VideoCommon: Add APIType entry for Vulkan

This commit is contained in:
Stenzek 2016-08-13 00:55:00 +10:00
parent 75e4e42e56
commit a71381e80a
5 changed files with 87 additions and 29 deletions

View File

@ -55,7 +55,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
if (uid_data->wireframe)
vertex_out++;
if (ApiType == APIType::OpenGL)
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
// Insert layout parameters
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
@ -77,10 +77,11 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
out.Write("%s", s_lighting_struct);
// uniforms
if (ApiType == APIType::OpenGL)
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
out.Write("UBO_BINDING(std140, 3) uniform GSBlock {\n");
else
out.Write("cbuffer GSBlock {\n");
out.Write("\tfloat4 " I_STEREOPARAMS ";\n"
"\tfloat4 " I_LINEPTPARAMS ";\n"
"\tint4 " I_TEXOFFSET ";\n"
@ -91,7 +92,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
"");
out.Write("};\n");
if (ApiType == APIType::OpenGL)
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("#define InstanceID gl_InvocationID\n");
@ -145,7 +146,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
if (uid_data->primitive_type == PRIMITIVE_LINES)
{
if (ApiType == APIType::OpenGL)
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);
@ -176,7 +177,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
}
else if (uid_data->primitive_type == PRIMITIVE_POINTS)
{
if (ApiType == APIType::OpenGL)
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);
@ -207,7 +208,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in);
if (ApiType == APIType::OpenGL)
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);
@ -230,7 +231,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
{
// Select the output layer
out.Write("\tps.layer = eye;\n");
if (ApiType == APIType::OpenGL)
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
out.Write("\tgl_Layer = eye;\n");
// For stereoscopy add a small horizontal offset in Normalized Device Coordinates proportional
@ -329,12 +330,19 @@ static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data
}
AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, uid_data->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);
}
else
{
out.Write("\tps.o = %s;\n", vertex);
}
if (ApiType == APIType::OpenGL)
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
out.Write("\tEmitVertex();\n");
else
out.Write("\toutput.Append(ps);\n");
@ -345,7 +353,7 @@ static void EndPrimitive(ShaderCode& out, const geometry_shader_uid_data* uid_da
if (uid_data->wireframe)
EmitVertex(out, uid_data, "first", ApiType);
if (ApiType == APIType::OpenGL)
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
out.Write("\tEndPrimitive();\n");
else
out.Write("\toutput.RestartStrip();\n");

View File

@ -384,6 +384,17 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
{
out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp[8];\n");
}
else if (ApiType == APIType::Vulkan)
{
out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n");
out.Write("SAMPLER_BINDING(1) uniform sampler2DArray samp1;\n");
out.Write("SAMPLER_BINDING(2) uniform sampler2DArray samp2;\n");
out.Write("SAMPLER_BINDING(3) uniform sampler2DArray samp3;\n");
out.Write("SAMPLER_BINDING(4) uniform sampler2DArray samp4;\n");
out.Write("SAMPLER_BINDING(5) uniform sampler2DArray samp5;\n");
out.Write("SAMPLER_BINDING(6) uniform sampler2DArray samp6;\n");
out.Write("SAMPLER_BINDING(7) uniform sampler2DArray samp7;\n");
}
else // D3D
{
// Declare samplers
@ -393,7 +404,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
}
out.Write("\n");
if (ApiType == APIType::OpenGL)
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
out.Write("UBO_BINDING(std140, 1) uniform PSBlock {\n");
else
out.Write("cbuffer PSBlock : register(b0) {\n");
@ -416,7 +427,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
{
out.Write("%s", s_lighting_struct);
if (ApiType == APIType::OpenGL)
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n");
else
out.Write("cbuffer VSBlock : register(b1) {\n");
@ -427,7 +438,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
if (uid_data->bounding_box)
{
if (ApiType == APIType::OpenGL)
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
out.Write("SSBO_BINDING(0) buffer BBox {\n"
"\tint4 bbox_data;\n"
@ -480,7 +491,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
// ARB_image_load_store extension yet.
// D3D11 also has a way to force the driver to enable early-z, so we're fine here.
if (ApiType == APIType::OpenGL)
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
// This is a #define which signals whatever early-z method the driver supports.
out.Write("FORCE_EARLY_Z; \n");
@ -502,7 +513,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
warn_once = false;
}
if (ApiType == APIType::OpenGL)
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
{
@ -517,7 +528,8 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
if (uid_data->per_pixel_depth)
out.Write("#define depth gl_FragDepth\n");
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
// We need to always use output blocks for Vulkan, but geometry shaders are also optional.
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || ApiType == APIType::Vulkan)
{
out.Write("VARYING_LOCATION(0) in VertexData {\n");
GenerateVSOutputMembers(
@ -555,7 +567,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
out.Write("void main()\n{\n");
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || ApiType == APIType::Vulkan)
{
for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
out.Write("\tfloat3 uv%d = tex%d;\n", i, i);
@ -726,7 +738,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
}
else
{
if (ApiType == APIType::D3D)
if (ApiType == APIType::D3D || ApiType == APIType::Vulkan)
out.Write("\tint zCoord = int((1.0 - rawpos.z) * 16777216.0);\n");
else
out.Write("\tint zCoord = int(rawpos.z * 16777216.0);\n");
@ -740,7 +752,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
// Note: z-textures are not written to depth buffer if early depth test is used
if (uid_data->per_pixel_depth && uid_data->early_ztest)
{
if (ApiType == APIType::D3D)
if (ApiType == APIType::D3D || ApiType == APIType::Vulkan)
out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n");
else
out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
@ -761,7 +773,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
if (uid_data->per_pixel_depth && uid_data->late_ztest)
{
if (ApiType == APIType::D3D)
if (ApiType == APIType::D3D || ApiType == APIType::Vulkan)
out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n");
else
out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
@ -791,7 +803,8 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
if (uid_data->bounding_box)
{
const char* atomic_op = ApiType == APIType::OpenGL ? "atomic" : "Interlocked";
const char* atomic_op =
(ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) ? "atomic" : "Interlocked";
out.Write("\tif(bbox_data[0] > int(rawpos.x)) %sMin(bbox_data[0], int(rawpos.x));\n"
"\tif(bbox_data[1] < int(rawpos.x)) %sMax(bbox_data[1], int(rawpos.x));\n"
"\tif(bbox_data[2] > int(rawpos.y)) %sMin(bbox_data[2], int(rawpos.y));\n"
@ -1138,12 +1151,21 @@ static void SampleTexture(ShaderCode& out, const char* texcoords, const char* te
out.SetConstantsUsed(C_TEXDIMS + texmap, C_TEXDIMS + texmap);
if (ApiType == APIType::D3D)
{
out.Write("iround(255.0 * Tex[%d].Sample(samp[%d], float3(%s.xy * " I_TEXDIMS
"[%d].xy, %s))).%s;\n",
texmap, texmap, texcoords, texmap, stereo ? "layer" : "0.0", texswap);
}
else if (ApiType == APIType::Vulkan)
{
out.Write("iround(255.0 * texture(samp%d, float3(%s.xy * " I_TEXDIMS "[%d].xy, %s))).%s;\n",
texmap, texcoords, texmap, stereo ? "layer" : "0.0", texswap);
}
else
{
out.Write("iround(255.0 * texture(samp[%d], float3(%s.xy * " I_TEXDIMS "[%d].xy, %s))).%s;\n",
texmap, texcoords, texmap, stereo ? "layer" : "0.0", texswap);
}
}
static const char* tevAlphaFuncsTable[] = {
@ -1195,7 +1217,10 @@ static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_dat
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (per_pixel_depth)
out.Write("\t\tdepth = %s;\n", (ApiType == APIType::D3D) ? "0.0" : "1.0");
{
out.Write("\t\tdepth = %s;\n",
(ApiType == APIType::D3D || ApiType == APIType::Vulkan) ? "0.0" : "1.0");
}
// ZCOMPLOC HACK:
if (!uid_data->alpha_test_use_zcomploc_hack)

View File

@ -81,6 +81,9 @@ static void WriteSwizzler(char*& p, u32 format, APIType ApiType)
{
// left, top, of source rectangle within source texture
// width of the destination rectangle, scale_factor (1 or 2)
if (ApiType == APIType::Vulkan)
WRITE(p, "layout(std140, push_constant) uniform PCBlock { int4 position; } PC;\n");
else
WRITE(p, "uniform int4 position;\n");
int blkW = TexDecoder_GetBlockWidthInTexels(format);
@ -98,6 +101,17 @@ static void WriteSwizzler(char*& p, u32 format, APIType ApiType)
" int2 sampleUv;\n"
" int2 uv1 = int2(gl_FragCoord.xy);\n");
}
else if (ApiType == APIType::Vulkan)
{
WRITE(p, "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n");
WRITE(p, "FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
WRITE(p, "void main()\n");
WRITE(p, "{\n"
" int2 sampleUv;\n"
" int2 uv1 = int2(gl_FragCoord.xy);\n"
" int4 position = PC.position;\n");
}
else // D3D
{
WRITE(p, "sampler samp0 : register(s0);\n");
@ -146,7 +160,7 @@ static void WriteSwizzler(char*& p, u32 format, APIType ApiType)
static void WriteSampleColor(char*& p, const char* colorComp, const char* dest, int xoffset,
APIType ApiType, bool depth = false)
{
if (ApiType == APIType::OpenGL)
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
WRITE(p, " %s = texture(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0)).%s;\n", dest,
xoffset, colorComp);
@ -155,7 +169,10 @@ static void WriteSampleColor(char*& p, const char* colorComp, const char* dest,
{
WRITE(p, " %s = Tex0.Sample(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0)).%s;\n",
dest, xoffset, colorComp);
}
if (ApiType == APIType::D3D || ApiType == APIType::Vulkan)
{
// Handle D3D depth inversion.
if (depth)
WRITE(p, " %s = 1.0 - %s;\n", dest, dest);

View File

@ -85,10 +85,11 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
out.Write("%s", s_lighting_struct);
// uniforms
if (api_type == APIType::OpenGL)
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n");
else
out.Write("cbuffer VSBlock {\n");
out.Write(s_shader_uniforms);
out.Write("};\n");
@ -96,7 +97,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, uid_data->pixel_lighting, "");
out.Write("};\n");
if (api_type == APIType::OpenGL)
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
if (uid_data->components & VB_HAS_POSMTXIDX)
@ -123,7 +124,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
}
}
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
// 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)
{
out.Write("VARYING_LOCATION(0) out VertexData {\n");
GenerateVSOutputMembers(
@ -463,9 +465,9 @@ 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 (api_type == APIType::OpenGL)
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || api_type == APIType::Vulkan)
{
AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, uid_data->pixel_lighting);
}
@ -490,6 +492,11 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
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

View File

@ -73,6 +73,7 @@ enum class APIType
{
OpenGL,
D3D,
Vulkan,
Nothing
};