Merge pull request #5679 from stenzek/no-host-state-in-uids

ShaderGen: Decouple host state from shader UIDs
This commit is contained in:
Stenzek 2017-07-27 13:30:38 +10:00 committed by GitHub
commit a11bde7d16
33 changed files with 580 additions and 346 deletions

View File

@ -158,18 +158,23 @@ void GeometryShaderCache::Init()
Clear();
if (g_ActiveConfig.bShaderCache)
{
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
LoadShaderCache();
}
std::string cache_filename =
StringFromFormat("%sdx11-%s-gs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().GetGameID().c_str());
GeometryShaderCacheInserter inserter;
g_gs_disk_cache.OpenAndRead(cache_filename, inserter);
}
void GeometryShaderCache::LoadShaderCache()
{
GeometryShaderCacheInserter inserter;
g_gs_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "GS", true, true), inserter);
}
last_entry = nullptr;
void GeometryShaderCache::Reload()
{
g_gs_disk_cache.Sync();
g_gs_disk_cache.Close();
Clear();
if (g_ActiveConfig.bShaderCache)
LoadShaderCache();
}
// ONLY to be used during shutdown.
@ -180,6 +185,7 @@ void GeometryShaderCache::Clear()
GeometryShaders.clear();
last_entry = nullptr;
last_uid = {};
}
void GeometryShaderCache::Shutdown()
@ -230,7 +236,8 @@ bool GeometryShaderCache::SetShader(u32 primitive_type)
}
// Need to compile a new shader
ShaderCode code = GenerateGeometryShaderCode(APIType::D3D, uid.GetUidData());
ShaderCode code =
GenerateGeometryShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
D3DBlob* pbytecode;
if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))

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@ -15,6 +15,7 @@ class GeometryShaderCache
{
public:
static void Init();
static void Reload();
static void Clear();
static void Shutdown();
static bool SetShader(u32 primitive_type); // TODO: Should be renamed to LoadShader
@ -38,6 +39,8 @@ private:
typedef std::map<GeometryShaderUid, GSCacheEntry> GSCache;
static void LoadShaderCache();
static GSCache GeometryShaders;
static const GSCacheEntry* last_entry;
static GeometryShaderUid last_uid;

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@ -498,18 +498,23 @@ void PixelShaderCache::Init()
SETSTAT(stats.numPixelShadersAlive, 0);
if (g_ActiveConfig.bShaderCache)
{
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
LoadShaderCache();
}
std::string cache_filename =
StringFromFormat("%sdx11-%s-ps.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().GetGameID().c_str());
PixelShaderCacheInserter inserter;
g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
}
void PixelShaderCache::LoadShaderCache()
{
PixelShaderCacheInserter inserter;
g_ps_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "PS", true, true), inserter);
}
last_entry = nullptr;
void PixelShaderCache::Reload()
{
g_ps_disk_cache.Sync();
g_ps_disk_cache.Close();
Clear();
if (g_ActiveConfig.bShaderCache)
LoadShaderCache();
}
// ONLY to be used during shutdown.
@ -520,6 +525,7 @@ void PixelShaderCache::Clear()
PixelShaders.clear();
last_entry = nullptr;
last_uid = {};
}
// Used in Swap() when AA mode has changed
@ -583,7 +589,8 @@ bool PixelShaderCache::SetShader()
}
// Need to compile a new shader
ShaderCode code = GeneratePixelShaderCode(APIType::D3D, uid.GetUidData());
ShaderCode code =
GeneratePixelShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
D3DBlob* pbytecode;
if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))

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@ -15,6 +15,7 @@ class PixelShaderCache
{
public:
static void Init();
static void Reload();
static void Clear();
static void Shutdown();
static bool SetShader(); // TODO: Should be renamed to LoadShader
@ -46,6 +47,8 @@ private:
typedef std::map<PixelShaderUid, PSCacheEntry> PSCache;
static void LoadShaderCache();
static PSCache PixelShaders;
static const PSCacheEntry* last_entry;
static PixelShaderUid last_uid;

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@ -894,6 +894,13 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
D3D11_CLEAR_DEPTH, 0.f, 0);
}
if (CheckForHostConfigChanges())
{
VertexShaderCache::Reload();
GeometryShaderCache::Reload();
PixelShaderCache::Reload();
}
// begin next frame
RestoreAPIState();
D3D::BeginFrame();

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@ -159,18 +159,23 @@ void VertexShaderCache::Init()
SETSTAT(stats.numVertexShadersAlive, 0);
if (g_ActiveConfig.bShaderCache)
{
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
LoadShaderCache();
}
std::string cache_filename =
StringFromFormat("%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().GetGameID().c_str());
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
}
void VertexShaderCache::LoadShaderCache()
{
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::D3D, "VS", true, true), inserter);
}
last_entry = nullptr;
void VertexShaderCache::Reload()
{
g_vs_disk_cache.Sync();
g_vs_disk_cache.Close();
Clear();
if (g_ActiveConfig.bShaderCache)
LoadShaderCache();
}
void VertexShaderCache::Clear()
@ -180,6 +185,7 @@ void VertexShaderCache::Clear()
vshaders.clear();
last_entry = nullptr;
last_uid = {};
}
void VertexShaderCache::Shutdown()
@ -222,7 +228,8 @@ bool VertexShaderCache::SetShader()
return (entry.shader != nullptr);
}
ShaderCode code = GenerateVertexShaderCode(APIType::D3D, uid.GetUidData());
ShaderCode code =
GenerateVertexShaderCode(APIType::D3D, ShaderHostConfig::GetCurrent(), uid.GetUidData());
D3DBlob* pbytecode = nullptr;
D3D::CompileVertexShader(code.GetBuffer(), &pbytecode);

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@ -17,6 +17,7 @@ class VertexShaderCache
{
public:
static void Init();
static void Reload();
static void Clear();
static void Shutdown();
static bool SetShader(); // TODO: Should be renamed to LoadShader
@ -53,6 +54,8 @@ private:
};
typedef std::map<VertexShaderUid, VSCacheEntry> VSCache;
static void LoadShaderCache();
static VSCache vshaders;
static const VSCacheEntry* last_entry;
static VertexShaderUid last_uid;

View File

@ -46,7 +46,7 @@ protected:
}
ShaderCode GenerateCode(APIType api_type, VertexShaderUid uid) override
{
return GenerateVertexShaderCode(api_type, uid.GetUidData());
return GenerateVertexShaderCode(api_type, ShaderHostConfig::GetCurrent(), uid.GetUidData());
}
};
@ -62,7 +62,7 @@ protected:
}
ShaderCode GenerateCode(APIType api_type, GeometryShaderUid uid) override
{
return GenerateGeometryShaderCode(api_type, uid.GetUidData());
return GenerateGeometryShaderCode(api_type, ShaderHostConfig::GetCurrent(), uid.GetUidData());
}
};
@ -78,7 +78,7 @@ protected:
}
ShaderCode GenerateCode(APIType api_type, PixelShaderUid uid) override
{
return GeneratePixelShaderCode(api_type, uid.GetUidData());
return GeneratePixelShaderCode(api_type, ShaderHostConfig::GetCurrent(), uid.GetUidData());
}
};

View File

@ -217,12 +217,13 @@ SHADER* ProgramShaderCache::SetShader(u32 primitive_type)
last_entry = &newentry;
newentry.in_cache = 0;
ShaderCode vcode = GenerateVertexShaderCode(APIType::OpenGL, uid.vuid.GetUidData());
ShaderCode pcode = GeneratePixelShaderCode(APIType::OpenGL, uid.puid.GetUidData());
ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
ShaderCode vcode = GenerateVertexShaderCode(APIType::OpenGL, host_config, uid.vuid.GetUidData());
ShaderCode pcode = GeneratePixelShaderCode(APIType::OpenGL, host_config, uid.puid.GetUidData());
ShaderCode gcode;
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
!uid.guid.GetUidData()->IsPassthrough())
gcode = GenerateGeometryShaderCode(APIType::OpenGL, uid.guid.GetUidData());
gcode = GenerateGeometryShaderCode(APIType::OpenGL, host_config, uid.guid.GetUidData());
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
@ -504,29 +505,7 @@ void ProgramShaderCache::Init()
// Read our shader cache, only if supported and enabled
if (g_ogl_config.bSupportsGLSLCache && g_ActiveConfig.bShaderCache)
{
GLint Supported;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
if (!Supported)
{
ERROR_LOG(VIDEO, "GL_ARB_get_program_binary is supported, but no binary format is known. So "
"disable shader cache.");
g_ogl_config.bSupportsGLSLCache = false;
}
else
{
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
std::string cache_filename =
StringFromFormat("%sogl-%s-shaders.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().GetGameID().c_str());
ProgramShaderCacheInserter inserter;
g_program_disk_cache.OpenAndRead(cache_filename, inserter);
}
SETSTAT(stats.numPixelShadersAlive, pshaders.size());
}
LoadProgramBinaries();
CreateHeader();
@ -534,47 +513,93 @@ void ProgramShaderCache::Init()
last_entry = nullptr;
}
void ProgramShaderCache::Reload()
{
const bool use_cache = g_ogl_config.bSupportsGLSLCache && g_ActiveConfig.bShaderCache;
if (use_cache)
SaveProgramBinaries();
g_program_disk_cache.Close();
DestroyShaders();
if (use_cache)
LoadProgramBinaries();
CurrentProgram = 0;
last_entry = nullptr;
last_uid = {};
}
void ProgramShaderCache::Shutdown()
{
// store all shaders in cache on disk
if (g_ogl_config.bSupportsGLSLCache)
if (g_ogl_config.bSupportsGLSLCache && g_ActiveConfig.bShaderCache)
SaveProgramBinaries();
g_program_disk_cache.Close();
DestroyShaders();
s_buffer.reset();
}
void ProgramShaderCache::LoadProgramBinaries()
{
GLint Supported;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
if (!Supported)
{
for (auto& entry : pshaders)
ERROR_LOG(VIDEO, "GL_ARB_get_program_binary is supported, but no binary format is known. So "
"disable shader cache.");
g_ogl_config.bSupportsGLSLCache = false;
}
else
{
std::string cache_filename =
GetDiskShaderCacheFileName(APIType::OpenGL, "ProgramBinaries", true, true);
ProgramShaderCacheInserter inserter;
g_program_disk_cache.OpenAndRead(cache_filename, inserter);
}
SETSTAT(stats.numPixelShadersAlive, pshaders.size());
}
void ProgramShaderCache::SaveProgramBinaries()
{
for (auto& entry : pshaders)
{
// Clear any prior error code
glGetError();
if (entry.second.in_cache)
{
// Clear any prior error code
glGetError();
if (entry.second.in_cache)
{
continue;
}
GLint link_status = GL_FALSE, delete_status = GL_TRUE, binary_size = 0;
glGetProgramiv(entry.second.shader.glprogid, GL_LINK_STATUS, &link_status);
glGetProgramiv(entry.second.shader.glprogid, GL_DELETE_STATUS, &delete_status);
glGetProgramiv(entry.second.shader.glprogid, GL_PROGRAM_BINARY_LENGTH, &binary_size);
if (glGetError() != GL_NO_ERROR || link_status == GL_FALSE || delete_status == GL_TRUE ||
!binary_size)
{
continue;
}
std::vector<u8> data(binary_size + sizeof(GLenum));
u8* binary = &data[sizeof(GLenum)];
GLenum* prog_format = (GLenum*)&data[0];
glGetProgramBinary(entry.second.shader.glprogid, binary_size, nullptr, prog_format, binary);
if (glGetError() != GL_NO_ERROR)
{
continue;
}
g_program_disk_cache.Append(entry.first, &data[0], binary_size + sizeof(GLenum));
continue;
}
g_program_disk_cache.Sync();
g_program_disk_cache.Close();
GLint link_status = GL_FALSE, delete_status = GL_TRUE, binary_size = 0;
glGetProgramiv(entry.second.shader.glprogid, GL_LINK_STATUS, &link_status);
glGetProgramiv(entry.second.shader.glprogid, GL_DELETE_STATUS, &delete_status);
glGetProgramiv(entry.second.shader.glprogid, GL_PROGRAM_BINARY_LENGTH, &binary_size);
if (glGetError() != GL_NO_ERROR || link_status == GL_FALSE || delete_status == GL_TRUE ||
!binary_size)
{
continue;
}
std::vector<u8> data(binary_size + sizeof(GLenum));
u8* binary = &data[sizeof(GLenum)];
GLenum* prog_format = (GLenum*)&data[0];
glGetProgramBinary(entry.second.shader.glprogid, binary_size, nullptr, prog_format, binary);
if (glGetError() != GL_NO_ERROR)
{
continue;
}
g_program_disk_cache.Append(entry.first, &data[0], binary_size + sizeof(GLenum));
}
g_program_disk_cache.Sync();
}
void ProgramShaderCache::DestroyShaders()
{
glUseProgram(0);
for (auto& entry : pshaders)
@ -582,8 +607,6 @@ void ProgramShaderCache::Shutdown()
entry.second.Destroy();
}
pshaders.clear();
s_buffer.reset();
}
void ProgramShaderCache::CreateHeader()

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@ -72,6 +72,7 @@ public:
static void UploadConstants();
static void Init();
static void Reload();
static void Shutdown();
static void CreateHeader();
@ -82,6 +83,10 @@ private:
void Read(const SHADERUID& key, const u8* value, u32 value_size) override;
};
static void LoadProgramBinaries();
static void SaveProgramBinaries();
static void DestroyShaders();
typedef std::map<SHADERUID, PCacheEntry> PCache;
static PCache pshaders;
static PCacheEntry* last_entry;

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@ -43,6 +43,7 @@
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"
@ -664,6 +665,9 @@ Renderer::Renderer()
g_Config.VerifyValidity();
UpdateActiveConfig();
// Since we modify the config here, we need to update the last host bits, it may have changed.
m_last_host_config_bits = ShaderHostConfig::GetCurrent().bits;
OSD::AddMessage(StringFromFormat("Video Info: %s, %s, %s", g_ogl_config.gl_vendor,
g_ogl_config.gl_renderer, g_ogl_config.gl_version),
5000);
@ -1469,6 +1473,10 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
UpdateActiveConfig();
g_texture_cache->OnConfigChanged(g_ActiveConfig);
// Invalidate shader cache when the host config changes.
if (CheckForHostConfigChanges())
ProgramShaderCache::Reload();
// For testing zbuffer targets.
// Renderer::SetZBufferRender();
// SaveTexture("tex.png", GL_TEXTURE_2D, s_FakeZTarget,

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@ -1274,12 +1274,12 @@ bool FramebufferManager::CompilePokeShaders()
layout(triangles) in;
layout(triangle_strip, max_vertices = EFB_LAYERS * 3) out;
in VertexData
VARYING_LOCATION(0) in VertexData
{
vec4 col0;
} in_data[];
out VertexData
VARYING_LOCATION(0) out VertexData
{
vec4 col0;
} out_data;

View File

@ -49,9 +49,17 @@ bool ObjectCache::Initialize()
if (!CreatePipelineLayouts())
return false;
LoadShaderCaches();
if (!CreatePipelineCache(true))
return false;
if (g_ActiveConfig.bShaderCache)
{
LoadShaderCaches();
if (!LoadPipelineCache())
return false;
}
else
{
if (!CreatePipelineCache())
return false;
}
if (!CreateUtilityShaderVertexFormat())
return false;
@ -438,12 +446,6 @@ void ObjectCache::ClearPipelineCache()
m_compute_pipeline_objects.clear();
}
std::string ObjectCache::GetDiskCacheFileName(const char* type)
{
return StringFromFormat("%svulkan-%s-%s.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().GetGameID().c_str(), type);
}
class PipelineCacheReadCallback : public LinearDiskCacheReader<u32, u8>
{
public:
@ -465,26 +467,47 @@ public:
void Read(const u32& key, const u8* value, u32 value_size) override {}
};
bool ObjectCache::CreatePipelineCache(bool load_from_disk)
bool ObjectCache::CreatePipelineCache()
{
// Vulkan pipeline caches can be shared between games for shader compile time reduction.
// This assumes that drivers don't create all pipelines in the cache on load time, only
// when a lookup occurs that matches a pipeline (or pipeline data) in the cache.
m_pipeline_cache_filename = GetDiskShaderCacheFileName(APIType::Vulkan, "Pipeline", false, true);
VkPipelineCacheCreateInfo info = {
VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO, // VkStructureType sType
nullptr, // const void* pNext
0, // VkPipelineCacheCreateFlags flags
0, // size_t initialDataSize
nullptr // const void* pInitialData
};
VkResult res =
vkCreatePipelineCache(g_vulkan_context->GetDevice(), &info, nullptr, &m_pipeline_cache);
if (res == VK_SUCCESS)
return true;
LOG_VULKAN_ERROR(res, "vkCreatePipelineCache failed: ");
return false;
}
bool ObjectCache::LoadPipelineCache()
{
// We have to keep the pipeline cache file name around since when we save it
// we delete the old one, by which time the game's unique ID is already cleared.
m_pipeline_cache_filename = GetDiskCacheFileName("pipeline");
m_pipeline_cache_filename = GetDiskShaderCacheFileName(APIType::Vulkan, "Pipeline", false, true);
std::vector<u8> disk_data;
if (load_from_disk)
{
LinearDiskCache<u32, u8> disk_cache;
PipelineCacheReadCallback read_callback(&disk_data);
if (disk_cache.OpenAndRead(m_pipeline_cache_filename, read_callback) != 1)
disk_data.clear();
}
LinearDiskCache<u32, u8> disk_cache;
PipelineCacheReadCallback read_callback(&disk_data);
if (disk_cache.OpenAndRead(m_pipeline_cache_filename, read_callback) != 1)
disk_data.clear();
if (!disk_data.empty() && !ValidatePipelineCache(disk_data.data(), disk_data.size()))
{
// Don't use this data. In fact, we should delete it to prevent it from being used next time.
File::Delete(m_pipeline_cache_filename);
disk_data.clear();
return CreatePipelineCache();
}
VkPipelineCacheCreateInfo info = {
@ -492,7 +515,7 @@ bool ObjectCache::CreatePipelineCache(bool load_from_disk)
nullptr, // const void* pNext
0, // VkPipelineCacheCreateFlags flags
disk_data.size(), // size_t initialDataSize
!disk_data.empty() ? disk_data.data() : nullptr, // const void* pInitialData
disk_data.data() // const void* pInitialData
};
VkResult res =
@ -502,14 +525,7 @@ bool ObjectCache::CreatePipelineCache(bool load_from_disk)
// Failed to create pipeline cache, try with it empty.
LOG_VULKAN_ERROR(res, "vkCreatePipelineCache failed, trying empty cache: ");
info.initialDataSize = 0;
info.pInitialData = nullptr;
res = vkCreatePipelineCache(g_vulkan_context->GetDevice(), &info, nullptr, &m_pipeline_cache);
if (res == VK_SUCCESS)
return true;
LOG_VULKAN_ERROR(res, "vkCreatePipelineCache failed: ");
return false;
return CreatePipelineCache();
}
// Based on Vulkan 1.0 specification,
@ -644,19 +660,19 @@ struct ShaderCacheReader : public LinearDiskCacheReader<Uid, u32>
void ObjectCache::LoadShaderCaches()
{
if (g_ActiveConfig.bShaderCache)
ShaderCacheReader<VertexShaderUid> vs_reader(m_vs_cache.shader_map);
m_vs_cache.disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::Vulkan, "VS", true, true),
vs_reader);
ShaderCacheReader<PixelShaderUid> ps_reader(m_ps_cache.shader_map);
m_ps_cache.disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::Vulkan, "PS", true, true),
ps_reader);
if (g_vulkan_context->SupportsGeometryShaders())
{
ShaderCacheReader<VertexShaderUid> vs_reader(m_vs_cache.shader_map);
m_vs_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("vs"), vs_reader);
ShaderCacheReader<PixelShaderUid> ps_reader(m_ps_cache.shader_map);
m_ps_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("ps"), ps_reader);
if (g_vulkan_context->SupportsGeometryShaders())
{
ShaderCacheReader<GeometryShaderUid> gs_reader(m_gs_cache.shader_map);
m_gs_cache.disk_cache.OpenAndRead(GetDiskCacheFileName("gs"), gs_reader);
}
ShaderCacheReader<GeometryShaderUid> gs_reader(m_gs_cache.shader_map);
m_gs_cache.disk_cache.OpenAndRead(GetDiskShaderCacheFileName(APIType::Vulkan, "GS", true, true),
gs_reader);
}
SETSTAT(stats.numPixelShadersCreated, static_cast<int>(m_ps_cache.shader_map.size()));
@ -668,6 +684,7 @@ void ObjectCache::LoadShaderCaches()
template <typename T>
static void DestroyShaderCache(T& cache)
{
cache.disk_cache.Sync();
cache.disk_cache.Close();
for (const auto& it : cache.shader_map)
{
@ -684,6 +701,11 @@ void ObjectCache::DestroyShaderCaches()
if (g_vulkan_context->SupportsGeometryShaders())
DestroyShaderCache(m_gs_cache);
SETSTAT(stats.numPixelShadersCreated, 0);
SETSTAT(stats.numPixelShadersAlive, 0);
SETSTAT(stats.numVertexShadersCreated, 0);
SETSTAT(stats.numVertexShadersAlive, 0);
}
VkShaderModule ObjectCache::GetVertexShaderForUid(const VertexShaderUid& uid)
@ -695,7 +717,8 @@ VkShaderModule ObjectCache::GetVertexShaderForUid(const VertexShaderUid& uid)
// Not in the cache, so compile the shader.
ShaderCompiler::SPIRVCodeVector spv;
VkShaderModule module = VK_NULL_HANDLE;
ShaderCode source_code = GenerateVertexShaderCode(APIType::Vulkan, uid.GetUidData());
ShaderCode source_code =
GenerateVertexShaderCode(APIType::Vulkan, ShaderHostConfig::GetCurrent(), uid.GetUidData());
if (ShaderCompiler::CompileVertexShader(&spv, source_code.GetBuffer().c_str(),
source_code.GetBuffer().length()))
{
@ -725,7 +748,8 @@ VkShaderModule ObjectCache::GetGeometryShaderForUid(const GeometryShaderUid& uid
// Not in the cache, so compile the shader.
ShaderCompiler::SPIRVCodeVector spv;
VkShaderModule module = VK_NULL_HANDLE;
ShaderCode source_code = GenerateGeometryShaderCode(APIType::Vulkan, uid.GetUidData());
ShaderCode source_code =
GenerateGeometryShaderCode(APIType::Vulkan, ShaderHostConfig::GetCurrent(), uid.GetUidData());
if (ShaderCompiler::CompileGeometryShader(&spv, source_code.GetBuffer().c_str(),
source_code.GetBuffer().length()))
{
@ -750,7 +774,8 @@ VkShaderModule ObjectCache::GetPixelShaderForUid(const PixelShaderUid& uid)
// Not in the cache, so compile the shader.
ShaderCompiler::SPIRVCodeVector spv;
VkShaderModule module = VK_NULL_HANDLE;
ShaderCode source_code = GeneratePixelShaderCode(APIType::Vulkan, uid.GetUidData());
ShaderCode source_code =
GeneratePixelShaderCode(APIType::Vulkan, ShaderHostConfig::GetCurrent(), uid.GetUidData());
if (ShaderCompiler::CompileFragmentShader(&spv, source_code.GetBuffer().c_str(),
source_code.GetBuffer().length()))
{
@ -804,6 +829,23 @@ void ObjectCache::RecompileSharedShaders()
PanicAlert("Failed to recompile shared shaders.");
}
void ObjectCache::ReloadShaderAndPipelineCaches()
{
SavePipelineCache();
DestroyShaderCaches();
DestroyPipelineCache();
if (g_ActiveConfig.bShaderCache)
{
LoadShaderCaches();
LoadPipelineCache();
}
else
{
CreatePipelineCache();
}
}
bool ObjectCache::CreateDescriptorSetLayouts()
{
static const VkDescriptorSetLayoutBinding ubo_set_bindings[] = {

View File

@ -154,16 +154,17 @@ public:
// Recompile shared shaders, call when stereo mode changes.
void RecompileSharedShaders();
// Reload pipeline cache. This will destroy all pipelines.
void ReloadShaderAndPipelineCaches();
// Shared shader accessors
VkShaderModule GetScreenQuadVertexShader() const { return m_screen_quad_vertex_shader; }
VkShaderModule GetPassthroughVertexShader() const { return m_passthrough_vertex_shader; }
VkShaderModule GetScreenQuadGeometryShader() const { return m_screen_quad_geometry_shader; }
VkShaderModule GetPassthroughGeometryShader() const { return m_passthrough_geometry_shader; }
// Gets the filename of the specified type of cache object (e.g. vertex shader, pipeline).
std::string GetDiskCacheFileName(const char* type);
private:
bool CreatePipelineCache(bool load_from_disk);
bool CreatePipelineCache();
bool LoadPipelineCache();
bool ValidatePipelineCache(const u8* data, size_t data_length);
void DestroyPipelineCache();
void LoadShaderCaches();

View File

@ -114,7 +114,7 @@ bool Renderer::Initialize()
}
// Ensure all pipelines previously used by the game have been created.
StateTracker::GetInstance()->LoadPipelineUIDCache();
StateTracker::GetInstance()->ReloadPipelineUIDCache();
// Initialize post processing.
m_post_processor = std::make_unique<VulkanPostProcessing>();
@ -1126,13 +1126,10 @@ void Renderer::CheckForSurfaceChange()
void Renderer::CheckForConfigChanges()
{
// Save the video config so we can compare against to determine which settings have changed.
u32 old_multisamples = g_ActiveConfig.iMultisamples;
int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
int old_stereo_mode = g_ActiveConfig.iStereoMode;
int old_aspect_ratio = g_ActiveConfig.iAspectRatio;
int old_efb_scale = g_ActiveConfig.iEFBScale;
bool old_force_filtering = g_ActiveConfig.bForceFiltering;
bool old_ssaa = g_ActiveConfig.bSSAA;
bool old_use_xfb = g_ActiveConfig.bUseXFB;
bool old_use_realxfb = g_ActiveConfig.bUseRealXFB;
@ -1142,11 +1139,8 @@ void Renderer::CheckForConfigChanges()
UpdateActiveConfig();
// Determine which (if any) settings have changed.
bool msaa_changed = old_multisamples != g_ActiveConfig.iMultisamples;
bool ssaa_changed = old_ssaa != g_ActiveConfig.bSSAA;
bool anisotropy_changed = old_anisotropy != g_ActiveConfig.iMaxAnisotropy;
bool force_texture_filtering_changed = old_force_filtering != g_ActiveConfig.bForceFiltering;
bool stereo_changed = old_stereo_mode != g_ActiveConfig.iStereoMode;
bool efb_scale_changed = old_efb_scale != g_ActiveConfig.iEFBScale;
bool aspect_changed = old_aspect_ratio != g_ActiveConfig.iAspectRatio;
bool use_xfb_changed = old_use_xfb != g_ActiveConfig.bUseXFB;
@ -1164,23 +1158,20 @@ void Renderer::CheckForConfigChanges()
// MSAA samples changed, we need to recreate the EFB render pass.
// If the stereoscopy mode changed, we need to recreate the buffers as well.
if (msaa_changed || stereo_changed)
// SSAA changed on/off, we have to recompile shaders.
// Changing stereoscopy from off<->on also requires shaders to be recompiled.
if (CheckForHostConfigChanges())
{
g_command_buffer_mgr->WaitForGPUIdle();
FramebufferManager::GetInstance()->RecreateRenderPass();
FramebufferManager::GetInstance()->ResizeEFBTextures();
BindEFBToStateTracker();
}
// SSAA changed on/off, we can leave the buffers/render pass, but have to recompile shaders.
// Changing stereoscopy from off<->on also requires shaders to be recompiled.
if (msaa_changed || ssaa_changed || stereo_changed)
{
g_command_buffer_mgr->WaitForGPUIdle();
RecompileShaders();
FramebufferManager::GetInstance()->RecompileShaders();
g_object_cache->ReloadShaderAndPipelineCaches();
g_object_cache->RecompileSharedShaders();
StateTracker::GetInstance()->LoadPipelineUIDCache();
StateTracker::GetInstance()->InvalidateShaderPointers();
StateTracker::GetInstance()->ReloadPipelineUIDCache();
}
// For vsync, we need to change the present mode, which means recreating the swap chain.

View File

@ -115,7 +115,20 @@ bool StateTracker::Initialize()
return true;
}
void StateTracker::LoadPipelineUIDCache()
void StateTracker::InvalidateShaderPointers()
{
// Clear UIDs, forcing a false match next time.
m_vs_uid = {};
m_gs_uid = {};
m_ps_uid = {};
// Invalidate shader pointers.
m_pipeline_state.vs = VK_NULL_HANDLE;
m_pipeline_state.gs = VK_NULL_HANDLE;
m_pipeline_state.ps = VK_NULL_HANDLE;
}
void StateTracker::ReloadPipelineUIDCache()
{
class PipelineInserter final : public LinearDiskCacheReader<SerializedPipelineUID, u32>
{
@ -130,12 +143,16 @@ void StateTracker::LoadPipelineUIDCache()
StateTracker* this_ptr;
};
std::string filename = g_object_cache->GetDiskCacheFileName("pipeline-uid");
PipelineInserter inserter(this);
m_uid_cache.Sync();
m_uid_cache.Close();
// OpenAndRead calls Close() first, which will flush all data to disk when reloading.
// This assertion must hold true, otherwise data corruption will result.
m_uid_cache.OpenAndRead(filename, inserter);
// UID caches don't contain any host state, so use a single uid cache per gameid.
std::string filename = GetDiskShaderCacheFileName(APIType::Vulkan, "PipelineUID", true, false);
if (g_ActiveConfig.bShaderCache)
{
PipelineInserter inserter(this);
m_uid_cache.OpenAndRead(filename, inserter);
}
}
void StateTracker::AppendToPipelineUIDCache(const PipelineInfo& info)
@ -873,7 +890,7 @@ VkPipeline StateTracker::GetPipelineAndCacheUID(const PipelineInfo& info)
auto result = g_object_cache->GetPipelineWithCacheResult(info);
// Add to the UID cache if it is a new pipeline.
if (!result.second)
if (!result.second && g_ActiveConfig.bShaderCache)
AppendToPipelineUIDCache(info);
return result.first;

View File

@ -117,7 +117,10 @@ public:
bool IsWithinRenderArea(s32 x, s32 y, u32 width, u32 height) const;
// Reloads the UID cache, ensuring all pipelines used by the game so far have been created.
void LoadPipelineUIDCache();
void ReloadPipelineUIDCache();
// Clears shader pointers, ensuring that now-deleted modules are not used.
void InvalidateShaderPointers();
private:
// Serialized version of PipelineInfo, used when loading/saving the pipeline UID cache.

View File

@ -290,7 +290,8 @@ void VideoBackend::Video_Cleanup()
g_command_buffer_mgr->WaitForGPUIdle();
// Save all cached pipelines out to disk for next time.
g_object_cache->SavePipelineCache();
if (g_ActiveConfig.bShaderCache)
g_object_cache->SavePipelineCache();
g_perf_query.reset();
g_texture_cache.reset();

View File

@ -29,6 +29,7 @@ set(SRCS
PostProcessing.cpp
RenderBase.cpp
RenderState.cpp
ShaderGenCommon.cpp
Statistics.cpp
TextureCacheBase.cpp
TextureConfig.cpp

View File

@ -18,10 +18,12 @@ static const char* primitives_ogl[] = {"points", "lines", "triangles"};
static const char* primitives_d3d[] = {"point", "line", "triangle"};
template <class T>
static void EmitVertex(T& out, const char* vertex, APIType ApiType, bool first_vertex = false);
template <class T>
static void EndPrimitive(T& out, APIType ApiType);
bool geometry_shader_uid_data::IsPassthrough() const
{
const bool stereo = g_ActiveConfig.iStereoMode > 0;
const bool wireframe = g_ActiveConfig.bWireFrame;
return primitive_type == PRIMITIVE_TRIANGLES && !stereo && !wireframe;
}
GeometryShaderUid GetGeometryShaderUid(u32 primitive_type)
{
@ -30,48 +32,51 @@ GeometryShaderUid GetGeometryShaderUid(u32 primitive_type)
memset(uid_data, 0, sizeof(geometry_shader_uid_data));
uid_data->primitive_type = primitive_type;
uid_data->wireframe = g_ActiveConfig.bWireFrame;
uid_data->msaa = g_ActiveConfig.iMultisamples > 1;
uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA;
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
uid_data->numTexGens = xfmem.numTexGen.numTexGens;
uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
return out;
}
static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data,
const char* vertex, APIType ApiType, bool first_vertex = false);
static void EndPrimitive(ShaderCode& out, const geometry_shader_uid_data* uid_data,
APIType ApiType);
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);
static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config,
const geometry_shader_uid_data* uid_data, APIType ApiType, bool wireframe,
bool pixel_lighting);
ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid_data* uid_data)
ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& host_config,
const geometry_shader_uid_data* uid_data)
{
ShaderCode out;
// 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;
const unsigned int vertex_in = uid_data->primitive_type + 1;
unsigned int vertex_out = uid_data->primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4;
if (uid_data->wireframe)
if (wireframe)
vertex_out++;
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
// Insert layout parameters
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
if (host_config.backend_gs_instancing)
{
out.Write("layout(%s, invocations = %d) in;\n", primitives_ogl[uid_data->primitive_type],
uid_data->stereo ? 2 : 1);
out.Write("layout(%s_strip, max_vertices = %d) out;\n",
uid_data->wireframe ? "line" : "triangle", vertex_out);
stereo ? 2 : 1);
out.Write("layout(%s_strip, max_vertices = %d) out;\n", wireframe ? "line" : "triangle",
vertex_out);
}
else
{
out.Write("layout(%s) in;\n", primitives_ogl[uid_data->primitive_type]);
out.Write("layout(%s_strip, max_vertices = %d) out;\n",
uid_data->wireframe ? "line" : "triangle",
uid_data->stereo ? vertex_out * 2 : vertex_out);
out.Write("layout(%s_strip, max_vertices = %d) out;\n", wireframe ? "line" : "triangle",
stereo ? vertex_out * 2 : vertex_out);
}
}
@ -89,27 +94,24 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
"};\n");
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
"");
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, pixel_lighting, "");
out.Write("};\n");
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
if (host_config.backend_gs_instancing)
out.Write("#define InstanceID gl_InvocationID\n");
out.Write("VARYING_LOCATION(0) in VertexData {\n");
GenerateVSOutputMembers<ShaderCode>(
out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true));
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, pixel_lighting,
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, uid_data->pixel_lighting,
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, false));
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, pixel_lighting,
GetInterpolationQualifier(msaa, ssaa, true, false));
if (uid_data->stereo)
if (stereo)
out.Write("\tflat int layer;\n");
out.Write("} ps;\n");
@ -121,25 +123,25 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
out.Write("struct VertexData {\n");
out.Write("\tVS_OUTPUT o;\n");
if (uid_data->stereo)
if (stereo)
out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n");
out.Write("};\n");
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
if (host_config.backend_gs_instancing)
{
out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out, uid_data->stereo ? 2 : 1);
out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out, stereo ? 2 : 1);
out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output, in uint "
"InstanceID : SV_GSInstanceID)\n{\n",
primitives_d3d[uid_data->primitive_type], vertex_in,
uid_data->wireframe ? "Line" : "Triangle");
wireframe ? "Line" : "Triangle");
}
else
{
out.Write("[maxvertexcount(%d)]\n", uid_data->stereo ? vertex_out * 2 : vertex_out);
out.Write("[maxvertexcount(%d)]\n", stereo ? vertex_out * 2 : vertex_out);
out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output)\n{\n",
primitives_d3d[uid_data->primitive_type], vertex_in,
uid_data->wireframe ? "Line" : "Triangle");
wireframe ? "Line" : "Triangle");
}
out.Write("\tVertexData ps;\n");
@ -150,8 +152,8 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
out.Write("\tVS_OUTPUT start, end;\n");
AssignVSOutputMembers(out, "start", "vs[0]", uid_data->numTexGens, uid_data->pixel_lighting);
AssignVSOutputMembers(out, "end", "vs[1]", uid_data->numTexGens, uid_data->pixel_lighting);
AssignVSOutputMembers(out, "start", "vs[0]", uid_data->numTexGens, pixel_lighting);
AssignVSOutputMembers(out, "end", "vs[1]", uid_data->numTexGens, pixel_lighting);
}
else
{
@ -181,7 +183,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
out.Write("\tVS_OUTPUT center;\n");
AssignVSOutputMembers(out, "center", "vs[0]", uid_data->numTexGens, uid_data->pixel_lighting);
AssignVSOutputMembers(out, "center", "vs[0]", uid_data->numTexGens, pixel_lighting);
}
else
{
@ -194,17 +196,17 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
".x, -" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS ".y) * center.pos.w;\n");
}
if (uid_data->stereo)
if (stereo)
{
// If the GPU supports invocation we don't need a for loop and can simply use the
// invocation identifier to determine which layer we're rendering.
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
if (host_config.backend_gs_instancing)
out.Write("\tint eye = InstanceID;\n");
else
out.Write("\tfor (int eye = 0; eye < 2; ++eye) {\n");
}
if (uid_data->wireframe)
if (wireframe)
out.Write("\tVS_OUTPUT first;\n");
out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in);
@ -212,9 +214,9 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
out.Write("\tVS_OUTPUT f;\n");
AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, uid_data->pixel_lighting);
AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, pixel_lighting);
if (g_ActiveConfig.backend_info.bSupportsDepthClamp &&
if (host_config.backend_depth_clamp &&
DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLIP_DISTANCE))
{
// On certain GPUs we have to consume the clip distance from the vertex shader
@ -228,7 +230,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
out.Write("\tVS_OUTPUT f = o[i];\n");
}
if (uid_data->stereo)
if (stereo)
{
// Select the output layer
out.Write("\tps.layer = eye;\n");
@ -264,8 +266,8 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
}
out.Write("\t}\n");
EmitVertex(out, uid_data, "l", ApiType, true);
EmitVertex(out, uid_data, "r", ApiType);
EmitVertex(out, host_config, uid_data, "l", ApiType, wireframe, pixel_lighting, true);
EmitVertex(out, host_config, uid_data, "r", ApiType, wireframe, pixel_lighting);
}
else if (uid_data->primitive_type == PRIMITIVE_POINTS)
{
@ -293,21 +295,21 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
}
out.Write("\t}\n");
EmitVertex(out, uid_data, "ll", ApiType, true);
EmitVertex(out, uid_data, "lr", ApiType);
EmitVertex(out, uid_data, "ul", ApiType);
EmitVertex(out, uid_data, "ur", ApiType);
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);
}
else
{
EmitVertex(out, uid_data, "f", ApiType, true);
EmitVertex(out, host_config, uid_data, "f", ApiType, wireframe, pixel_lighting, true);
}
out.Write("\t}\n");
EndPrimitive(out, uid_data, ApiType);
EndPrimitive(out, host_config, uid_data, ApiType, wireframe, pixel_lighting);
if (uid_data->stereo && !g_ActiveConfig.backend_info.bSupportsGSInstancing)
if (stereo && !host_config.backend_gs_instancing)
out.Write("\t}\n");
out.Write("}\n");
@ -315,28 +317,29 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
return out;
}
static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data,
const char* vertex, APIType ApiType, bool first_vertex)
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)
{
if (uid_data->wireframe && first_vertex)
if (wireframe && first_vertex)
out.Write("\tif (i == 0) first = %s;\n", vertex);
if (ApiType == APIType::OpenGL)
{
out.Write("\tgl_Position = %s.pos;\n", vertex);
if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
if (host_config.backend_depth_clamp)
{
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, uid_data->pixel_lighting);
AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, pixel_lighting);
}
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, uid_data->pixel_lighting);
AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, pixel_lighting);
}
else
{
@ -349,10 +352,12 @@ static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data
out.Write("\toutput.Append(ps);\n");
}
static void EndPrimitive(ShaderCode& out, const geometry_shader_uid_data* uid_data, APIType ApiType)
static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config,
const geometry_shader_uid_data* uid_data, APIType ApiType, bool wireframe,
bool pixel_lighting)
{
if (uid_data->wireframe)
EmitVertex(out, uid_data, "first", ApiType);
if (wireframe)
EmitVertex(out, host_config, uid_data, "first", ApiType, wireframe, pixel_lighting);
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
out.Write("\tEndPrimitive();\n");

View File

@ -15,23 +15,16 @@ enum class APIType;
struct geometry_shader_uid_data
{
u32 NumValues() const { return sizeof(geometry_shader_uid_data); }
bool IsPassthrough() const
{
return primitive_type == PRIMITIVE_TRIANGLES && !stereo && !wireframe;
}
bool IsPassthrough() const;
u32 stereo : 1;
u32 numTexGens : 4;
u32 pixel_lighting : 1;
u32 primitive_type : 2;
u32 wireframe : 1;
u32 msaa : 1;
u32 ssaa : 1;
};
#pragma pack()
typedef ShaderUid<geometry_shader_uid_data> GeometryShaderUid;
ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid_data* uid_data);
ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& host_config,
const geometry_shader_uid_data* uid_data);
GeometryShaderUid GetGeometryShaderUid(u32 primitive_type);

View File

@ -170,7 +170,6 @@ PixelShaderUid GetPixelShaderUid()
uid_data->genMode_numindstages = bpmem.genMode.numindstages;
uid_data->genMode_numtevstages = bpmem.genMode.numtevstages;
uid_data->genMode_numtexgens = bpmem.genMode.numtexgens;
uid_data->per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
uid_data->bounding_box = g_ActiveConfig.BBoxUseFragmentShaderImplementation() &&
g_ActiveConfig.bBBoxEnable && BoundingBox::active;
uid_data->rgba6_format =
@ -192,13 +191,9 @@ PixelShaderUid GetPixelShaderUid()
uid_data->per_pixel_depth = per_pixel_depth;
uid_data->forced_early_z = forced_early_z;
uid_data->fast_depth_calc = g_ActiveConfig.bFastDepthCalc;
uid_data->msaa = g_ActiveConfig.iMultisamples > 1;
uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA;
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
if (!uid_data->forced_early_z && bpmem.UseEarlyDepthTest() &&
(!uid_data->fast_depth_calc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED))
(!g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED))
{
static bool warn_once = true;
if (warn_once)
@ -209,7 +204,7 @@ PixelShaderUid GetPixelShaderUid()
warn_once = false;
}
if (uid_data->per_pixel_lighting)
if (g_ActiveConfig.bEnablePixelLighting)
{
// The lighting shader only needs the two color bits of the 23bit component bit array.
uid_data->components =
@ -297,7 +292,7 @@ PixelShaderUid GetPixelShaderUid()
}
#define MY_STRUCT_OFFSET(str, elem) ((u32)((u64) & (str).elem - (u64) & (str)))
uid_data->num_values = (uid_data->per_pixel_lighting) ?
uid_data->num_values = (g_ActiveConfig.bEnablePixelLighting) ?
sizeof(*uid_data) :
MY_STRUCT_OFFSET(*uid_data, stagehash[numStages]);
@ -339,7 +334,7 @@ PixelShaderUid GetPixelShaderUid()
}
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
APIType ApiType);
APIType ApiType, bool stereo);
static void WriteTevRegular(ShaderCode& out, const char* components, int bias, int op, int clamp,
int shift, bool alpha);
static void SampleTexture(ShaderCode& out, const char* texcoords, const char* texswap, int texmap,
@ -350,11 +345,16 @@ static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data);
static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data,
bool use_dual_source);
ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data)
ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host_config,
const pixel_shader_uid_data* uid_data)
{
ShaderCode out;
u32 numStages = uid_data->genMode_numtevstages + 1;
const bool per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
const bool msaa = host_config.msaa;
const bool ssaa = host_config.ssaa;
const bool stereo = host_config.stereo;
const u32 numStages = uid_data->genMode_numtevstages + 1;
out.Write("//Pixel Shader for TEV stages\n");
out.Write("//%i TEV stages, %i texgens, %i IND stages\n", numStages, uid_data->genMode_numtexgens,
@ -422,7 +422,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
"\tfloat4 " I_EFBSCALE ";\n"
"};\n");
if (uid_data->per_pixel_lighting)
if (per_pixel_lighting)
{
out.Write("%s", s_lighting_struct);
@ -450,8 +450,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
}
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers(out, ApiType, uid_data->genMode_numtexgens, uid_data->per_pixel_lighting,
"");
GenerateVSOutputMembers(out, ApiType, uid_data->genMode_numtexgens, per_pixel_lighting, "");
out.Write("};\n");
if (uid_data->forced_early_z)
@ -503,7 +502,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
// Only use dual-source blending when required on drivers that don't support it very well.
const bool use_dual_source =
g_ActiveConfig.backend_info.bSupportsDualSourceBlend &&
host_config.backend_dual_source_blend &&
(!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING) ||
uid_data->useDstAlpha);
@ -531,45 +530,38 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
out.Write("#define depth gl_FragDepth\n");
// We need to always use output blocks for Vulkan, but geometry shaders are also optional.
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || ApiType == APIType::Vulkan)
if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
{
out.Write("VARYING_LOCATION(0) in VertexData {\n");
GenerateVSOutputMembers(
out, ApiType, uid_data->genMode_numtexgens, uid_data->per_pixel_lighting,
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true));
GenerateVSOutputMembers(out, ApiType, uid_data->genMode_numtexgens, per_pixel_lighting,
GetInterpolationQualifier(msaa, ssaa, true, true));
if (uid_data->stereo)
if (stereo)
out.Write("\tflat int layer;\n");
out.Write("};\n");
}
else
{
out.Write("%s in float4 colors_0;\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
out.Write("%s in float4 colors_1;\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
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 (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
{
out.Write("%s in float3 uv%d;\n", GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa),
i);
out.Write("%s in float3 uv%d;\n", GetInterpolationQualifier(msaa, ssaa), i);
}
out.Write("%s in float4 clipPos;\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
if (uid_data->per_pixel_lighting)
out.Write("%s in float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
if (per_pixel_lighting)
{
out.Write("%s in float3 Normal;\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
out.Write("%s in float3 WorldPos;\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
out.Write("%s in float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s in float3 WorldPos;\n", GetInterpolationQualifier(msaa, ssaa));
}
}
out.Write("void main()\n{\n");
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || ApiType == APIType::Vulkan)
if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
{
for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
out.Write("\tfloat3 uv%d = tex%d;\n", i, i);
@ -585,30 +577,24 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
" in float4 rawpos : SV_Position,\n",
uid_data->per_pixel_depth ? " out float depth : SV_Depth,\n" : "");
out.Write(" in %s float4 colors_0 : COLOR0,\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
out.Write(" in %s float4 colors_1 : COLOR1\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
out.Write(" in %s float4 colors_0 : COLOR0,\n", GetInterpolationQualifier(msaa, ssaa));
out.Write(" in %s float4 colors_1 : COLOR1\n", GetInterpolationQualifier(msaa, ssaa));
// compute window position if needed because binding semantic WPOS is not widely supported
for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
out.Write(",\n in %s float3 uv%d : TEXCOORD%d",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa), i, i);
out.Write(",\n in %s float4 clipPos : TEXCOORD%d",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa),
out.Write(",\n in %s float3 uv%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 (uid_data->per_pixel_lighting)
if (per_pixel_lighting)
{
out.Write(",\n in %s float3 Normal : TEXCOORD%d",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa),
out.Write(",\n in %s float3 Normal : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa),
uid_data->genMode_numtexgens + 1);
out.Write(",\n in %s float3 WorldPos : TEXCOORD%d",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa),
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 (uid_data->stereo)
if (stereo)
out.Write(",\n in uint layer : SV_RenderTargetArrayIndex\n");
out.Write(" ) {\n");
}
@ -630,7 +616,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
out.Write("\tfloat4 col0 = colors_0;\n");
out.Write("\tfloat4 col1 = colors_1;\n");
if (uid_data->per_pixel_lighting)
if (per_pixel_lighting)
{
out.Write("\tfloat3 _norm0 = normalize(Normal.xyz);\n\n");
out.Write("\tfloat3 pos = WorldPos;\n");
@ -682,12 +668,12 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
out.Write("\ttempcoord = int2(0, 0);\n");
out.Write("\tint3 iindtex%d = ", i);
SampleTexture(out, "float2(tempcoord)", "abg", texmap, uid_data->stereo, ApiType);
SampleTexture(out, "float2(tempcoord)", "abg", texmap, stereo, ApiType);
}
}
for (unsigned int i = 0; i < numStages; i++)
WriteStage(out, uid_data, i, ApiType); // build the equation for this stage
WriteStage(out, uid_data, i, ApiType, stereo); // build the equation for this stage
{
// The results of the last texenv stage are put onto the screen,
@ -728,7 +714,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
out.Write("\tint zCoord = int(" I_ZSLOPE ".z + " I_ZSLOPE ".x * screenpos.x + " I_ZSLOPE
".y * screenpos.y);\n");
}
else if (!uid_data->fast_depth_calc)
else if (!host_config.fast_depth_calc)
{
// FastDepth means to trust the depth generated in perspective division.
// It should be correct, but it seems not to be as accurate as required. TODO: Find out why!
@ -814,7 +800,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
}
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
APIType ApiType)
APIType ApiType, bool stereo)
{
auto& stage = uid_data->stagehash[n];
out.Write("\n\t// TEV stage %d\n", n);
@ -1013,8 +999,7 @@ static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, i
out.Write("\ttevcoord.xy = int2(0, 0);\n");
}
out.Write("\ttextemp = ");
SampleTexture(out, "float2(tevcoord.xy)", texswap, stage.tevorders_texmap, uid_data->stereo,
ApiType);
SampleTexture(out, "float2(tevcoord.xy)", texswap, stage.tevorders_texmap, stereo, ApiType);
}
else
{

View File

@ -18,11 +18,10 @@ struct pixel_shader_uid_data
u32 num_values; // TODO: Shouldn't be a u32
u32 NumValues() const { return num_values; }
u32 components : 2;
u32 pad0 : 1;
u32 pad0 : 2;
u32 useDstAlpha : 1;
u32 Pretest : 2;
u32 nIndirectStagesUsed : 4;
u32 stereo : 1;
u32 genMode_numtexgens : 4;
u32 genMode_numtevstages : 4;
u32 genMode_numindstages : 3;
@ -35,20 +34,16 @@ struct pixel_shader_uid_data
u32 fog_fsel : 3;
u32 fog_RangeBaseEnabled : 1;
u32 ztex_op : 2;
u32 fast_depth_calc : 1;
u32 per_pixel_depth : 1;
u32 per_pixel_lighting : 1;
u32 forced_early_z : 1;
u32 early_ztest : 1;
u32 late_ztest : 1;
u32 bounding_box : 1;
u32 zfreeze : 1;
u32 msaa : 1;
u32 ssaa : 1;
u32 numColorChans : 2;
u32 rgba6_format : 1;
u32 dither : 1;
u32 pad : 12;
u32 pad : 16;
u32 texMtxInfo_n_projection : 8; // 8x1 bit
u32 tevindref_bi0 : 3;
@ -162,5 +157,6 @@ struct pixel_shader_uid_data
typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data);
ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host_config,
const pixel_shader_uid_data* uid_data);
PixelShaderUid GetPixelShaderUid();

View File

@ -52,6 +52,7 @@
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/PostProcessing.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/TextureDecoder.h"
@ -96,6 +97,8 @@ Renderer::Renderer(int backbuffer_width, int backbuffer_height)
{
m_aspect_wide = SConfig::GetInstance().m_wii_aspect_ratio != 0;
}
m_last_host_config_bits = ShaderHostConfig::GetCurrent().bits;
}
Renderer::~Renderer()
@ -315,6 +318,17 @@ void Renderer::SaveScreenshot(const std::string& filename, bool wait_for_complet
}
}
bool Renderer::CheckForHostConfigChanges()
{
ShaderHostConfig new_host_config = ShaderHostConfig::GetCurrent();
if (new_host_config.bits == m_last_host_config_bits)
return false;
OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
m_last_host_config_bits = new_host_config.bits;
return true;
}
// Create On-Screen-Messages
void Renderer::DrawDebugText()
{

View File

@ -147,6 +147,8 @@ protected:
std::tuple<int, int> CalculateTargetScale(int x, int y) const;
bool CalculateTargetSize();
bool CheckForHostConfigChanges();
void CheckFifoRecording();
void RecordVideoMemory();
@ -182,6 +184,8 @@ protected:
Common::Event m_surface_changed;
void* m_new_surface_handle = nullptr;
u32 m_last_host_config_bits = 0;
private:
void RunFrameDumps();
void ShutdownFrameDumping();

View File

@ -0,0 +1,75 @@
// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoCommon/ShaderGenCommon.h"
#include "Common/CommonPaths.h"
#include "Common/FileUtil.h"
#include "Core/ConfigManager.h"
ShaderHostConfig ShaderHostConfig::GetCurrent()
{
ShaderHostConfig bits = {};
bits.msaa = g_ActiveConfig.iMultisamples > 1;
bits.ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA &&
g_ActiveConfig.backend_info.bSupportsSSAA;
bits.stereo = g_ActiveConfig.iStereoMode > 0;
bits.wireframe = g_ActiveConfig.bWireFrame;
bits.per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
bits.vertex_rounding = g_ActiveConfig.UseVertexRounding();
bits.fast_depth_calc = g_ActiveConfig.bFastDepthCalc;
bits.bounding_box = g_ActiveConfig.bBBoxEnable;
bits.backend_dual_source_blend = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
bits.backend_geometry_shaders = g_ActiveConfig.backend_info.bSupportsGeometryShaders;
bits.backend_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ;
bits.backend_bbox = g_ActiveConfig.backend_info.bSupportsBBox;
bits.backend_gs_instancing = g_ActiveConfig.backend_info.bSupportsGSInstancing;
bits.backend_clip_control = g_ActiveConfig.backend_info.bSupportsClipControl;
bits.backend_ssaa = g_ActiveConfig.backend_info.bSupportsSSAA;
bits.backend_atomics = g_ActiveConfig.backend_info.bSupportsFragmentStoresAndAtomics;
bits.backend_depth_clamp = g_ActiveConfig.backend_info.bSupportsDepthClamp;
bits.backend_reversed_depth_range = g_ActiveConfig.backend_info.bSupportsReversedDepthRange;
return bits;
}
std::string GetDiskShaderCacheFileName(APIType api_type, const char* type, bool include_gameid,
bool include_host_config)
{
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
std::string filename = File::GetUserPath(D_SHADERCACHE_IDX);
switch (api_type)
{
case APIType::D3D:
filename += "D3D";
break;
case APIType::OpenGL:
filename += "OpenGL";
break;
case APIType::Vulkan:
filename += "Vulkan";
break;
default:
break;
}
filename += '-';
filename += type;
if (include_gameid)
{
filename += '-';
filename += SConfig::GetInstance().GetGameID();
}
if (include_host_config)
{
// We're using 18 bits, so 5 hex characters.
ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
filename += StringFromFormat("-%05X", host_config.bits);
}
filename += ".cache";
return filename;
}

View File

@ -151,6 +151,41 @@ private:
std::vector<bool> constant_usage; // TODO: Is vector<bool> appropriate here?
};
// Host config contains the settings which can influence generated shaders.
union ShaderHostConfig
{
u32 bits;
struct
{
u32 msaa : 1;
u32 ssaa : 1;
u32 stereo : 1;
u32 wireframe : 1;
u32 per_pixel_lighting : 1;
u32 vertex_rounding : 1;
u32 fast_depth_calc : 1;
u32 bounding_box : 1;
u32 backend_dual_source_blend : 1;
u32 backend_geometry_shaders : 1;
u32 backend_early_z : 1;
u32 backend_bbox : 1;
u32 backend_gs_instancing : 1;
u32 backend_clip_control : 1;
u32 backend_ssaa : 1;
u32 backend_atomics : 1;
u32 backend_depth_clamp : 1;
u32 backend_reversed_depth_range : 1;
u32 pad : 14;
};
static ShaderHostConfig GetCurrent();
};
// Gets the filename of the specified type of cache object (e.g. vertex shader, pipeline).
std::string GetDiskShaderCacheFileName(APIType api_type, const char* type, bool include_gameid,
bool include_host_config);
template <class T>
inline void DefineOutputMember(T& object, APIType api_type, const char* qualifier, const char* type,
const char* name, int var_index, const char* semantic = "",

View File

@ -26,11 +26,6 @@ VertexShaderUid GetVertexShaderUid()
uid_data->numTexGens = xfmem.numTexGen.numTexGens;
uid_data->components = VertexLoaderManager::g_current_components;
uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
uid_data->vertex_rounding =
g_ActiveConfig.bVertexRounding && g_ActiveConfig.iEFBScale != SCALE_1X;
uid_data->msaa = g_ActiveConfig.iMultisamples > 1;
uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA;
uid_data->numColorChans = xfmem.numChan.numColorChans;
GetLightingShaderUid(uid_data->lighting);
@ -81,9 +76,16 @@ VertexShaderUid GetVertexShaderUid()
return out;
}
ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_data* uid_data)
ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& host_config,
const vertex_shader_uid_data* uid_data)
{
ShaderCode out;
const bool per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
const bool msaa = host_config.msaa;
const bool ssaa = host_config.ssaa;
const bool vertex_rounding = host_config.vertex_rounding;
out.Write("%s", s_lighting_struct);
// uniforms
@ -96,7 +98,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
out.Write("};\n");
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, uid_data->pixel_lighting, "");
GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, per_pixel_lighting, "");
out.Write("};\n");
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
@ -127,12 +129,11 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
}
// We need to always use output blocks for Vulkan, but geometry shaders are also optional.
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || api_type == APIType::Vulkan)
if (host_config.backend_geometry_shaders || api_type == APIType::Vulkan)
{
out.Write("VARYING_LOCATION(0) out VertexData {\n");
GenerateVSOutputMembers(
out, api_type, uid_data->numTexGens, uid_data->pixel_lighting,
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, false));
GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, per_pixel_lighting,
GetInterpolationQualifier(msaa, ssaa, true, false));
out.Write("} vs;\n");
}
else
@ -142,23 +143,17 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
{
if (i < uid_data->numTexGens)
{
out.Write("%s out float3 uv%u;\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa), i);
out.Write("%s out float3 uv%u;\n", GetInterpolationQualifier(msaa, ssaa), i);
}
}
out.Write("%s out float4 clipPos;\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
if (uid_data->pixel_lighting)
out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
if (per_pixel_lighting)
{
out.Write("%s out float3 Normal;\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
out.Write("%s out float3 WorldPos;\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
out.Write("%s out float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier(msaa, ssaa));
}
out.Write("%s out float4 colors_0;\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
out.Write("%s out float4 colors_1;\n",
GetInterpolationQualifier(uid_data->msaa, uid_data->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");
@ -406,7 +401,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
// clipPos/w needs to be done in pixel shader, not here
out.Write("o.clipPos = o.pos;\n");
if (uid_data->pixel_lighting)
if (per_pixel_lighting)
{
out.Write("o.Normal = _norm0;\n");
out.Write("o.WorldPos = pos.xyz;\n");
@ -421,7 +416,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
// If we can disable the incorrect depth clipping planes using depth clamping, then we can do
// our own depth clipping and calculate the depth range before the perspective divide if
// necessary.
if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
if (host_config.backend_depth_clamp)
{
// Since we're adjusting z for the depth range before the perspective divide, we have to do our
// own clipping. We want to clip so that -w <= z <= 0, which matches the console -1..0 range.
@ -446,7 +441,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - "
"o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n");
if (!g_ActiveConfig.backend_info.bSupportsClipControl)
if (!host_config.backend_clip_control)
{
// If the graphics API doesn't support a depth range of 0..1, then we need to map z to
// the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point
@ -466,7 +461,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
// get rasterized correctly.
out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n");
if (uid_data->vertex_rounding)
if (vertex_rounding)
{
// By now our position is in clip space
// however, higher resolutions than the Wii outputs
@ -491,9 +486,9 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || api_type == APIType::Vulkan)
if (host_config.backend_geometry_shaders || api_type == APIType::Vulkan)
{
AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, uid_data->pixel_lighting);
AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, per_pixel_lighting);
}
else
{
@ -502,7 +497,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
out.Write("uv%d.xyz = o.tex%d;\n", i, i);
out.Write("clipPos = o.clipPos;\n");
if (uid_data->pixel_lighting)
if (per_pixel_lighting)
{
out.Write("Normal = o.Normal;\n");
out.Write("WorldPos = o.WorldPos;\n");
@ -511,7 +506,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
out.Write("colors_1 = o.colors_1;\n");
}
if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
if (host_config.backend_depth_clamp)
{
out.Write("gl_ClipDistance[0] = o.clipDist0;\n");
out.Write("gl_ClipDistance[1] = o.clipDist1;\n");

View File

@ -37,14 +37,10 @@ struct vertex_shader_uid_data
u32 numTexGens : 4;
u32 numColorChans : 2;
u32 dualTexTrans_enabled : 1;
u32 pixel_lighting : 1;
u32 msaa : 1;
u32 texMtxInfo_n_projection : 16; // Stored separately to guarantee that the texMtxInfo struct is
// 8 bits wide
u32 ssaa : 1;
u32 vertex_rounding : 1;
u32 pad : 14;
u32 pad : 18;
struct
{
@ -69,4 +65,5 @@ struct vertex_shader_uid_data
typedef ShaderUid<vertex_shader_uid_data> VertexShaderUid;
VertexShaderUid GetVertexShaderUid();
ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_data* uid_data);
ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& host_config,
const vertex_shader_uid_data* uid_data);

View File

@ -65,6 +65,7 @@
<ClCompile Include="RenderBase.cpp" />
<ClCompile Include="RenderState.cpp" />
<ClCompile Include="LightingShaderGen.cpp" />
<ClCompile Include="ShaderGenCommon.cpp" />
<ClCompile Include="Statistics.cpp" />
<ClCompile Include="GeometryShaderGen.cpp" />
<ClCompile Include="GeometryShaderManager.cpp" />

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@ -173,6 +173,9 @@
<ClCompile Include="AbstractTexture.cpp">
<Filter>Base</Filter>
</ClCompile>
<ClCompile Include="ShaderGenCommon.cpp">
<Filter>Shader Generators</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="CommandProcessor.h" />

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@ -5,6 +5,7 @@
#include <algorithm>
#include "Common/CommonTypes.h"
#include "Common/StringUtil.h"
#include "Core/Config/GraphicsSettings.h"
#include "Core/Core.h"
#include "Core/Movie.h"

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@ -223,6 +223,7 @@ struct VideoConfig final
{
return backend_info.bSupportsGPUTextureDecoding && bEnableGPUTextureDecoding;
}
bool UseVertexRounding() const { return bVertexRounding && iEFBScale != SCALE_1X; }
};
extern VideoConfig g_Config;