UberShaderPixel: Convert to EnumMap

This commit is contained in:
Pokechu22 2021-04-27 22:01:38 -07:00
parent 380b333387
commit f53dc6564f
1 changed files with 137 additions and 324 deletions

View File

@ -404,263 +404,95 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
"int4 getKonstColor(State s, StageState ss);\n"
"\n");
// The switch statements in these functions appear to get transformed into an if..else chain
// on NVIDIA's OpenGL/Vulkan drivers, resulting in lower performance than the D3D counterparts.
// Transforming the switch into a binary tree of ifs can increase performance by up to 20%.
if (api_type == APIType::D3D)
{
out.Write("// Helper function for Alpha Test\n"
"bool alphaCompare(int a, int b, uint compare) {{\n"
" switch (compare) {{\n"
" case 0u: // NEVER\n"
" return false;\n"
" case 1u: // LESS\n"
" return a < b;\n"
" case 2u: // EQUAL\n"
" return a == b;\n"
" case 3u: // LEQUAL\n"
" return a <= b;\n"
" case 4u: // GREATER\n"
" return a > b;\n"
" case 5u: // NEQUAL;\n"
" return a != b;\n"
" case 6u: // GEQUAL\n"
" return a >= b;\n"
" case 7u: // ALWAYS\n"
" return true;\n"
" }}\n"
"}}\n"
"\n"
"int3 selectColorInput(State s, StageState ss, float4 colors_0, float4 colors_1, "
"uint index) {{\n"
" switch (index) {{\n"
" case 0u: // prev.rgb\n"
" return s.Reg[0].rgb;\n"
" case 1u: // prev.aaa\n"
" return s.Reg[0].aaa;\n"
" case 2u: // c0.rgb\n"
" return s.Reg[1].rgb;\n"
" case 3u: // c0.aaa\n"
" return s.Reg[1].aaa;\n"
" case 4u: // c1.rgb\n"
" return s.Reg[2].rgb;\n"
" case 5u: // c1.aaa\n"
" return s.Reg[2].aaa;\n"
" case 6u: // c2.rgb\n"
" return s.Reg[3].rgb;\n"
" case 7u: // c2.aaa\n"
" return s.Reg[3].aaa;\n"
" case 8u:\n"
" return s.TexColor.rgb;\n"
" case 9u:\n"
" return s.TexColor.aaa;\n"
" case 10u:\n"
" return getRasColor(s, ss, colors_0, colors_1).rgb;\n"
" case 11u:\n"
" return getRasColor(s, ss, colors_0, colors_1).aaa;\n"
" case 12u: // One\n"
" return int3(255, 255, 255);\n"
" case 13u: // Half\n"
" return int3(128, 128, 128);\n"
" case 14u:\n"
" return getKonstColor(s, ss).rgb;\n"
" case 15u: // Zero\n"
" return int3(0, 0, 0);\n"
" }}\n"
"}}\n"
"\n"
"int selectAlphaInput(State s, StageState ss, float4 colors_0, float4 colors_1, "
"uint index) {{\n"
" switch (index) {{\n"
" case 0u: // prev.a\n"
" return s.Reg[0].a;\n"
" case 1u: // c0.a\n"
" return s.Reg[1].a;\n"
" case 2u: // c1.a\n"
" return s.Reg[2].a;\n"
" case 3u: // c2.a\n"
" return s.Reg[3].a;\n"
" case 4u:\n"
" return s.TexColor.a;\n"
" case 5u:\n"
" return getRasColor(s, ss, colors_0, colors_1).a;\n"
" case 6u:\n"
" return getKonstColor(s, ss).a;\n"
" case 7u: // Zero\n"
" return 0;\n"
" }}\n"
"}}\n"
"\n"
"int4 getTevReg(in State s, uint index) {{\n"
" switch (index) {{\n"
" case 0u: // prev\n"
" return s.Reg[0];\n"
" case 1u: // c0\n"
" return s.Reg[1];\n"
" case 2u: // c1\n"
" return s.Reg[2];\n"
" case 3u: // c2\n"
" return s.Reg[3];\n"
" default: // prev\n"
" return s.Reg[0];\n"
" }}\n"
"}}\n"
"\n"
"void setRegColor(inout State s, uint index, int3 color) {{\n"
" switch (index) {{\n"
" case 0u: // prev\n"
" s.Reg[0].rgb = color;\n"
" break;\n"
" case 1u: // c0\n"
" s.Reg[1].rgb = color;\n"
" break;\n"
" case 2u: // c1\n"
" s.Reg[2].rgb = color;\n"
" break;\n"
" case 3u: // c2\n"
" s.Reg[3].rgb = color;\n"
" break;\n"
" }}\n"
"}}\n"
"\n"
"void setRegAlpha(inout State s, uint index, int alpha) {{\n"
" switch (index) {{\n"
" case 0u: // prev\n"
" s.Reg[0].a = alpha;\n"
" break;\n"
" case 1u: // c0\n"
" s.Reg[1].a = alpha;\n"
" break;\n"
" case 2u: // c1\n"
" s.Reg[2].a = alpha;\n"
" break;\n"
" case 3u: // c2\n"
" s.Reg[3].a = alpha;\n"
" break;\n"
" }}\n"
"}}\n"
"\n");
}
else
{
out.Write(
"// Helper function for Alpha Test\n"
"bool alphaCompare(int a, int b, uint compare) {{\n"
" if (compare < 4u) {{\n"
" if (compare < 2u) {{\n"
" return (compare == 0u) ? (false) : (a < b);\n"
" }} else {{\n"
" return (compare == 2u) ? (a == b) : (a <= b);\n"
" }}\n"
" }} else {{\n"
" if (compare < 6u) {{\n"
" return (compare == 4u) ? (a > b) : (a != b);\n"
" }} else {{\n"
" return (compare == 6u) ? (a >= b) : (true);\n"
" }}\n"
" }}\n"
"}}\n"
"\n"
"int3 selectColorInput(State s, StageState ss, float4 colors_0, float4 colors_1, "
"uint index) {{\n"
" if (index < 8u) {{\n"
" if (index < 4u) {{\n"
" if (index < 2u) {{\n"
" return (index == 0u) ? s.Reg[0].rgb : s.Reg[0].aaa;\n"
" }} else {{\n"
" return (index == 2u) ? s.Reg[1].rgb : s.Reg[1].aaa;\n"
" }}\n"
" }} else {{\n"
" if (index < 6u) {{\n"
" return (index == 4u) ? s.Reg[2].rgb : s.Reg[2].aaa;\n"
" }} else {{\n"
" return (index == 6u) ? s.Reg[3].rgb : s.Reg[3].aaa;\n"
" }}\n"
" }}\n"
" }} else {{\n"
" if (index < 12u) {{\n"
" if (index < 10u) {{\n"
" return (index == 8u) ? s.TexColor.rgb : s.TexColor.aaa;\n"
" }} else {{\n"
" int4 ras = getRasColor(s, ss, colors_0, colors_1);\n"
" return (index == 10u) ? ras.rgb : ras.aaa;\n"
" }}\n"
" }} else {{\n"
" if (index < 14u) {{\n"
" return (index == 12u) ? int3(255, 255, 255) : int3(128, 128, 128);\n"
" }} else {{\n"
" return (index == 14u) ? getKonstColor(s, ss).rgb : int3(0, 0, 0);\n"
" }}\n"
" }}\n"
" }}\n"
"}}\n"
"\n"
"int selectAlphaInput(State s, StageState ss, float4 colors_0, float4 colors_1, "
"uint index) {{\n"
" if (index < 4u) {{\n"
" if (index < 2u) {{\n"
" return (index == 0u) ? s.Reg[0].a : s.Reg[1].a;\n"
" }} else {{\n"
" return (index == 2u) ? s.Reg[2].a : s.Reg[3].a;\n"
" }}\n"
" }} else {{\n"
" if (index < 6u) {{\n"
" return (index == 4u) ? s.TexColor.a : getRasColor(s, ss, colors_0, colors_1).a;\n"
" }} else {{\n"
" return (index == 6u) ? getKonstColor(s, ss).a : 0;\n"
" }}\n"
" }}\n"
"}}\n"
"\n"
"int4 getTevReg(in State s, uint index) {{\n"
" if (index < 2u) {{\n"
" if (index == 0u) {{\n"
" return s.Reg[0];\n"
" }} else {{\n"
" return s.Reg[1];\n"
" }}\n"
" }} else {{\n"
" if (index == 2u) {{\n"
" return s.Reg[2];\n"
" }} else {{\n"
" return s.Reg[3];\n"
" }}\n"
" }}\n"
"}}\n"
"\n"
"void setRegColor(inout State s, uint index, int3 color) {{\n"
" if (index < 2u) {{\n"
" if (index == 0u) {{\n"
" s.Reg[0].rgb = color;\n"
" }} else {{\n"
" s.Reg[1].rgb = color;\n"
" }}\n"
" }} else {{\n"
" if (index == 2u) {{\n"
" s.Reg[2].rgb = color;\n"
" }} else {{\n"
" s.Reg[3].rgb = color;\n"
" }}\n"
" }}\n"
"}}\n"
"\n"
"void setRegAlpha(inout State s, uint index, int alpha) {{\n"
" if (index < 2u) {{\n"
" if (index == 0u) {{\n"
" s.Reg[0].a = alpha;\n"
" }} else {{\n"
" s.Reg[1].a = alpha;\n"
" }}\n"
" }} else {{\n"
" if (index == 2u) {{\n"
" s.Reg[2].a = alpha;\n"
" }} else {{\n"
" s.Reg[3].a = alpha;\n"
" }}\n"
" }}\n"
"}}\n"
"\n");
}
static constexpr Common::EnumMap<std::string_view, CompareMode::Always> tev_alpha_funcs_table{
"return false;", // CompareMode::Never
"return a < b;", // CompareMode::Less
"return a == b;", // CompareMode::Equal
"return a <= b;", // CompareMode::LEqual
"return a > b;", // CompareMode::Greater
"return a != b;", // CompareMode::NEqual
"return a >= b;", // CompareMode::GEqual
"return true;" // CompareMode::Always
};
static constexpr Common::EnumMap<std::string_view, TevColorArg::Zero> tev_c_input_table{
"return s.Reg[0].rgb;", // CPREV,
"return s.Reg[0].aaa;", // APREV,
"return s.Reg[1].rgb;", // C0,
"return s.Reg[1].aaa;", // A0,
"return s.Reg[2].rgb;", // C1,
"return s.Reg[2].aaa;", // A1,
"return s.Reg[3].rgb;", // C2,
"return s.Reg[3].aaa;", // A2,
"return s.TexColor.rgb;", // TEXC,
"return s.TexColor.aaa;", // TEXA,
"return getRasColor(s, ss, colors_0, colors_1).rgb;", // RASC,
"return getRasColor(s, ss, colors_0, colors_1).aaa;", // RASA,
"return int3(255, 255, 255);", // ONE
"return int3(128, 128, 128);", // HALF
"return getKonstColor(s, ss).rgb;", // KONST
"return int3(0, 0, 0);", // ZERO
};
static constexpr Common::EnumMap<std::string_view, TevAlphaArg::Zero> tev_a_input_table{
"return s.Reg[0].a;", // APREV,
"return s.Reg[1].a;", // A0,
"return s.Reg[2].a;", // A1,
"return s.Reg[3].a;", // A2,
"return s.TexColor.a;", // TEXA,
"return getRasColor(s, ss, colors_0, colors_1).a;", // RASA,
"return getKonstColor(s, ss).a;", // KONST, (hw1 had quarter)
"return 0;", // ZERO
};
static constexpr Common::EnumMap<std::string_view, TevOutput::Color2> tev_regs_lookup_table{
"return s.Reg[0];",
"return s.Reg[1];",
"return s.Reg[2];",
"return s.Reg[3];",
};
static constexpr Common::EnumMap<std::string_view, TevOutput::Color2> tev_c_set_table{
"s.Reg[0].rgb = color;",
"s.Reg[1].rgb = color;",
"s.Reg[2].rgb = color;",
"s.Reg[3].rgb = color;",
};
static constexpr Common::EnumMap<std::string_view, TevOutput::Color2> tev_a_set_table{
"s.Reg[0].a = alpha;",
"s.Reg[1].a = alpha;",
"s.Reg[2].a = alpha;",
"s.Reg[3].a = alpha;",
};
out.Write("// Helper function for Alpha Test\n"
"bool alphaCompare(int a, int b, uint compare) {{\n");
WriteSwitch(out, api_type, "compare", tev_alpha_funcs_table, 2, false);
out.Write("}}\n"
"\n"
"int3 selectColorInput(State s, StageState ss, float4 colors_0, float4 colors_1, "
"uint index) {{\n");
WriteSwitch(out, api_type, "index", tev_c_input_table, 2, false);
out.Write("}}\n"
"\n"
"int selectAlphaInput(State s, StageState ss, float4 colors_0, float4 colors_1, "
"uint index) {{\n");
WriteSwitch(out, api_type, "index", tev_a_input_table, 2, false);
out.Write("}}\n"
"\n"
"int4 getTevReg(in State s, uint index) {{\n");
WriteSwitch(out, api_type, "index", tev_regs_lookup_table, 2, false);
out.Write("}}\n"
"\n"
"void setRegColor(inout State s, uint index, int3 color) {{\n");
WriteSwitch(out, api_type, "index", tev_c_set_table, 2, true);
out.Write("}}\n"
"\n"
"void setRegAlpha(inout State s, uint index, int alpha) {{\n");
WriteSwitch(out, api_type, "index", tev_a_set_table, 2, true);
out.Write("}}\n"
"\n");
// Since the fixed-point texture coodinate variables aren't global, we need to pass
// them to the select function. This applies to all backends.
@ -1284,78 +1116,59 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
if (use_shader_blend)
{
static constexpr std::array<std::string_view, 8> blendSrcFactor{{
"float3(0,0,0);", // ZERO
"float3(1,1,1);", // ONE
"initial_ocol0.rgb;", // DSTCLR
"float3(1,1,1) - initial_ocol0.rgb;", // INVDSTCLR
"ocol1.aaa;", // SRCALPHA
"float3(1,1,1) - ocol1.aaa;", // INVSRCALPHA
"initial_ocol0.aaa;", // DSTALPHA
"float3(1,1,1) - initial_ocol0.aaa;", // INVDSTALPHA
}};
static constexpr std::array<std::string_view, 8> blendSrcFactorAlpha{{
"0.0;", // ZERO
"1.0;", // ONE
"initial_ocol0.a;", // DSTCLR
"1.0 - initial_ocol0.a;", // INVDSTCLR
"ocol1.a;", // SRCALPHA
"1.0 - ocol1.a;", // INVSRCALPHA
"initial_ocol0.a;", // DSTALPHA
"1.0 - initial_ocol0.a;", // INVDSTALPHA
}};
static constexpr std::array<std::string_view, 8> blendDstFactor{{
"float3(0,0,0);", // ZERO
"float3(1,1,1);", // ONE
"ocol0.rgb;", // SRCCLR
"float3(1,1,1) - ocol0.rgb;", // INVSRCCLR
"ocol1.aaa;", // SRCALHA
"float3(1,1,1) - ocol1.aaa;", // INVSRCALPHA
"initial_ocol0.aaa;", // DSTALPHA
"float3(1,1,1) - initial_ocol0.aaa;", // INVDSTALPHA
}};
static constexpr std::array<std::string_view, 8> blendDstFactorAlpha{{
"0.0;", // ZERO
"1.0;", // ONE
"ocol0.a;", // SRCCLR
"1.0 - ocol0.a;", // INVSRCCLR
"ocol1.a;", // SRCALPHA
"1.0 - ocol1.a;", // INVSRCALPHA
"initial_ocol0.a;", // DSTALPHA
"1.0 - initial_ocol0.a;", // INVDSTALPHA
}};
using Common::EnumMap;
static constexpr EnumMap<std::string_view, SrcBlendFactor::InvDstAlpha> blendSrcFactor{
"blend_src.rgb = float3(0,0,0);", // ZERO
"blend_src.rgb = float3(1,1,1);", // ONE
"blend_src.rgb = initial_ocol0.rgb;", // DSTCLR
"blend_src.rgb = float3(1,1,1) - initial_ocol0.rgb;", // INVDSTCLR
"blend_src.rgb = ocol1.aaa;", // SRCALPHA
"blend_src.rgb = float3(1,1,1) - ocol1.aaa;", // INVSRCALPHA
"blend_src.rgb = initial_ocol0.aaa;", // DSTALPHA
"blend_src.rgb = float3(1,1,1) - initial_ocol0.aaa;", // INVDSTALPHA
};
static constexpr EnumMap<std::string_view, SrcBlendFactor::InvDstAlpha> blendSrcFactorAlpha{
"blend_src.a = 0.0;", // ZERO
"blend_src.a = 1.0;", // ONE
"blend_src.a = initial_ocol0.a;", // DSTCLR
"blend_src.a = 1.0 - initial_ocol0.a;", // INVDSTCLR
"blend_src.a = ocol1.a;", // SRCALPHA
"blend_src.a = 1.0 - ocol1.a;", // INVSRCALPHA
"blend_src.a = initial_ocol0.a;", // DSTALPHA
"blend_src.a = 1.0 - initial_ocol0.a;", // INVDSTALPHA
};
static constexpr EnumMap<std::string_view, DstBlendFactor::InvDstAlpha> blendDstFactor{
"blend_dst.rgb = float3(0,0,0);", // ZERO
"blend_dst.rgb = float3(1,1,1);", // ONE
"blend_dst.rgb = ocol0.rgb;", // SRCCLR
"blend_dst.rgb = float3(1,1,1) - ocol0.rgb;", // INVSRCCLR
"blend_dst.rgb = ocol1.aaa;", // SRCALHA
"blend_dst.rgb = float3(1,1,1) - ocol1.aaa;", // INVSRCALPHA
"blend_dst.rgb = initial_ocol0.aaa;", // DSTALPHA
"blend_dst.rgb = float3(1,1,1) - initial_ocol0.aaa;", // INVDSTALPHA
};
static constexpr EnumMap<std::string_view, DstBlendFactor::InvDstAlpha> blendDstFactorAlpha{
"blend_dst.a = 0.0;", // ZERO
"blend_dst.a = 1.0;", // ONE
"blend_dst.a = ocol0.a;", // SRCCLR
"blend_dst.a = 1.0 - ocol0.a;", // INVSRCCLR
"blend_dst.a = ocol1.a;", // SRCALPHA
"blend_dst.a = 1.0 - ocol1.a;", // INVSRCALPHA
"blend_dst.a = initial_ocol0.a;", // DSTALPHA
"blend_dst.a = 1.0 - initial_ocol0.a;", // INVDSTALPHA
};
out.Write(" if (blend_enable) {{\n"
" float4 blend_src;\n"
" switch (blend_src_factor) {{\n");
for (size_t i = 0; i < blendSrcFactor.size(); i++)
{
out.Write(" case {}u: blend_src.rgb = {}; break;\n", i, blendSrcFactor[i]);
}
" float4 blend_src;\n");
WriteSwitch(out, api_type, "blend_src_factor", blendSrcFactor, 4, true);
WriteSwitch(out, api_type, "blend_src_factor_alpha", blendSrcFactorAlpha, 4, true);
out.Write(" }}\n"
" switch (blend_src_factor_alpha) {{\n");
for (size_t i = 0; i < blendSrcFactorAlpha.size(); i++)
{
out.Write(" case {}u: blend_src.a = {}; break;\n", i, blendSrcFactorAlpha[i]);
}
out.Write(" }}\n"
" float4 blend_dst;\n"
" switch (blend_dst_factor) {{\n");
for (size_t i = 0; i < blendDstFactor.size(); i++)
{
out.Write(" case {}u: blend_dst.rgb = {}; break;\n", i, blendDstFactor[i]);
}
out.Write(" }}\n"
" switch (blend_dst_factor_alpha) {{\n");
for (size_t i = 0; i < blendDstFactorAlpha.size(); i++)
{
out.Write(" case {}u: blend_dst.a = {}; break;\n", i, blendDstFactorAlpha[i]);
}
out.Write(" float4 blend_dst;\n");
WriteSwitch(out, api_type, "blend_dst_factor", blendDstFactor, 4, true);
WriteSwitch(out, api_type, "blend_dst_factor_alpha", blendDstFactorAlpha, 4, true);
out.Write(
" }}\n"
" float4 blend_result;\n"
" if (blend_subtract)\n"
" blend_result.rgb = initial_ocol0.rgb * blend_dst.rgb - ocol0.rgb * blend_src.rgb;\n"