Merge pull request #8532 from lioncash/shader-common-fmt

VideoCommon/ShaderGenCommon: Convert helper functions over to fmt where applicable
This commit is contained in:
Mat M 2020-05-27 07:04:06 -04:00 committed by GitHub
commit c62e6a335d
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GPG Key ID: 4AEE18F83AFDEB23
19 changed files with 152 additions and 131 deletions

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@ -2,9 +2,6 @@
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <cstring>
#include "Common/Assert.h"
#include "Common/Logging/Log.h"
@ -15,6 +12,7 @@
#include "VideoBackends/D3D/DXTexture.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/VertexManager.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{

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@ -33,6 +33,7 @@
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"
namespace OGL
{

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@ -10,10 +10,7 @@
#include <cstdio>
#include <memory>
#include <string>
#include <tuple>
#include <vector>
#include "Common/Assert.h"
#include "Common/Atomic.h"
#include "Common/CommonTypes.h"
#include "Common/GL/GLContext.h"
@ -24,7 +21,6 @@
#include "Common/StringUtil.h"
#include "Core/Config/GraphicsSettings.h"
#include "Core/Core.h"
#include "VideoBackends/OGL/BoundingBox.h"
#include "VideoBackends/OGL/OGLPipeline.h"
@ -32,22 +28,16 @@
#include "VideoBackends/OGL/OGLTexture.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoBackends/OGL/StreamBuffer.h"
#include "VideoBackends/OGL/VertexManager.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PostProcessing.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
namespace OGL
{

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@ -55,6 +55,7 @@ Make AA apply instantly during gameplay if possible
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace OGL

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@ -21,7 +21,7 @@
#include "VideoBackends/Vulkan/VKTexture.h"
#include "VideoBackends/Vulkan/VertexFormat.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VideoCommon.h"
namespace Vulkan
{

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@ -3,9 +3,8 @@
// Refer to the license.txt file included.
#include "VideoCommon/FramebufferManager.h"
#include <memory>
#include "VideoCommon/FramebufferShaderGen.h"
#include "VideoCommon/VertexManagerBase.h"
#include "Common/ChunkFile.h"
#include "Common/Logging/Log.h"
@ -17,7 +16,10 @@
#include "VideoCommon/AbstractStagingTexture.h"
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/FramebufferShaderGen.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
// Maximum number of pixels poked in one batch * 6

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@ -12,6 +12,8 @@
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/TextureDecoder.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace FramebufferShaderGen
{

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@ -91,7 +91,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
"};\n");
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, host_config, "");
GenerateVSOutputMembers(out, ApiType, uid_data->numTexGens, host_config, "");
out.Write("};\n");
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
@ -100,13 +100,13 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h
out.Write("#define InstanceID gl_InvocationID\n");
out.Write("VARYING_LOCATION(0) in VertexData {\n");
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, host_config,
GetInterpolationQualifier(msaa, ssaa, true, true));
GenerateVSOutputMembers(out, ApiType, uid_data->numTexGens, host_config,
GetInterpolationQualifier(msaa, ssaa, true, true));
out.Write("} vs[%d];\n", vertex_in);
out.Write("VARYING_LOCATION(0) out VertexData {\n");
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, host_config,
GetInterpolationQualifier(msaa, ssaa, true, false));
GenerateVSOutputMembers(out, ApiType, uid_data->numTexGens, host_config,
GetInterpolationQualifier(msaa, ssaa, true, false));
if (stereo)
out.Write("\tflat int layer;\n");

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@ -28,6 +28,7 @@
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace VideoCommon

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@ -15,14 +15,19 @@
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "imgui.h"
#include <imgui.h>
std::unique_ptr<VideoCommon::ShaderCache> g_shader_cache;
namespace VideoCommon
{
ShaderCache::ShaderCache() = default;
ShaderCache::ShaderCache() : m_api_type{APIType::Nothing}
{
}
ShaderCache::~ShaderCache()
{
ClearCaches();

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@ -34,6 +34,7 @@
class NativeVertexFormat;
enum class AbstractTextureFormat : u32;
enum class APIType;
enum class TextureFormat;
enum class TLUTFormat;
@ -191,7 +192,7 @@ private:
};
// Configuration bits.
APIType m_api_type = APIType::Nothing;
APIType m_api_type;
ShaderHostConfig m_host_config = {};
std::unique_ptr<AsyncShaderCompiler> m_async_shader_compiler;

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@ -8,6 +8,8 @@
#include "Common/FileUtil.h"
#include "Core/ConfigManager.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
ShaderHostConfig ShaderHostConfig::GetCurrent()
{
@ -84,3 +86,100 @@ std::string GetDiskShaderCacheFileName(APIType api_type, const char* type, bool
filename += ".cache";
return filename;
}
static void DefineOutputMember(ShaderCode& object, APIType api_type, std::string_view qualifier,
std::string_view type, std::string_view name, int var_index,
std::string_view semantic = {}, int semantic_index = -1)
{
object.WriteFmt("\t{} {} {}", qualifier, type, name);
if (var_index != -1)
object.WriteFmt("{}", var_index);
if (api_type == APIType::D3D && !semantic.empty())
{
if (semantic_index != -1)
object.WriteFmt(" : {}{}", semantic, semantic_index);
else
object.WriteFmt(" : {}", semantic);
}
object.WriteFmt(";\n");
}
void GenerateVSOutputMembers(ShaderCode& object, APIType api_type, u32 texgens,
const ShaderHostConfig& host_config, std::string_view qualifier)
{
DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, "SV_Position");
DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, "COLOR", 0);
DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 1, "COLOR", 1);
for (unsigned int i = 0; i < texgens; ++i)
DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, "TEXCOORD", i);
if (!host_config.fast_depth_calc)
DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", texgens);
if (host_config.per_pixel_lighting)
{
DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, "TEXCOORD",
texgens + 1);
DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, "TEXCOORD",
texgens + 2);
}
if (host_config.backend_geometry_shaders)
{
DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 0, "SV_ClipDistance", 0);
DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 1, "SV_ClipDistance", 1);
}
}
void AssignVSOutputMembers(ShaderCode& object, std::string_view a, std::string_view b, u32 texgens,
const ShaderHostConfig& host_config)
{
object.WriteFmt("\t{}.pos = {}.pos;\n", a, b);
object.WriteFmt("\t{}.colors_0 = {}.colors_0;\n", a, b);
object.WriteFmt("\t{}.colors_1 = {}.colors_1;\n", a, b);
for (unsigned int i = 0; i < texgens; ++i)
object.WriteFmt("\t{}.tex{} = {}.tex{};\n", a, i, b, i);
if (!host_config.fast_depth_calc)
object.WriteFmt("\t{}.clipPos = {}.clipPos;\n", a, b);
if (host_config.per_pixel_lighting)
{
object.WriteFmt("\t{}.Normal = {}.Normal;\n", a, b);
object.WriteFmt("\t{}.WorldPos = {}.WorldPos;\n", a, b);
}
if (host_config.backend_geometry_shaders)
{
object.WriteFmt("\t{}.clipDist0 = {}.clipDist0;\n", a, b);
object.WriteFmt("\t{}.clipDist1 = {}.clipDist1;\n", a, b);
}
}
const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interface_block, bool in)
{
if (!msaa)
return "";
// Without GL_ARB_shading_language_420pack support, the interpolation qualifier must be
// "centroid in" and not "centroid", even within an interface block.
if (in_glsl_interface_block && !g_ActiveConfig.backend_info.bSupportsBindingLayout)
{
if (!ssaa)
return in ? "centroid in" : "centroid out";
else
return in ? "sample in" : "sample out";
}
else
{
if (!ssaa)
return "centroid";
else
return "sample";
}
}

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@ -7,7 +7,6 @@
#include <cstdarg>
#include <cstring>
#include <iterator>
#include <map>
#include <string>
#include <type_traits>
#include <vector>
@ -16,8 +15,8 @@
#include "Common/CommonTypes.h"
#include "Common/StringUtil.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
enum class APIType;
/**
* Common interface for classes that need to go through the shader generation path
@ -193,82 +192,11 @@ union ShaderHostConfig
std::string GetDiskShaderCacheFileName(APIType api_type, const char* type, bool include_gameid,
bool include_host_config, bool include_api = true);
template <class T>
inline void DefineOutputMember(T& object, APIType api_type, const char* qualifier, const char* type,
const char* name, int var_index, const char* semantic = "",
int semantic_index = -1)
{
object.Write("\t%s %s %s", qualifier, type, name);
void GenerateVSOutputMembers(ShaderCode& object, APIType api_type, u32 texgens,
const ShaderHostConfig& host_config, std::string_view qualifier);
if (var_index != -1)
object.Write("%d", var_index);
if (api_type == APIType::D3D && strlen(semantic) > 0)
{
if (semantic_index != -1)
object.Write(" : %s%d", semantic, semantic_index);
else
object.Write(" : %s", semantic);
}
object.Write(";\n");
}
template <class T>
inline void GenerateVSOutputMembers(T& object, APIType api_type, u32 texgens,
const ShaderHostConfig& host_config, const char* qualifier)
{
DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, "SV_Position");
DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, "COLOR", 0);
DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 1, "COLOR", 1);
for (unsigned int i = 0; i < texgens; ++i)
DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, "TEXCOORD", i);
if (!host_config.fast_depth_calc)
DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", texgens);
if (host_config.per_pixel_lighting)
{
DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, "TEXCOORD",
texgens + 1);
DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, "TEXCOORD",
texgens + 2);
}
if (host_config.backend_geometry_shaders)
{
DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 0, "SV_ClipDistance", 0);
DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 1, "SV_ClipDistance", 1);
}
}
template <class T>
inline void AssignVSOutputMembers(T& object, const char* a, const char* b, u32 texgens,
const ShaderHostConfig& host_config)
{
object.Write("\t%s.pos = %s.pos;\n", a, b);
object.Write("\t%s.colors_0 = %s.colors_0;\n", a, b);
object.Write("\t%s.colors_1 = %s.colors_1;\n", a, b);
for (unsigned int i = 0; i < texgens; ++i)
object.Write("\t%s.tex%d = %s.tex%d;\n", a, i, b, i);
if (!host_config.fast_depth_calc)
object.Write("\t%s.clipPos = %s.clipPos;\n", a, b);
if (host_config.per_pixel_lighting)
{
object.Write("\t%s.Normal = %s.Normal;\n", a, b);
object.Write("\t%s.WorldPos = %s.WorldPos;\n", a, b);
}
if (host_config.backend_geometry_shaders)
{
object.Write("\t%s.clipDist0 = %s.clipDist0;\n", a, b);
object.Write("\t%s.clipDist1 = %s.clipDist1;\n", a, b);
}
}
void AssignVSOutputMembers(ShaderCode& object, std::string_view a, std::string_view b, u32 texgens,
const ShaderHostConfig& host_config);
// We use the flag "centroid" to fix some MSAA rendering bugs. With MSAA, the
// pixel shader will be executed for each pixel which has at least one passed sample.
@ -278,29 +206,8 @@ inline void AssignVSOutputMembers(T& object, const char* a, const char* b, u32 t
// As a workaround, we interpolate at the centroid of the coveraged pixel, which
// is always inside the primitive.
// Without MSAA, this flag is defined to have no effect.
inline const char* GetInterpolationQualifier(bool msaa, bool ssaa,
bool in_glsl_interface_block = false, bool in = false)
{
if (!msaa)
return "";
// Without GL_ARB_shading_language_420pack support, the interpolation qualifier must be
// "centroid in" and not "centroid", even within an interface block.
if (in_glsl_interface_block && !g_ActiveConfig.backend_info.bSupportsBindingLayout)
{
if (!ssaa)
return in ? "centroid in" : "centroid out";
else
return in ? "sample in" : "sample out";
}
else
{
if (!ssaa)
return "centroid";
else
return "sample";
}
}
const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interface_block = false,
bool in = false);
// Constant variable names
#define I_COLORS "color"

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@ -4,7 +4,8 @@
#include "VideoCommon/UberShaderCommon.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/XFMemory.h"
namespace UberShader

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@ -9,8 +9,11 @@
#include <fmt/format.h>
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/VideoCommon.h"
#include "Common/CommonTypes.h"
class ShaderCode;
enum class APIType;
union ShaderHostConfig;
namespace UberShader
{

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@ -3,10 +3,15 @@
// Refer to the license.txt file included.
#include "VideoCommon/UberShaderPixel.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/UberShaderCommon.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
namespace UberShader

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@ -5,7 +5,10 @@
#pragma once
#include <functional>
#include "VideoCommon/PixelShaderGen.h"
#include "Common/CommonTypes.h"
#include "VideoCommon/ShaderGenCommon.h"
enum class APIType;
namespace UberShader
{

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@ -3,11 +3,12 @@
// Refer to the license.txt file included.
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/UberShaderCommon.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/XFMemory.h"
namespace UberShader

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@ -34,6 +34,7 @@
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"