VideoCommon: Add names for textures and shaders

This commit is contained in:
Pokechu22 2021-12-09 14:00:08 -08:00
parent 85d2ea0dd2
commit afd02b79a5
9 changed files with 146 additions and 46 deletions

View File

@ -3,6 +3,7 @@
#include "VideoCommon/FramebufferManager.h"
#include <fmt/format.h>
#include <memory>
#include "Common/ChunkFile.h"
@ -170,9 +171,10 @@ bool FramebufferManager::CreateEFBFramebuffer()
const TextureConfig efb_depth_texture_config = GetEFBDepthTextureConfig();
// We need a second texture to swap with for changing pixel formats
m_efb_color_texture = g_renderer->CreateTexture(efb_color_texture_config);
m_efb_depth_texture = g_renderer->CreateTexture(efb_depth_texture_config);
m_efb_convert_color_texture = g_renderer->CreateTexture(efb_color_texture_config);
m_efb_color_texture = g_renderer->CreateTexture(efb_color_texture_config, "EFB color texture");
m_efb_depth_texture = g_renderer->CreateTexture(efb_depth_texture_config, "EFB depth texture");
m_efb_convert_color_texture =
g_renderer->CreateTexture(efb_color_texture_config, "EFB convert color texture");
if (!m_efb_color_texture || !m_efb_depth_texture || !m_efb_convert_color_texture)
return false;
@ -188,7 +190,8 @@ bool FramebufferManager::CreateEFBFramebuffer()
{
m_efb_resolve_color_texture = g_renderer->CreateTexture(
TextureConfig(efb_color_texture_config.width, efb_color_texture_config.height, 1,
efb_color_texture_config.layers, 1, efb_color_texture_config.format, 0));
efb_color_texture_config.layers, 1, efb_color_texture_config.format, 0),
"EFB color resolve texture");
if (!m_efb_resolve_color_texture)
return false;
}
@ -199,7 +202,8 @@ bool FramebufferManager::CreateEFBFramebuffer()
m_efb_depth_resolve_texture = g_renderer->CreateTexture(
TextureConfig(efb_depth_texture_config.width, efb_depth_texture_config.height, 1,
efb_depth_texture_config.layers, 1, GetEFBDepthCopyFormat(),
AbstractTextureFlag_RenderTarget));
AbstractTextureFlag_RenderTarget),
"EFB depth resolve texture");
if (!m_efb_depth_resolve_texture)
return false;
@ -311,9 +315,11 @@ bool FramebufferManager::CompileConversionPipelines()
{
for (u32 i = 0; i < NUM_EFB_REINTERPRET_TYPES; i++)
{
EFBReinterpretType convtype = static_cast<EFBReinterpretType>(i);
std::unique_ptr<AbstractShader> pixel_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, FramebufferShaderGen::GenerateFormatConversionShader(
static_cast<EFBReinterpretType>(i), GetEFBSamples()));
ShaderStage::Pixel,
FramebufferShaderGen::GenerateFormatConversionShader(convtype, GetEFBSamples()),
fmt::format("Framebuffer conversion pixel shader {}", convtype));
if (!pixel_shader)
return false;
@ -472,7 +478,8 @@ bool FramebufferManager::CompileReadbackPipelines()
if (IsEFBMultisampled())
{
auto depth_resolve_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, FramebufferShaderGen::GenerateResolveDepthPixelShader(GetEFBSamples()));
ShaderStage::Pixel, FramebufferShaderGen::GenerateResolveDepthPixelShader(GetEFBSamples()),
"Depth resolve pixel shader");
if (!depth_resolve_shader)
return false;
@ -484,7 +491,8 @@ bool FramebufferManager::CompileReadbackPipelines()
// EFB restore pipeline
auto restore_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, FramebufferShaderGen::GenerateEFBRestorePixelShader());
ShaderStage::Pixel, FramebufferShaderGen::GenerateEFBRestorePixelShader(),
"EFB restore pixel shader");
if (!restore_shader)
return false;
@ -514,7 +522,7 @@ bool FramebufferManager::CreateReadbackFramebuffer()
const TextureConfig color_config(IsUsingTiledEFBCache() ? m_efb_cache_tile_size : EFB_WIDTH,
IsUsingTiledEFBCache() ? m_efb_cache_tile_size : EFB_HEIGHT, 1,
1, 1, GetEFBColorFormat(), AbstractTextureFlag_RenderTarget);
m_efb_color_cache.texture = g_renderer->CreateTexture(color_config);
m_efb_color_cache.texture = g_renderer->CreateTexture(color_config, "EFB color cache");
if (!m_efb_color_cache.texture)
return false;
@ -536,7 +544,7 @@ bool FramebufferManager::CreateReadbackFramebuffer()
IsUsingTiledEFBCache() ? m_efb_cache_tile_size : EFB_HEIGHT, 1,
1, 1, GetEFBDepthCopyFormat(),
AbstractTextureFlag_RenderTarget);
m_efb_depth_cache.texture = g_renderer->CreateTexture(depth_config);
m_efb_depth_cache.texture = g_renderer->CreateTexture(depth_config, "EFB depth cache");
if (!m_efb_depth_cache.texture)
return false;
@ -684,7 +692,8 @@ void FramebufferManager::ClearEFB(const MathUtil::Rectangle<int>& rc, bool clear
bool FramebufferManager::CompileClearPipelines()
{
auto vertex_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateClearVertexShader());
ShaderStage::Vertex, FramebufferShaderGen::GenerateClearVertexShader(),
"Clear vertex shader");
if (!vertex_shader)
return false;
@ -853,7 +862,8 @@ bool FramebufferManager::CompilePokePipelines()
return false;
auto poke_vertex_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateEFBPokeVertexShader());
ShaderStage::Vertex, FramebufferShaderGen::GenerateEFBPokeVertexShader(),
"EFB poke vertex shader");
if (!poke_vertex_shader)
return false;

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@ -8,6 +8,8 @@
#include <optional>
#include "Common/CommonTypes.h"
#include "Common/EnumFormatter.h"
#include "VideoCommon/AbstractFramebuffer.h"
#include "VideoCommon/AbstractPipeline.h"
#include "VideoCommon/AbstractStagingTexture.h"
@ -28,6 +30,13 @@ enum class EFBReinterpretType
RGB565ToRGBA6 = 5
};
constexpr u32 NUM_EFB_REINTERPRET_TYPES = 6;
template <>
struct fmt::formatter<EFBReinterpretType> : EnumFormatter<EFBReinterpretType::RGB565ToRGBA6>
{
static constexpr array_type names = {"RGB8 to RGB565", "RGB8 to RGBA6", "RGBA6 to RGB8",
"RGB6 to RGB565", "RGB565 to RGB8", "RGB565 to RGBA6"};
formatter() : EnumFormatter(names) {}
};
inline bool AddressRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper)
{

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@ -3,8 +3,11 @@
#pragma once
#include <fmt/format.h>
#include <functional>
#include "Common/CommonTypes.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/ShaderGenCommon.h"
@ -27,3 +30,15 @@ ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig&
const geometry_shader_uid_data* uid_data);
GeometryShaderUid GetGeometryShaderUid(PrimitiveType primitive_type);
void EnumerateGeometryShaderUids(const std::function<void(const GeometryShaderUid&)>& callback);
template <>
struct fmt::formatter<geometry_shader_uid_data>
{
constexpr auto parse(format_parse_context& ctx) { return ctx.begin(); }
template <typename FormatContext>
auto format(const geometry_shader_uid_data& uid, FormatContext& ctx)
{
return format_to(ctx.out(), "passthrough: {}, {} tex gens, primitive type {}",
uid.IsPassthrough(), uid.numTexGens, uid.primitive_type);
}
};

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@ -646,7 +646,8 @@ bool PostProcessing::CompileVertexShader()
ss << "}\n";
m_vertex_shader = g_renderer->CreateShaderFromSource(ShaderStage::Vertex, ss.str());
m_vertex_shader = g_renderer->CreateShaderFromSource(ShaderStage::Vertex, ss.str(),
"Post-processing vertex shader");
if (!m_vertex_shader)
{
PanicAlertFmt("Failed to compile post-processing vertex shader");
@ -736,7 +737,8 @@ bool PostProcessing::CompilePixelShader()
// Generate GLSL and compile the new shader.
m_config.LoadShader(g_ActiveConfig.sPostProcessingShader);
m_pixel_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter());
ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter(),
fmt::format("Post-processing pixel shader: {}", m_config.GetShader()));
if (!m_pixel_shader)
{
PanicAlertFmt("Failed to compile post-processing shader {}", m_config.GetShader());
@ -744,7 +746,8 @@ bool PostProcessing::CompilePixelShader()
// Use default shader.
m_config.LoadDefaultShader();
m_pixel_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter());
ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter(),
"Default post-processing pixel shader");
if (!m_pixel_shader)
return false;
}

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@ -995,7 +995,7 @@ bool Renderer::InitializeImGui()
m_imgui_vertex_format = CreateNativeVertexFormat(vdecl);
if (!m_imgui_vertex_format)
{
PanicAlertFmt("Failed to create imgui vertex format");
PanicAlertFmt("Failed to create ImGui vertex format");
return false;
}
@ -1008,10 +1008,11 @@ bool Renderer::InitializeImGui()
TextureConfig font_tex_config(font_tex_width, font_tex_height, 1, 1, 1,
AbstractTextureFormat::RGBA8, 0);
std::unique_ptr<AbstractTexture> font_tex = CreateTexture(font_tex_config);
std::unique_ptr<AbstractTexture> font_tex =
CreateTexture(font_tex_config, "ImGui font texture");
if (!font_tex)
{
PanicAlertFmt("Failed to create imgui texture");
PanicAlertFmt("Failed to create ImGui texture");
return false;
}
font_tex->Load(0, font_tex_width, font_tex_height, font_tex_width, font_tex_pixels,
@ -1032,13 +1033,14 @@ bool Renderer::InitializeImGui()
bool Renderer::RecompileImGuiPipeline()
{
std::unique_ptr<AbstractShader> vertex_shader = CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateImGuiVertexShader());
std::unique_ptr<AbstractShader> pixel_shader =
CreateShaderFromSource(ShaderStage::Pixel, FramebufferShaderGen::GenerateImGuiPixelShader());
std::unique_ptr<AbstractShader> vertex_shader =
CreateShaderFromSource(ShaderStage::Vertex, FramebufferShaderGen::GenerateImGuiVertexShader(),
"ImGui vertex shader");
std::unique_ptr<AbstractShader> pixel_shader = CreateShaderFromSource(
ShaderStage::Pixel, FramebufferShaderGen::GenerateImGuiPixelShader(), "ImGui pixel shader");
if (!vertex_shader || !pixel_shader)
{
PanicAlertFmt("Failed to compile imgui shaders");
PanicAlertFmt("Failed to compile ImGui shaders");
return false;
}
@ -1047,10 +1049,11 @@ bool Renderer::RecompileImGuiPipeline()
if (UseGeometryShaderForUI())
{
geometry_shader = CreateShaderFromSource(
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 1));
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 1),
"ImGui passthrough geometry shader");
if (!geometry_shader)
{
PanicAlertFmt("Failed to compile imgui geometry shader");
PanicAlertFmt("Failed to compile ImGui geometry shader");
return false;
}
}
@ -1515,7 +1518,8 @@ bool Renderer::CheckFrameDumpRenderTexture(u32 target_width, u32 target_height)
m_frame_dump_render_texture.reset();
m_frame_dump_render_texture =
CreateTexture(TextureConfig(target_width, target_height, 1, 1, 1,
AbstractTextureFormat::RGBA8, AbstractTextureFlag_RenderTarget));
AbstractTextureFormat::RGBA8, AbstractTextureFlag_RenderTarget),
"Frame dump render texture");
if (!m_frame_dump_render_texture)
{
PanicAlertFmt("Failed to allocate frame dump render texture");

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@ -3,6 +3,8 @@
#include "VideoCommon/ShaderCache.h"
#include <fmt/format.h>
#include "Common/Assert.h"
#include "Common/FileUtil.h"
#include "Common/MsgHandler.h"
@ -539,7 +541,8 @@ const AbstractShader* ShaderCache::CreateGeometryShader(const GeometryShaderUid&
const ShaderCode source_code =
GenerateGeometryShaderCode(m_api_type, m_host_config, uid.GetUidData());
std::unique_ptr<AbstractShader> shader =
g_renderer->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer());
g_renderer->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer(),
fmt::format("Geometry shader: {}", *uid.GetUidData()));
auto& entry = m_gs_cache.shader_map[uid];
entry.pending = false;
@ -1158,7 +1161,9 @@ ShaderCache::GetEFBCopyToVRAMPipeline(const TextureConversionShaderGen::TCShader
return iter->second.get();
auto shader_code = TextureConversionShaderGen::GeneratePixelShader(m_api_type, uid.GetUidData());
auto shader = g_renderer->CreateShaderFromSource(ShaderStage::Pixel, shader_code.GetBuffer());
auto shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, shader_code.GetBuffer(),
fmt::format("EFB copy to VRAM pixel shader: {}", *uid.GetUidData()));
if (!shader)
{
m_efb_copy_to_vram_pipelines.emplace(uid, nullptr);
@ -1188,7 +1193,8 @@ const AbstractPipeline* ShaderCache::GetEFBCopyToRAMPipeline(const EFBCopyParams
const std::string shader_code =
TextureConversionShaderTiled::GenerateEncodingShader(uid, m_api_type);
const auto shader = g_renderer->CreateShaderFromSource(ShaderStage::Pixel, shader_code);
const auto shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, shader_code, fmt::format("EFB copy to RAM pixel shader: {}", uid));
if (!shader)
{
m_efb_copy_to_ram_pipelines.emplace(uid, nullptr);
@ -1210,29 +1216,34 @@ const AbstractPipeline* ShaderCache::GetEFBCopyToRAMPipeline(const EFBCopyParams
bool ShaderCache::CompileSharedPipelines()
{
m_screen_quad_vertex_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateScreenQuadVertexShader());
ShaderStage::Vertex, FramebufferShaderGen::GenerateScreenQuadVertexShader(),
"Screen quad vertex shader");
m_texture_copy_vertex_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateTextureCopyVertexShader());
ShaderStage::Vertex, FramebufferShaderGen::GenerateTextureCopyVertexShader(),
"Texture copy vertex shader");
m_efb_copy_vertex_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Vertex,
TextureConversionShaderGen::GenerateVertexShader(m_api_type).GetBuffer());
ShaderStage::Vertex, TextureConversionShaderGen::GenerateVertexShader(m_api_type).GetBuffer(),
"EFB copy vertex shader");
if (!m_screen_quad_vertex_shader || !m_texture_copy_vertex_shader || !m_efb_copy_vertex_shader)
return false;
if (UseGeometryShaderForEFBCopies())
{
m_texcoord_geometry_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 0));
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 0),
"Texcoord passthrough geometry shader");
m_color_geometry_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(0, 1));
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(0, 1),
"Color passthrough geometry shader");
if (!m_texcoord_geometry_shader || !m_color_geometry_shader)
return false;
}
m_texture_copy_pixel_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, FramebufferShaderGen::GenerateTextureCopyPixelShader());
ShaderStage::Pixel, FramebufferShaderGen::GenerateTextureCopyPixelShader(),
"Texture copy pixel shader");
m_color_pixel_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, FramebufferShaderGen::GenerateColorPixelShader());
ShaderStage::Pixel, FramebufferShaderGen::GenerateColorPixelShader(), "Color pixel shader");
if (!m_texture_copy_pixel_shader || !m_color_pixel_shader)
return false;
@ -1265,9 +1276,11 @@ bool ShaderCache::CompileSharedPipelines()
for (size_t i = 0; i < NUM_PALETTE_CONVERSION_SHADERS; i++)
{
TLUTFormat format = static_cast<TLUTFormat>(i);
auto shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, TextureConversionShaderTiled::GeneratePaletteConversionShader(
static_cast<TLUTFormat>(i), m_api_type));
ShaderStage::Pixel,
TextureConversionShaderTiled::GeneratePaletteConversionShader(format, m_api_type),
fmt::format("Palette conversion pixel shader: {}", format));
if (!shader)
return false;
@ -1303,8 +1316,9 @@ const AbstractPipeline* ShaderCache::GetTextureReinterpretPipeline(TextureFormat
return nullptr;
}
std::unique_ptr<AbstractShader> shader =
g_renderer->CreateShaderFromSource(ShaderStage::Pixel, shader_source);
std::unique_ptr<AbstractShader> shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel, shader_source,
fmt::format("Texture reinterpret pixel shader: {} to {}", from_format, to_format));
if (!shader)
{
m_texture_reinterpret_pipelines.emplace(key, nullptr);
@ -1341,8 +1355,9 @@ const AbstractShader* ShaderCache::GetTextureDecodingShader(TextureFormat format
return nullptr;
}
std::unique_ptr<AbstractShader> shader =
g_renderer->CreateShaderFromSource(ShaderStage::Compute, shader_source);
std::unique_ptr<AbstractShader> shader = g_renderer->CreateShaderFromSource(
ShaderStage::Compute, shader_source,
fmt::format("Texture decoding compute shader: {}, {}", format, palette_format));
if (!shader)
{
m_texture_decoding_shaders.emplace(key, nullptr);

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@ -2610,7 +2610,8 @@ bool TextureCacheBase::CreateUtilityTextures()
{
constexpr TextureConfig encoding_texture_config(
EFB_WIDTH * 4, 1024, 1, 1, 1, AbstractTextureFormat::BGRA8, AbstractTextureFlag_RenderTarget);
m_efb_encoding_texture = g_renderer->CreateTexture(encoding_texture_config);
m_efb_encoding_texture =
g_renderer->CreateTexture(encoding_texture_config, "EFB encoding texture");
if (!m_efb_encoding_texture)
return false;
@ -2622,7 +2623,8 @@ bool TextureCacheBase::CreateUtilityTextures()
{
constexpr TextureConfig decoding_texture_config(
1024, 1024, 1, 1, 1, AbstractTextureFormat::RGBA8, AbstractTextureFlag_ComputeImage);
m_decoding_texture = g_renderer->CreateTexture(decoding_texture_config);
m_decoding_texture =
g_renderer->CreateTexture(decoding_texture_config, "GPU texture decoding texture");
if (!m_decoding_texture)
return false;
}

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@ -5,6 +5,7 @@
#include <array>
#include <bitset>
#include <fmt/format.h>
#include <map>
#include <memory>
#include <optional>
@ -71,6 +72,23 @@ struct EFBCopyParams
bool copy_filter;
};
template <>
struct fmt::formatter<EFBCopyParams>
{
constexpr auto parse(format_parse_context& ctx) { return ctx.begin(); }
template <typename FormatContext>
auto format(const EFBCopyParams& uid, FormatContext& ctx)
{
std::string copy_format;
if (uid.copy_format == EFBCopyFormat::XFB)
copy_format = "XFB";
else
copy_format = fmt::to_string(uid.copy_format);
return format_to(ctx.out(), "format: {}, copy format: {}, depth: {}, yuv: {}, copy filter: {}",
uid.efb_format, copy_format, uid.depth, uid.yuv, uid.copy_filter);
}
};
// Reduced version of the full coefficient array, with a single value for each row.
struct EFBCopyFilterCoefficients
{

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@ -3,7 +3,11 @@
#pragma once
#include <fmt/format.h>
#include <string>
#include "Common/CommonTypes.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/TextureDecoder.h"
@ -34,3 +38,23 @@ TCShaderUid GetShaderUid(EFBCopyFormat dst_format, bool is_depth_copy, bool is_i
bool scale_by_half, bool copy_filter);
} // namespace TextureConversionShaderGen
template <>
struct fmt::formatter<TextureConversionShaderGen::UidData>
{
constexpr auto parse(format_parse_context& ctx) { return ctx.begin(); }
template <typename FormatContext>
auto format(const TextureConversionShaderGen::UidData& uid, FormatContext& ctx)
{
std::string dst_format;
if (uid.dst_format == EFBCopyFormat::XFB)
dst_format = "XFB";
else
dst_format = fmt::to_string(uid.dst_format);
return format_to(ctx.out(),
"dst_format: {}, efb_has_alpha: {}, is_depth_copy: {}, is_intensity: {}, "
"scale_by_half: {}, copy_filter: {}",
dst_format, uid.efb_has_alpha, uid.is_depth_copy, uid.is_intensity,
uid.scale_by_half, uid.copy_filter);
}
};