// Copyright 2012 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include #include #include #include "Common/CommonTypes.h" #include "Common/StringUtil.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" /** * Common interface for classes that need to go through the shader generation path * (GenerateVertexShader, GenerateGeometryShader, GeneratePixelShader) * In particular, this includes the shader code generator (ShaderCode). * A different class (ShaderUid) can be used to uniquely identify each ShaderCode object. * More interesting things can be done with this, e.g. ShaderConstantProfile checks what shader * constants are being used. This can be used to optimize buffer management. * If the class does not use one or more of these methods (e.g. Uid class does not need code), the * method will be defined as a no-op by the base class, and the call * should be optimized out. The reason for this implementation is so that shader * selection/generation can be done in two passes, with only a cache lookup being * required if the shader has already been generated. */ class ShaderGeneratorInterface { public: /* * Used when the shader generator would write a piece of ShaderCode. * Can be used like printf. * @note In the ShaderCode implementation, this does indeed write the parameter string to an * internal buffer. However, you're free to do whatever you like with the parameter. */ void Write(const char*, ...) #ifdef __GNUC__ __attribute__((format(printf, 2, 3))) #endif { } /* * Tells us that a specific constant range (including last_index) is being used by the shader */ void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {} /* * Returns a pointer to an internally stored object of the uid_data type. * @warning since most child classes use the default implementation you shouldn't access this * directly without adding precautions against nullptr access (e.g. via adding a dummy structure, * cf. the vertex/pixel shader generators) */ template uid_data* GetUidData() { return nullptr; } }; /* * Shader UID class used to uniquely identify the ShaderCode output written in the shader generator. * uid_data can be any struct of parameters that uniquely identify each shader code output. * Unless performance is not an issue, uid_data should be tightly packed to reduce memory footprint. * Shader generators will write to specific uid_data fields; ShaderUid methods will only read raw * u32 values from a union. * NOTE: Because LinearDiskCache reads and writes the storage associated with a ShaderUid instance, * ShaderUid must be trivially copyable. */ template class ShaderUid : public ShaderGeneratorInterface { public: bool operator==(const ShaderUid& obj) const { return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) == 0; } bool operator!=(const ShaderUid& obj) const { return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) != 0; } // determines the storage order inside STL containers bool operator<(const ShaderUid& obj) const { return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) < 0; } template uid_data2* GetUidData() { return &data; } const uid_data* GetUidData() const { return &data; } const u8* GetUidDataRaw() const { return &values[0]; } size_t GetUidDataSize() const { return sizeof(values); } private: union { uid_data data; u8 values[sizeof(uid_data)]; }; }; class ShaderCode : public ShaderGeneratorInterface { public: ShaderCode() { m_buffer.reserve(16384); } const std::string& GetBuffer() const { return m_buffer; } void Write(const char* fmt, ...) #ifdef __GNUC__ __attribute__((format(printf, 2, 3))) #endif { va_list arglist; va_start(arglist, fmt); m_buffer += StringFromFormatV(fmt, arglist); va_end(arglist); } protected: std::string m_buffer; }; /** * Generates a shader constant profile which can be used to query which constants are used in a * shader */ class ShaderConstantProfile : public ShaderGeneratorInterface { public: ShaderConstantProfile(int num_constants) { constant_usage.resize(num_constants); } void SetConstantsUsed(unsigned int first_index, unsigned int last_index) { for (unsigned int i = first_index; i < last_index + 1; ++i) constant_usage[i] = true; } bool ConstantIsUsed(unsigned int index) const { // TODO: Not ready for usage yet return true; // return constant_usage[index]; } private: std::vector constant_usage; // TODO: Is vector appropriate here? }; // Host config contains the settings which can influence generated shaders. union ShaderHostConfig { u32 bits; struct { u32 msaa : 1; u32 ssaa : 1; u32 stereo : 1; u32 wireframe : 1; u32 per_pixel_lighting : 1; u32 vertex_rounding : 1; u32 fast_depth_calc : 1; u32 bounding_box : 1; u32 backend_dual_source_blend : 1; u32 backend_geometry_shaders : 1; u32 backend_early_z : 1; u32 backend_bbox : 1; u32 backend_gs_instancing : 1; u32 backend_clip_control : 1; u32 backend_ssaa : 1; u32 backend_atomics : 1; u32 backend_depth_clamp : 1; u32 backend_reversed_depth_range : 1; u32 pad : 14; }; static ShaderHostConfig GetCurrent(); }; // Gets the filename of the specified type of cache object (e.g. vertex shader, pipeline). std::string GetDiskShaderCacheFileName(APIType api_type, const char* type, bool include_gameid, bool include_host_config); template 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); 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 inline void GenerateVSOutputMembers(T& object, APIType api_type, u32 texgens, bool per_pixel_lighting, const char* qualifier) { DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, "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); DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", texgens); if (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); } DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 0, "SV_ClipDistance", 0); DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 1, "SV_ClipDistance", 1); } template inline void AssignVSOutputMembers(T& object, const char* a, const char* b, u32 texgens, bool per_pixel_lighting) { 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); object.Write("\t%s.clipPos = %s.clipPos;\n", a, b); if (per_pixel_lighting) { object.Write("\t%s.Normal = %s.Normal;\n", a, b); object.Write("\t%s.WorldPos = %s.WorldPos;\n", a, b); } object.Write("\t%s.clipDist0 = %s.clipDist0;\n", a, b); object.Write("\t%s.clipDist1 = %s.clipDist1;\n", a, b); } // 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. // So there may be rendered pixels where the center of the pixel isn't in the primitive. // As the pixel shader usually renders at the center of the pixel, this position may be // outside the primitive. This will lead to sampling outside the texture, sign changes, ... // 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"; } } // Constant variable names #define I_COLORS "color" #define I_KCOLORS "k" #define I_ALPHA "alphaRef" #define I_TEXDIMS "texdim" #define I_ZBIAS "czbias" #define I_INDTEXSCALE "cindscale" #define I_INDTEXMTX "cindmtx" #define I_FOGCOLOR "cfogcolor" #define I_FOGI "cfogi" #define I_FOGF "cfogf" #define I_ZSLOPE "czslope" #define I_EFBSCALE "cefbscale" #define I_POSNORMALMATRIX "cpnmtx" #define I_PROJECTION "cproj" #define I_MATERIALS "cmtrl" #define I_LIGHTS "clights" #define I_TEXMATRICES "ctexmtx" #define I_TRANSFORMMATRICES "ctrmtx" #define I_NORMALMATRICES "cnmtx" #define I_POSTTRANSFORMMATRICES "cpostmtx" #define I_PIXELCENTERCORRECTION "cpixelcenter" #define I_VIEWPORT_SIZE "cviewport" #define I_STEREOPARAMS "cstereo" #define I_LINEPTPARAMS "clinept" #define I_TEXOFFSET "ctexoffset" static const char s_shader_uniforms[] = "\tfloat4 " I_POSNORMALMATRIX "[6];\n" "\tfloat4 " I_PROJECTION "[4];\n" "\tint4 " I_MATERIALS "[4];\n" "\tLight " I_LIGHTS "[8];\n" "\tfloat4 " I_TEXMATRICES "[24];\n" "\tfloat4 " I_TRANSFORMMATRICES "[64];\n" "\tfloat4 " I_NORMALMATRICES "[32];\n" "\tfloat4 " I_POSTTRANSFORMMATRICES "[64];\n" "\tfloat4 " I_PIXELCENTERCORRECTION ";\n" "\tfloat2 " I_VIEWPORT_SIZE ";\n";