350 lines
14 KiB
C++
350 lines
14 KiB
C++
// Copyright 2012 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <cstring>
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#include <functional>
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#include <iterator>
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#include <string>
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#include <string_view>
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#include <type_traits>
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#include <vector>
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#include <fmt/format.h>
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#include "Common/BitField.h"
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#include "Common/CommonTypes.h"
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#include "Common/EnumMap.h"
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#include "Common/StringUtil.h"
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#include "Common/TypeUtils.h"
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#include "VideoCommon/AbstractShader.h"
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#include "VideoCommon/VideoCommon.h"
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/**
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* Common interface for classes that need to go through the shader generation path
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* (GenerateVertexShader, GenerateGeometryShader, GeneratePixelShader)
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* In particular, this includes the shader code generator (ShaderCode).
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* A different class (ShaderUid) can be used to uniquely identify each ShaderCode object.
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* More interesting things can be done with this, e.g. ShaderConstantProfile checks what shader
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* constants are being used. This can be used to optimize buffer management.
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* If the class does not use one or more of these methods (e.g. Uid class does not need code), the
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* method will be defined as a no-op by the base class, and the call
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* should be optimized out. The reason for this implementation is so that shader
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* selection/generation can be done in two passes, with only a cache lookup being
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* required if the shader has already been generated.
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*/
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class ShaderGeneratorInterface
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{
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public:
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/*
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* Used when the shader generator would write a piece of ShaderCode.
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* Can be used like printf.
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* @note In the ShaderCode implementation, this does indeed write the parameter string to an
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* internal buffer. However, you're free to do whatever you like with the parameter.
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*/
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void Write(const char*, ...)
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#ifdef __GNUC__
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__attribute__((format(printf, 2, 3)))
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#endif
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{
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}
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/*
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* Tells us that a specific constant range (including last_index) is being used by the shader
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*/
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void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {}
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};
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/*
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* Shader UID class used to uniquely identify the ShaderCode output written in the shader generator.
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* uid_data can be any struct of parameters that uniquely identify each shader code output.
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* Unless performance is not an issue, uid_data should be tightly packed to reduce memory footprint.
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* Shader generators will write to specific uid_data fields; ShaderUid methods will only read raw
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* u32 values from a union.
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* NOTE: Because LinearDiskCache reads and writes the storage associated with a ShaderUid instance,
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* ShaderUid must be trivially copyable.
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*/
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template <class uid_data>
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class ShaderUid : public ShaderGeneratorInterface
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{
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public:
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static_assert(std::is_trivially_copyable_v<uid_data>,
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"uid_data must be a trivially copyable type");
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ShaderUid() { memset(GetUidData(), 0, GetUidDataSize()); }
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bool operator==(const ShaderUid& obj) const
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{
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return memcmp(GetUidData(), obj.GetUidData(), GetUidDataSize()) == 0;
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}
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// determines the storage order inside STL containers
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bool operator<(const ShaderUid& obj) const
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{
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return memcmp(GetUidData(), obj.GetUidData(), GetUidDataSize()) < 0;
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}
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// Returns a pointer to an internally stored object of the uid_data type.
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uid_data* GetUidData() { return &data; }
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// Returns a pointer to an internally stored object of the uid_data type.
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const uid_data* GetUidData() const { return &data; }
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// Returns the raw bytes that make up the shader UID.
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const u8* GetUidDataRaw() const { return reinterpret_cast<const u8*>(&data); }
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// Returns the size of the underlying UID data structure in bytes.
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size_t GetUidDataSize() const { return sizeof(data); }
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private:
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uid_data data{};
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};
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class ShaderCode : public ShaderGeneratorInterface
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{
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public:
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ShaderCode() { m_buffer.reserve(16384); }
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const std::string& GetBuffer() const { return m_buffer; }
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// Writes format strings using fmtlib format strings.
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template <typename... Args>
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void Write(fmt::format_string<Args...> format, Args&&... args)
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{
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fmt::format_to(std::back_inserter(m_buffer), format, std::forward<Args>(args)...);
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}
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protected:
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std::string m_buffer;
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};
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/**
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* Generates a shader constant profile which can be used to query which constants are used in a
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* shader
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*/
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class ShaderConstantProfile : public ShaderGeneratorInterface
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{
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public:
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ShaderConstantProfile(int num_constants) { constant_usage.resize(num_constants); }
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void SetConstantsUsed(unsigned int first_index, unsigned int last_index)
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{
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for (unsigned int i = first_index; i < last_index + 1; ++i)
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constant_usage[i] = true;
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}
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bool ConstantIsUsed(unsigned int index) const
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{
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// TODO: Not ready for usage yet
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return true;
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// return constant_usage[index];
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}
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private:
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std::vector<bool> constant_usage; // TODO: Is vector<bool> appropriate here?
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};
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// Host config contains the settings which can influence generated shaders.
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union ShaderHostConfig
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{
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u32 bits;
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BitField<0, 1, bool, u32> msaa;
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BitField<1, 1, bool, u32> ssaa;
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BitField<2, 1, bool, u32> stereo;
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BitField<3, 1, bool, u32> wireframe;
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BitField<4, 1, bool, u32> per_pixel_lighting;
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BitField<5, 1, bool, u32> vertex_rounding;
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BitField<6, 1, bool, u32> fast_depth_calc;
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BitField<7, 1, bool, u32> bounding_box;
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BitField<8, 1, bool, u32> backend_dual_source_blend;
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BitField<9, 1, bool, u32> backend_geometry_shaders;
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BitField<10, 1, bool, u32> backend_early_z;
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BitField<11, 1, bool, u32> backend_bbox;
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BitField<12, 1, bool, u32> backend_gs_instancing;
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BitField<13, 1, bool, u32> backend_clip_control;
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BitField<14, 1, bool, u32> backend_ssaa;
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BitField<15, 1, bool, u32> backend_atomics;
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BitField<16, 1, bool, u32> backend_depth_clamp;
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BitField<17, 1, bool, u32> backend_reversed_depth_range;
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BitField<18, 1, bool, u32> backend_bitfield;
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BitField<19, 1, bool, u32> backend_dynamic_sampler_indexing;
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BitField<20, 1, bool, u32> backend_shader_framebuffer_fetch;
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BitField<21, 1, bool, u32> backend_logic_op;
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BitField<22, 1, bool, u32> backend_palette_conversion;
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BitField<23, 1, bool, u32> enable_validation_layer;
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BitField<24, 1, bool, u32> manual_texture_sampling;
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BitField<25, 1, bool, u32> manual_texture_sampling_custom_texture_sizes;
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BitField<26, 1, bool, u32> backend_sampler_lod_bias;
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BitField<27, 1, bool, u32> backend_dynamic_vertex_loader;
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BitField<28, 1, bool, u32> backend_vs_point_line_expand;
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BitField<29, 1, bool, u32> backend_gl_layer_in_fs;
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static ShaderHostConfig GetCurrent();
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};
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// Gets the filename of the specified type of cache object (e.g. vertex shader, pipeline).
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std::string GetDiskShaderCacheFileName(APIType api_type, const char* type, bool include_gameid,
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bool include_host_config, bool include_api = true);
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void WriteIsNanHeader(ShaderCode& out, APIType api_type);
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void WriteBitfieldExtractHeader(ShaderCode& out, APIType api_type,
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const ShaderHostConfig& host_config);
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void GenerateVSOutputMembers(ShaderCode& object, APIType api_type, u32 texgens,
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const ShaderHostConfig& host_config, std::string_view qualifier,
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ShaderStage stage);
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void AssignVSOutputMembers(ShaderCode& object, std::string_view a, std::string_view b, u32 texgens,
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const ShaderHostConfig& host_config);
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void GenerateLineOffset(ShaderCode& object, std::string_view indent0, std::string_view indent1,
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std::string_view pos_a, std::string_view pos_b, std::string_view sign);
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void GenerateVSLineExpansion(ShaderCode& object, std::string_view indent, u32 texgens);
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void GenerateVSPointExpansion(ShaderCode& object, std::string_view indent, u32 texgens);
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// We use the flag "centroid" to fix some MSAA rendering bugs. With MSAA, the
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// pixel shader will be executed for each pixel which has at least one passed sample.
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// So there may be rendered pixels where the center of the pixel isn't in the primitive.
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// As the pixel shader usually renders at the center of the pixel, this position may be
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// outside the primitive. This will lead to sampling outside the texture, sign changes, ...
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// As a workaround, we interpolate at the centroid of the coveraged pixel, which
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// is always inside the primitive.
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// Without MSAA, this flag is defined to have no effect.
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const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interface_block = false,
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bool in = false);
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// bitfieldExtract generator for BitField types
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template <auto ptr_to_bitfield_member>
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std::string BitfieldExtract(std::string_view source)
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{
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using BitFieldT = Common::MemberType<ptr_to_bitfield_member>;
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return fmt::format("bitfieldExtract({}({}), {}, {})", BitFieldT::IsSigned() ? "int" : "uint",
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source, static_cast<u32>(BitFieldT::StartBit()),
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static_cast<u32>(BitFieldT::NumBits()));
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}
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template <auto last_member>
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void WriteSwitch(ShaderCode& out, APIType ApiType, std::string_view variable,
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const Common::EnumMap<std::string_view, last_member>& values, int indent,
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bool break_)
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{
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using enum_type = decltype(last_member);
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// Generate a tree of if statements recursively
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// std::function must be used because auto won't capture before initialization and thus can't be
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// used recursively
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std::function<void(u32, u32, u32)> BuildTree = [&](u32 cur_indent, u32 low, u32 high) {
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// Each generated statement is for low <= x < high
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if (high == low + 1)
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{
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// Down to 1 case (low <= x < low + 1 means x == low)
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const enum_type key = static_cast<enum_type>(low);
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// Note that this indentation behaves poorly for multi-line code
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out.Write("{:{}}{} // {}\n", "", cur_indent, values[key], key);
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}
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else
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{
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u32 mid = low + ((high - low) / 2);
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out.Write("{:{}}if ({} < {}u) {{\n", "", cur_indent, variable, mid);
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BuildTree(cur_indent + 2, low, mid);
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out.Write("{:{}}}} else {{\n", "", cur_indent);
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BuildTree(cur_indent + 2, mid, high);
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out.Write("{:{}}}}\n", "", cur_indent);
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}
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};
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BuildTree(indent, 0, static_cast<u32>(last_member) + 1);
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}
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// Constant variable names
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#define I_COLORS "color"
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#define I_KCOLORS "k"
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#define I_ALPHA "alphaRef"
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#define I_TEXDIMS "texdim"
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#define I_ZBIAS "czbias"
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#define I_INDTEXSCALE "cindscale"
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#define I_INDTEXMTX "cindmtx"
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#define I_FOGCOLOR "cfogcolor"
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#define I_FOGI "cfogi"
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#define I_FOGF "cfogf"
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#define I_FOGRANGE "cfogrange"
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#define I_ZSLOPE "czslope"
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#define I_EFBSCALE "cefbscale"
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#define I_POSNORMALMATRIX "cpnmtx"
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#define I_PROJECTION "cproj"
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#define I_MATERIALS "cmtrl"
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#define I_LIGHTS "clights"
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#define I_TEXMATRICES "ctexmtx"
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#define I_TRANSFORMMATRICES "ctrmtx"
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#define I_NORMALMATRICES "cnmtx"
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#define I_POSTTRANSFORMMATRICES "cpostmtx"
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#define I_PIXELCENTERCORRECTION "cpixelcenter"
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#define I_VIEWPORT_SIZE "cviewport"
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#define I_CACHED_NORMAL "cnormal"
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#define I_CACHED_TANGENT "ctangent"
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#define I_CACHED_BINORMAL "cbinormal"
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#define I_STEREOPARAMS "cstereo"
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#define I_LINEPTPARAMS "clinept"
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#define I_TEXOFFSET "ctexoffset"
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static const char s_shader_uniforms[] = "\tuint components;\n"
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"\tuint xfmem_dualTexInfo;\n"
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"\tuint xfmem_numColorChans;\n"
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"\tuint missing_color_hex;\n"
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"\tfloat4 missing_color_value;\n"
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"\tfloat4 " I_POSNORMALMATRIX "[6];\n"
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"\tfloat4 " I_PROJECTION "[4];\n"
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"\tint4 " I_MATERIALS "[4];\n"
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"\tLight " I_LIGHTS "[8];\n"
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"\tfloat4 " I_TEXMATRICES "[24];\n"
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"\tfloat4 " I_TRANSFORMMATRICES "[64];\n"
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"\tfloat4 " I_NORMALMATRICES "[32];\n"
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"\tfloat4 " I_POSTTRANSFORMMATRICES "[64];\n"
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"\tfloat4 " I_PIXELCENTERCORRECTION ";\n"
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"\tfloat2 " I_VIEWPORT_SIZE ";\n"
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"\tuint4 xfmem_pack1[8];\n"
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"\tfloat4 " I_CACHED_NORMAL ";\n"
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"\tfloat4 " I_CACHED_TANGENT ";\n"
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"\tfloat4 " I_CACHED_BINORMAL ";\n"
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"\tuint vertex_stride;\n"
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"\tuint vertex_offset_rawnormal;\n"
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"\tuint vertex_offset_rawtangent;\n"
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"\tuint vertex_offset_rawbinormal;\n"
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"\tuint vertex_offset_rawpos;\n"
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"\tuint vertex_offset_posmtx;\n"
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"\tuint vertex_offset_rawcolor0;\n"
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"\tuint vertex_offset_rawcolor1;\n"
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"\tuint4 vertex_offset_rawtex[2];\n" // std140 is pain
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"\t#define xfmem_texMtxInfo(i) (xfmem_pack1[(i)].x)\n"
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"\t#define xfmem_postMtxInfo(i) (xfmem_pack1[(i)].y)\n"
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"\t#define xfmem_color(i) (xfmem_pack1[(i)].z)\n"
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"\t#define xfmem_alpha(i) (xfmem_pack1[(i)].w)\n";
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static const char s_geometry_shader_uniforms[] = "\tfloat4 " I_STEREOPARAMS ";\n"
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"\tfloat4 " I_LINEPTPARAMS ";\n"
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"\tint4 " I_TEXOFFSET ";\n"
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"\tuint vs_expand;\n";
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constexpr std::string_view CUSTOM_PIXELSHADER_COLOR_FUNC = "customShaderColor";
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struct CustomPixelShader
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{
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std::string custom_shader;
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std::string material_uniform_block;
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bool operator==(const CustomPixelShader& other) const = default;
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};
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struct CustomPixelShaderContents
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{
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std::vector<CustomPixelShader> shaders;
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bool operator==(const CustomPixelShaderContents& other) const = default;
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};
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void WriteCustomShaderStructDef(ShaderCode* out, u32 numtexgens);
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