VideoCommon: Add APIType entry for Vulkan
This commit is contained in:
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75e4e42e56
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a71381e80a
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@ -55,7 +55,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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if (uid_data->wireframe)
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vertex_out++;
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if (ApiType == APIType::OpenGL)
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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{
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// Insert layout parameters
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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@ -77,10 +77,11 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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out.Write("%s", s_lighting_struct);
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// uniforms
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if (ApiType == APIType::OpenGL)
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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out.Write("UBO_BINDING(std140, 3) uniform GSBlock {\n");
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else
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out.Write("cbuffer GSBlock {\n");
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out.Write("\tfloat4 " I_STEREOPARAMS ";\n"
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"\tfloat4 " I_LINEPTPARAMS ";\n"
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"\tint4 " I_TEXOFFSET ";\n"
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@ -91,7 +92,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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"");
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out.Write("};\n");
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if (ApiType == APIType::OpenGL)
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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{
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("#define InstanceID gl_InvocationID\n");
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@ -145,7 +146,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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if (uid_data->primitive_type == PRIMITIVE_LINES)
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{
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if (ApiType == APIType::OpenGL)
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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{
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out.Write("\tVS_OUTPUT start, end;\n");
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AssignVSOutputMembers(out, "start", "vs[0]", uid_data->numTexGens, uid_data->pixel_lighting);
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@ -176,7 +177,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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}
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else if (uid_data->primitive_type == PRIMITIVE_POINTS)
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{
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if (ApiType == APIType::OpenGL)
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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{
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out.Write("\tVS_OUTPUT center;\n");
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AssignVSOutputMembers(out, "center", "vs[0]", uid_data->numTexGens, uid_data->pixel_lighting);
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@ -207,7 +208,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in);
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if (ApiType == APIType::OpenGL)
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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{
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out.Write("\tVS_OUTPUT f;\n");
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AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, uid_data->pixel_lighting);
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@ -230,7 +231,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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{
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// Select the output layer
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out.Write("\tps.layer = eye;\n");
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if (ApiType == APIType::OpenGL)
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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out.Write("\tgl_Layer = eye;\n");
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// For stereoscopy add a small horizontal offset in Normalized Device Coordinates proportional
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@ -329,12 +330,19 @@ static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data
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}
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AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, uid_data->pixel_lighting);
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}
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else if (ApiType == APIType::Vulkan)
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{
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// Vulkan NDC space has Y pointing down (right-handed NDC space).
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out.Write("\tgl_Position = %s.pos;\n", vertex);
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out.Write("\tgl_Position.y = -gl_Position.y;\n");
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AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, uid_data->pixel_lighting);
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}
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else
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{
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out.Write("\tps.o = %s;\n", vertex);
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}
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if (ApiType == APIType::OpenGL)
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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out.Write("\tEmitVertex();\n");
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else
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out.Write("\toutput.Append(ps);\n");
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@ -345,7 +353,7 @@ static void EndPrimitive(ShaderCode& out, const geometry_shader_uid_data* uid_da
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if (uid_data->wireframe)
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EmitVertex(out, uid_data, "first", ApiType);
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if (ApiType == APIType::OpenGL)
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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out.Write("\tEndPrimitive();\n");
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else
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out.Write("\toutput.RestartStrip();\n");
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@ -384,6 +384,17 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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{
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out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp[8];\n");
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}
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else if (ApiType == APIType::Vulkan)
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{
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out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n");
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out.Write("SAMPLER_BINDING(1) uniform sampler2DArray samp1;\n");
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out.Write("SAMPLER_BINDING(2) uniform sampler2DArray samp2;\n");
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out.Write("SAMPLER_BINDING(3) uniform sampler2DArray samp3;\n");
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out.Write("SAMPLER_BINDING(4) uniform sampler2DArray samp4;\n");
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out.Write("SAMPLER_BINDING(5) uniform sampler2DArray samp5;\n");
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out.Write("SAMPLER_BINDING(6) uniform sampler2DArray samp6;\n");
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out.Write("SAMPLER_BINDING(7) uniform sampler2DArray samp7;\n");
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}
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else // D3D
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{
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// Declare samplers
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@ -393,7 +404,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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}
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out.Write("\n");
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if (ApiType == APIType::OpenGL)
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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out.Write("UBO_BINDING(std140, 1) uniform PSBlock {\n");
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else
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out.Write("cbuffer PSBlock : register(b0) {\n");
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@ -416,7 +427,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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{
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out.Write("%s", s_lighting_struct);
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if (ApiType == APIType::OpenGL)
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n");
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else
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out.Write("cbuffer VSBlock : register(b1) {\n");
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@ -427,7 +438,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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if (uid_data->bounding_box)
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{
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if (ApiType == APIType::OpenGL)
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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{
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out.Write("SSBO_BINDING(0) buffer BBox {\n"
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"\tint4 bbox_data;\n"
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@ -480,7 +491,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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// ARB_image_load_store extension yet.
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// D3D11 also has a way to force the driver to enable early-z, so we're fine here.
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if (ApiType == APIType::OpenGL)
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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{
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// This is a #define which signals whatever early-z method the driver supports.
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out.Write("FORCE_EARLY_Z; \n");
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@ -502,7 +513,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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warn_once = false;
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}
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if (ApiType == APIType::OpenGL)
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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{
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if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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{
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@ -517,7 +528,8 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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if (uid_data->per_pixel_depth)
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out.Write("#define depth gl_FragDepth\n");
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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// We need to always use output blocks for Vulkan, but geometry shaders are also optional.
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || ApiType == APIType::Vulkan)
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{
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out.Write("VARYING_LOCATION(0) in VertexData {\n");
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GenerateVSOutputMembers(
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@ -555,7 +567,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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out.Write("void main()\n{\n");
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || ApiType == APIType::Vulkan)
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{
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for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
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out.Write("\tfloat3 uv%d = tex%d;\n", i, i);
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@ -726,7 +738,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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}
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else
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{
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if (ApiType == APIType::D3D)
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if (ApiType == APIType::D3D || ApiType == APIType::Vulkan)
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out.Write("\tint zCoord = int((1.0 - rawpos.z) * 16777216.0);\n");
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else
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out.Write("\tint zCoord = int(rawpos.z * 16777216.0);\n");
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@ -740,7 +752,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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// Note: z-textures are not written to depth buffer if early depth test is used
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if (uid_data->per_pixel_depth && uid_data->early_ztest)
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{
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if (ApiType == APIType::D3D)
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if (ApiType == APIType::D3D || ApiType == APIType::Vulkan)
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out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n");
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else
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out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
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@ -761,7 +773,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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if (uid_data->per_pixel_depth && uid_data->late_ztest)
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{
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if (ApiType == APIType::D3D)
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if (ApiType == APIType::D3D || ApiType == APIType::Vulkan)
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out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n");
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else
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out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
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@ -791,7 +803,8 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
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if (uid_data->bounding_box)
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{
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const char* atomic_op = ApiType == APIType::OpenGL ? "atomic" : "Interlocked";
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const char* atomic_op =
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(ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) ? "atomic" : "Interlocked";
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out.Write("\tif(bbox_data[0] > int(rawpos.x)) %sMin(bbox_data[0], int(rawpos.x));\n"
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"\tif(bbox_data[1] < int(rawpos.x)) %sMax(bbox_data[1], int(rawpos.x));\n"
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"\tif(bbox_data[2] > int(rawpos.y)) %sMin(bbox_data[2], int(rawpos.y));\n"
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@ -1138,12 +1151,21 @@ static void SampleTexture(ShaderCode& out, const char* texcoords, const char* te
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out.SetConstantsUsed(C_TEXDIMS + texmap, C_TEXDIMS + texmap);
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if (ApiType == APIType::D3D)
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{
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out.Write("iround(255.0 * Tex[%d].Sample(samp[%d], float3(%s.xy * " I_TEXDIMS
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"[%d].xy, %s))).%s;\n",
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texmap, texmap, texcoords, texmap, stereo ? "layer" : "0.0", texswap);
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}
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else if (ApiType == APIType::Vulkan)
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{
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out.Write("iround(255.0 * texture(samp%d, float3(%s.xy * " I_TEXDIMS "[%d].xy, %s))).%s;\n",
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texmap, texcoords, texmap, stereo ? "layer" : "0.0", texswap);
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}
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else
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{
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out.Write("iround(255.0 * texture(samp[%d], float3(%s.xy * " I_TEXDIMS "[%d].xy, %s))).%s;\n",
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texmap, texcoords, texmap, stereo ? "layer" : "0.0", texswap);
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}
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}
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static const char* tevAlphaFuncsTable[] = {
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@ -1195,7 +1217,10 @@ static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_dat
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if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n");
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if (per_pixel_depth)
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out.Write("\t\tdepth = %s;\n", (ApiType == APIType::D3D) ? "0.0" : "1.0");
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{
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out.Write("\t\tdepth = %s;\n",
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(ApiType == APIType::D3D || ApiType == APIType::Vulkan) ? "0.0" : "1.0");
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}
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// ZCOMPLOC HACK:
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if (!uid_data->alpha_test_use_zcomploc_hack)
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@ -81,6 +81,9 @@ static void WriteSwizzler(char*& p, u32 format, APIType ApiType)
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{
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// left, top, of source rectangle within source texture
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// width of the destination rectangle, scale_factor (1 or 2)
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if (ApiType == APIType::Vulkan)
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WRITE(p, "layout(std140, push_constant) uniform PCBlock { int4 position; } PC;\n");
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else
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WRITE(p, "uniform int4 position;\n");
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int blkW = TexDecoder_GetBlockWidthInTexels(format);
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@ -98,6 +101,17 @@ static void WriteSwizzler(char*& p, u32 format, APIType ApiType)
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" int2 sampleUv;\n"
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" int2 uv1 = int2(gl_FragCoord.xy);\n");
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}
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else if (ApiType == APIType::Vulkan)
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{
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WRITE(p, "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n");
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WRITE(p, "FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
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WRITE(p, "void main()\n");
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WRITE(p, "{\n"
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" int2 sampleUv;\n"
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" int2 uv1 = int2(gl_FragCoord.xy);\n"
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" int4 position = PC.position;\n");
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}
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else // D3D
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{
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WRITE(p, "sampler samp0 : register(s0);\n");
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@ -146,7 +160,7 @@ static void WriteSwizzler(char*& p, u32 format, APIType ApiType)
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static void WriteSampleColor(char*& p, const char* colorComp, const char* dest, int xoffset,
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APIType ApiType, bool depth = false)
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{
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if (ApiType == APIType::OpenGL)
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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{
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WRITE(p, " %s = texture(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0)).%s;\n", dest,
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xoffset, colorComp);
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@ -155,7 +169,10 @@ static void WriteSampleColor(char*& p, const char* colorComp, const char* dest,
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{
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WRITE(p, " %s = Tex0.Sample(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0)).%s;\n",
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dest, xoffset, colorComp);
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}
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if (ApiType == APIType::D3D || ApiType == APIType::Vulkan)
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{
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// Handle D3D depth inversion.
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if (depth)
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WRITE(p, " %s = 1.0 - %s;\n", dest, dest);
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@ -85,10 +85,11 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
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out.Write("%s", s_lighting_struct);
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// uniforms
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if (api_type == APIType::OpenGL)
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n");
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else
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out.Write("cbuffer VSBlock {\n");
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out.Write(s_shader_uniforms);
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out.Write("};\n");
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@ -96,7 +97,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
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GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, uid_data->pixel_lighting, "");
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out.Write("};\n");
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if (api_type == APIType::OpenGL)
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
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if (uid_data->components & VB_HAS_POSMTXIDX)
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@ -123,7 +124,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
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}
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}
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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// We need to always use output blocks for Vulkan, but geometry shaders are also optional.
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || api_type == APIType::Vulkan)
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{
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out.Write("VARYING_LOCATION(0) out VertexData {\n");
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GenerateVSOutputMembers(
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@ -463,9 +465,9 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
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// get rasterized correctly.
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out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n");
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if (api_type == APIType::OpenGL)
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || api_type == APIType::Vulkan)
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{
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AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, uid_data->pixel_lighting);
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}
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@ -490,6 +492,11 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
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out.Write("gl_ClipDistance[0] = o.clipDist0;\n");
|
||||
out.Write("gl_ClipDistance[1] = o.clipDist1;\n");
|
||||
}
|
||||
|
||||
// Vulkan NDC space has Y pointing down (right-handed NDC space).
|
||||
if (api_type == APIType::Vulkan)
|
||||
out.Write("gl_Position = float4(o.pos.x, -o.pos.y, o.pos.z, o.pos.w);\n");
|
||||
else
|
||||
out.Write("gl_Position = o.pos;\n");
|
||||
}
|
||||
else // D3D
|
||||
|
|
|
@ -73,6 +73,7 @@ enum class APIType
|
|||
{
|
||||
OpenGL,
|
||||
D3D,
|
||||
Vulkan,
|
||||
Nothing
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue