VideoCommon: pixel shader gen changes needed to support custom pixel shaders in graphics mods

This commit is contained in:
iwubcode 2022-07-30 00:33:29 -05:00
parent c3a370839a
commit e704385fce
3 changed files with 234 additions and 7 deletions

View File

@ -3,6 +3,7 @@
#include "VideoCommon/PixelShaderGen.h"
#include <algorithm>
#include <cmath>
#include <cstdio>
#include <fmt/format.h>
@ -130,6 +131,17 @@ constexpr Common::EnumMap<const char*, TevColorArg::Zero> tev_c_input_table{
"int3(0,0,0)", // ZERO
};
constexpr Common::EnumMap<const char*, TevColorArg::Zero> tev_c_input_type{
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC",
};
constexpr Common::EnumMap<const char*, TevAlphaArg::Zero> tev_a_input_table{
"prev.a", // APREV,
"c0.a", // A0,
@ -141,6 +153,13 @@ constexpr Common::EnumMap<const char*, TevAlphaArg::Zero> tev_a_input_table{
"0", // ZERO
};
constexpr Common::EnumMap<const char*, TevAlphaArg::Zero> tev_a_input_type{
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC",
};
constexpr Common::EnumMap<const char*, RasColorChan::Zero> tev_ras_table{
"iround(col0 * 255.0)",
"iround(col1 * 255.0)",
@ -732,8 +751,128 @@ uint WrapCoord(int coord, uint wrap, int size) {{
}
}
void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_stages, bool per_pixel_lighting,
const pixel_shader_uid_data* uid_data)
{
out->Write("\tCustomShaderData custom_data;\n");
if (per_pixel_lighting)
{
out->Write("\tcustom_data.position = WorldPos;\n");
out->Write("\tcustom_data.normal = Normal;\n");
}
else
{
out->Write("\tcustom_data.position = float3(0, 0, 0);\n");
out->Write("\tcustom_data.normal = float3(0, 0, 0);\n");
}
if (uid_data->genMode_numtexgens == 0) [[unlikely]]
{
out->Write("\tcustom_data.texcoord[0] = float3(0, 0, 0);\n");
}
else
{
for (u32 i = 0; i < uid_data->genMode_numtexgens; ++i)
{
out->Write("\tif (tex{0}.z == 0.0)\n", i);
out->Write("\t{{\n");
out->Write("\t\tcustom_data.texcoord[{0}] = tex{0};\n", i);
out->Write("\t}}\n");
out->Write("\telse {{\n");
out->Write("\t\tcustom_data.texcoord[{0}] = float3(tex{0}.xy / tex{0}.z, 0);\n", i);
out->Write("\t}}\n");
}
}
for (u32 i = 0; i < 8; i++)
{
// Shader compilation complains if every index isn't initialized
out->Write("\tcustom_data.texmap_to_texcoord_index[{0}] = 0;\n", i);
}
for (u32 i = 0; i < uid_data->genMode_numindstages; ++i)
{
if ((uid_data->nIndirectStagesUsed & (1U << i)) != 0)
{
u32 texcoord = uid_data->GetTevindirefCoord(i);
const u32 texmap = uid_data->GetTevindirefMap(i);
// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
// not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
// This affects the Mario portrait in Luigi's Mansion, where the developers forgot to set
// the number of tex gens to 2 (bug 11462).
if (texcoord >= uid_data->genMode_numtexgens)
texcoord = 0;
out->Write("\tcustom_data.texmap_to_texcoord_index[{}] = {};\n", texmap, texcoord);
}
}
out->Write("\tcustom_data.texcoord_count = {};\n", uid_data->genMode_numtexgens);
// Try and do a best guess on what the texcoord index is
// Note: one issue with this would be textures that are used
// multiple times in the same draw but with different texture coordinates.
// In that scenario, only the last texture coordinate would be defined.
// This issue can be seen in how Rogue Squadron 2 does bump mapping
for (u32 i = 0; i < num_stages; i++)
{
auto& tevstage = uid_data->stagehash[i];
// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
// not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
u32 texcoord = tevstage.tevorders_texcoord;
const bool has_tex_coord = texcoord < uid_data->genMode_numtexgens;
if (!has_tex_coord)
texcoord = 0;
out->Write("\tcustom_data.texmap_to_texcoord_index[{}] = {};\n", tevstage.tevorders_texmap,
texcoord);
}
GenerateCustomLightingImplementation(out, uid_data->lighting, "colors_");
for (u32 i = 0; i < 16; i++)
{
// Shader compilation complains if every struct isn't initialized
// Color Input
for (u32 j = 0; j < 4; j++)
{
out->Write("\tcustom_data.tev_stages[{}].input_color[{}].input_type = "
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
i, j);
out->Write("\tcustom_data.tev_stages[{}].input_color[{}].value = "
"float3(0, 0, 0);\n",
i, j);
}
// Alpha Input
for (u32 j = 0; j < 4; j++)
{
out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].input_type = "
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
i, j);
out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].value = "
"float(0);\n",
i, j);
}
// Texmap
out->Write("\tcustom_data.tev_stages[{}].texmap = 0u;\n", i);
// Output
out->Write("\tcustom_data.tev_stages[{}].output_color = "
"float4(0, 0, 0, 0);\n",
i);
}
// Actual data will be filled out in the tev stage code, just set the
// stage count for now
out->Write("\tcustom_data.tev_stage_count = {};\n", num_stages);
}
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
APIType api_type, bool stereo);
APIType api_type, bool stereo, bool has_custom_shaders);
static void WriteTevRegular(ShaderCode& out, std::string_view components, TevBias bias, TevOp op,
bool clamp, TevScale scale);
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType api_type,
@ -746,7 +885,8 @@ static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid
static void WriteBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data);
ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& host_config,
const pixel_shader_uid_data* uid_data)
const pixel_shader_uid_data* uid_data,
const CustomPixelShaderContents& custom_details)
{
ShaderCode out;
@ -762,8 +902,17 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
// Stuff that is shared between ubershaders and pixelgen.
WriteBitfieldExtractHeader(out, api_type, host_config);
WritePixelShaderCommonHeader(out, api_type, host_config, uid_data->bounding_box);
// Custom shader details
WriteCustomShaderStructDef(&out, uid_data->genMode_numtexgens);
for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
{
const auto& shader_details = custom_details.shaders[i];
out.Write(fmt::runtime(shader_details.custom_shader), i);
}
out.Write("\n#define sampleTextureWrapper(texmap, uv, layer) "
"sampleTexture(texmap, samp[texmap], uv, layer)\n");
@ -892,6 +1041,14 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
out.Write("void main()\n{{\n");
out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
bool has_custom_shaders = false;
if (std::any_of(custom_details.shaders.begin(), custom_details.shaders.end(),
[](const std::optional<CustomPixelShader>& ps) { return ps.has_value(); }))
{
WriteCustomShaderStructImpl(&out, numStages, per_pixel_lighting, uid_data);
has_custom_shaders = true;
}
if (use_framebuffer_fetch)
{
// Store off a copy of the initial framebuffer value.
@ -1013,7 +1170,7 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
for (u32 i = 0; i < numStages; i++)
{
// Build the equation for this stage
WriteStage(out, uid_data, i, api_type, stereo);
WriteStage(out, uid_data, i, api_type, stereo, has_custom_shaders);
}
{
@ -1146,7 +1303,21 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
// 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, !uid_data->no_dual_src || uid_data->blend_enable);
const bool use_dual_source = !uid_data->no_dual_src || uid_data->blend_enable;
WriteColor(out, api_type, uid_data, use_dual_source);
for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
{
const auto& shader_details = custom_details.shaders[i];
if (!shader_details.custom_shader.empty())
{
out.Write("\t{{\n");
out.Write("\t\tcustom_data.final_color = ocol0;\n");
out.Write("\t\tocol0.xyz = {}_{}(custom_data).xyz;\n", CUSTOM_PIXELSHADER_COLOR_FUNC, i);
out.Write("\t}}\n\n");
}
}
if (uid_data->blend_enable)
WriteBlend(out, uid_data);
@ -1162,7 +1333,7 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
}
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
APIType api_type, bool stereo)
APIType api_type, bool stereo, bool has_custom_shaders)
{
using Common::EnumMap;
@ -1556,6 +1727,58 @@ static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, i
out.Write(", -1024, 1023)");
out.Write(";\n");
if (has_custom_shaders)
{
// Color input
out.Write(
"\tcustom_data.tev_stages[{}].input_color[0].value = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_input_table[cc.a]);
out.Write("\tcustom_data.tev_stages[{}].input_color[0].input_type = {};\n", n,
tev_c_input_type[cc.a]);
out.Write(
"\tcustom_data.tev_stages[{}].input_color[1].value = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_input_table[cc.b]);
out.Write("\tcustom_data.tev_stages[{}].input_color[1].input_type = {};\n", n,
tev_c_input_type[cc.b]);
out.Write(
"\tcustom_data.tev_stages[{}].input_color[2].value = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_input_table[cc.c]);
out.Write("\tcustom_data.tev_stages[{}].input_color[2].input_type = {};\n", n,
tev_c_input_type[cc.c]);
out.Write(
"\tcustom_data.tev_stages[{}].input_color[3].value = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_input_table[cc.d]);
out.Write("\tcustom_data.tev_stages[{}].input_color[3].input_type = {};\n", n,
tev_c_input_type[cc.d]);
// Alpha input
out.Write("\tcustom_data.tev_stages[{}].input_alpha[0].value = {} / float(255.0);\n", n,
tev_a_input_table[ac.a]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[0].input_type = {};\n", n,
tev_a_input_type[ac.a]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[1].value = {} / float(255.0);\n", n,
tev_a_input_table[ac.b]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[1].input_type = {};\n", n,
tev_a_input_type[ac.b]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[2].value = {} / float(255.0);\n", n,
tev_a_input_table[ac.c]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[2].input_type = {};\n", n,
tev_a_input_type[ac.c]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[3].value = {} / float(255.0);\n", n,
tev_a_input_table[ac.d]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[3].input_type = {};\n", n,
tev_a_input_type[ac.d]);
// Texmap
out.Write("\tcustom_data.tev_stages[{}].texmap = {}u;\n", n, stage.tevorders_texmap);
// Output
out.Write("\tcustom_data.tev_stages[{}].output_color.rgb = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_output_table[cc.dest]);
out.Write("\tcustom_data.tev_stages[{}].output_color.a = {} / float(255.0);\n", n,
tev_a_output_table[ac.dest]);
}
}
static void WriteTevRegular(ShaderCode& out, std::string_view components, TevBias bias, TevOp op,

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@ -158,8 +158,12 @@ struct pixel_shader_uid_data
using PixelShaderUid = ShaderUid<pixel_shader_uid_data>;
ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& host_config,
void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_stages, bool per_pixel_lighting,
const pixel_shader_uid_data* uid_data);
ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& host_config,
const pixel_shader_uid_data* uid_data,
const CustomPixelShaderContents& custom_details);
void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
const ShaderHostConfig& host_config, bool bounding_box);
void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& host_config,

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@ -449,7 +449,7 @@ ShaderCache::CompileVertexUberShader(const UberShader::VertexShaderUid& uid) con
std::unique_ptr<AbstractShader> ShaderCache::CompilePixelShader(const PixelShaderUid& uid) const
{
const ShaderCode source_code =
GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData());
GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData(), {});
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer());
}