Renderer: Use interface blocks for ImGui shaders
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@ -14,9 +14,9 @@ static APIType GetAPIType()
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static void EmitUniformBufferDeclaration(std::stringstream& ss)
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{
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if (GetAPIType() == APIType::D3D)
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ss << "cbuffer UBO : register(b0)\n";
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ss << "cbuffer PSBlock : register(b0)\n";
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else
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ss << "UBO_BINDING(std140, 1) uniform UBO\n";
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ss << "UBO_BINDING(std140, 1) uniform PSBlock\n";
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}
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static void EmitSamplerDeclarations(std::stringstream& ss, u32 start = 0, u32 end = 1,
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@ -661,4 +661,43 @@ std::string GenerateEFBRestorePixelShader()
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return ss.str();
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}
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std::string GenerateImGuiVertexShader()
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{
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std::stringstream ss;
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// Uniform buffer contains the viewport size, and we transform in the vertex shader.
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EmitUniformBufferDeclaration(ss);
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ss << "{\n";
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ss << "float2 u_rcp_viewport_size_mul2;\n";
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ss << "};\n\n";
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EmitVertexMainDeclaration(ss, 1, 1, true, 1, 1);
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ss << "{\n"
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<< " v_tex0 = float3(rawtex0.xy, 0.0);\n"
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<< " v_col0 = rawcolor0;\n"
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<< " opos = float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0,"
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<< " 1.0 - rawpos.y * u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n";
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// NDC space is flipped in Vulkan.
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if (GetAPIType() == APIType::Vulkan)
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ss << " opos.y = -opos.y;\n";
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ss << "}\n";
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return ss.str();
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}
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std::string GenerateImGuiPixelShader()
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{
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std::stringstream ss;
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EmitSamplerDeclarations(ss, 0, 1, false);
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EmitPixelMainDeclaration(ss, 1, 1);
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ss << "{\n";
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ss << " ocol0 = ";
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EmitSampleTexture(ss, 0, "float3(v_tex0.xy, 0.0)");
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ss << " * v_col0;\n";
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ss << "}\n";
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return ss.str();
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}
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} // namespace FramebufferShaderGen
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@ -31,5 +31,7 @@ std::string GenerateColorPixelShader();
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std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samples);
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std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureFormat to_format);
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std::string GenerateEFBRestorePixelShader();
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std::string GenerateImGuiVertexShader();
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std::string GenerateImGuiPixelShader();
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} // namespace FramebufferShaderGen
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@ -910,90 +910,6 @@ void Renderer::RecordVideoMemory()
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texMem);
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}
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static std::string GenerateImGuiVertexShader()
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{
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const APIType api_type = g_ActiveConfig.backend_info.api_type;
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std::stringstream ss;
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// Uniform buffer contains the viewport size, and we transform in the vertex shader.
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if (api_type == APIType::D3D)
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ss << "cbuffer PSBlock : register(b0) {\n";
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else if (api_type == APIType::OpenGL)
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ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
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else if (api_type == APIType::Vulkan)
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ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
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ss << "float2 u_rcp_viewport_size_mul2;\n";
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ss << "};\n";
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if (api_type == APIType::D3D)
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{
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ss << "void main(in float2 rawpos : POSITION,\n"
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<< " in float2 rawtex0 : TEXCOORD,\n"
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<< " in float4 rawcolor0 : COLOR,\n"
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<< " out float3 v_tex0 : TEXCOORD,\n"
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<< " out float4 v_col0 : COLOR,\n"
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<< " out float4 out_pos : SV_Position)\n";
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}
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else
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{
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ss << "ATTRIBUTE_LOCATION(" << SHADER_POSITION_ATTRIB << ") in float2 rawpos;\n"
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<< "ATTRIBUTE_LOCATION(" << SHADER_TEXTURE0_ATTRIB << ") in float2 rawtex0;\n"
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<< "ATTRIBUTE_LOCATION(" << SHADER_COLOR0_ATTRIB << ") in float4 rawcolor0;\n"
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<< "VARYING_LOCATION(0) out float3 v_tex0;\n"
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<< "VARYING_LOCATION(1) out float4 v_col0;\n"
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<< "void main()\n";
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}
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ss << "{\n"
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<< " v_tex0 = float3(rawtex0, 0.0);\n"
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<< " v_col0 = rawcolor0;\n";
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ss << " " << (api_type == APIType::D3D ? "out_pos" : "gl_Position")
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<< "= float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0, 1.0 - rawpos.y * "
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"u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n";
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// Clip-space is flipped in Vulkan
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if (api_type == APIType::Vulkan)
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ss << " gl_Position.y = -gl_Position.y;\n";
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ss << "}\n";
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return ss.str();
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}
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static std::string GenerateImGuiPixelShader()
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{
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const APIType api_type = g_ActiveConfig.backend_info.api_type;
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std::stringstream ss;
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if (api_type == APIType::D3D)
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{
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ss << "Texture2DArray tex0 : register(t0);\n"
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<< "SamplerState samp0 : register(s0);\n"
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<< "void main(in float3 v_tex0 : TEXCOORD,\n"
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<< " in float4 v_col0 : COLOR,\n"
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<< " out float4 ocol0 : SV_Target)\n";
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}
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else
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{
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ss << "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
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<< "VARYING_LOCATION(0) in float3 v_tex0; \n"
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<< "VARYING_LOCATION(1) in float4 v_col0;\n"
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<< "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n"
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<< "void main()\n";
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}
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ss << "{\n";
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if (api_type == APIType::D3D)
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ss << " ocol0 = tex0.Sample(samp0, float3(v_tex0.xy, 0.0)) * v_col0;\n";
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else
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ss << " ocol0 = texture(samp0, float3(v_tex0.xy, 0.0)) * v_col0;\n";
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ss << "}\n";
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return ss.str();
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}
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bool Renderer::InitializeImGui()
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{
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if (!ImGui::CreateContext())
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@ -1054,10 +970,10 @@ bool Renderer::InitializeImGui()
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bool Renderer::RecompileImGuiPipeline()
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{
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std::unique_ptr<AbstractShader> vertex_shader =
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CreateShaderFromSource(ShaderStage::Vertex, GenerateImGuiVertexShader());
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std::unique_ptr<AbstractShader> vertex_shader = CreateShaderFromSource(
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ShaderStage::Vertex, FramebufferShaderGen::GenerateImGuiVertexShader());
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std::unique_ptr<AbstractShader> pixel_shader =
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CreateShaderFromSource(ShaderStage::Pixel, GenerateImGuiPixelShader());
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CreateShaderFromSource(ShaderStage::Pixel, FramebufferShaderGen::GenerateImGuiPixelShader());
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if (!vertex_shader || !pixel_shader)
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{
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PanicAlert("Failed to compile imgui shaders");
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