Merge pull request #10215 from OatmealDome/shader-logic-ops
VideoCommon: Support shader logic ops on Metal (Apple GPUs) and OpenGL ES
This commit is contained in:
commit
b1f79d9ecf
|
@ -8,6 +8,8 @@ ExternalProject_Add(MoltenVK
|
|||
|
||||
CONFIGURE_COMMAND ${CMAKE_CURRENT_LIST_DIR}/configure.sh <LOG_DIR> <SOURCE_DIR> ${MOLTENVK_VERSION}
|
||||
|
||||
PATCH_COMMAND ${CMAKE_CURRENT_LIST_DIR}/patch.sh ${CMAKE_SOURCE_DIR}/Externals/MoltenVK/patches/ ${MOLTENVK_VERSION}
|
||||
|
||||
BUILD_COMMAND make -C <SOURCE_DIR> macos
|
||||
BUILD_IN_SOURCE ON
|
||||
BUILD_BYPRODUCTS <SOURCE_DIR>/Package/Release/MoltenVK/dylib/macOS/libMoltenVK.dylib
|
||||
|
|
|
@ -0,0 +1,13 @@
|
|||
#!/bin/bash
|
||||
|
||||
# Applies all patches in the "patches" folder to the cloned MoltenVK git repository.
|
||||
#
|
||||
# Usage: patch.sh <patches folder> <MoltenVK version>
|
||||
#
|
||||
|
||||
set -e
|
||||
|
||||
# Reset the git repository first to ensure that it's in the base state.
|
||||
git reset --hard $2
|
||||
|
||||
git apply $1/*.patch
|
24
Externals/MoltenVK/patches/0001-SPIRVToMSLConverter-Enable-use_framebuffer_fetch_sub.patch
vendored
Normal file
24
Externals/MoltenVK/patches/0001-SPIRVToMSLConverter-Enable-use_framebuffer_fetch_sub.patch
vendored
Normal file
|
@ -0,0 +1,24 @@
|
|||
From 4ca33b7a9b149c6fbcc1c88ce08fc49f21294f6d Mon Sep 17 00:00:00 2001
|
||||
From: OatmealDome <julian@oatmealdome.me>
|
||||
Date: Sat, 31 Jul 2021 19:18:35 -0400
|
||||
Subject: [PATCH] SPIRVToMSLConverter: Enable use_framebuffer_fetch_subpasses
|
||||
|
||||
---
|
||||
.../MoltenVKShaderConverter/SPIRVToMSLConverter.cpp | 1 +
|
||||
1 file changed, 1 insertion(+)
|
||||
|
||||
diff --git a/MoltenVKShaderConverter/MoltenVKShaderConverter/SPIRVToMSLConverter.cpp b/MoltenVKShaderConverter/MoltenVKShaderConverter/SPIRVToMSLConverter.cpp
|
||||
index 17c79394..97e98004 100644
|
||||
--- a/MoltenVKShaderConverter/MoltenVKShaderConverter/SPIRVToMSLConverter.cpp
|
||||
+++ b/MoltenVKShaderConverter/MoltenVKShaderConverter/SPIRVToMSLConverter.cpp
|
||||
@@ -92,6 +92,7 @@ MVK_PUBLIC_SYMBOL SPIRVToMSLConversionOptions::SPIRVToMSLConversionOptions() {
|
||||
#endif
|
||||
|
||||
mslOptions.pad_fragment_output_components = true;
|
||||
+ mslOptions.use_framebuffer_fetch_subpasses = true;
|
||||
}
|
||||
|
||||
MVK_PUBLIC_SYMBOL bool mvk::MSLShaderInput::matches(const mvk::MSLShaderInput& other) const {
|
||||
--
|
||||
2.30.1 (Apple Git-130)
|
||||
|
|
@ -692,7 +692,6 @@ void ProgramShaderCache::CreateHeader()
|
|||
{
|
||||
case EsFbFetchType::FbFetchExt:
|
||||
framebuffer_fetch_string = "#extension GL_EXT_shader_framebuffer_fetch: enable\n"
|
||||
"#define FB_FETCH_VALUE real_ocol0\n"
|
||||
"#define FRAGMENT_INOUT inout";
|
||||
break;
|
||||
case EsFbFetchType::FbFetchArm:
|
||||
|
|
|
@ -50,9 +50,13 @@ static const char SHADER_HEADER[] = R"(
|
|||
#define SAMPLER_BINDING(x) layout(set = 1, binding = x)
|
||||
#define TEXEL_BUFFER_BINDING(x) layout(set = 1, binding = (x + 8))
|
||||
#define SSBO_BINDING(x) layout(set = 2, binding = x)
|
||||
#define INPUT_ATTACHMENT_BINDING(x, y, z) layout(set = x, binding = y, input_attachment_index = z)
|
||||
#define VARYING_LOCATION(x) layout(location = x)
|
||||
#define FORCE_EARLY_Z layout(early_fragment_tests) in
|
||||
|
||||
// Metal framebuffer fetch helpers.
|
||||
#define FB_FETCH_VALUE subpassLoad(in_ocol0)
|
||||
|
||||
// hlsl to glsl function translation
|
||||
#define API_VULKAN 1
|
||||
#define float2 vec2
|
||||
|
|
|
@ -286,7 +286,7 @@ void VulkanContext::PopulateBackendInfo(VideoConfig* config)
|
|||
config->backend_info.bSupportsBPTCTextures = false; // Dependent on features.
|
||||
config->backend_info.bSupportsLogicOp = false; // Dependent on features.
|
||||
config->backend_info.bSupportsLargePoints = false; // Dependent on features.
|
||||
config->backend_info.bSupportsFramebufferFetch = false; // No support.
|
||||
config->backend_info.bSupportsFramebufferFetch = false; // Dependent on OS and features.
|
||||
config->backend_info.bSupportsCoarseDerivatives = true; // Assumed support.
|
||||
config->backend_info.bSupportsTextureQueryLevels = true; // Assumed support.
|
||||
}
|
||||
|
@ -340,6 +340,15 @@ void VulkanContext::PopulateBackendInfoFeatures(VideoConfig* config, VkPhysicalD
|
|||
properties.limits.pointSizeRange[0] <= 1.0f &&
|
||||
properties.limits.pointSizeRange[1] >= 16;
|
||||
|
||||
std::string device_name = properties.deviceName;
|
||||
u32 vendor_id = properties.vendorID;
|
||||
|
||||
// Only Apple family GPUs support framebuffer fetch.
|
||||
if (vendor_id == 0x106B || device_name.find("Apple") != std::string::npos)
|
||||
{
|
||||
config->backend_info.bSupportsFramebufferFetch = true;
|
||||
}
|
||||
|
||||
// Our usage of primitive restart appears to be broken on AMD's binary drivers.
|
||||
// Seems to be fine on GCN Gen 1-2, unconfirmed on GCN Gen 3, causes driver resets on GCN Gen 4.
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_PRIMITIVE_RESTART))
|
||||
|
|
|
@ -15,6 +15,7 @@ using int4 = std::array<s32, 4>;
|
|||
enum class DstBlendFactor : u32;
|
||||
enum class SrcBlendFactor : u32;
|
||||
enum class ZTexOp : u32;
|
||||
enum class LogicOp : u32;
|
||||
|
||||
struct PixelShaderConstants
|
||||
{
|
||||
|
@ -54,6 +55,9 @@ struct PixelShaderConstants
|
|||
DstBlendFactor blend_dst_factor_alpha;
|
||||
u32 blend_subtract;
|
||||
u32 blend_subtract_alpha;
|
||||
// For shader_framebuffer_fetch logic ops:
|
||||
u32 logic_op_enable; // bool
|
||||
LogicOp logic_op_mode;
|
||||
};
|
||||
|
||||
struct VertexShaderConstants
|
||||
|
|
|
@ -19,7 +19,7 @@ namespace VideoCommon
|
|||
// As pipelines encompass both shader UIDs and render states, changes to either of these should
|
||||
// also increment the pipeline UID version. Incrementing the UID version will cause all UID
|
||||
// caches to be invalidated.
|
||||
constexpr u32 GX_PIPELINE_UID_VERSION = 3; // Last changed in PR 9532
|
||||
constexpr u32 GX_PIPELINE_UID_VERSION = 4; // Last changed in PR 10215
|
||||
|
||||
struct GXPipelineUid
|
||||
{
|
||||
|
|
|
@ -332,6 +332,9 @@ PixelShaderUid GetPixelShaderUid()
|
|||
uid_data->blend_subtract_alpha = state.subtractAlpha;
|
||||
}
|
||||
|
||||
uid_data->logic_op_enable = state.logicopenable;
|
||||
uid_data->logic_op_mode = u32(state.logicmode.Value());
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -424,6 +427,8 @@ void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
|
|||
"\tuint blend_dst_factor_alpha;\n"
|
||||
"\tbool blend_subtract;\n"
|
||||
"\tbool blend_subtract_alpha;\n"
|
||||
"\tbool logic_op_enable;\n"
|
||||
"\tuint logic_op_mode;\n"
|
||||
"}};\n\n");
|
||||
out.Write("#define bpmem_combiners(i) (bpmem_pack1[(i)].xy)\n"
|
||||
"#define bpmem_tevind(i) (bpmem_pack1[(i)].z)\n"
|
||||
|
@ -838,6 +843,7 @@ static void WriteTevRegular(ShaderCode& out, std::string_view components, TevBia
|
|||
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType api_type,
|
||||
bool per_pixel_depth, bool use_dual_source);
|
||||
static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data);
|
||||
static void WriteLogicOp(ShaderCode& out, const pixel_shader_uid_data* uid_data);
|
||||
static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data,
|
||||
bool use_dual_source);
|
||||
static void WriteBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data);
|
||||
|
@ -926,40 +932,58 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
|
|||
uid_data->useDstAlpha);
|
||||
const bool use_shader_blend =
|
||||
!use_dual_source && (uid_data->useDstAlpha && host_config.backend_shader_framebuffer_fetch);
|
||||
const bool use_shader_logic_op =
|
||||
!host_config.backend_logic_op && host_config.backend_shader_framebuffer_fetch;
|
||||
|
||||
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
|
||||
{
|
||||
if (use_dual_source)
|
||||
bool use_framebuffer_fetch = use_shader_blend || use_shader_logic_op;
|
||||
|
||||
#ifdef __APPLE__
|
||||
// Framebuffer fetch is only supported by Metal, so ensure that we're running Vulkan (MoltenVK)
|
||||
// if we want to use it.
|
||||
if (api_type == APIType::Vulkan)
|
||||
{
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n"
|
||||
"FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n");
|
||||
}
|
||||
else
|
||||
if (use_dual_source)
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n"
|
||||
"FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
|
||||
}
|
||||
}
|
||||
else if (use_shader_blend)
|
||||
{
|
||||
// QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an
|
||||
// intermediate value with multiple reads & modifications, so pull out the "real" output value
|
||||
// and use a temporary for calculations, then set the output value once at the end of the
|
||||
// shader
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
|
||||
else if (use_shader_blend)
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(0) FRAGMENT_INOUT vec4 real_ocol0;\n");
|
||||
// Metal doesn't support a single unified variable for both input and output, so we declare
|
||||
// the output separately. The input will be defined later below.
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 real_ocol0;\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 real_ocol0;\n");
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
|
||||
}
|
||||
|
||||
if (use_framebuffer_fetch)
|
||||
{
|
||||
// Subpass inputs will be converted to framebuffer fetch by SPIRV-Cross.
|
||||
out.Write("INPUT_ATTACHMENT_BINDING(0, 0, 0) uniform subpassInput in_ocol0;\n");
|
||||
}
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
|
||||
bool has_broken_decoration =
|
||||
DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION);
|
||||
|
||||
out.Write("{} {} vec4 {};\n",
|
||||
has_broken_decoration ? "FRAGMENT_OUTPUT_LOCATION(0)" :
|
||||
"FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0)",
|
||||
use_framebuffer_fetch ? "FRAGMENT_INOUT" : "out",
|
||||
use_shader_blend ? "real_ocol0" : "ocol0");
|
||||
|
||||
if (use_dual_source)
|
||||
{
|
||||
out.Write("{} out vec4 ocol1;\n", has_broken_decoration ?
|
||||
"FRAGMENT_OUTPUT_LOCATION(1)" :
|
||||
"FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1)");
|
||||
}
|
||||
}
|
||||
|
||||
if (uid_data->per_pixel_depth)
|
||||
|
@ -1005,11 +1029,28 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
|
|||
|
||||
out.Write("void main()\n{{\n");
|
||||
out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
|
||||
|
||||
if (use_framebuffer_fetch)
|
||||
{
|
||||
// Store off a copy of the initial framebuffer value.
|
||||
//
|
||||
// If FB_FETCH_VALUE isn't defined (i.e. no special keyword for fetching from the
|
||||
// framebuffer), we read from real_ocol0 or ocol0, depending if shader blending is enabled.
|
||||
out.Write("#ifdef FB_FETCH_VALUE\n"
|
||||
"\tfloat4 initial_ocol0 = FB_FETCH_VALUE;\n"
|
||||
"#else\n"
|
||||
"\tfloat4 initial_ocol0 = {};\n"
|
||||
"#endif\n",
|
||||
use_shader_blend ? "real_ocol0" : "ocol0");
|
||||
}
|
||||
|
||||
if (use_shader_blend)
|
||||
{
|
||||
// Store off a copy of the initial fb value for blending
|
||||
out.Write("\tfloat4 initial_ocol0 = FB_FETCH_VALUE;\n"
|
||||
"\tfloat4 ocol0;\n"
|
||||
// QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an
|
||||
// intermediate value with multiple reads & modifications, so we pull out the "real" output
|
||||
// value above and use a temporary for calculations, then set the output value once at the
|
||||
// end of the shader if we are using shader blending.
|
||||
out.Write("\tfloat4 ocol0;\n"
|
||||
"\tfloat4 ocol1;\n");
|
||||
}
|
||||
}
|
||||
|
@ -1260,6 +1301,9 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
|
|||
|
||||
WriteFog(out, uid_data);
|
||||
|
||||
if (use_shader_logic_op)
|
||||
WriteLogicOp(out, uid_data);
|
||||
|
||||
// Write the color and alpha values to the framebuffer
|
||||
// If using shader blend, we still use the separate alpha
|
||||
WriteColor(out, api_type, uid_data, use_dual_source || use_shader_blend);
|
||||
|
@ -1876,6 +1920,34 @@ static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data)
|
|||
out.Write("\tprev.rgb = (prev.rgb * (256 - ifog) + " I_FOGCOLOR ".rgb * ifog) >> 8;\n");
|
||||
}
|
||||
|
||||
static void WriteLogicOp(ShaderCode& out, const pixel_shader_uid_data* uid_data)
|
||||
{
|
||||
if (uid_data->logic_op_enable)
|
||||
{
|
||||
static constexpr std::array<const char*, 16> logic_op_mode{
|
||||
"int4(0, 0, 0, 0)", // CLEAR
|
||||
"prev & fb_value", // AND
|
||||
"prev & ~fb_value", // AND_REVERSE
|
||||
"prev", // COPY
|
||||
"~prev & fb_value", // AND_INVERTED
|
||||
"fb_value", // NOOP
|
||||
"prev ^ fb_value", // XOR
|
||||
"prev | fb_value", // OR
|
||||
"~(prev | fb_value)", // NOR
|
||||
"~(prev ^ fb_value)", // EQUIV
|
||||
"~fb_value", // INVERT
|
||||
"prev | ~fb_value", // OR_REVERSE
|
||||
"~prev", // COPY_INVERTED
|
||||
"~prev | fb_value", // OR_INVERTED
|
||||
"~(prev & fb_value)", // NAND
|
||||
"int4(255, 255, 255, 255)", // SET
|
||||
};
|
||||
|
||||
out.Write("\tint4 fb_value = iround(initial_ocol0 * 255.0);\n");
|
||||
out.Write("\tprev = {};\n", logic_op_mode[uid_data->logic_op_mode]);
|
||||
}
|
||||
}
|
||||
|
||||
static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data,
|
||||
bool use_dual_source)
|
||||
{
|
||||
|
|
|
@ -59,6 +59,8 @@ struct pixel_shader_uid_data
|
|||
DstBlendFactor blend_dst_factor_alpha : 3; // Only used with shader_framebuffer_fetch blend
|
||||
u32 blend_subtract : 1; // Only used with shader_framebuffer_fetch blend
|
||||
u32 blend_subtract_alpha : 1; // Only used with shader_framebuffer_fetch blend
|
||||
u32 logic_op_enable : 1; // Only used with shader_framebuffer_fetch logic ops
|
||||
u32 logic_op_mode : 4; // Only used with shader_framebuffer_fetch logic ops
|
||||
|
||||
u32 texMtxInfo_n_projection : 8; // 8x1 bit
|
||||
u32 tevindref_bi0 : 3;
|
||||
|
|
|
@ -510,6 +510,16 @@ void PixelShaderManager::SetBlendModeChanged()
|
|||
constants.blend_subtract_alpha = state.subtractAlpha;
|
||||
dirty = true;
|
||||
}
|
||||
if (constants.logic_op_enable != state.logicopenable)
|
||||
{
|
||||
constants.logic_op_enable = state.logicopenable;
|
||||
dirty = true;
|
||||
}
|
||||
if (constants.logic_op_mode != state.logicmode)
|
||||
{
|
||||
constants.logic_op_mode = state.logicmode;
|
||||
dirty = true;
|
||||
}
|
||||
s_bDestAlphaDirty = true;
|
||||
}
|
||||
|
||||
|
|
|
@ -585,7 +585,9 @@ AbstractPipelineConfig ShaderCache::GetGXPipelineConfig(
|
|||
config.blending_state = blending_state;
|
||||
config.framebuffer_state = g_framebuffer_manager->GetEFBFramebufferState();
|
||||
|
||||
if (config.blending_state.logicopenable && !g_ActiveConfig.backend_info.bSupportsLogicOp)
|
||||
// We can use framebuffer fetch to emulate logic ops in the fragment shader.
|
||||
if (config.blending_state.logicopenable && !g_ActiveConfig.backend_info.bSupportsLogicOp &&
|
||||
!g_ActiveConfig.backend_info.bSupportsFramebufferFetch)
|
||||
{
|
||||
WARN_LOG_FMT(VIDEO,
|
||||
"Approximating logic op with blending, this will produce incorrect rendering.");
|
||||
|
|
|
@ -55,6 +55,9 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
|
|||
const bool stereo = host_config.stereo;
|
||||
const bool use_dual_source = host_config.backend_dual_source_blend;
|
||||
const bool use_shader_blend = !use_dual_source && host_config.backend_shader_framebuffer_fetch;
|
||||
const bool use_shader_logic_op =
|
||||
!host_config.backend_logic_op && host_config.backend_shader_framebuffer_fetch;
|
||||
const bool use_framebuffer_fetch = use_shader_blend || use_shader_logic_op;
|
||||
const bool early_depth = uid_data->early_depth != 0;
|
||||
const bool per_pixel_depth = uid_data->per_pixel_depth != 0;
|
||||
const bool bounding_box = host_config.bounding_box;
|
||||
|
@ -71,37 +74,51 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
|
|||
// Shader inputs/outputs in GLSL (HLSL is in main).
|
||||
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
|
||||
{
|
||||
if (use_dual_source)
|
||||
#ifdef __APPLE__
|
||||
// Framebuffer fetch is only supported by Metal, so ensure that we're running Vulkan (MoltenVK)
|
||||
// if we want to use it.
|
||||
if (api_type == APIType::Vulkan)
|
||||
{
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n"
|
||||
"FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n");
|
||||
}
|
||||
else
|
||||
if (use_dual_source)
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n"
|
||||
"FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
|
||||
}
|
||||
}
|
||||
else if (use_shader_blend)
|
||||
{
|
||||
// QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an
|
||||
// intermediate value with multiple reads & modifications, so pull out the "real" output value
|
||||
// and use a temporary for calculations, then set the output value once at the end of the
|
||||
// shader
|
||||
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
|
||||
else if (use_shader_blend)
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(0) FRAGMENT_INOUT vec4 real_ocol0;\n");
|
||||
// Metal doesn't support a single unified variable for both input and output, so we declare
|
||||
// the output separately. The input will be defined later below.
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 real_ocol0;\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 real_ocol0;\n");
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
|
||||
}
|
||||
|
||||
if (use_framebuffer_fetch)
|
||||
{
|
||||
// Subpass inputs will be converted to framebuffer fetch by SPIRV-Cross.
|
||||
out.Write("INPUT_ATTACHMENT_BINDING(0, 0, 0) uniform subpassInput in_ocol0;\n");
|
||||
}
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
|
||||
bool has_broken_decoration =
|
||||
DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION);
|
||||
|
||||
out.Write("{} {} vec4 {};\n",
|
||||
has_broken_decoration ? "FRAGMENT_OUTPUT_LOCATION(0)" :
|
||||
"FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0)",
|
||||
use_framebuffer_fetch ? "FRAGMENT_INOUT" : "out",
|
||||
use_shader_blend ? "real_ocol0" : "ocol0");
|
||||
|
||||
if (use_dual_source)
|
||||
{
|
||||
out.Write("{} out vec4 ocol1;\n", has_broken_decoration ?
|
||||
"FRAGMENT_OUTPUT_LOCATION(1)" :
|
||||
"FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1)");
|
||||
}
|
||||
}
|
||||
|
||||
if (per_pixel_depth)
|
||||
|
@ -511,11 +528,28 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
|
|||
|
||||
out.Write("void main()\n{{\n");
|
||||
out.Write(" float4 rawpos = gl_FragCoord;\n");
|
||||
|
||||
if (use_framebuffer_fetch)
|
||||
{
|
||||
// Store off a copy of the initial framebuffer value.
|
||||
//
|
||||
// If FB_FETCH_VALUE isn't defined (i.e. no special keyword for fetching from the
|
||||
// framebuffer), we read from real_ocol0 or ocol0, depending if shader blending is enabled.
|
||||
out.Write("#ifdef FB_FETCH_VALUE\n"
|
||||
" float4 initial_ocol0 = FB_FETCH_VALUE;\n"
|
||||
"#else\n"
|
||||
" float4 initial_ocol0 = {};\n"
|
||||
"#endif\n",
|
||||
use_shader_blend ? "real_ocol0" : "ocol0");
|
||||
}
|
||||
|
||||
if (use_shader_blend)
|
||||
{
|
||||
// Store off a copy of the initial fb value for blending
|
||||
out.Write(" float4 initial_ocol0 = FB_FETCH_VALUE;\n"
|
||||
" float4 ocol0;\n"
|
||||
// QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an
|
||||
// intermediate value with multiple reads & modifications, so we pull out the "real" output
|
||||
// value above and use a temporary for calculations, then set the output value once at the
|
||||
// end of the shader if we are using shader blending.
|
||||
out.Write(" float4 ocol0;\n"
|
||||
" float4 ocol1;\n");
|
||||
}
|
||||
}
|
||||
|
@ -1075,6 +1109,40 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
|
|||
" }}\n"
|
||||
"\n");
|
||||
|
||||
if (use_shader_logic_op)
|
||||
{
|
||||
static constexpr std::array<const char*, 16> logic_op_mode{
|
||||
"int4(0, 0, 0, 0)", // CLEAR
|
||||
"TevResult & fb_value", // AND
|
||||
"TevResult & ~fb_value", // AND_REVERSE
|
||||
"TevResult", // COPY
|
||||
"~TevResult & fb_value", // AND_INVERTED
|
||||
"fb_value", // NOOP
|
||||
"TevResult ^ fb_value", // XOR
|
||||
"TevResult | fb_value", // OR
|
||||
"~(TevResult | fb_value)", // NOR
|
||||
"~(TevResult ^ fb_value)", // EQUIV
|
||||
"~fb_value", // INVERT
|
||||
"TevResult | ~fb_value", // OR_REVERSE
|
||||
"~TevResult", // COPY_INVERTED
|
||||
"~TevResult | fb_value", // OR_INVERTED
|
||||
"~(TevResult & fb_value)", // NAND
|
||||
"int4(255, 255, 255, 255)", // SET
|
||||
};
|
||||
|
||||
out.Write(" // Logic Ops\n"
|
||||
" if (logic_op_enable) {{\n"
|
||||
" int4 fb_value = iround(initial_ocol0 * 255.0);"
|
||||
" switch (logic_op_mode) {{\n");
|
||||
for (size_t i = 0; i < logic_op_mode.size(); i++)
|
||||
{
|
||||
out.Write(" case {}u: TevResult = {}; break;\n", i, logic_op_mode[i]);
|
||||
}
|
||||
|
||||
out.Write(" }}\n"
|
||||
" }}\n");
|
||||
}
|
||||
|
||||
// D3D requires that the shader outputs be uint when writing to a uint render target for logic op.
|
||||
if (api_type == APIType::D3D && uid_data->uint_output)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue