VideoCommon/ShaderGenCommon: Make template functions regular functions

These are only ever used with ShaderCode instances and nothing else.
Given that, we can convert these helper functions to expect that type of
object as an argument and remove the need for templates, improving
compiler throughput a marginal amount, as the template instantiation
process doesn't need to be performed.

We can also move the definitions of these functions into the cpp file,
which allows us to remove a few inclusions from the ShaderGenCommon
header. This uncovered a few instances of indirect inclusions being
relied upon in other source files.

One other benefit is this allows changes to be made to the definitions
of the functions without needing to recompile all translation units that
make use of these functions, making change testing a little quicker.

Moving the definitions into the cpp file also allows us to completely
hide DefineOutputMember() from external view, given it's only ever used
inside of GenerateVSOutputMembers().
This commit is contained in:
Lioncash 2019-12-22 13:40:40 -05:00
parent e3506ff4ef
commit 86f8768268
19 changed files with 152 additions and 131 deletions

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@ -2,9 +2,6 @@
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <cstring>
#include "Common/Assert.h"
#include "Common/Logging/Log.h"
@ -15,6 +12,7 @@
#include "VideoBackends/D3D/DXTexture.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/VertexManager.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{

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@ -33,6 +33,7 @@
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"
namespace OGL
{

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@ -10,10 +10,7 @@
#include <cstdio>
#include <memory>
#include <string>
#include <tuple>
#include <vector>
#include "Common/Assert.h"
#include "Common/Atomic.h"
#include "Common/CommonTypes.h"
#include "Common/GL/GLContext.h"
@ -24,7 +21,6 @@
#include "Common/StringUtil.h"
#include "Core/Config/GraphicsSettings.h"
#include "Core/Core.h"
#include "VideoBackends/OGL/BoundingBox.h"
#include "VideoBackends/OGL/OGLPipeline.h"
@ -32,22 +28,16 @@
#include "VideoBackends/OGL/OGLTexture.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoBackends/OGL/StreamBuffer.h"
#include "VideoBackends/OGL/VertexManager.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PostProcessing.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
namespace OGL
{

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@ -55,6 +55,7 @@ Make AA apply instantly during gameplay if possible
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace OGL

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@ -21,7 +21,7 @@
#include "VideoBackends/Vulkan/VKTexture.h"
#include "VideoBackends/Vulkan/VertexFormat.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VideoCommon.h"
namespace Vulkan
{

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@ -3,9 +3,8 @@
// Refer to the license.txt file included.
#include "VideoCommon/FramebufferManager.h"
#include <memory>
#include "VideoCommon/FramebufferShaderGen.h"
#include "VideoCommon/VertexManagerBase.h"
#include "Common/ChunkFile.h"
#include "Common/Logging/Log.h"
@ -17,7 +16,10 @@
#include "VideoCommon/AbstractStagingTexture.h"
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/FramebufferShaderGen.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
// Maximum number of pixels poked in one batch * 6

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@ -12,6 +12,8 @@
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/TextureDecoder.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace FramebufferShaderGen
{

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@ -91,7 +91,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
"};\n");
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, host_config, "");
GenerateVSOutputMembers(out, ApiType, uid_data->numTexGens, host_config, "");
out.Write("};\n");
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
@ -100,12 +100,12 @@ 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, host_config,
GenerateVSOutputMembers(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, host_config,
GenerateVSOutputMembers(out, ApiType, uid_data->numTexGens, host_config,
GetInterpolationQualifier(msaa, ssaa, true, false));
if (stereo)

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@ -28,6 +28,7 @@
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace VideoCommon

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@ -15,14 +15,19 @@
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "imgui.h"
#include <imgui.h>
std::unique_ptr<VideoCommon::ShaderCache> g_shader_cache;
namespace VideoCommon
{
ShaderCache::ShaderCache() = default;
ShaderCache::ShaderCache() : m_api_type{APIType::Nothing}
{
}
ShaderCache::~ShaderCache()
{
ClearCaches();

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@ -34,6 +34,7 @@
class NativeVertexFormat;
enum class AbstractTextureFormat : u32;
enum class APIType;
enum class TextureFormat;
enum class TLUTFormat;
@ -191,7 +192,7 @@ private:
};
// Configuration bits.
APIType m_api_type = APIType::Nothing;
APIType m_api_type;
ShaderHostConfig m_host_config = {};
std::unique_ptr<AsyncShaderCompiler> m_async_shader_compiler;

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@ -8,6 +8,8 @@
#include "Common/FileUtil.h"
#include "Core/ConfigManager.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
ShaderHostConfig ShaderHostConfig::GetCurrent()
{
@ -84,3 +86,100 @@ std::string GetDiskShaderCacheFileName(APIType api_type, const char* type, bool
filename += ".cache";
return filename;
}
static void DefineOutputMember(ShaderCode& object, APIType api_type, std::string_view qualifier,
std::string_view type, std::string_view name, int var_index,
std::string_view semantic = {}, int semantic_index = -1)
{
object.WriteFmt("\t{} {} {}", qualifier, type, name);
if (var_index != -1)
object.WriteFmt("{}", var_index);
if (api_type == APIType::D3D && !semantic.empty())
{
if (semantic_index != -1)
object.WriteFmt(" : {}{}", semantic, semantic_index);
else
object.WriteFmt(" : {}", semantic);
}
object.WriteFmt(";\n");
}
void GenerateVSOutputMembers(ShaderCode& object, APIType api_type, u32 texgens,
const ShaderHostConfig& host_config, std::string_view qualifier)
{
DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, "SV_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 < texgens; ++i)
DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, "TEXCOORD", i);
if (!host_config.fast_depth_calc)
DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", texgens);
if (host_config.per_pixel_lighting)
{
DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, "TEXCOORD",
texgens + 1);
DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, "TEXCOORD",
texgens + 2);
}
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);
}
}
void AssignVSOutputMembers(ShaderCode& object, std::string_view a, std::string_view b, u32 texgens,
const ShaderHostConfig& host_config)
{
object.WriteFmt("\t{}.pos = {}.pos;\n", a, b);
object.WriteFmt("\t{}.colors_0 = {}.colors_0;\n", a, b);
object.WriteFmt("\t{}.colors_1 = {}.colors_1;\n", a, b);
for (unsigned int i = 0; i < texgens; ++i)
object.WriteFmt("\t{}.tex{} = {}.tex{};\n", a, i, b, i);
if (!host_config.fast_depth_calc)
object.WriteFmt("\t{}.clipPos = {}.clipPos;\n", a, b);
if (host_config.per_pixel_lighting)
{
object.WriteFmt("\t{}.Normal = {}.Normal;\n", a, b);
object.WriteFmt("\t{}.WorldPos = {}.WorldPos;\n", a, b);
}
if (host_config.backend_geometry_shaders)
{
object.WriteFmt("\t{}.clipDist0 = {}.clipDist0;\n", a, b);
object.WriteFmt("\t{}.clipDist1 = {}.clipDist1;\n", a, b);
}
}
const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interface_block, bool in)
{
if (!msaa)
return "";
// Without GL_ARB_shading_language_420pack support, the interpolation qualifier must be
// "centroid in" and not "centroid", even within an interface block.
if (in_glsl_interface_block && !g_ActiveConfig.backend_info.bSupportsBindingLayout)
{
if (!ssaa)
return in ? "centroid in" : "centroid out";
else
return in ? "sample in" : "sample out";
}
else
{
if (!ssaa)
return "centroid";
else
return "sample";
}
}

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@ -7,7 +7,6 @@
#include <cstdarg>
#include <cstring>
#include <iterator>
#include <map>
#include <string>
#include <type_traits>
#include <vector>
@ -16,8 +15,8 @@
#include "Common/CommonTypes.h"
#include "Common/StringUtil.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
enum class APIType;
/**
* Common interface for classes that need to go through the shader generation path
@ -193,82 +192,11 @@ union ShaderHostConfig
std::string GetDiskShaderCacheFileName(APIType api_type, const char* type, bool include_gameid,
bool include_host_config, bool include_api = true);
template <class T>
void DefineOutputMember(T& object, APIType api_type, std::string_view qualifier,
std::string_view type, std::string_view name, int var_index,
std::string_view semantic = {}, int semantic_index = -1)
{
object.WriteFmt("\t{} {} {}", qualifier, type, name);
void GenerateVSOutputMembers(ShaderCode& object, APIType api_type, u32 texgens,
const ShaderHostConfig& host_config, std::string_view qualifier);
if (var_index != -1)
object.WriteFmt("{}", var_index);
if (api_type == APIType::D3D && !semantic.empty())
{
if (semantic_index != -1)
object.WriteFmt(" : {}{}", semantic, semantic_index);
else
object.WriteFmt(" : {}", semantic);
}
object.WriteFmt(";\n");
}
template <class T>
void GenerateVSOutputMembers(T& object, APIType api_type, u32 texgens,
const ShaderHostConfig& host_config, std::string_view qualifier)
{
DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, "SV_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 < texgens; ++i)
DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, "TEXCOORD", i);
if (!host_config.fast_depth_calc)
DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", texgens);
if (host_config.per_pixel_lighting)
{
DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, "TEXCOORD",
texgens + 1);
DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, "TEXCOORD",
texgens + 2);
}
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>
void AssignVSOutputMembers(T& object, std::string_view a, std::string_view b, u32 texgens,
const ShaderHostConfig& host_config)
{
object.WriteFmt("\t{}.pos = {}.pos;\n", a, b);
object.WriteFmt("\t{}.colors_0 = {}.colors_0;\n", a, b);
object.WriteFmt("\t{}.colors_1 = {}.colors_1;\n", a, b);
for (unsigned int i = 0; i < texgens; ++i)
object.WriteFmt("\t{}.tex{} = {}.tex{};\n", a, i, b, i);
if (!host_config.fast_depth_calc)
object.WriteFmt("\t{}.clipPos = {}.clipPos;\n", a, b);
if (host_config.per_pixel_lighting)
{
object.WriteFmt("\t{}.Normal = {}.Normal;\n", a, b);
object.WriteFmt("\t{}.WorldPos = {}.WorldPos;\n", a, b);
}
if (host_config.backend_geometry_shaders)
{
object.WriteFmt("\t{}.clipDist0 = {}.clipDist0;\n", a, b);
object.WriteFmt("\t{}.clipDist1 = {}.clipDist1;\n", a, b);
}
}
void AssignVSOutputMembers(ShaderCode& object, std::string_view a, std::string_view b, u32 texgens,
const ShaderHostConfig& host_config);
// 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.
@ -278,29 +206,8 @@ void AssignVSOutputMembers(T& object, std::string_view a, std::string_view b, u3
// 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.
inline const char* GetInterpolationQualifier(bool msaa, bool ssaa,
bool in_glsl_interface_block = false, bool in = false)
{
if (!msaa)
return "";
// Without GL_ARB_shading_language_420pack support, the interpolation qualifier must be
// "centroid in" and not "centroid", even within an interface block.
if (in_glsl_interface_block && !g_ActiveConfig.backend_info.bSupportsBindingLayout)
{
if (!ssaa)
return in ? "centroid in" : "centroid out";
else
return in ? "sample in" : "sample out";
}
else
{
if (!ssaa)
return "centroid";
else
return "sample";
}
}
const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interface_block = false,
bool in = false);
// Constant variable names
#define I_COLORS "color"

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@ -4,7 +4,8 @@
#include "VideoCommon/UberShaderCommon.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/XFMemory.h"
namespace UberShader

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@ -9,8 +9,11 @@
#include <fmt/format.h>
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/VideoCommon.h"
#include "Common/CommonTypes.h"
class ShaderCode;
enum class APIType;
union ShaderHostConfig;
namespace UberShader
{

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@ -3,10 +3,15 @@
// Refer to the license.txt file included.
#include "VideoCommon/UberShaderPixel.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/UberShaderCommon.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
namespace UberShader

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@ -5,7 +5,10 @@
#pragma once
#include <functional>
#include "VideoCommon/PixelShaderGen.h"
#include "Common/CommonTypes.h"
#include "VideoCommon/ShaderGenCommon.h"
enum class APIType;
namespace UberShader
{

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@ -3,11 +3,12 @@
// Refer to the license.txt file included.
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/UberShaderCommon.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/XFMemory.h"
namespace UberShader

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@ -34,6 +34,7 @@
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"