDistance", 0);
DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 1, "SV_ClipDistance", 1);
if (host_config.backend_geometry_shaders)
{
DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 0, "SV_ClipDistance", 0);
DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 1, "SV_ClipDistance", 1);
}
}
template <class T>
inline void AssignVSOutputMembers(T& object, const char* a, const char* b, u32 texgens,
bool per_pixel_lighting)
const ShaderHostConfig& host_config)
{
object.Write("\t%s.pos = %s.pos;\n", a, b);
object.Write("\t%s.colors_0 = %s.colors_0;\n", a, b);
@ -248,16 +252,20 @@ inline void AssignVSOutputMembers(T& object, const char* a, const char* b, u32 t
for (unsigned int i = 0; i < texgens; ++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 (!host_config.fast_depth_calc)
object.Write("\t%s.clipPos = %s.clipPos;\n", a, b);
if (per_pixel_lighting)
if (host_config.per_pixel_lighting)
{
object.Write("\t%s.Normal = %s.Normal;\n", a, b);
object.Write("\t%s.WorldPos = %s.WorldPos;\n", a, b);
}
object.Write("\t%s.clipDist0 = %s.clipDist0;\n", a, b);
object.Write("\t%s.clipDist1 = %s.clipDist1;\n", a, b);
if (host_config.backend_geometry_shaders)
{
object.Write("\t%s.clipDist0 = %s.clipDist0;\n", a, b);
object.Write("\t%s.clipDist1 = %s.clipDist1;\n", a, b);
}
}
// We use the flag "centroid" to fix some MSAA rendering bugs. With MSAA, the

View File

@ -59,7 +59,7 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
out.Write("// Pixel UberShader for %u texgens%s%s\n", numTexgen,
early_depth ? ", early-depth" : "", per_pixel_depth ? ", per-pixel depth" : "");
WritePixelShaderCommonHeader(out, ApiType, numTexgen, per_pixel_lighting, bounding_box);
WritePixelShaderCommonHeader(out, ApiType, numTexgen, host_config, bounding_box);
WriteUberShaderCommonHeader(out, ApiType, host_config);
if (per_pixel_lighting)
WriteLightingFunction(out);
@ -103,10 +103,10 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
if (per_pixel_depth)
out.Write("#define depth gl_FragDepth\n");
if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
if (host_config.backend_geometry_shaders)
{
out.Write("VARYING_LOCATION(0) in VertexData {\n");
GenerateVSOutputMembers(out, ApiType, numTexgen, per_pixel_lighting,
GenerateVSOutputMembers(out, ApiType, numTexgen, host_config,
GetInterpolationQualifier(msaa, ssaa, true, true));
if (stereo)
@ -116,17 +116,26 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
}
else
{
out.Write("%s in float4 colors_0;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s in float4 colors_1;\n", GetInterpolationQualifier(msaa, ssaa));
// compute window position if needed because binding semantic WPOS is not widely supported
// Let's set up attributes
for (u32 i = 0; i < numTexgen; ++i)
out.Write("%s in float3 tex%d;\n", GetInterpolationQualifier(msaa, ssaa), i);
out.Write("%s in float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
u32 counter = 0;
out.Write("VARYING_LOCATION(%u) %s in float4 colors_0;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s in float4 colors_1;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
for (unsigned int i = 0; i < numTexgen; ++i)
{
out.Write("VARYING_LOCATION(%u) %s in float3 tex%d;\n", counter++,
GetInterpolationQualifier(msaa, ssaa), i);
}
if (!host_config.fast_depth_calc)
out.Write("VARYING_LOCATION(%u) %s in float4 clipPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
if (per_pixel_lighting)
{
out.Write("%s in float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s in float3 WorldPos;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s in float3 Normal;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s in float3 WorldPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
}
}
}
@ -709,8 +718,11 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
for (u32 i = 0; i < numTexgen; ++i)
out.Write(",\n in %s float3 tex%u : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa), i,
i);
out.Write("\n,\n in %s float4 clipPos : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa),
numTexgen);
if (!host_config.fast_depth_calc)
{
out.Write("\n,\n in %s float4 clipPos : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa),
numTexgen);
}
if (per_pixel_lighting)
{
out.Write(",\n in %s float3 Normal : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa),

View File

@ -45,7 +45,7 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
out.Write("};\n");
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers(out, ApiType, numTexgen, per_pixel_lighting, "");
GenerateVSOutputMembers(out, ApiType, numTexgen, host_config, "");
out.Write("};\n\n");
WriteUberShaderCommonHeader(out, ApiType, host_config);
@ -63,28 +63,38 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
for (int i = 0; i < 8; ++i)
out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawtex%d;\n", SHADER_TEXTURE0_ATTRIB + i, i);
// We need to always use output blocks for Vulkan, but geometry shaders are also optional.
if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
if (host_config.backend_geometry_shaders)
{
out.Write("VARYING_LOCATION(0) out VertexData {\n");
GenerateVSOutputMembers(out, ApiType, numTexgen, per_pixel_lighting,
GenerateVSOutputMembers(out, ApiType, numTexgen, host_config,
GetInterpolationQualifier(msaa, ssaa, true, false));
out.Write("} vs;\n");
}
else
{
// Let's set up attributes
u32 counter = 0;
out.Write("VARYING_LOCATION(%u) %s out float4 colors_0;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s out float4 colors_1;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
for (u32 i = 0; i < numTexgen; ++i)
out.Write("%s out float3 tex%u;\n", GetInterpolationQualifier(msaa, ssaa), i);
out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
{
out.Write("VARYING_LOCATION(%u) %s out float3 tex%u;\n", counter++,
GetInterpolationQualifier(msaa, ssaa), i);
}
if (!host_config.fast_depth_calc)
{
out.Write("VARYING_LOCATION(%u) %s out float4 clipPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
}
if (per_pixel_lighting)
{
out.Write("%s out float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s out float3 Normal;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s out float3 WorldPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
}
out.Write("%s out float4 colors_0;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s out float4 colors_1;\n", GetInterpolationQualifier(msaa, ssaa));
}
out.Write("void main()\n{\n");
@ -184,8 +194,11 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
out.Write(" o.colors_1 = float4(1.0, 1.0, 1.0, 1.0);\n");
out.Write("}\n");
// clipPos/w needs to be done in pixel shader, not here
out.Write("o.clipPos = o.pos;\n");
if (!host_config.fast_depth_calc)
{
// clipPos/w needs to be done in pixel shader, not here
out.Write("o.clipPos = o.pos;\n");
}
if (per_pixel_lighting)
{
@ -207,8 +220,13 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
// We adjust our depth value for clipping purposes to match the perspective projection in the
// software backend, which is a hack to fix Sonic Adventure and Unleashed games.
out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n");
out.Write("o.clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w
out.Write("o.clipDist1 = -clipDepth;\n"); // Far: z > 0
out.Write("float clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w
out.Write("float clipDist1 = -clipDepth;\n"); // Far: z > 0
if (host_config.backend_geometry_shaders)
{
out.Write("o.clipDist0 = clipDist0;\n");
out.Write("o.clipDist1 = clipDist1;\n");
}
}
// Write the true depth value. If the game uses depth textures, then the pixel shader will
@ -267,9 +285,9 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
if (host_config.backend_geometry_shaders)
{
AssignVSOutputMembers(out, "vs", "o", numTexgen, per_pixel_lighting);
AssignVSOutputMembers(out, "vs", "o", numTexgen, host_config);
}
else
{
@ -277,7 +295,8 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
// are not supported, however that will require at least OpenGL 3.2 support.
for (u32 i = 0; i < numTexgen; ++i)
out.Write("tex%d.xyz = o.tex%d;\n", i, i);
out.Write("clipPos = o.clipPos;\n");
if (!host_config.fast_depth_calc)
out.Write("clipPos = o.clipPos;\n");
if (per_pixel_lighting)
{
out.Write("Normal = o.Normal;\n");
@ -289,8 +308,8 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
if (host_config.backend_depth_clamp)
{
out.Write("gl_ClipDistance[0] = o.clipDist0;\n");
out.Write("gl_ClipDistance[1] = o.clipDist1;\n");
out.Write("gl_ClipDistance[0] = clipDist0;\n");
out.Write("gl_ClipDistance[1] = clipDist1;\n");
}
// Vulkan NDC space has Y pointing down (right-handed NDC space).
@ -477,4 +496,4 @@ void EnumerateVertexShaderUids(const std::function<void(const VertexShaderUid&)>
callback(uid);
}
}
}
} // namespace UberShader

View File

@ -98,7 +98,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
out.Write("};\n");
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, per_pixel_lighting, "");
GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, "");
out.Write("};\n");
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
@ -128,32 +128,36 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
}
}
// We need to always use output blocks for Vulkan, but geometry shaders are also optional.
if (host_config.backend_geometry_shaders || api_type == APIType::Vulkan)
if (host_config.backend_geometry_shaders)
{
out.Write("VARYING_LOCATION(0) out VertexData {\n");
GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, per_pixel_lighting,
GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config,
GetInterpolationQualifier(msaa, ssaa, true, false));
out.Write("} vs;\n");
}
else
{
// Let's set up attributes
for (u32 i = 0; i < 8; ++i)
u32 counter = 0;
out.Write("VARYING_LOCATION(%u) %s out float4 colors_0;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s out float4 colors_1;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
for (u32 i = 0; i < uid_data->numTexGens; ++i)
{
if (i < uid_data->numTexGens)
{
out.Write("%s out float3 tex%u;\n", GetInterpolationQualifier(msaa, ssaa), i);
}
out.Write("VARYING_LOCATION(%u) %s out float3 tex%u;\n", counter++,
GetInterpolationQualifier(msaa, ssaa), i);
}
out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
if (!host_config.fast_depth_calc)
out.Write("VARYING_LOCATION(%u) %s out float4 clipPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
if (per_pixel_lighting)
{
out.Write("%s out float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s out float3 Normal;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s out float3 WorldPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
}
out.Write("%s out float4 colors_0;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s out float4 colors_1;\n", GetInterpolationQualifier(msaa, ssaa));
}
out.Write("void main()\n{\n");
@ -398,7 +402,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
}
// clipPos/w needs to be done in pixel shader, not here
out.Write("o.clipPos = o.pos;\n");
if (!host_config.fast_depth_calc)
out.Write("o.clipPos = o.pos;\n");
if (per_pixel_lighting)
{
@ -422,8 +427,13 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
// We adjust our depth value for clipping purposes to match the perspective projection in the
// software backend, which is a hack to fix Sonic Adventure and Unleashed games.
out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n");
out.Write("o.clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w
out.Write("o.clipDist1 = -clipDepth;\n"); // Far: z > 0
out.Write("float clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w
out.Write("float clipDist1 = -clipDepth;\n"); // Far: z > 0
if (host_config.backend_geometry_shaders)
{
out.Write("o.clipDist0 = clipDist0;\n");
out.Write("o.clipDist1 = clipDist1;\n");
}
}
// Write the true depth value. If the game uses depth textures, then the pixel shader will
@ -485,9 +495,9 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
if (host_config.backend_geometry_shaders || api_type == APIType::Vulkan)
if (host_config.backend_geometry_shaders)
{
AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, per_pixel_lighting);
AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, host_config);
}
else
{
@ -495,7 +505,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
// are not supported, however that will require at least OpenGL 3.2 support.
for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
out.Write("tex%d.xyz = o.tex%d;\n", i, i);
out.Write("clipPos = o.clipPos;\n");
if (!host_config.fast_depth_calc)
out.Write("clipPos = o.clipPos;\n");
if (per_pixel_lighting)
{
out.Write("Normal = o.Normal;\n");
@ -507,8 +518,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
if (host_config.backend_depth_clamp)
{
out.Write("gl_ClipDistance[0] = o.clipDist0;\n");
out.Write("gl_ClipDistance[1] = o.clipDist1;\n");
out.Write("gl_ClipDistance[0] = clipDist0;\n");
out.Write("gl_ClipDistance[1] = clipDist1;\n");
}
// Vulkan NDC space has Y pointing down (right-handed NDC space).