VideoCommon: Add dynamic vertex loader to ubershaders
This commit is contained in:
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720b3f5519
commit
4c629c2bee
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@ -74,7 +74,7 @@ static std::recursive_mutex g_save_thread_mutex;
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static std::thread g_save_thread;
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static std::thread g_save_thread;
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// Don't forget to increase this after doing changes on the savestate system
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// Don't forget to increase this after doing changes on the savestate system
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constexpr u32 STATE_VERSION = 148; // Last changed in PR 10768
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constexpr u32 STATE_VERSION = 149; // Last changed in PR 10781
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// Maps savestate versions to Dolphin versions.
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// Maps savestate versions to Dolphin versions.
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// Versions after 42 don't need to be added to this list,
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// Versions after 42 don't need to be added to this list,
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@ -112,6 +112,7 @@ void VideoBackend::FillBackendInfo()
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g_Config.backend_info.bSupportsLogicOp = D3D::SupportsLogicOp(g_Config.iAdapter);
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g_Config.backend_info.bSupportsLogicOp = D3D::SupportsLogicOp(g_Config.iAdapter);
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g_Config.backend_info.bSupportsSettingObjectNames = true;
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g_Config.backend_info.bSupportsSettingObjectNames = true;
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g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
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g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
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g_Config.backend_info.bSupportsDynamicVertexLoader = false;
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g_Config.backend_info.Adapters = D3DCommon::GetAdapterNames();
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g_Config.backend_info.Adapters = D3DCommon::GetAdapterNames();
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g_Config.backend_info.AAModes = D3D::GetAAModes(g_Config.iAdapter);
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g_Config.backend_info.AAModes = D3D::GetAAModes(g_Config.iAdapter);
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@ -87,6 +87,7 @@ void VideoBackend::FillBackendInfo()
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g_Config.backend_info.bSupportsLodBiasInSampler = true;
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g_Config.backend_info.bSupportsLodBiasInSampler = true;
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g_Config.backend_info.bSupportsSettingObjectNames = true;
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g_Config.backend_info.bSupportsSettingObjectNames = true;
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g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
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g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
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g_Config.backend_info.bSupportsDynamicVertexLoader = false;
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// We can only check texture support once we have a device.
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// We can only check texture support once we have a device.
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if (g_dx_context)
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if (g_dx_context)
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@ -74,6 +74,7 @@ void Metal::Util::PopulateBackendInfo(VideoConfig* config)
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config->backend_info.bSupportsSettingObjectNames = true;
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config->backend_info.bSupportsSettingObjectNames = true;
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// Metal requires multisample resolve to be done on a render pass
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// Metal requires multisample resolve to be done on a render pass
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config->backend_info.bSupportsPartialMultisampleResolve = false;
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config->backend_info.bSupportsPartialMultisampleResolve = false;
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config->backend_info.bSupportsDynamicVertexLoader = false;
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}
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}
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void Metal::Util::PopulateBackendInfoAdapters(VideoConfig* config,
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void Metal::Util::PopulateBackendInfoAdapters(VideoConfig* config,
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@ -60,6 +60,7 @@ void VideoBackend::InitBackendInfo()
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g_Config.backend_info.bSupportsLodBiasInSampler = false;
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g_Config.backend_info.bSupportsLodBiasInSampler = false;
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g_Config.backend_info.bSupportsSettingObjectNames = false;
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g_Config.backend_info.bSupportsSettingObjectNames = false;
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g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
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g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
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g_Config.backend_info.bSupportsDynamicVertexLoader = false;
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// aamodes: We only support 1 sample, so no MSAA
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// aamodes: We only support 1 sample, so no MSAA
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g_Config.backend_info.Adapters.clear();
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g_Config.backend_info.Adapters.clear();
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@ -94,6 +94,8 @@ void VideoBackend::InitBackendInfo()
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g_Config.backend_info.bSupportsPipelineCacheData = false;
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g_Config.backend_info.bSupportsPipelineCacheData = false;
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g_Config.backend_info.bSupportsLodBiasInSampler = true;
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g_Config.backend_info.bSupportsLodBiasInSampler = true;
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g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
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g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
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// Unneccessary since OGL doesn't use pipelines
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g_Config.backend_info.bSupportsDynamicVertexLoader = false;
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// TODO: There is a bug here, if texel buffers or SSBOs/atomics are not supported the graphics
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// TODO: There is a bug here, if texel buffers or SSBOs/atomics are not supported the graphics
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// options will show the option when it is not supported. The only way around this would be
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// options will show the option when it is not supported. The only way around this would be
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@ -89,6 +89,7 @@ void VideoSoftware::InitBackendInfo()
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g_Config.backend_info.bSupportsLodBiasInSampler = false;
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g_Config.backend_info.bSupportsLodBiasInSampler = false;
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g_Config.backend_info.bSupportsSettingObjectNames = false;
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g_Config.backend_info.bSupportsSettingObjectNames = false;
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g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
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g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
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g_Config.backend_info.bSupportsDynamicVertexLoader = false;
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// aamodes
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// aamodes
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g_Config.backend_info.AAModes = {1};
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g_Config.backend_info.AAModes = {1};
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@ -295,6 +295,7 @@ void VulkanContext::PopulateBackendInfo(VideoConfig* config)
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config->backend_info.bSupportsLodBiasInSampler = false; // Dependent on OS.
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config->backend_info.bSupportsLodBiasInSampler = false; // Dependent on OS.
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config->backend_info.bSupportsSettingObjectNames = false; // Dependent on features.
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config->backend_info.bSupportsSettingObjectNames = false; // Dependent on features.
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config->backend_info.bSupportsPartialMultisampleResolve = true; // Assumed support.
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config->backend_info.bSupportsPartialMultisampleResolve = true; // Assumed support.
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config->backend_info.bSupportsDynamicVertexLoader = false; // Not yet supported
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}
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}
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void VulkanContext::PopulateBackendInfoAdapters(VideoConfig* config, const GPUList& gpu_list)
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void VulkanContext::PopulateBackendInfoAdapters(VideoConfig* config, const GPUList& gpu_list)
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@ -93,6 +93,13 @@ struct VertexShaderConstants
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float4 cached_tangent;
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float4 cached_tangent;
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float4 cached_binormal;
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float4 cached_binormal;
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// For UberShader vertex loader
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u32 vertex_stride;
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u32 vertex_offset_normals[3];
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u32 vertex_offset_position;
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u32 vertex_offset_posmtx;
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u32 vertex_offset_colors[2];
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u32 vertex_offset_texcoords[8];
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};
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};
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struct GeometryShaderConstants
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struct GeometryShaderConstants
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@ -743,6 +743,8 @@ static GXUberPipelineUid ApplyDriverBugs(const GXUberPipelineUid& in)
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{
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{
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GXUberPipelineUid out;
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GXUberPipelineUid out;
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memcpy(&out, &in, sizeof(out)); // Copy padding
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memcpy(&out, &in, sizeof(out)); // Copy padding
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if (g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader)
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out.vertex_format = nullptr;
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if (g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
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if (g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
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{
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{
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// Always blend in shader
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// Always blend in shader
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@ -43,6 +43,7 @@ ShaderHostConfig ShaderHostConfig::GetCurrent()
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bits.manual_texture_sampling_custom_texture_sizes =
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bits.manual_texture_sampling_custom_texture_sizes =
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g_ActiveConfig.ManualTextureSamplingWithHiResTextures();
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g_ActiveConfig.ManualTextureSamplingWithHiResTextures();
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bits.backend_sampler_lod_bias = g_ActiveConfig.backend_info.bSupportsLodBiasInSampler;
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bits.backend_sampler_lod_bias = g_ActiveConfig.backend_info.bSupportsLodBiasInSampler;
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bits.backend_dynamic_vertex_loader = g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader;
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return bits;
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return bits;
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}
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}
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@ -177,6 +177,7 @@ union ShaderHostConfig
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BitField<24, 1, bool, u32> manual_texture_sampling;
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BitField<24, 1, bool, u32> manual_texture_sampling;
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BitField<25, 1, bool, u32> manual_texture_sampling_custom_texture_sizes;
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BitField<25, 1, bool, u32> manual_texture_sampling_custom_texture_sizes;
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BitField<26, 1, bool, u32> backend_sampler_lod_bias;
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BitField<26, 1, bool, u32> backend_sampler_lod_bias;
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BitField<27, 1, bool, u32> backend_dynamic_vertex_loader;
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static ShaderHostConfig GetCurrent();
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static ShaderHostConfig GetCurrent();
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};
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};
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@ -302,6 +303,15 @@ static const char s_shader_uniforms[] = "\tuint components;\n"
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"\tuint4 xfmem_pack1[8];\n"
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"\tuint4 xfmem_pack1[8];\n"
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"\tfloat4 " I_CACHED_TANGENT ";\n"
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"\tfloat4 " I_CACHED_TANGENT ";\n"
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"\tfloat4 " I_CACHED_BINORMAL ";\n"
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"\tfloat4 " I_CACHED_BINORMAL ";\n"
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"\tuint vertex_stride;\n"
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"\tuint vertex_offset_rawnormal;\n"
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"\tuint vertex_offset_rawtangent;\n"
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"\tuint vertex_offset_rawbinormal;\n"
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"\tuint vertex_offset_rawpos;\n"
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"\tuint vertex_offset_posmtx;\n"
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"\tuint vertex_offset_rawcolor0;\n"
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"\tuint vertex_offset_rawcolor1;\n"
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"\tuint4 vertex_offset_rawtex[2];\n" // std140 is pain
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"\t#define xfmem_texMtxInfo(i) (xfmem_pack1[(i)].x)\n"
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"\t#define xfmem_texMtxInfo(i) (xfmem_pack1[(i)].x)\n"
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"\t#define xfmem_postMtxInfo(i) (xfmem_pack1[(i)].y)\n"
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"\t#define xfmem_postMtxInfo(i) (xfmem_pack1[(i)].y)\n"
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"\t#define xfmem_color(i) (xfmem_pack1[(i)].z)\n"
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"\t#define xfmem_color(i) (xfmem_pack1[(i)].z)\n"
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@ -22,7 +22,11 @@ VertexShaderUid GetVertexShaderUid()
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return out;
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return out;
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}
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}
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static void GenVertexShaderTexGens(APIType api_type, u32 num_texgen, ShaderCode& out);
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static void GenVertexShaderTexGens(APIType api_type, const ShaderHostConfig& host_config,
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u32 num_texgen, ShaderCode& out);
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static void LoadVertexAttribute(ShaderCode& code, const ShaderHostConfig& host_config, u32 indent,
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std::string_view name, std::string_view shader_type,
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std::string_view stored_type, std::string_view offset_name = {});
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ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config,
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ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config,
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const vertex_ubershader_uid_data* uid_data)
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const vertex_ubershader_uid_data* uid_data)
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@ -50,15 +54,76 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
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WriteBitfieldExtractHeader(out, api_type, host_config);
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WriteBitfieldExtractHeader(out, api_type, host_config);
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WriteLightingFunction(out);
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WriteLightingFunction(out);
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out.Write("ATTRIBUTE_LOCATION({}) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
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if (host_config.backend_dynamic_vertex_loader)
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out.Write("ATTRIBUTE_LOCATION({}) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB);
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{
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnormal;\n", SHADER_NORMAL_ATTRIB);
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out.Write(R"(
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawtangent;\n", SHADER_TANGENT_ATTRIB);
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SSBO_BINDING(1) readonly restrict buffer Vertices {{
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawbinormal;\n", SHADER_BINORMAL_ATTRIB);
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uint vertex_buffer[];
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out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB);
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}};
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out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB);
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for (int i = 0; i < 8; ++i)
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uint GetVertexBaseOffset() {{
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawtex{};\n", SHADER_TEXTURE0_ATTRIB + i, i);
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return gl_VertexID * vertex_stride;
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}}
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uint4 load_input_uint4_ubyte4(uint vtx_offset, uint attr_offset) {{
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uint value = vertex_buffer[vtx_offset + attr_offset];
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return uint4(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, value >> 24);
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}}
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float4 load_input_float4_ubyte4(uint vtx_offset, uint attr_offset) {{
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return float4(load_input_uint4_ubyte4(vtx_offset, attr_offset)) / 255.0f;
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}}
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float3 load_input_float3_float3(uint vtx_offset, uint attr_offset) {{
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uint offset = vtx_offset + attr_offset;
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return float3(uintBitsToFloat(vertex_buffer[offset + 0]),
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uintBitsToFloat(vertex_buffer[offset + 1]),
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uintBitsToFloat(vertex_buffer[offset + 2]));
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}}
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float4 load_input_float4_rawpos(uint vtx_offset, uint attr_offset) {{
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uint components = attr_offset >> 16;
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uint offset = vtx_offset + (attr_offset & 0xffff);
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if (components < 3)
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return float4(uintBitsToFloat(vertex_buffer[offset + 0]),
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uintBitsToFloat(vertex_buffer[offset + 1]),
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0.0f, 1.0f);
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else
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return float4(uintBitsToFloat(vertex_buffer[offset + 0]),
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uintBitsToFloat(vertex_buffer[offset + 1]),
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uintBitsToFloat(vertex_buffer[offset + 2]),
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1.0f);
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}}
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float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
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uint components = attr_offset >> 16;
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uint offset = vtx_offset + (attr_offset & 0xffff);
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if (components < 2)
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return float3(uintBitsToFloat(vertex_buffer[offset + 0]), 0.0f, 0.0f);
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else if (components < 3)
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return float3(uintBitsToFloat(vertex_buffer[offset + 0]),
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uintBitsToFloat(vertex_buffer[offset + 1]),
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0.0f);
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else
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return float3(uintBitsToFloat(vertex_buffer[offset + 0]),
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uintBitsToFloat(vertex_buffer[offset + 1]),
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uintBitsToFloat(vertex_buffer[offset + 2]));
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}}
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)");
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}
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else
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{
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out.Write("ATTRIBUTE_LOCATION({}) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION({}) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnormal;\n", SHADER_NORMAL_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawtangent;\n", SHADER_TANGENT_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawbinormal;\n", SHADER_BINORMAL_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB);
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for (int i = 0; i < 8; ++i)
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawtex{};\n", SHADER_TEXTURE0_ATTRIB + i, i);
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}
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if (host_config.backend_geometry_shaders)
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if (host_config.backend_geometry_shaders)
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{
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{
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@ -99,7 +164,12 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
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out.Write("VS_OUTPUT o;\n"
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out.Write("VS_OUTPUT o;\n"
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"\n");
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"\n");
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if (host_config.backend_dynamic_vertex_loader)
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{
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out.Write("uint vertex_base_offset = GetVertexBaseOffset();\n");
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}
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// rawpos is always needed
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LoadVertexAttribute(out, host_config, 0, "rawpos", "float4", "rawpos");
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// Transforms
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// Transforms
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out.Write("// Position matrix\n"
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out.Write("// Position matrix\n"
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"float4 P0;\n"
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"float4 P0;\n"
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@ -113,6 +183,7 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
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"\n"
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"\n"
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"if ((components & {}u) != 0u) {{ // VB_HAS_POSMTXIDX\n",
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"if ((components & {}u) != 0u) {{ // VB_HAS_POSMTXIDX\n",
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VB_HAS_POSMTXIDX);
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VB_HAS_POSMTXIDX);
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LoadVertexAttribute(out, host_config, 2, "posmtx", "uint4", "ubyte4");
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out.Write(" // Vertex format has a per-vertex matrix\n"
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out.Write(" // Vertex format has a per-vertex matrix\n"
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" int posidx = int(posmtx.r);\n"
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" int posidx = int(posmtx.r);\n"
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" P0 = " I_TRANSFORMMATRICES "[posidx];\n"
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" P0 = " I_TRANSFORMMATRICES "[posidx];\n"
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@ -144,27 +215,40 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
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"// by lighting calculations and needs to be unit length), the same transform matrix\n"
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"// by lighting calculations and needs to be unit length), the same transform matrix\n"
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"// can do double duty, scaling for emboss mapping, and not scaling for lighting.\n"
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"// can do double duty, scaling for emboss mapping, and not scaling for lighting.\n"
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"float3 _normal = float3(0.0, 0.0, 0.0);\n"
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"float3 _normal = float3(0.0, 0.0, 0.0);\n"
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"if ((components & {}u) != 0u) // VB_HAS_NORMAL\n",
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"if ((components & {}u) != 0u) // VB_HAS_NORMAL\n"
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"{{\n",
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VB_HAS_NORMAL);
|
VB_HAS_NORMAL);
|
||||||
|
LoadVertexAttribute(out, host_config, 2, "rawnormal", "float3", "float3");
|
||||||
out.Write(" _normal = normalize(float3(dot(N0, rawnormal), dot(N1, rawnormal), dot(N2, "
|
out.Write(" _normal = normalize(float3(dot(N0, rawnormal), dot(N1, rawnormal), dot(N2, "
|
||||||
"rawnormal)));\n"
|
"rawnormal)));\n"
|
||||||
|
"}}\n"
|
||||||
"\n"
|
"\n"
|
||||||
"float3 _tangent = float3(0.0, 0.0, 0.0);\n"
|
"float3 _tangent = float3(0.0, 0.0, 0.0);\n"
|
||||||
"if ((components & {}u) != 0u) // VB_HAS_TANGENT\n",
|
"if ((components & {}u) != 0u) // VB_HAS_TANGENT\n"
|
||||||
|
"{{\n",
|
||||||
VB_HAS_TANGENT);
|
VB_HAS_TANGENT);
|
||||||
|
LoadVertexAttribute(out, host_config, 2, "rawtangent", "float3", "float3");
|
||||||
out.Write(" _tangent = float3(dot(N0, rawtangent), dot(N1, rawtangent), dot(N2, rawtangent));\n"
|
out.Write(" _tangent = float3(dot(N0, rawtangent), dot(N1, rawtangent), dot(N2, rawtangent));\n"
|
||||||
|
"}}\n"
|
||||||
"else\n"
|
"else\n"
|
||||||
|
"{{\n"
|
||||||
" _tangent = float3(dot(N0, " I_CACHED_TANGENT ".xyz), dot(N1, " I_CACHED_TANGENT
|
" _tangent = float3(dot(N0, " I_CACHED_TANGENT ".xyz), dot(N1, " I_CACHED_TANGENT
|
||||||
".xyz), dot(N2, " I_CACHED_TANGENT ".xyz));\n"
|
".xyz), dot(N2, " I_CACHED_TANGENT ".xyz));\n"
|
||||||
|
"}}\n"
|
||||||
"\n"
|
"\n"
|
||||||
"float3 _binormal = float3(0.0, 0.0, 0.0);\n"
|
"float3 _binormal = float3(0.0, 0.0, 0.0);\n"
|
||||||
"if ((components & {}u) != 0u) // VB_HAS_BINORMAL\n",
|
"if ((components & {}u) != 0u) // VB_HAS_BINORMAL\n"
|
||||||
|
"{{\n",
|
||||||
VB_HAS_BINORMAL);
|
VB_HAS_BINORMAL);
|
||||||
|
LoadVertexAttribute(out, host_config, 2, "rawbinormal", "float3", "float3");
|
||||||
out.Write(" _binormal = float3(dot(N0, rawbinormal), dot(N1, rawbinormal), dot(N2, "
|
out.Write(" _binormal = float3(dot(N0, rawbinormal), dot(N1, rawbinormal), dot(N2, "
|
||||||
"rawbinormal));\n"
|
"rawbinormal));\n"
|
||||||
|
"}}\n"
|
||||||
"else\n"
|
"else\n"
|
||||||
|
"{{\n"
|
||||||
" _binormal = float3(dot(N0, " I_CACHED_BINORMAL ".xyz), dot(N1, " I_CACHED_BINORMAL
|
" _binormal = float3(dot(N0, " I_CACHED_BINORMAL ".xyz), dot(N1, " I_CACHED_BINORMAL
|
||||||
".xyz), dot(N2, " I_CACHED_BINORMAL ".xyz));\n"
|
".xyz), dot(N2, " I_CACHED_BINORMAL ".xyz));\n"
|
||||||
|
"}}\n"
|
||||||
"\n");
|
"\n");
|
||||||
|
|
||||||
// Hardware Lighting
|
// Hardware Lighting
|
||||||
|
@ -178,34 +262,40 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
|
||||||
"bool use_color_1 = ((components & {0}u) == {0}u); // VB_HAS_COL0 | VB_HAS_COL1\n",
|
"bool use_color_1 = ((components & {0}u) == {0}u); // VB_HAS_COL0 | VB_HAS_COL1\n",
|
||||||
VB_HAS_COL0 | VB_HAS_COL1);
|
VB_HAS_COL0 | VB_HAS_COL1);
|
||||||
|
|
||||||
out.Write("for (uint color = 0u; color < {}u; color++) {{\n", NUM_XF_COLOR_CHANNELS);
|
out.Write("if ((components & {0}u) == {0}u) // VB_HAS_COL0 | VB_HAS_COL1\n"
|
||||||
out.Write(" if ((color == 0u || use_color_1) && (components & ({}u << color)) != 0u) {{\n",
|
"{{\n",
|
||||||
VB_HAS_COL0);
|
VB_HAS_COL0 | VB_HAS_COL1);
|
||||||
out.Write(" // Use color0 for channel 0, and color1 for channel 1 if both colors 0 and 1 are "
|
LoadVertexAttribute(out, host_config, 2, "rawcolor0", "float4", "ubyte4");
|
||||||
"present.\n"
|
LoadVertexAttribute(out, host_config, 2, "rawcolor1", "float4", "ubyte4");
|
||||||
" if (color == 0u)\n"
|
out.Write(" vertex_color_0 = rawcolor0;\n"
|
||||||
" vertex_color_0 = rawcolor0;\n"
|
" vertex_color_1 = rawcolor1;\n"
|
||||||
" else\n"
|
|
||||||
" vertex_color_1 = rawcolor1;\n"
|
|
||||||
" }} else if (color == 0u && (components & {}u) != 0u) {{\n",
|
|
||||||
VB_HAS_COL1);
|
|
||||||
out.Write(" // Use color1 for channel 0 if color0 is not present.\n"
|
|
||||||
" vertex_color_0 = rawcolor1;\n"
|
|
||||||
" }} else {{\n"
|
|
||||||
" if (color == 0u)\n"
|
|
||||||
" vertex_color_0 = missing_color_value;\n"
|
|
||||||
" else\n"
|
|
||||||
" vertex_color_1 = missing_color_value;\n"
|
|
||||||
" }}\n"
|
|
||||||
"}}\n"
|
"}}\n"
|
||||||
"\n");
|
"else if ((components & {}u) != 0u) // VB_HAS_COL0\n"
|
||||||
|
"{{\n",
|
||||||
|
VB_HAS_COL0);
|
||||||
|
LoadVertexAttribute(out, host_config, 2, "rawcolor0", "float4", "ubyte4");
|
||||||
|
out.Write(" vertex_color_0 = rawcolor0;\n"
|
||||||
|
" vertex_color_1 = rawcolor0;\n"
|
||||||
|
"}}\n"
|
||||||
|
"else if ((components & {}u) != 0u) // VB_HAS_COL1\n"
|
||||||
|
"{{\n",
|
||||||
|
VB_HAS_COL1);
|
||||||
|
LoadVertexAttribute(out, host_config, 2, "rawcolor1", "float4", "ubyte4");
|
||||||
|
out.Write(" vertex_color_0 = rawcolor1;\n"
|
||||||
|
" vertex_color_1 = rawcolor1;\n"
|
||||||
|
"}}\n"
|
||||||
|
"else\n"
|
||||||
|
"{{\n"
|
||||||
|
" vertex_color_0 = missing_color_value;\n"
|
||||||
|
" vertex_color_1 = missing_color_value;\n"
|
||||||
|
"}}\n");
|
||||||
|
|
||||||
WriteVertexLighting(out, api_type, "pos.xyz", "_normal", "vertex_color_0", "vertex_color_1",
|
WriteVertexLighting(out, api_type, "pos.xyz", "_normal", "vertex_color_0", "vertex_color_1",
|
||||||
"o.colors_0", "o.colors_1");
|
"o.colors_0", "o.colors_1");
|
||||||
|
|
||||||
// Texture Coordinates
|
// Texture Coordinates
|
||||||
if (num_texgen > 0)
|
if (num_texgen > 0)
|
||||||
GenVertexShaderTexGens(api_type, num_texgen, out);
|
GenVertexShaderTexGens(api_type, host_config, num_texgen, out);
|
||||||
|
|
||||||
if (per_pixel_lighting)
|
if (per_pixel_lighting)
|
||||||
{
|
{
|
||||||
|
@ -352,7 +442,8 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
|
||||||
return out;
|
return out;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void GenVertexShaderTexGens(APIType api_type, u32 num_texgen, ShaderCode& out)
|
static void GenVertexShaderTexGens(APIType api_type, const ShaderHostConfig& host_config,
|
||||||
|
u32 num_texgen, ShaderCode& out)
|
||||||
{
|
{
|
||||||
// The HLSL compiler complains that the output texture coordinates are uninitialized when trying
|
// The HLSL compiler complains that the output texture coordinates are uninitialized when trying
|
||||||
// to dynamically index them.
|
// to dynamically index them.
|
||||||
|
@ -377,27 +468,40 @@ static void GenVertexShaderTexGens(APIType api_type, u32 num_texgen, ShaderCode&
|
||||||
out.Write(" coord.xyz = rawpos.xyz;\n");
|
out.Write(" coord.xyz = rawpos.xyz;\n");
|
||||||
out.Write(" break;\n\n");
|
out.Write(" break;\n\n");
|
||||||
out.Write(" case {:s}:\n", SourceRow::Normal);
|
out.Write(" case {:s}:\n", SourceRow::Normal);
|
||||||
out.Write(" coord.xyz = ((components & {}u /* VB_HAS_NORMAL */) != 0u) ? rawnormal.xyz : "
|
out.Write(" if ((components & {}u) != 0u) // VB_HAS_NORMAL\n"
|
||||||
"coord.xyz;",
|
" {{\n",
|
||||||
VB_HAS_NORMAL);
|
VB_HAS_NORMAL);
|
||||||
out.Write(" break;\n\n");
|
LoadVertexAttribute(out, host_config, 6, "rawnormal", "float3", "float3");
|
||||||
|
out.Write(" coord.xyz = rawnormal.xyz;\n"
|
||||||
|
" }}\n"
|
||||||
|
" break;\n\n");
|
||||||
out.Write(" case {:s}:\n", SourceRow::BinormalT);
|
out.Write(" case {:s}:\n", SourceRow::BinormalT);
|
||||||
out.Write(" coord.xyz = ((components & {}u /* VB_HAS_TANGENT */) != 0u) ? rawtangent.xyz : "
|
out.Write(" if ((components & {}u) != 0u) // VB_HAS_TANGENT\n"
|
||||||
"coord.xyz;",
|
" {{\n",
|
||||||
VB_HAS_TANGENT);
|
VB_HAS_TANGENT);
|
||||||
out.Write(" break;\n\n");
|
LoadVertexAttribute(out, host_config, 6, "rawtangent", "float3", "float3");
|
||||||
|
out.Write(" coord.xyz = rawtangent.xyz;\n"
|
||||||
|
" }}\n"
|
||||||
|
" break;\n\n");
|
||||||
out.Write(" case {:s}:\n", SourceRow::BinormalB);
|
out.Write(" case {:s}:\n", SourceRow::BinormalB);
|
||||||
out.Write(" coord.xyz = ((components & {}u /* VB_HAS_BINORMAL */) != 0u) ? rawbinormal.xyz : "
|
out.Write(" if ((components & {}u) != 0u) // VB_HAS_BINORMAL\n"
|
||||||
"coord.xyz;",
|
" {{\n",
|
||||||
VB_HAS_BINORMAL);
|
VB_HAS_BINORMAL);
|
||||||
out.Write(" break;\n\n");
|
LoadVertexAttribute(out, host_config, 6, "rawbinormal", "float3", "float3");
|
||||||
|
out.Write(" coord.xyz = rawbinormal.xyz;\n"
|
||||||
|
" }}\n"
|
||||||
|
" break;\n\n");
|
||||||
for (u32 i = 0; i < 8; i++)
|
for (u32 i = 0; i < 8; i++)
|
||||||
{
|
{
|
||||||
out.Write(" case {:s}:\n", static_cast<SourceRow>(static_cast<u32>(SourceRow::Tex0) + i));
|
out.Write(" case {:s}:\n", static_cast<SourceRow>(static_cast<u32>(SourceRow::Tex0) + i));
|
||||||
out.Write(
|
out.Write(" if ((components & {}u) != 0u) // VB_HAS_UV{}\n"
|
||||||
" coord = ((components & {}u /* VB_HAS_UV{} */) != 0u) ? float4(rawtex{}.x, rawtex{}.y, "
|
" {{\n",
|
||||||
"1.0, 1.0) : coord;\n",
|
VB_HAS_UV0 << i, i);
|
||||||
VB_HAS_UV0 << i, i, i, i);
|
LoadVertexAttribute(out, host_config, 6, fmt::format("rawtex{}", i), "float3", "rawtex",
|
||||||
|
fmt::format("rawtex[{}][{}]", i / 4, i % 4));
|
||||||
|
out.Write(" coord = float4(rawtex{}.x, rawtex{}.y, 1.0f, 1.0f);\n"
|
||||||
|
" }}\n",
|
||||||
|
i, i);
|
||||||
out.Write(" break;\n\n");
|
out.Write(" break;\n\n");
|
||||||
}
|
}
|
||||||
out.Write(" }}\n"
|
out.Write(" }}\n"
|
||||||
|
@ -447,14 +551,24 @@ static void GenVertexShaderTexGens(APIType api_type, u32 num_texgen, ShaderCode&
|
||||||
" {{\n");
|
" {{\n");
|
||||||
out.Write(" if ((components & ({}u /* VB_HAS_TEXMTXIDX0 */ << texgen)) != 0u) {{\n",
|
out.Write(" if ((components & ({}u /* VB_HAS_TEXMTXIDX0 */ << texgen)) != 0u) {{\n",
|
||||||
VB_HAS_TEXMTXIDX0);
|
VB_HAS_TEXMTXIDX0);
|
||||||
out.Write(" // This is messy, due to dynamic indexing of the input texture coordinates.\n"
|
if (host_config.backend_dynamic_vertex_loader)
|
||||||
" // Hopefully the compiler will unroll this whole loop anyway and the switch.\n"
|
{
|
||||||
" int tmp = 0;\n"
|
out.Write(" int tmp = int(load_input_float3_rawtex(vertex_base_offset, "
|
||||||
" switch (texgen) {{\n");
|
"vertex_offset_rawtex[texgen / 4][texgen % 4]).z);\n"
|
||||||
for (u32 i = 0; i < num_texgen; i++)
|
"\n");
|
||||||
out.Write(" case {}u: tmp = int(rawtex{}.z); break;\n", i, i);
|
}
|
||||||
out.Write(" }}\n"
|
else
|
||||||
"\n");
|
{
|
||||||
|
out.Write(
|
||||||
|
" // This is messy, due to dynamic indexing of the input texture coordinates.\n"
|
||||||
|
" // Hopefully the compiler will unroll this whole loop anyway and the switch.\n"
|
||||||
|
" int tmp = 0;\n"
|
||||||
|
" switch (texgen) {{\n");
|
||||||
|
for (u32 i = 0; i < num_texgen; i++)
|
||||||
|
out.Write(" case {}u: tmp = int(rawtex{}.z); break;\n", i, i);
|
||||||
|
out.Write(" }}\n"
|
||||||
|
"\n");
|
||||||
|
}
|
||||||
out.Write(" if ({} == {:s}) {{\n", BitfieldExtract<&TexMtxInfo::projection>("texMtxInfo"),
|
out.Write(" if ({} == {:s}) {{\n", BitfieldExtract<&TexMtxInfo::projection>("texMtxInfo"),
|
||||||
TexSize::STQ);
|
TexSize::STQ);
|
||||||
out.Write(" output_tex.xyz = float3(dot(coord, " I_TRANSFORMMATRICES "[tmp]),\n"
|
out.Write(" output_tex.xyz = float3(dot(coord, " I_TRANSFORMMATRICES "[tmp]),\n"
|
||||||
|
@ -514,6 +628,19 @@ static void GenVertexShaderTexGens(APIType api_type, u32 num_texgen, ShaderCode&
|
||||||
"}}\n");
|
"}}\n");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static void LoadVertexAttribute(ShaderCode& code, const ShaderHostConfig& host_config, u32 indent,
|
||||||
|
std::string_view name, std::string_view shader_type,
|
||||||
|
std::string_view stored_type, std::string_view offset_name)
|
||||||
|
{
|
||||||
|
if (host_config.backend_dynamic_vertex_loader)
|
||||||
|
{
|
||||||
|
code.Write("{:{}}{} {} = load_input_{}_{}(vertex_base_offset, vertex_offset_{});\n", "", indent,
|
||||||
|
shader_type, name, shader_type, stored_type,
|
||||||
|
offset_name.empty() ? name : offset_name);
|
||||||
|
}
|
||||||
|
// else inputs are always available
|
||||||
|
}
|
||||||
|
|
||||||
void EnumerateVertexShaderUids(const std::function<void(const VertexShaderUid&)>& callback)
|
void EnumerateVertexShaderUids(const std::function<void(const VertexShaderUid&)>& callback)
|
||||||
{
|
{
|
||||||
VertexShaderUid uid;
|
VertexShaderUid uid;
|
||||||
|
|
|
@ -353,7 +353,8 @@ int RunVertices(int vtx_attr_group, OpcodeDecoder::Primitive primitive, int coun
|
||||||
}
|
}
|
||||||
s_current_vtx_fmt = loader->m_native_vertex_format;
|
s_current_vtx_fmt = loader->m_native_vertex_format;
|
||||||
g_current_components = loader->m_native_components;
|
g_current_components = loader->m_native_components;
|
||||||
VertexShaderManager::SetVertexFormat(loader->m_native_components);
|
VertexShaderManager::SetVertexFormat(loader->m_native_components,
|
||||||
|
loader->m_native_vertex_format->GetVertexDeclaration());
|
||||||
|
|
||||||
// if cull mode is CULL_ALL, tell VertexManager to skip triangles and quads.
|
// if cull mode is CULL_ALL, tell VertexManager to skip triangles and quads.
|
||||||
// They still need to go through vertex loading, because we need to calculate a zfreeze refrence
|
// They still need to go through vertex loading, because we need to calculate a zfreeze refrence
|
||||||
|
|
|
@ -606,13 +606,42 @@ void VertexShaderManager::SetMaterialColorChanged(int index)
|
||||||
nMaterialsChanged[index] = true;
|
nMaterialsChanged[index] = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void VertexShaderManager::SetVertexFormat(u32 components)
|
static void UpdateValue(bool* dirty, u32* old_value, u32 new_value)
|
||||||
{
|
{
|
||||||
if (components != constants.components)
|
if (*old_value == new_value)
|
||||||
{
|
return;
|
||||||
constants.components = components;
|
*old_value = new_value;
|
||||||
dirty = true;
|
*dirty = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static void UpdateOffset(bool* dirty, bool include_components, u32* old_value,
|
||||||
|
const AttributeFormat& attribute)
|
||||||
|
{
|
||||||
|
if (!attribute.enable)
|
||||||
|
return;
|
||||||
|
u32 new_value = attribute.offset / 4; // GPU uses uint offsets
|
||||||
|
if (include_components)
|
||||||
|
new_value |= attribute.components << 16;
|
||||||
|
UpdateValue(dirty, old_value, new_value);
|
||||||
|
}
|
||||||
|
|
||||||
|
template <size_t N>
|
||||||
|
static void UpdateOffsets(bool* dirty, bool include_components, u32 (*old_value)[N],
|
||||||
|
const AttributeFormat (&attribute)[N])
|
||||||
|
{
|
||||||
|
for (size_t i = 0; i < N; i++)
|
||||||
|
UpdateOffset(dirty, include_components, &(*old_value)[i], attribute[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
void VertexShaderManager::SetVertexFormat(u32 components, const PortableVertexDeclaration& format)
|
||||||
|
{
|
||||||
|
UpdateValue(&dirty, &constants.components, components);
|
||||||
|
UpdateValue(&dirty, &constants.vertex_stride, format.stride / 4);
|
||||||
|
UpdateOffset(&dirty, true, &constants.vertex_offset_position, format.position);
|
||||||
|
UpdateOffset(&dirty, false, &constants.vertex_offset_posmtx, format.posmtx);
|
||||||
|
UpdateOffsets(&dirty, true, &constants.vertex_offset_texcoords, format.texcoords);
|
||||||
|
UpdateOffsets(&dirty, false, &constants.vertex_offset_colors, format.colors);
|
||||||
|
UpdateOffsets(&dirty, false, &constants.vertex_offset_normals, format.normals);
|
||||||
}
|
}
|
||||||
|
|
||||||
void VertexShaderManager::SetTexMatrixInfoChanged(int index)
|
void VertexShaderManager::SetTexMatrixInfoChanged(int index)
|
||||||
|
|
|
@ -10,6 +10,7 @@
|
||||||
#include "VideoCommon/ConstantManager.h"
|
#include "VideoCommon/ConstantManager.h"
|
||||||
|
|
||||||
class PointerWrap;
|
class PointerWrap;
|
||||||
|
struct PortableVertexDeclaration;
|
||||||
|
|
||||||
// The non-API dependent parts.
|
// The non-API dependent parts.
|
||||||
class VertexShaderManager
|
class VertexShaderManager
|
||||||
|
@ -29,7 +30,7 @@ public:
|
||||||
static void SetProjectionChanged();
|
static void SetProjectionChanged();
|
||||||
static void SetMaterialColorChanged(int index);
|
static void SetMaterialColorChanged(int index);
|
||||||
|
|
||||||
static void SetVertexFormat(u32 components);
|
static void SetVertexFormat(u32 components, const PortableVertexDeclaration& format);
|
||||||
static void SetTexMatrixInfoChanged(int index);
|
static void SetTexMatrixInfoChanged(int index);
|
||||||
static void SetLightingConfigChanged();
|
static void SetLightingConfigChanged();
|
||||||
|
|
||||||
|
|
|
@ -232,6 +232,7 @@ struct VideoConfig final
|
||||||
bool bSupportsLodBiasInSampler = false;
|
bool bSupportsLodBiasInSampler = false;
|
||||||
bool bSupportsSettingObjectNames = false;
|
bool bSupportsSettingObjectNames = false;
|
||||||
bool bSupportsPartialMultisampleResolve = false;
|
bool bSupportsPartialMultisampleResolve = false;
|
||||||
|
bool bSupportsDynamicVertexLoader = false;
|
||||||
} backend_info;
|
} backend_info;
|
||||||
|
|
||||||
// Utility
|
// Utility
|
||||||
|
|
Loading…
Reference in New Issue