277 lines
10 KiB
C++
277 lines
10 KiB
C++
// Copyright 2017 Dolphin Emulator Project
|
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
#include "VideoCommon/ShaderGenCommon.h"
|
|
|
|
#include <fmt/format.h>
|
|
|
|
#include "Common/FileUtil.h"
|
|
#include "Core/ConfigManager.h"
|
|
#include "VideoCommon/VideoCommon.h"
|
|
#include "VideoCommon/VideoConfig.h"
|
|
|
|
ShaderHostConfig ShaderHostConfig::GetCurrent()
|
|
{
|
|
ShaderHostConfig bits = {};
|
|
bits.msaa = g_ActiveConfig.iMultisamples > 1;
|
|
bits.ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA &&
|
|
g_ActiveConfig.backend_info.bSupportsSSAA;
|
|
bits.stereo = g_ActiveConfig.stereo_mode != StereoMode::Off;
|
|
bits.wireframe = g_ActiveConfig.bWireFrame;
|
|
bits.per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
|
|
bits.vertex_rounding = g_ActiveConfig.UseVertexRounding();
|
|
bits.fast_depth_calc = g_ActiveConfig.bFastDepthCalc;
|
|
bits.bounding_box = g_ActiveConfig.bBBoxEnable;
|
|
bits.backend_dual_source_blend = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
|
|
bits.backend_geometry_shaders = g_ActiveConfig.backend_info.bSupportsGeometryShaders;
|
|
bits.backend_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ;
|
|
bits.backend_bbox = g_ActiveConfig.backend_info.bSupportsBBox;
|
|
bits.backend_gs_instancing = g_ActiveConfig.backend_info.bSupportsGSInstancing;
|
|
bits.backend_clip_control = g_ActiveConfig.backend_info.bSupportsClipControl;
|
|
bits.backend_ssaa = g_ActiveConfig.backend_info.bSupportsSSAA;
|
|
bits.backend_atomics = g_ActiveConfig.backend_info.bSupportsFragmentStoresAndAtomics;
|
|
bits.backend_depth_clamp = g_ActiveConfig.backend_info.bSupportsDepthClamp;
|
|
bits.backend_reversed_depth_range = g_ActiveConfig.backend_info.bSupportsReversedDepthRange;
|
|
bits.backend_bitfield = g_ActiveConfig.backend_info.bSupportsBitfield;
|
|
bits.backend_dynamic_sampler_indexing =
|
|
g_ActiveConfig.backend_info.bSupportsDynamicSamplerIndexing;
|
|
bits.backend_shader_framebuffer_fetch = g_ActiveConfig.backend_info.bSupportsFramebufferFetch;
|
|
bits.backend_logic_op = g_ActiveConfig.backend_info.bSupportsLogicOp;
|
|
bits.backend_palette_conversion = g_ActiveConfig.backend_info.bSupportsPaletteConversion;
|
|
bits.enable_validation_layer = g_ActiveConfig.bEnableValidationLayer;
|
|
bits.manual_texture_sampling = !g_ActiveConfig.bFastTextureSampling;
|
|
bits.manual_texture_sampling_custom_texture_sizes =
|
|
g_ActiveConfig.ManualTextureSamplingWithHiResTextures();
|
|
bits.backend_sampler_lod_bias = g_ActiveConfig.backend_info.bSupportsLodBiasInSampler;
|
|
bits.backend_dynamic_vertex_loader = g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader;
|
|
return bits;
|
|
}
|
|
|
|
std::string GetDiskShaderCacheFileName(APIType api_type, const char* type, bool include_gameid,
|
|
bool include_host_config, bool include_api)
|
|
{
|
|
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
|
|
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
|
|
|
|
std::string filename = File::GetUserPath(D_SHADERCACHE_IDX);
|
|
if (include_api)
|
|
{
|
|
switch (api_type)
|
|
{
|
|
case APIType::D3D:
|
|
filename += "D3D";
|
|
break;
|
|
case APIType::Metal:
|
|
filename += "Metal";
|
|
break;
|
|
case APIType::OpenGL:
|
|
filename += "OpenGL";
|
|
break;
|
|
case APIType::Vulkan:
|
|
filename += "Vulkan";
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
filename += '-';
|
|
}
|
|
|
|
filename += type;
|
|
|
|
if (include_gameid)
|
|
{
|
|
filename += '-';
|
|
filename += SConfig::GetInstance().GetGameID();
|
|
}
|
|
|
|
if (include_host_config)
|
|
{
|
|
// We're using 21 bits, so 6 hex characters.
|
|
ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
|
|
filename += fmt::format("-{:06X}", host_config.bits);
|
|
}
|
|
|
|
filename += ".cache";
|
|
return filename;
|
|
}
|
|
|
|
void WriteIsNanHeader(ShaderCode& out, APIType api_type)
|
|
{
|
|
out.Write("#define dolphin_isnan(f) isnan(f)\n");
|
|
}
|
|
|
|
void WriteBitfieldExtractHeader(ShaderCode& out, APIType api_type,
|
|
const ShaderHostConfig& host_config)
|
|
{
|
|
// ==============================================
|
|
// BitfieldExtract for APIs which don't have it
|
|
// ==============================================
|
|
if (!host_config.backend_bitfield)
|
|
{
|
|
out.Write("uint bitfieldExtract(uint val, int off, int size) {{\n"
|
|
" // This built-in function is only supported in OpenGL 4.0+ and ES 3.1+\n"
|
|
" // Microsoft's HLSL compiler automatically optimises this to a bitfield extract "
|
|
"instruction.\n"
|
|
" uint mask = uint((1 << size) - 1);\n"
|
|
" return uint(val >> off) & mask;\n"
|
|
"}}\n\n");
|
|
out.Write("int bitfieldExtract(int val, int off, int size) {{\n"
|
|
" // This built-in function is only supported in OpenGL 4.0+ and ES 3.1+\n"
|
|
" // Microsoft's HLSL compiler automatically optimises this to a bitfield extract "
|
|
"instruction.\n"
|
|
" return ((val << (32 - size - off)) >> (32 - size));\n"
|
|
"}}\n\n");
|
|
}
|
|
}
|
|
|
|
static void DefineOutputMember(ShaderCode& object, APIType api_type, std::string_view qualifier,
|
|
std::string_view type, std::string_view name, int var_index,
|
|
ShaderStage stage, std::string_view semantic = {},
|
|
int semantic_index = -1)
|
|
{
|
|
object.Write("\t{} {} {}", qualifier, type, name);
|
|
|
|
if (var_index != -1)
|
|
object.Write("{}", var_index);
|
|
|
|
if (api_type == APIType::D3D && !semantic.empty() && stage == ShaderStage::Geometry)
|
|
{
|
|
if (semantic_index != -1)
|
|
object.Write(" : {}{}", semantic, semantic_index);
|
|
else
|
|
object.Write(" : {}", semantic);
|
|
}
|
|
|
|
object.Write(";\n");
|
|
}
|
|
|
|
void GenerateVSOutputMembers(ShaderCode& object, APIType api_type, u32 texgens,
|
|
const ShaderHostConfig& host_config, std::string_view qualifier,
|
|
ShaderStage stage)
|
|
{
|
|
// SPIRV-Cross names all semantics as "TEXCOORD"
|
|
// Unfortunately Geometry shaders (which also uses this function)
|
|
// aren't supported. The output semantic name needs to match
|
|
// up with the input semantic name for both the next stage (pixel shader)
|
|
// and the previous stage (vertex shader), so
|
|
// we need to handle geometry in a special way...
|
|
if (api_type == APIType::D3D && stage == ShaderStage::Geometry)
|
|
{
|
|
DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, stage, "TEXCOORD", 0);
|
|
DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, stage, "TEXCOORD", 1);
|
|
DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 1, stage, "TEXCOORD", 2);
|
|
|
|
const unsigned int index_base = 3;
|
|
unsigned int index_offset = 0;
|
|
if (host_config.backend_geometry_shaders)
|
|
{
|
|
DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 0, stage, "TEXCOORD",
|
|
index_base + index_offset);
|
|
DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 1, stage, "TEXCOORD",
|
|
index_base + index_offset + 1);
|
|
index_offset += 2;
|
|
}
|
|
|
|
for (unsigned int i = 0; i < texgens; ++i)
|
|
{
|
|
DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, stage, "TEXCOORD",
|
|
index_base + index_offset + i);
|
|
}
|
|
index_offset += texgens;
|
|
|
|
if (!host_config.fast_depth_calc)
|
|
{
|
|
DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, stage, "TEXCOORD",
|
|
index_base + index_offset);
|
|
index_offset++;
|
|
}
|
|
|
|
if (host_config.per_pixel_lighting)
|
|
{
|
|
DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, stage, "TEXCOORD",
|
|
index_base + index_offset);
|
|
DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, stage, "TEXCOORD",
|
|
index_base + index_offset + 1);
|
|
index_offset += 2;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, stage, "SV_Position");
|
|
DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, stage, "COLOR", 0);
|
|
DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 1, stage, "COLOR", 1);
|
|
|
|
if (host_config.backend_geometry_shaders)
|
|
{
|
|
DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 0, stage,
|
|
"SV_ClipDistance", 0);
|
|
DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 1, stage,
|
|
"SV_ClipDistance", 1);
|
|
}
|
|
|
|
for (unsigned int i = 0; i < texgens; ++i)
|
|
DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, stage, "TEXCOORD", i);
|
|
|
|
if (!host_config.fast_depth_calc)
|
|
DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, stage, "TEXCOORD",
|
|
texgens);
|
|
|
|
if (host_config.per_pixel_lighting)
|
|
{
|
|
DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, stage, "TEXCOORD",
|
|
texgens + 1);
|
|
DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, stage, "TEXCOORD",
|
|
texgens + 2);
|
|
}
|
|
}
|
|
}
|
|
|
|
void AssignVSOutputMembers(ShaderCode& object, std::string_view a, std::string_view b, u32 texgens,
|
|
const ShaderHostConfig& host_config)
|
|
{
|
|
object.Write("\t{}.pos = {}.pos;\n", a, b);
|
|
object.Write("\t{}.colors_0 = {}.colors_0;\n", a, b);
|
|
object.Write("\t{}.colors_1 = {}.colors_1;\n", a, b);
|
|
|
|
for (unsigned int i = 0; i < texgens; ++i)
|
|
object.Write("\t{}.tex{} = {}.tex{};\n", a, i, b, i);
|
|
|
|
if (!host_config.fast_depth_calc)
|
|
object.Write("\t{}.clipPos = {}.clipPos;\n", a, b);
|
|
|
|
if (host_config.per_pixel_lighting)
|
|
{
|
|
object.Write("\t{}.Normal = {}.Normal;\n", a, b);
|
|
object.Write("\t{}.WorldPos = {}.WorldPos;\n", a, b);
|
|
}
|
|
|
|
if (host_config.backend_geometry_shaders)
|
|
{
|
|
object.Write("\t{}.clipDist0 = {}.clipDist0;\n", a, b);
|
|
object.Write("\t{}.clipDist1 = {}.clipDist1;\n", a, b);
|
|
}
|
|
}
|
|
|
|
const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interface_block, bool in)
|
|
{
|
|
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";
|
|
}
|
|
}
|