VideoCommon: add milliseconds elapsed time value to pixel shaders as a uniform to be able to support animation effects in custom shaders

This commit is contained in:
iwubcode 2023-01-07 12:30:29 -06:00
parent 675544ec2b
commit 931a8aa413
7 changed files with 24 additions and 1 deletions

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@ -58,6 +58,8 @@ struct alignas(16) PixelShaderConstants
// For shader_framebuffer_fetch logic ops: // For shader_framebuffer_fetch logic ops:
u32 logic_op_enable; // bool u32 logic_op_enable; // bool
LogicOp logic_op_mode; LogicOp logic_op_mode;
// For custom shaders...
u32 time_ms;
}; };
struct alignas(16) VertexShaderConstants struct alignas(16) VertexShaderConstants

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@ -406,6 +406,7 @@ void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
"\tbool blend_subtract_alpha;\n" "\tbool blend_subtract_alpha;\n"
"\tbool logic_op_enable;\n" "\tbool logic_op_enable;\n"
"\tuint logic_op_mode;\n" "\tuint logic_op_mode;\n"
"\tuint time_ms;\n"
"}};\n\n"); "}};\n\n");
out.Write("#define bpmem_combiners(i) (bpmem_pack1[(i)].xy)\n" out.Write("#define bpmem_combiners(i) (bpmem_pack1[(i)].xy)\n"
"#define bpmem_tevind(i) (bpmem_pack1[(i)].z)\n" "#define bpmem_tevind(i) (bpmem_pack1[(i)].z)\n"
@ -869,6 +870,9 @@ void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_stages, bool per_pixel
// Actual data will be filled out in the tev stage code, just set the // Actual data will be filled out in the tev stage code, just set the
// stage count for now // stage count for now
out->Write("\tcustom_data.tev_stage_count = {};\n", num_stages); out->Write("\tcustom_data.tev_stage_count = {};\n", num_stages);
// Time
out->Write("\tcustom_data.time_ms = time_ms;\n");
} }
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n, static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,

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@ -447,5 +447,6 @@ void WriteCustomShaderStructDef(ShaderCode* out, u32 numtexgens)
out->Write("\tCustomShaderTevStage[16] tev_stages;\n"); out->Write("\tCustomShaderTevStage[16] tev_stages;\n");
out->Write("\tuint tev_stage_count;\n"); out->Write("\tuint tev_stage_count;\n");
out->Write("\tfloat4 final_color;\n"); out->Write("\tfloat4 final_color;\n");
out->Write("\tuint time_ms;\n");
out->Write("}};\n\n"); out->Write("}};\n\n");
} }

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@ -266,6 +266,9 @@ void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_texgen, bool per_pixel
// Actual data will be filled out in the tev stage code, just set the // Actual data will be filled out in the tev stage code, just set the
// stage count for now // stage count for now
out->Write("\tcustom_data.tev_stage_count = num_stages;\n"); out->Write("\tcustom_data.tev_stage_count = num_stages;\n");
// Time
out->Write("\tcustom_data.time_ms = time_ms;\n");
} }
} // namespace } // namespace
PixelShaderUid GetPixelShaderUid() PixelShaderUid GetPixelShaderUid()

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@ -15,6 +15,7 @@
#include "Core/ConfigManager.h" #include "Core/ConfigManager.h"
#include "Core/DolphinAnalytics.h" #include "Core/DolphinAnalytics.h"
#include "Core/HW/SystemTimers.h"
#include "Core/System.h" #include "Core/System.h"
#include "VideoCommon/AbstractGfx.h" #include "VideoCommon/AbstractGfx.h"
@ -107,6 +108,8 @@ VertexManagerBase::~VertexManagerBase() = default;
bool VertexManagerBase::Initialize() bool VertexManagerBase::Initialize()
{ {
m_frame_end_event = AfterFrameEvent::Register([this] { OnEndFrame(); }, "VertexManagerBase"); m_frame_end_event = AfterFrameEvent::Register([this] { OnEndFrame(); }, "VertexManagerBase");
m_after_present_event = AfterPresentEvent::Register(
[this](PresentInfo& pi) { m_ticks_elapsed = pi.emulated_timestamp; }, "VertexManagerBase");
m_index_generator.Init(); m_index_generator.Init();
m_custom_shader_cache = std::make_unique<CustomShaderCache>(); m_custom_shader_cache = std::make_unique<CustomShaderCache>();
m_cpu_cull.Init(); m_cpu_cull.Init();
@ -526,6 +529,13 @@ void VertexManagerBase::Flush()
auto& geometry_shader_manager = system.GetGeometryShaderManager(); auto& geometry_shader_manager = system.GetGeometryShaderManager();
auto& vertex_shader_manager = system.GetVertexShaderManager(); auto& vertex_shader_manager = system.GetVertexShaderManager();
if (g_ActiveConfig.bGraphicMods)
{
const double seconds_elapsed =
static_cast<double>(m_ticks_elapsed) / SystemTimers::GetTicksPerSecond();
pixel_shader_manager.constants.time_ms = seconds_elapsed * 1000;
}
CalculateBinormals(VertexLoaderManager::GetCurrentVertexFormat()); CalculateBinormals(VertexLoaderManager::GetCurrentVertexFormat());
// Calculate ZSlope for zfreeze // Calculate ZSlope for zfreeze
const auto used_textures = UsedTextures(); const auto used_textures = UsedTextures();

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@ -233,8 +233,10 @@ private:
bool m_allow_background_execution = true; bool m_allow_background_execution = true;
std::unique_ptr<CustomShaderCache> m_custom_shader_cache; std::unique_ptr<CustomShaderCache> m_custom_shader_cache;
u64 m_ticks_elapsed;
Common::EventHook m_frame_end_event; Common::EventHook m_frame_end_event;
Common::EventHook m_after_present_event;
}; };
extern std::unique_ptr<VertexManagerBase> g_vertex_manager; extern std::unique_ptr<VertexManagerBase> g_vertex_manager;

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@ -105,6 +105,7 @@ vec4 custom_main( in CustomShaderData data )
|``tev_stages`` | CustomShaderTevStage[] | v1 | An array of TEV stages, the amount is specified by ``tev_stage_count`` | |``tev_stages`` | CustomShaderTevStage[] | v1 | An array of TEV stages, the amount is specified by ``tev_stage_count`` |
|``tev_stage_count`` | uint | v1 | The count of TEV stages | |``tev_stage_count`` | uint | v1 | The count of TEV stages |
|``final_color`` | vec4 | v1 | The final color generated by Dolphin after all TEV stages are executed | |``final_color`` | vec4 | v1 | The final color generated by Dolphin after all TEV stages are executed |
|``time_ms`` | uint | v1 | The time that has passed in milliseconds, since the game was started. Useful for animating |
`CustomShaderLightData` is used to denote lighting data the game is applying when rendering the specific draw call. It has the following structure: `CustomShaderLightData` is used to denote lighting data the game is applying when rendering the specific draw call. It has the following structure: