// Copyright 2014 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoCommon/GeometryShaderGen.h" #include #include "Common/CommonTypes.h" #include "Common/EnumMap.h" #include "VideoCommon/DriverDetails.h" #include "VideoCommon/LightingShaderGen.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" #include "VideoCommon/XFMemory.h" constexpr Common::EnumMap primitives_ogl{ "points", "lines", "triangles", "triangles", }; constexpr Common::EnumMap primitives_d3d{ "point", "line", "triangle", "triangle", }; constexpr Common::EnumMap vertex_in_map{1u, 2u, 3u, 3u}; constexpr Common::EnumMap vertex_out_map{4u, 4u, 4u, 3u}; bool geometry_shader_uid_data::IsPassthrough() const { const bool stereo = g_ActiveConfig.stereo_mode != StereoMode::Off; const bool wireframe = g_ActiveConfig.bWireFrame; return primitive_type >= static_cast(PrimitiveType::Triangles) && !stereo && !wireframe; } GeometryShaderUid GetGeometryShaderUid(PrimitiveType primitive_type) { GeometryShaderUid out; geometry_shader_uid_data* const uid_data = out.GetUidData(); uid_data->primitive_type = static_cast(primitive_type); uid_data->numTexGens = xfmem.numTexGen.numTexGens; return out; } static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config, const geometry_shader_uid_data* uid_data, const char* vertex, APIType api_type, bool wireframe, bool stereo, bool first_vertex = false); static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config, const geometry_shader_uid_data* uid_data, APIType api_type, bool wireframe, bool stereo); ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig& host_config, const geometry_shader_uid_data* uid_data) { ShaderCode out; // Non-uid template parameters will write to the dummy data (=> gets optimized out) const bool wireframe = host_config.wireframe; const bool msaa = host_config.msaa; const bool ssaa = host_config.ssaa; const bool stereo = host_config.stereo; const auto primitive_type = static_cast(uid_data->primitive_type); const u32 vertex_in = vertex_in_map[primitive_type]; u32 vertex_out = vertex_out_map[primitive_type]; if (wireframe) vertex_out++; if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { // Insert layout parameters if (host_config.backend_gs_instancing) { out.Write("layout({}, invocations = {}) in;\n", primitives_ogl[primitive_type], stereo ? 2 : 1); out.Write("layout({}_strip, max_vertices = {}) out;\n", wireframe ? "line" : "triangle", vertex_out); } else { out.Write("layout({}) in;\n", primitives_ogl[primitive_type]); out.Write("layout({}_strip, max_vertices = {}) out;\n", wireframe ? "line" : "triangle", stereo ? vertex_out * 2 : vertex_out); } } out.Write("{}", s_lighting_struct); // uniforms if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) out.Write("UBO_BINDING(std140, 3) uniform GSBlock {{\n"); else out.Write("cbuffer GSBlock {{\n"); out.Write("{}", s_geometry_shader_uniforms); out.Write("}};\n"); out.Write("struct VS_OUTPUT {{\n"); GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, "", ShaderStage::Geometry); out.Write("}};\n"); if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { if (host_config.backend_gs_instancing) out.Write("#define InstanceID gl_InvocationID\n"); out.Write("VARYING_LOCATION(0) in VertexData {{\n"); GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, GetInterpolationQualifier(msaa, ssaa, true, true), ShaderStage::Geometry); out.Write("}} vs[{}];\n", vertex_in); out.Write("VARYING_LOCATION(0) out VertexData {{\n"); GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, GetInterpolationQualifier(msaa, ssaa, true, false), ShaderStage::Geometry); out.Write("}} ps;\n"); if (stereo && !host_config.backend_gl_layer_in_fs) out.Write("flat out int layer;"); out.Write("void main()\n{{\n"); } else // D3D { out.Write("struct VertexData {{\n"); out.Write("\tVS_OUTPUT o;\n"); if (stereo) { out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n"); } out.Write("\tfloat4 posout : SV_Position;\n"); out.Write("}};\n"); if (host_config.backend_gs_instancing) { out.Write("[maxvertexcount({})]\n[instance({})]\n", vertex_out, stereo ? 2 : 1); out.Write("void main({} VS_OUTPUT o[{}], inout {}Stream output, in uint " "InstanceID : SV_GSInstanceID)\n{{\n", primitives_d3d[primitive_type], vertex_in, wireframe ? "Line" : "Triangle"); } else { out.Write("[maxvertexcount({})]\n", stereo ? vertex_out * 2 : vertex_out); out.Write("void main({} VS_OUTPUT o[{}], inout {}Stream output)\n{{\n", primitives_d3d[primitive_type], vertex_in, wireframe ? "Line" : "Triangle"); } out.Write("\tVertexData ps;\n"); } if (primitive_type == PrimitiveType::Lines) { if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { out.Write("\tVS_OUTPUT start, end;\n"); AssignVSOutputMembers(out, "start", "vs[0]", uid_data->numTexGens, host_config); AssignVSOutputMembers(out, "end", "vs[1]", uid_data->numTexGens, host_config); } else { out.Write("\tVS_OUTPUT start = o[0];\n" "\tVS_OUTPUT end = o[1];\n"); } GenerateLineOffset(out, "\t", "\t\t", "end.pos", "start.pos", ""); } else if (primitive_type == PrimitiveType::Points) { if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { out.Write("\tVS_OUTPUT center;\n"); AssignVSOutputMembers(out, "center", "vs[0]", uid_data->numTexGens, host_config); } else { out.Write("\tVS_OUTPUT center = o[0];\n"); } // Offset from center to upper right vertex // Lerp PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1] out.Write("\tfloat2 offset = float2(" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS ".x, -" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS ".y) * center.pos.w;\n"); } if (stereo) { // 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. if (host_config.backend_gs_instancing) out.Write("\tint eye = InstanceID;\n"); else out.Write("\tfor (int eye = 0; eye < 2; ++eye) {{\n"); } if (wireframe) out.Write("\tVS_OUTPUT first;\n"); // Avoid D3D warning about forced unrolling of single-iteration loop if (vertex_in > 1) out.Write("\tfor (int i = 0; i < {}; ++i) {{\n", vertex_in); else out.Write("\tint i = 0;\n"); if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { out.Write("\tVS_OUTPUT f;\n"); AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, host_config); if (host_config.backend_depth_clamp && DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLIP_DISTANCE)) { // On certain GPUs we have to consume the clip distance from the vertex shader // or else the other vertex shader outputs will get corrupted. out.Write("\tf.clipDist0 = gl_in[i].gl_ClipDistance[0];\n" "\tf.clipDist1 = gl_in[i].gl_ClipDistance[1];\n"); } } else { out.Write("\tVS_OUTPUT f = o[i];\n"); } if (stereo) { // For stereoscopy add a small horizontal offset in Normalized Device Coordinates proportional // to the depth of the vertex. We retrieve the depth value from the w-component of the projected // vertex which contains the negated z-component of the original vertex. // For negative parallax (out-of-screen effects) we subtract a convergence value from // the depth value. This results in objects at a distance smaller than the convergence // distance to seemingly appear in front of the screen. // This formula is based on page 13 of the "Nvidia 3D Vision Automatic, Best Practices Guide" out.Write("\tfloat hoffset = (eye == 0) ? " I_STEREOPARAMS ".x : " I_STEREOPARAMS ".y;\n"); out.Write("\tf.pos.x += hoffset * (f.pos.w - " I_STEREOPARAMS ".z);\n"); } if (primitive_type == PrimitiveType::Lines) { out.Write("\tVS_OUTPUT l = f;\n" "\tVS_OUTPUT r = f;\n"); out.Write("\tl.pos.xy -= offset * l.pos.w;\n" "\tr.pos.xy += offset * r.pos.w;\n"); out.Write("\tif (" I_TEXOFFSET "[2] != 0) {{\n"); out.Write("\tfloat texOffset = 1.0 / float(" I_TEXOFFSET "[2]);\n"); for (u32 i = 0; i < uid_data->numTexGens; ++i) { out.Write("\tif (((" I_TEXOFFSET "[0] >> {}) & 0x1) != 0)\n", i); out.Write("\t\tr.tex{}.x += texOffset;\n", i); } out.Write("\t}}\n"); EmitVertex(out, host_config, uid_data, "l", api_type, wireframe, stereo, true); EmitVertex(out, host_config, uid_data, "r", api_type, wireframe, stereo); } else if (primitive_type == PrimitiveType::Points) { out.Write("\tVS_OUTPUT ll = f;\n" "\tVS_OUTPUT lr = f;\n" "\tVS_OUTPUT ul = f;\n" "\tVS_OUTPUT ur = f;\n"); out.Write("\tll.pos.xy += float2(-1,-1) * offset;\n" "\tlr.pos.xy += float2(1,-1) * offset;\n" "\tul.pos.xy += float2(-1,1) * offset;\n" "\tur.pos.xy += offset;\n"); out.Write("\tif (" I_TEXOFFSET "[3] != 0) {{\n"); out.Write("\tfloat2 texOffset = float2(1.0 / float(" I_TEXOFFSET "[3]), 1.0 / float(" I_TEXOFFSET "[3]));\n"); for (u32 i = 0; i < uid_data->numTexGens; ++i) { out.Write("\tif (((" I_TEXOFFSET "[1] >> {}) & 0x1) != 0) {{\n", i); out.Write("\t\tul.tex{}.xy += float2(0,1) * texOffset;\n", i); out.Write("\t\tur.tex{}.xy += texOffset;\n", i); out.Write("\t\tlr.tex{}.xy += float2(1,0) * texOffset;\n", i); out.Write("\t}}\n"); } out.Write("\t}}\n"); EmitVertex(out, host_config, uid_data, "ll", api_type, wireframe, stereo, true); EmitVertex(out, host_config, uid_data, "lr", api_type, wireframe, stereo); EmitVertex(out, host_config, uid_data, "ul", api_type, wireframe, stereo); EmitVertex(out, host_config, uid_data, "ur", api_type, wireframe, stereo); } else { EmitVertex(out, host_config, uid_data, "f", api_type, wireframe, stereo, true); } // Only close loop if previous code was in one (See D3D warning above) if (vertex_in > 1) out.Write("\t}}\n"); EndPrimitive(out, host_config, uid_data, api_type, wireframe, stereo); if (stereo && !host_config.backend_gs_instancing) out.Write("\t}}\n"); out.Write("}}\n"); return out; } static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config, const geometry_shader_uid_data* uid_data, const char* vertex, APIType api_type, bool wireframe, bool stereo, bool first_vertex) { if (wireframe && first_vertex) out.Write("\tif (i == 0) first = {};\n", vertex); if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { // Vulkan NDC space has Y pointing down (right-handed NDC space). if (api_type == APIType::Vulkan) out.Write("\tgl_Position = float4({0}.pos.x, -{0}.pos.y, {0}.pos.z, {0}.pos.w);\n", vertex); else out.Write("\tgl_Position = {}.pos;\n", vertex); if (host_config.backend_depth_clamp) { out.Write("\tgl_ClipDistance[0] = {}.clipDist0;\n", vertex); out.Write("\tgl_ClipDistance[1] = {}.clipDist1;\n", vertex); } AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, host_config); } else { out.Write("\tps.o = {};\n", vertex); out.Write("\tps.posout = {}.pos;\n", vertex); } if (stereo) { // Select the output layer if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) out.Write("\tgl_Layer = eye;\n"); else { out.Write("\tps.layer = eye;\n"); } if (!host_config.backend_gl_layer_in_fs) out.Write("\tlayer = eye;\n"); } if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) out.Write("\tEmitVertex();\n"); else out.Write("\toutput.Append(ps);\n"); } static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config, const geometry_shader_uid_data* uid_data, APIType api_type, bool wireframe, bool stereo) { if (wireframe) EmitVertex(out, host_config, uid_data, "first", api_type, wireframe, stereo); if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) out.Write("\tEndPrimitive();\n"); else out.Write("\toutput.RestartStrip();\n"); } void EnumerateGeometryShaderUids(const std::function& callback) { GeometryShaderUid uid; const std::array primitive_lut = { {g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? PrimitiveType::TriangleStrip : PrimitiveType::Triangles, PrimitiveType::Lines, PrimitiveType::Points}}; for (PrimitiveType primitive : primitive_lut) { geometry_shader_uid_data* const guid = uid.GetUidData(); guid->primitive_type = static_cast(primitive); for (u32 texgens = 0; texgens <= 8; texgens++) { guid->numTexGens = texgens; callback(uid); } } }