// Copyright 2012 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include #include #include #include #include "Common/CommonTypes.h" #include "Common/StringUtil.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" #include "VideoCommon/XFMemory.h" /** * Common interface for classes that need to go through the shader generation path (GenerateVertexShader, 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. * Each of the ShaderCode, ShaderUid and ShaderConstantProfile child classes only implement the subset of ShaderGeneratorInterface methods that are required for the specific tasks. */ 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 {} /* * Returns a read pointer to the internal buffer. * @note When implementing this method in a child class, you likely want to return the argument of the last SetBuffer call here * @note SetBuffer() should be called before using GetBuffer(). */ const char* GetBuffer() { return nullptr; } /* * Can be used to give the object a place to write to. This should be called before using Write(). * @param buffer pointer to a char buffer that the object can write to */ void SetBuffer(char* buffer) { } /* * Tells us that a specific constant range (including last_index) is being used by the shader */ inline 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. */ template class ShaderUid : public ShaderGeneratorInterface { public: ShaderUid() { // TODO: Move to Shadergen => can be optimized out memset(values, 0, sizeof(values)); } 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() : buf(nullptr), write_ptr(nullptr) { } void Write(const char* fmt, ...) #ifdef __GNUC__ __attribute__((format(printf, 2, 3))) #endif { va_list arglist; va_start(arglist, fmt); write_ptr += vsprintf(write_ptr, fmt, arglist); va_end(arglist); } const char* GetBuffer() { return buf; } void SetBuffer(char* buffer) { buf = buffer; write_ptr = buffer; } private: const char* buf; char* write_ptr; }; /** * 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); } inline 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; } inline bool ConstantIsUsed(unsigned int index) { // TODO: Not ready for usage yet return true; //return constant_usage[index]; } private: std::vector constant_usage; // TODO: Is vector appropriate here? }; /** * Checks if there has been */ template class UidChecker { public: void Invalidate() { m_shaders.clear(); m_uids.clear(); } void AddToIndexAndCheck(CodeT& new_code, const UidT& new_uid, const char* shader_type, const char* dump_prefix) { bool uid_is_indexed = std::find(m_uids.begin(), m_uids.end(), new_uid) != m_uids.end(); if (!uid_is_indexed) { m_uids.push_back(new_uid); m_shaders[new_uid] = new_code.GetBuffer(); } else { // uid is already in the index => check if there's a shader with the same uid but different code auto& old_code = m_shaders[new_uid]; if (strcmp(old_code.c_str(), new_code.GetBuffer()) != 0) { static int num_failures = 0; std::string temp = StringFromFormat("%s%ssuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), dump_prefix, ++num_failures); // TODO: Should also dump uids std::ofstream file; OpenFStream(file, temp, std::ios_base::out); file << "Old shader code:\n" << old_code; file << "\n\nNew shader code:\n" << new_code.GetBuffer(); file << "\n\nShader uid:\n"; for (unsigned int i = 0; i < new_uid.GetUidDataSize(); ++i) { u8 value = new_uid.GetUidDataRaw()[i]; if ((i % 4) == 0) { auto last_value = (i + 3 < new_uid.GetUidDataSize() - 1) ? i + 3 : new_uid.GetUidDataSize(); file << std::setfill(' ') << std::dec; file << "Values " << std::setw(2) << i << " - " << last_value << ": "; } file << std::setw(2) << std::setfill('0') << std::hex << value << std::setw(1); if ((i % 4) < 3) file << ' '; else file << std::endl; } ERROR_LOG(VIDEO, "%s shader uid mismatch! See %s for details", shader_type, temp.c_str()); } } } private: std::map m_shaders; std::vector m_uids; }; template static void DefineOutputMember(T& object, API_TYPE api_type, const char* qualifier, const char* type, const char* name, int var_index, const char* semantic = "", int semantic_index = -1) { if (qualifier != nullptr) object.Write("\t%s %s %s", qualifier, type, name); else object.Write("\t%s %s", type, name); if (var_index != -1) object.Write("%d", var_index); if (api_type == API_D3D && strlen(semantic) > 0) { if (semantic_index != -1) object.Write(" : %s%d", semantic, semantic_index); else object.Write(" : %s", semantic); } object.Write(";\n"); } template static inline void GenerateVSOutputMembers(T& object, API_TYPE api_type, const char* qualifier = nullptr) { 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 < xfmem.numTexGen.numTexGens; ++i) DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, "TEXCOORD", i); DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", xfmem.numTexGen.numTexGens); if (g_ActiveConfig.bEnablePixelLighting) { DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, "TEXCOORD", xfmem.numTexGen.numTexGens + 1); DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, "TEXCOORD", xfmem.numTexGen.numTexGens + 2); } } template static inline void AssignVSOutputMembers(T& object, const char* a, const char* b) { 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 < xfmem.numTexGen.numTexGens; ++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 (g_ActiveConfig.bEnablePixelLighting) { object.Write("\t%s.Normal = %s.Normal;\n", a, b); object.Write("\t%s.WorldPos = %s.WorldPos;\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. static inline const char* GetInterpolationQualifier(API_TYPE api_type, bool in = true, bool in_out = false) { if (!g_ActiveConfig.iMultisampleMode) return ""; if (!g_ActiveConfig.bSSAA) { if (in_out && api_type == API_OPENGL && !g_ActiveConfig.backend_info.bSupportsBindingLayout) return in ? "centroid in" : "centroid out"; return "centroid"; } 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_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";