VideoCommon: move vertex shader gen logic to a 'process_vertex()' function, to eventually allow for custom shaders to override vertex logic

This commit is contained in:
iwubcode 2025-05-17 19:45:58 -05:00
parent 66b8fa03cb
commit b23dddea4e
3 changed files with 294 additions and 93 deletions

View File

@ -433,7 +433,7 @@ void ShaderCache::CompileMissingPipelines()
std::unique_ptr<AbstractShader> ShaderCache::CompileVertexShader(const VertexShaderUid& uid) const
{
const ShaderCode source_code =
GenerateVertexShaderCode(m_api_type, m_host_config, uid.GetUidData());
GenerateVertexShaderCode(m_api_type, m_host_config, uid.GetUidData(), {});
return g_gfx->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer());
}

View File

@ -201,8 +201,119 @@ static void WriteTexCoordTransforms(APIType api_type, const ShaderHostConfig& ho
}
}
static void WriteVertexStructs(APIType api_type, const ShaderHostConfig& host_config,
const vertex_shader_uid_data* uid_data, ShaderCode& out)
{
out.Write("struct DolphinVertexInput\n");
out.Write("{{\n");
out.Write("\tvec4 color_0;\n");
out.Write("\tvec4 color_1;\n");
out.Write("\tvec4 position;\n");
out.Write("\tvec3 normal;\n");
out.Write("\tvec3 binormal;\n");
out.Write("\tvec3 tangent;\n");
for (u32 i = 0; i < 8; i++)
{
out.Write("\tvec4 texture_coord_{};\n", i);
}
out.Write("}};\n\n");
out.Write("struct DolphinVertexOutput\n");
out.Write("{{\n");
out.Write("\tvec4 color_0;\n");
out.Write("\tvec4 color_1;\n");
out.Write("\tvec4 position;\n");
out.Write("\tvec3 normal;\n");
for (u32 i = 0; i < 8; i++)
{
out.Write("\tvec3 texture_coord_{};\n", i);
}
out.Write("}};\n\n");
}
static void WriteVertexDefines(APIType, const ShaderHostConfig&,
const vertex_shader_uid_data* uid_data, ShaderCode& out)
{
if ((uid_data->components & VB_HAS_COL0) != 0)
{
out.Write("#define HAS_COLOR_0 1\n");
}
else
{
out.Write("#define HAS_COLOR_0 0\n");
}
if ((uid_data->components & VB_HAS_COL1) != 0)
{
out.Write("#define HAS_COLOR_1 1\n");
}
else
{
out.Write("#define HAS_COLOR_1 0\n");
}
if ((uid_data->components & VB_HAS_NORMAL) != 0)
{
out.Write("#define HAS_NORMAL 1\n");
}
else
{
out.Write("#define HAS_NORMAL 0\n");
}
if ((uid_data->components & VB_HAS_BINORMAL) != 0)
{
out.Write("#define HAS_BINORMAL 1\n");
}
else
{
out.Write("#define HAS_BINORMAL 0\n");
}
if ((uid_data->components & VB_HAS_TANGENT) != 0)
{
out.Write("#define HAS_TANGENT 1\n");
}
else
{
out.Write("#define HAS_TANGENT 0\n");
}
for (u32 i = 0; i < uid_data->numTexGens; i++)
{
if ((uid_data->components & (VB_HAS_UV0 << i)) != 0)
{
out.Write("#define HAS_TEXTURE_COORD_{} 1\n", i);
}
else
{
out.Write("#define HAS_TEXTURE_COORD_{} 0\n", i);
}
}
for (u32 i = uid_data->numTexGens; i < 8; i++)
{
out.Write("#define HAS_TEXTURE_COORD_{} 0\n", i);
}
}
static void WriteEmulatedVertexBodyHeader(APIType api_type, const ShaderHostConfig& host_config,
const vertex_shader_uid_data* uid_data, ShaderCode& out)
{
constexpr std::string_view emulated_fragment_definition =
"void dolphin_process_emulated_vertex(in DolphinVertexInput vertex_input, out "
"DolphinVertexOutput vertex_output)";
out.Write("{}\n", emulated_fragment_definition);
out.Write("{{\n");
WriteVertexBody(api_type, host_config, uid_data, out);
out.Write("}}\n");
}
ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& host_config,
const vertex_shader_uid_data* uid_data)
const vertex_shader_uid_data* uid_data,
CustomVertexContents custom_contents)
{
ShaderCode out;
@ -221,6 +332,13 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
out.Write("{}", s_shader_uniforms);
out.Write("}};\n");
if (!custom_contents.uniforms.empty())
{
out.Write("UBO_BINDING(std140, 3) uniform CustomShaderBlock {{\n");
out.Write("{}", custom_contents.uniforms);
out.Write("}} custom_uniforms;\n");
}
if (uid_data->vs_expand != VSExpand::None)
{
out.Write("UBO_BINDING(std140, 4) uniform GSBlock {{\n");
@ -391,6 +509,24 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
// Note: this is done after to ensure above global variables are accessible
WriteTransformMatrices(api_type, host_config, uid_data, out);
WriteTexCoordTransforms(api_type, host_config, uid_data, out);
WriteVertexDefines(api_type, host_config, uid_data, out);
WriteVertexStructs(api_type, host_config, uid_data, out);
WriteEmulatedVertexBodyHeader(api_type, host_config, uid_data, out);
if (custom_contents.shader.empty())
{
out.Write("void process_vertex(in DolphinVertexInput vertex_input, out DolphinVertexOutput "
"vertex_output)\n");
out.Write("{{\n");
out.Write("\tdolphin_process_emulated_vertex(vertex_input, vertex_output);\n");
out.Write("}}\n");
}
else
{
out.Write("{}\n", custom_contents.shader);
}
out.Write("void main()\n{{\n");
@ -437,49 +573,53 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
}
}
out.Write("\tvec4 pos = vec4(rawpos * dolphin_position_matrix(), 1.0);\n");
out.Write("\tDolphinVertexInput vertex_input;\n");
out.Write("\tvertex_input.color_0 = vertex_color_0;\n");
out.Write("\tvertex_input.color_1 = vertex_color_1;\n");
out.Write("\tvertex_input.position = rawpos;\n");
if ((uid_data->components & VB_HAS_NORMAL) == 0)
out.Write("\tvec3 rawnormal = " I_CACHED_NORMAL ".xyz;\n");
out.Write("\tvec3 _normal = normalize(rawnormal * dolphin_normal_matrix());\n");
if ((uid_data->components & VB_HAS_TANGENT) == 0)
out.Write("\tvec3 rawtangent = " I_CACHED_TANGENT ".xyz;\n");
if ((uid_data->components & VB_HAS_BINORMAL) == 0)
out.Write("\tvec3 rawbinormal = " I_CACHED_BINORMAL ".xyz;\n");
out.Write("o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION
"[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n");
out.Write("int4 lacc;\n"
"float3 ldir, h, cosAttn, distAttn;\n"
"float dist, dist2, attn;\n");
for (u32 chan = 0; chan < NUM_XF_COLOR_CHANNELS; chan++)
if ((uid_data->components & VB_HAS_NORMAL) != 0)
{
out.Write(
"\to.colors_{0} = dolphin_calculate_lighting_chn{0}(vertex_color_{0}, pos.xyz, _normal);\n",
chan);
out.Write("\tvertex_input.normal = rawnormal;\n");
}
else
{
out.Write("\tvertex_input.normal = " I_CACHED_NORMAL ".xyz;\n");
}
if ((uid_data->components & VB_HAS_BINORMAL) != 0)
{
out.Write("\tvertex_input.binormal = rawbinormal;\n");
}
else
{
out.Write("\tvertex_input.binormal = " I_CACHED_BINORMAL ".xyz;\n");
}
if ((uid_data->components & VB_HAS_TANGENT) != 0)
{
out.Write("\tvertex_input.tangent = rawtangent;\n");
}
else
{
out.Write("\tvertex_input.tangent = " I_CACHED_TANGENT ".xyz;\n");
}
// transform texcoords
out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n");
for (u32 i = 0; i < uid_data->numTexGens; ++i)
{
auto& texinfo = uid_data->texMtxInfo[i];
out.Write("{{\n");
out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n");
out.Write("\t{{\n");
out.Write("\t\tvec4 coord = vec4(0.0, 0.0, 1.0, 1.0);\n");
switch (texinfo.sourcerow)
{
case SourceRow::Geom:
out.Write("coord.xyz = rawpos.xyz;\n");
out.Write("\t\tcoord.xyz = rawpos.xyz;\n");
break;
case SourceRow::Normal:
if ((uid_data->components & VB_HAS_NORMAL) != 0)
{
out.Write("coord.xyz = rawnormal.xyz;\n");
out.Write("\t\tcoord.xyz = rawnormal.xyz;\n");
}
break;
case SourceRow::Colors:
@ -488,13 +628,13 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
case SourceRow::BinormalT:
if ((uid_data->components & VB_HAS_TANGENT) != 0)
{
out.Write("coord.xyz = rawtangent.xyz;\n");
out.Write("\t\tcoord.xyz = rawtangent.xyz;\n");
}
break;
case SourceRow::BinormalB:
if ((uid_data->components & VB_HAS_BINORMAL) != 0)
{
out.Write("coord.xyz = rawbinormal.xyz;\n");
out.Write("\t\tcoord.xyz = rawbinormal.xyz;\n");
}
break;
default:
@ -502,51 +642,51 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
u32 texnum = static_cast<u32>(texinfo.sourcerow) - static_cast<u32>(SourceRow::Tex0);
if ((uid_data->components & (VB_HAS_UV0 << (texnum))) != 0)
{
out.Write("coord = float4(rawtex{}.x, rawtex{}.y, 1.0, 1.0);\n", texnum, texnum);
out.Write("\t\tcoord = vec4(rawtex{}.x, rawtex{}.y, 1.0, 1.0);\n", texnum, texnum);
}
break;
}
// Input form of AB11 sets z element to 1.0
if (texinfo.inputform == TexInputForm::AB11)
out.Write("coord.z = 1.0;\n");
out.Write("\t\tcoord.z = 1.0;\n");
// Convert NaNs to 1 - needed to fix eyelids in Shadow the Hedgehog during cutscenes
// See https://bugs.dolphin-emu.org/issues/11458
out.Write("// Convert NaN to 1\n");
out.Write("if (dolphin_isnan(coord.x)) coord.x = 1.0;\n");
out.Write("if (dolphin_isnan(coord.y)) coord.y = 1.0;\n");
out.Write("if (dolphin_isnan(coord.z)) coord.z = 1.0;\n");
out.Write("\t\t// Convert NaN to 1\n");
out.Write("\t\tif (dolphin_isnan(coord.x)) coord.x = 1.0;\n");
out.Write("\t\tif (dolphin_isnan(coord.y)) coord.y = 1.0;\n");
out.Write("\t\tif (dolphin_isnan(coord.z)) coord.z = 1.0;\n");
// first transformation
switch (texinfo.texgentype)
{
case TexGenType::EmbossMap: // calculate tex coords into bump map
out.Write("\t\tvertex_input.texture_coord_{0} = coord;\n", i);
out.Write("\t}}\n");
}
// transform the light dir into tangent space
out.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n",
LIGHT_POS_PARAMS(texinfo.embosslightshift));
out.Write("vec3 tangent = rawtangent * dolphin_normal_matrix();\n");
out.Write("vec3 binormal = rawbinormal * dolphin_normal_matrix();\n");
out.Write("o.tex{}.xyz = o.tex{}.xyz + vec3(dot(ldir, tangent), "
"dot(ldir, binormal), 0.0);\n",
i, texinfo.embosssourceshift);
// Initialize other texture coordinates that are unused
for (u32 i = uid_data->numTexGens; i < 8; i++)
{
out.Write("\tvertex_input.texture_coord_{0} = vec4(0, 0, 0, 0);\n", i);
}
break;
case TexGenType::Color0:
out.Write("o.tex{}.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
break;
case TexGenType::Color1:
out.Write("o.tex{}.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
break;
case TexGenType::Regular:
out.Write("o.tex{0}.xyz = dolphin_transform_texcoord{0}(coord);\n", i);
break;
default:
ASSERT(false);
}
out.Write("\tDolphinVertexOutput vertex_output;\n");
out.Write("\tprocess_vertex(vertex_input, vertex_output);\n");
out.Write("}}\n");
out.Write("\to.pos = vec4(dot(" I_PROJECTION "[0], vertex_output.position), dot(" I_PROJECTION
"[1], vertex_output.position), dot(" I_PROJECTION
"[2], vertex_output.position), dot(" I_PROJECTION "[3], vertex_output.position));\n");
for (u32 i = 0; i < uid_data->numTexGens; ++i)
{
out.Write("\to.tex{0} = vertex_output.texture_coord_{0};\n", i);
}
out.Write("\to.colors_0 = vertex_output.color_0;\n");
out.Write("\to.colors_1 = vertex_output.color_1;\n");
if (per_pixel_lighting)
{
out.Write("\to.Normal = vertex_output.normal;\n");
// TODO: Rename, this is actually in Viewspace...
out.Write("\to.WorldPos = vertex_output.position.xyz;\n");
}
if (uid_data->vs_expand == VSExpand::Line)
@ -584,38 +724,10 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
GenerateVSPointExpansion(out, "", uid_data->numTexGens);
}
if (per_pixel_lighting)
{
// When per-pixel lighting is enabled, the vertex colors are passed through
// unmodified so we can evaluate the lighting in the pixel shader.
// Lighting is also still computed in the vertex shader since it can be used to
// generate texture coordinates. We generated them above, so now the colors can
// be reverted to their previous stage.
out.Write("o.colors_0 = vertex_color_0;\n");
out.Write("o.colors_1 = vertex_color_1;\n");
// Note that the numColorChans logic is performed in the pixel shader.
}
else
{
// The number of colors available to TEV is determined by numColorChans.
// We have to provide the fields to match the interface, so set to zero if it's not enabled.
if (uid_data->numColorChans == 0)
out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (uid_data->numColorChans <= 1)
out.Write("o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
}
// clipPos/w needs to be done in pixel shader, not here
if (!host_config.fast_depth_calc)
out.Write("o.clipPos = o.pos;\n");
if (per_pixel_lighting)
{
out.Write("o.Normal = _normal;\n"
"o.WorldPos = pos.xyz;\n");
}
// If we can disable the incorrect depth clipping planes using depth clamping, then we can do
// our own depth clipping and calculate the depth range before the perspective divide if
// necessary.
@ -735,3 +847,83 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
return out;
}
void WriteVertexBody(APIType api_type, const ShaderHostConfig& host_config,
const vertex_shader_uid_data* uid_data, ShaderCode& out)
{
out.Write(
"\tvertex_output.position = vec4(vertex_input.position * dolphin_position_matrix(), 1.0);\n");
out.Write("\tvertex_output.normal = normalize(vertex_input.normal * dolphin_normal_matrix());\n");
for (u32 chan = 0; chan < NUM_XF_COLOR_CHANNELS; chan++)
{
out.Write(
"\tvec4 vertex_lighting_{0} = dolphin_calculate_lighting_chn{0}(vertex_input.color_{0}, "
"vertex_output.position.xyz, vertex_output.normal);\n",
chan);
out.Write("\tvertex_output.color_{0} = vertex_lighting_{0};\n", chan);
}
if (host_config.per_pixel_lighting)
{
// When per-pixel lighting is enabled, the vertex colors are passed through
// unmodified so we can evaluate the lighting in the pixel shader.
out.Write("\tvertex_output.color_0 = vertex_input.color_0;\n");
out.Write("\tvertex_output.color_1 = vertex_input.color_1;\n");
}
else
{
// The number of colors available to TEV is determined by numColorChans.
// We have to provide the fields to match the interface, so set to zero if it's not enabled.
if (uid_data->numColorChans == 0)
out.Write("\tvertex_output.color_0 = vec4(0.0, 0.0, 0.0, 0.0);\n");
if (uid_data->numColorChans <= 1)
out.Write("\tvertex_output.color_1 = vec4(0.0, 0.0, 0.0, 0.0);\n");
}
for (u32 i = 0; i < uid_data->numTexGens; ++i)
{
auto& texinfo = uid_data->texMtxInfo[i];
switch (texinfo.texgentype)
{
case TexGenType::EmbossMap: // calculate tex coords into bump map
out.Write("\t{{\n");
// transform the light dir into tangent space
out.Write("\t\tvec3 ldir = normalize(" LIGHT_POS ".xyz - vertex_output.position.xyz);\n",
LIGHT_POS_PARAMS(texinfo.embosslightshift));
out.Write("\t\tvec3 tangent = vertex_input.tangent * dolphin_normal_matrix();\n");
out.Write("\t\tvec3 binormal = vertex_input.binormal * dolphin_normal_matrix();\n");
out.Write("\t\tvertex_output.texture_coord_{}.xyz = vertex_output.texture_coord_{}.xyz + "
"vec3(dot(ldir, tangent), "
"dot(ldir, binormal), 0.0);\n",
i, texinfo.embosssourceshift);
out.Write("\t}}\n");
break;
case TexGenType::Color0:
out.Write("\tvertex_output.texture_coord_{}.xyz = vec3(vertex_lighting_0.x, "
"vertex_lighting_0.y, 1);\n",
i);
break;
case TexGenType::Color1:
out.Write("\tvertex_output.texture_coord_{}.xyz = vec3(vertex_lighting_1.x, "
"vertex_lighting_1.y, 1);\n",
i);
break;
case TexGenType::Regular:
out.Write("\tvertex_output.texture_coord_{0} = "
"dolphin_transform_texcoord{0}(vertex_input.texture_coord_{0});\n",
i);
break;
};
}
// Fill out output that is unused
for (u32 i = uid_data->numTexGens; i < 8; i++)
{
out.Write("\tvertex_output.texture_coord_{0} = vec3(0, 0, 0);\n", i);
}
}

View File

@ -88,6 +88,15 @@ struct vertex_shader_uid_data
using VertexShaderUid = ShaderUid<vertex_shader_uid_data>;
struct CustomVertexContents
{
std::string_view shader = "";
std::string_view uniforms = "";
};
VertexShaderUid GetVertexShaderUid();
ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& host_config,
const vertex_shader_uid_data* uid_data);
const vertex_shader_uid_data* uid_data,
CustomVertexContents custom_contents);
void WriteVertexBody(APIType api_type, const ShaderHostConfig& host_config,
const vertex_shader_uid_data* uid_data, ShaderCode& out);