Multithreadded Shadergen: First pass over geometery Shadergen.
This commit is contained in:
parent
4969415f38
commit
fa02f47729
|
@ -33,17 +33,16 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
|
||||||
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
|
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
|
||||||
geometry_shader_uid_data dummy_data;
|
geometry_shader_uid_data dummy_data;
|
||||||
geometry_shader_uid_data* uid_data = out.template GetUidData<geometry_shader_uid_data>();
|
geometry_shader_uid_data* uid_data = out.template GetUidData<geometry_shader_uid_data>();
|
||||||
if (uid_data != nullptr)
|
if (uid_data == nullptr)
|
||||||
memset(uid_data, 0, sizeof(*uid_data));
|
|
||||||
else
|
|
||||||
uid_data = &dummy_data;
|
uid_data = &dummy_data;
|
||||||
|
memset(uid_data, 0, sizeof(*uid_data));
|
||||||
|
|
||||||
uid_data->primitive_type = primitive_type;
|
uid_data->primitive_type = primitive_type;
|
||||||
const unsigned int vertex_in = primitive_type + 1;
|
const unsigned int vertex_in = primitive_type + 1;
|
||||||
unsigned int vertex_out = primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4;
|
unsigned int vertex_out = primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4;
|
||||||
|
|
||||||
uid_data->wireframe = g_ActiveConfig.bWireFrame;
|
uid_data->wireframe = g_ActiveConfig.bWireFrame;
|
||||||
if (g_ActiveConfig.bWireFrame)
|
if (uid_data->wireframe)
|
||||||
vertex_out++;
|
vertex_out++;
|
||||||
|
|
||||||
uid_data->msaa = g_ActiveConfig.iMultisamples > 1;
|
uid_data->msaa = g_ActiveConfig.iMultisamples > 1;
|
||||||
|
@ -55,16 +54,16 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
|
||||||
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
|
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
|
||||||
{
|
{
|
||||||
out.Write("layout(%s, invocations = %d) in;\n", primitives_ogl[primitive_type],
|
out.Write("layout(%s, invocations = %d) in;\n", primitives_ogl[primitive_type],
|
||||||
g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
|
uid_data->stereo ? 2 : 1);
|
||||||
out.Write("layout(%s_strip, max_vertices = %d) out;\n",
|
out.Write("layout(%s_strip, max_vertices = %d) out;\n",
|
||||||
g_ActiveConfig.bWireFrame ? "line" : "triangle", vertex_out);
|
uid_data->wireframe ? "line" : "triangle", vertex_out);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
out.Write("layout(%s) in;\n", primitives_ogl[primitive_type]);
|
out.Write("layout(%s) in;\n", primitives_ogl[primitive_type]);
|
||||||
out.Write("layout(%s_strip, max_vertices = %d) out;\n",
|
out.Write("layout(%s_strip, max_vertices = %d) out;\n",
|
||||||
g_ActiveConfig.bWireFrame ? "line" : "triangle",
|
uid_data->wireframe ? "line" : "triangle",
|
||||||
g_ActiveConfig.iStereoMode > 0 ? vertex_out * 2 : vertex_out);
|
uid_data->stereo ? vertex_out * 2 : vertex_out);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -104,7 +103,7 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
|
||||||
out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
|
out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
|
||||||
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true));
|
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true));
|
||||||
|
|
||||||
if (g_ActiveConfig.iStereoMode > 0)
|
if (uid_data->stereo)
|
||||||
out.Write("\tflat int layer;\n");
|
out.Write("\tflat int layer;\n");
|
||||||
|
|
||||||
out.Write("} ps;\n");
|
out.Write("} ps;\n");
|
||||||
|
@ -116,27 +115,25 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
|
||||||
out.Write("struct VertexData {\n");
|
out.Write("struct VertexData {\n");
|
||||||
out.Write("\tVS_OUTPUT o;\n");
|
out.Write("\tVS_OUTPUT o;\n");
|
||||||
|
|
||||||
if (g_ActiveConfig.iStereoMode > 0)
|
if (uid_data->stereo)
|
||||||
out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n");
|
out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n");
|
||||||
|
|
||||||
out.Write("};\n");
|
out.Write("};\n");
|
||||||
|
|
||||||
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
|
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
|
||||||
{
|
{
|
||||||
out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out,
|
out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out, uid_data->stereo ? 2 : 1);
|
||||||
g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
|
|
||||||
out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output, in uint "
|
out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output, in uint "
|
||||||
"InstanceID : SV_GSInstanceID)\n{\n",
|
"InstanceID : SV_GSInstanceID)\n{\n",
|
||||||
primitives_d3d[primitive_type], vertex_in,
|
primitives_d3d[primitive_type], vertex_in,
|
||||||
g_ActiveConfig.bWireFrame ? "Line" : "Triangle");
|
uid_data->wireframe ? "Line" : "Triangle");
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
out.Write("[maxvertexcount(%d)]\n",
|
out.Write("[maxvertexcount(%d)]\n", uid_data->stereo ? vertex_out * 2 : vertex_out);
|
||||||
g_ActiveConfig.iStereoMode > 0 ? vertex_out * 2 : vertex_out);
|
|
||||||
out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output)\n{\n",
|
out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output)\n{\n",
|
||||||
primitives_d3d[primitive_type], vertex_in,
|
primitives_d3d[primitive_type], vertex_in,
|
||||||
g_ActiveConfig.bWireFrame ? "Line" : "Triangle");
|
uid_data->wireframe ? "Line" : "Triangle");
|
||||||
}
|
}
|
||||||
|
|
||||||
out.Write("\tVertexData ps;\n");
|
out.Write("\tVertexData ps;\n");
|
||||||
|
@ -191,7 +188,7 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
|
||||||
".x, -" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS ".y) * center.pos.w;\n");
|
".x, -" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS ".y) * center.pos.w;\n");
|
||||||
}
|
}
|
||||||
|
|
||||||
if (g_ActiveConfig.iStereoMode > 0)
|
if (uid_data->stereo)
|
||||||
{
|
{
|
||||||
// If the GPU supports invocation we don't need a for loop and can simply use the
|
// If the GPU supports invocation we don't need a for loop and can simply use the
|
||||||
// invocation identifier to determine which layer we're rendering.
|
// invocation identifier to determine which layer we're rendering.
|
||||||
|
@ -201,7 +198,7 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
|
||||||
out.Write("\tfor (int eye = 0; eye < 2; ++eye) {\n");
|
out.Write("\tfor (int eye = 0; eye < 2; ++eye) {\n");
|
||||||
}
|
}
|
||||||
|
|
||||||
if (g_ActiveConfig.bWireFrame)
|
if (uid_data->wireframe)
|
||||||
out.Write("\tVS_OUTPUT first;\n");
|
out.Write("\tVS_OUTPUT first;\n");
|
||||||
|
|
||||||
out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in);
|
out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in);
|
||||||
|
@ -216,7 +213,7 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
|
||||||
out.Write("\tVS_OUTPUT f = o[i];\n");
|
out.Write("\tVS_OUTPUT f = o[i];\n");
|
||||||
}
|
}
|
||||||
|
|
||||||
if (g_ActiveConfig.iStereoMode > 0)
|
if (uid_data->stereo)
|
||||||
{
|
{
|
||||||
// Select the output layer
|
// Select the output layer
|
||||||
out.Write("\tps.layer = eye;\n");
|
out.Write("\tps.layer = eye;\n");
|
||||||
|
@ -244,7 +241,7 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
|
||||||
out.Write("\tif (" I_TEXOFFSET "[2] != 0) {\n");
|
out.Write("\tif (" I_TEXOFFSET "[2] != 0) {\n");
|
||||||
out.Write("\tfloat texOffset = 1.0 / float(" I_TEXOFFSET "[2]);\n");
|
out.Write("\tfloat texOffset = 1.0 / float(" I_TEXOFFSET "[2]);\n");
|
||||||
|
|
||||||
for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
|
for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
|
||||||
{
|
{
|
||||||
out.Write("\tif (((" I_TEXOFFSET "[0] >> %d) & 0x1) != 0)\n", i);
|
out.Write("\tif (((" I_TEXOFFSET "[0] >> %d) & 0x1) != 0)\n", i);
|
||||||
out.Write("\t\tr.tex%d.x += texOffset;\n", i);
|
out.Write("\t\tr.tex%d.x += texOffset;\n", i);
|
||||||
|
@ -270,7 +267,7 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
|
||||||
out.Write("\tfloat2 texOffset = float2(1.0 / float(" I_TEXOFFSET
|
out.Write("\tfloat2 texOffset = float2(1.0 / float(" I_TEXOFFSET
|
||||||
"[3]), 1.0 / float(" I_TEXOFFSET "[3]));\n");
|
"[3]), 1.0 / float(" I_TEXOFFSET "[3]));\n");
|
||||||
|
|
||||||
for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
|
for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
|
||||||
{
|
{
|
||||||
out.Write("\tif (((" I_TEXOFFSET "[1] >> %d) & 0x1) != 0) {\n", i);
|
out.Write("\tif (((" I_TEXOFFSET "[1] >> %d) & 0x1) != 0) {\n", i);
|
||||||
out.Write("\t\tll.tex%d.xy += float2(0,1) * texOffset;\n", i);
|
out.Write("\t\tll.tex%d.xy += float2(0,1) * texOffset;\n", i);
|
||||||
|
@ -294,7 +291,7 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
|
||||||
|
|
||||||
EndPrimitive<T>(out, uid_data, ApiType);
|
EndPrimitive<T>(out, uid_data, ApiType);
|
||||||
|
|
||||||
if (g_ActiveConfig.iStereoMode > 0 && !g_ActiveConfig.backend_info.bSupportsGSInstancing)
|
if (uid_data->stereo && !g_ActiveConfig.backend_info.bSupportsGSInstancing)
|
||||||
out.Write("\t}\n");
|
out.Write("\t}\n");
|
||||||
|
|
||||||
out.Write("}\n");
|
out.Write("}\n");
|
||||||
|
@ -306,7 +303,7 @@ template <class T>
|
||||||
static void EmitVertex(T& out, geometry_shader_uid_data* uid_data, const char* vertex,
|
static void EmitVertex(T& out, geometry_shader_uid_data* uid_data, const char* vertex,
|
||||||
API_TYPE ApiType, bool first_vertex)
|
API_TYPE ApiType, bool first_vertex)
|
||||||
{
|
{
|
||||||
if (g_ActiveConfig.bWireFrame && first_vertex)
|
if (uid_data->wireframe && first_vertex)
|
||||||
out.Write("\tif (i == 0) first = %s;\n", vertex);
|
out.Write("\tif (i == 0) first = %s;\n", vertex);
|
||||||
|
|
||||||
if (ApiType == API_OPENGL)
|
if (ApiType == API_OPENGL)
|
||||||
|
@ -327,7 +324,7 @@ static void EmitVertex(T& out, geometry_shader_uid_data* uid_data, const char* v
|
||||||
template <class T>
|
template <class T>
|
||||||
static void EndPrimitive(T& out, geometry_shader_uid_data* uid_data, API_TYPE ApiType)
|
static void EndPrimitive(T& out, geometry_shader_uid_data* uid_data, API_TYPE ApiType)
|
||||||
{
|
{
|
||||||
if (g_ActiveConfig.bWireFrame)
|
if (uid_data->wireframe)
|
||||||
EmitVertex<T>(out, uid_data, "first", ApiType);
|
EmitVertex<T>(out, uid_data, "first", ApiType);
|
||||||
|
|
||||||
if (ApiType == API_OPENGL)
|
if (ApiType == API_OPENGL)
|
||||||
|
|
Loading…
Reference in New Issue