// Copyright 2012 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include #include #include #include #include #include #include #include #include "Common/BitField.h" #include "Common/CommonTypes.h" #include "Common/EnumMap.h" #include "Common/StringUtil.h" #include "Common/TypeUtils.h" #include "VideoCommon/AbstractShader.h" #include "VideoCommon/VideoCommon.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) {} }; /* * 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: static_assert(std::is_trivially_copyable_v, "uid_data must be a trivially copyable type"); ShaderUid() { memset(GetUidData(), 0, GetUidDataSize()); } bool operator==(const ShaderUid& obj) const { return memcmp(GetUidData(), obj.GetUidData(), GetUidDataSize()) == 0; } // determines the storage order inside STL containers bool operator<(const ShaderUid& obj) const { return memcmp(GetUidData(), obj.GetUidData(), GetUidDataSize()) < 0; } // Returns a pointer to an internally stored object of the uid_data type. uid_data* GetUidData() { return &data; } // Returns a pointer to an internally stored object of the uid_data type. const uid_data* GetUidData() const { return &data; } // Returns the raw bytes that make up the shader UID. const u8* GetUidDataRaw() const { return reinterpret_cast(&data); } // Returns the size of the underlying UID data structure in bytes. size_t GetUidDataSize() const { return sizeof(data); } private: uid_data data{}; }; class ShaderCode : public ShaderGeneratorInterface { public: ShaderCode() { m_buffer.reserve(16384); } const std::string& GetBuffer() const { return m_buffer; } // Writes format strings using fmtlib format strings. template void Write(fmt::format_string format, Args&&... args) { fmt::format_to(std::back_inserter(m_buffer), format, std::forward(args)...); } 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; BitField<0, 1, bool, u32> msaa; BitField<1, 1, bool, u32> ssaa; BitField<2, 1, bool, u32> stereo; BitField<3, 1, bool, u32> wireframe; BitField<4, 1, bool, u32> per_pixel_lighting; BitField<5, 1, bool, u32> vertex_rounding; BitField<6, 1, bool, u32> fast_depth_calc; BitField<7, 1, bool, u32> bounding_box; BitField<8, 1, bool, u32> backend_dual_source_blend; BitField<9, 1, bool, u32> backend_geometry_shaders; BitField<10, 1, bool, u32> backend_early_z; BitField<11, 1, bool, u32> backend_bbox; BitField<12, 1, bool, u32> backend_gs_instancing; BitField<13, 1, bool, u32> backend_clip_control; BitField<14, 1, bool, u32> backend_ssaa; BitField<15, 1, bool, u32> backend_atomics; BitField<16, 1, bool, u32> backend_depth_clamp; BitField<17, 1, bool, u32> backend_reversed_depth_range; BitField<18, 1, bool, u32> backend_bitfield; BitField<19, 1, bool, u32> backend_dynamic_sampler_indexing; BitField<20, 1, bool, u32> backend_shader_framebuffer_fetch; BitField<21, 1, bool, u32> backend_logic_op; BitField<22, 1, bool, u32> backend_palette_conversion; BitField<23, 1, bool, u32> enable_validation_layer; BitField<24, 1, bool, u32> manual_texture_sampling; BitField<25, 1, bool, u32> manual_texture_sampling_custom_texture_sizes; BitField<26, 1, bool, u32> backend_sampler_lod_bias; BitField<27, 1, bool, u32> backend_dynamic_vertex_loader; BitField<28, 1, bool, u32> backend_vs_point_line_expand; BitField<29, 1, bool, u32> backend_gl_layer_in_fs; 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, bool include_api = true); void WriteIsNanHeader(ShaderCode& out, APIType api_type); void WriteBitfieldExtractHeader(ShaderCode& out, APIType api_type, const ShaderHostConfig& host_config); void GenerateVSOutputMembers(ShaderCode& object, APIType api_type, u32 texgens, const ShaderHostConfig& host_config, std::string_view qualifier, ShaderStage stage); void AssignVSOutputMembers(ShaderCode& object, std::string_view a, std::string_view b, u32 texgens, const ShaderHostConfig& host_config); void GenerateLineOffset(ShaderCode& object, std::string_view indent0, std::string_view indent1, std::string_view pos_a, std::string_view pos_b, std::string_view sign); void GenerateVSLineExpansion(ShaderCode& object, std::string_view indent, u32 texgens); void GenerateVSPointExpansion(ShaderCode& object, std::string_view indent, u32 texgens); // 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. const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interface_block = false, bool in = false); // bitfieldExtract generator for BitField types template std::string BitfieldExtract(std::string_view source) { using BitFieldT = Common::MemberType; return fmt::format("bitfieldExtract({}({}), {}, {})", BitFieldT::IsSigned() ? "int" : "uint", source, static_cast(BitFieldT::StartBit()), static_cast(BitFieldT::NumBits())); } template void WriteSwitch(ShaderCode& out, APIType ApiType, std::string_view variable, const Common::EnumMap& values, int indent, bool break_) { using enum_type = decltype(last_member); // Generate a tree of if statements recursively // std::function must be used because auto won't capture before initialization and thus can't be // used recursively std::function BuildTree = [&](u32 cur_indent, u32 low, u32 high) { // Each generated statement is for low <= x < high if (high == low + 1) { // Down to 1 case (low <= x < low + 1 means x == low) const enum_type key = static_cast(low); // Note that this indentation behaves poorly for multi-line code out.Write("{:{}}{} // {}\n", "", cur_indent, values[key], key); } else { u32 mid = low + ((high - low) / 2); out.Write("{:{}}if ({} < {}u) {{\n", "", cur_indent, variable, mid); BuildTree(cur_indent + 2, low, mid); out.Write("{:{}}}} else {{\n", "", cur_indent); BuildTree(cur_indent + 2, mid, high); out.Write("{:{}}}}\n", "", cur_indent); } }; BuildTree(indent, 0, static_cast(last_member) + 1); } // 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_FOGRANGE "cfogrange" #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_CACHED_NORMAL "cnormal" #define I_CACHED_TANGENT "ctangent" #define I_CACHED_BINORMAL "cbinormal" #define I_STEREOPARAMS "cstereo" #define I_LINEPTPARAMS "clinept" #define I_TEXOFFSET "ctexoffset" static const char s_shader_uniforms[] = "\tuint components;\n" "\tuint xfmem_dualTexInfo;\n" "\tuint xfmem_numColorChans;\n" "\tuint missing_color_hex;\n" "\tfloat4 missing_color_value;\n" "\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" "\tuint4 xfmem_pack1[8];\n" "\tfloat4 " I_CACHED_NORMAL ";\n" "\tfloat4 " I_CACHED_TANGENT ";\n" "\tfloat4 " I_CACHED_BINORMAL ";\n" "\tuint vertex_stride;\n" "\tuint vertex_offset_rawnormal;\n" "\tuint vertex_offset_rawtangent;\n" "\tuint vertex_offset_rawbinormal;\n" "\tuint vertex_offset_rawpos;\n" "\tuint vertex_offset_posmtx;\n" "\tuint vertex_offset_rawcolor0;\n" "\tuint vertex_offset_rawcolor1;\n" "\tuint4 vertex_offset_rawtex[2];\n" // std140 is pain "\t#define xfmem_texMtxInfo(i) (xfmem_pack1[(i)].x)\n" "\t#define xfmem_postMtxInfo(i) (xfmem_pack1[(i)].y)\n" "\t#define xfmem_color(i) (xfmem_pack1[(i)].z)\n" "\t#define xfmem_alpha(i) (xfmem_pack1[(i)].w)\n"; static const char s_geometry_shader_uniforms[] = "\tfloat4 " I_STEREOPARAMS ";\n" "\tfloat4 " I_LINEPTPARAMS ";\n" "\tint4 " I_TEXOFFSET ";\n" "\tuint vs_expand;\n"; constexpr std::string_view CUSTOM_PIXELSHADER_COLOR_FUNC = "customShaderColor"; struct CustomPixelShader { std::string custom_shader; std::string material_uniform_block; bool operator==(const CustomPixelShader& other) const = default; }; struct CustomPixelShaderContents { std::vector shaders; bool operator==(const CustomPixelShaderContents& other) const = default; }; void WriteCustomShaderStructDef(ShaderCode* out, u32 numtexgens);