648 lines
20 KiB
C++
648 lines
20 KiB
C++
#include "VideoCommon/FramebufferShaderGen.h"
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#include <sstream>
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/TextureDecoder.h"
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#include "VideoCommon/VertexShaderGen.h"
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namespace FramebufferShaderGen
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{
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static APIType GetAPIType()
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{
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return g_ActiveConfig.backend_info.api_type;
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}
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static void EmitUniformBufferDeclaration(std::stringstream& ss)
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{
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if (GetAPIType() == APIType::D3D)
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ss << "cbuffer UBO : register(b0)\n";
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else
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ss << "UBO_BINDING(std140, 1) uniform UBO\n";
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}
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static void EmitSamplerDeclarations(std::stringstream& ss, u32 start = 0, u32 end = 1,
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bool multisampled = false)
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{
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switch (GetAPIType())
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{
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case APIType::D3D:
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{
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for (u32 i = start; i < end; i++)
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{
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ss << (multisampled ? "Texture2DMSArray<float4>" : "Texture2DArray<float4>") << " tex" << i
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<< " : register(t" << i << ");\n";
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ss << "SamplerState"
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<< " samp" << i << " : register(s" << i << ");\n";
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}
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}
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break;
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case APIType::OpenGL:
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case APIType::Vulkan:
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{
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for (u32 i = start; i < end; i++)
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{
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ss << "SAMPLER_BINDING(" << i << ") uniform "
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<< (multisampled ? "sampler2DMSArray" : "sampler2DArray") << " samp" << i << ";\n";
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}
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}
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break;
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default:
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break;
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}
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}
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static void EmitSampleTexture(std::stringstream& ss, u32 n, const char* coords)
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{
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switch (GetAPIType())
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{
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case APIType::D3D:
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ss << "tex" << n << ".Sample(samp" << n << ", " << coords << ")";
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break;
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case APIType::OpenGL:
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case APIType::Vulkan:
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ss << "texture(samp" << n << ", " << coords << ")";
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break;
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default:
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break;
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}
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}
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// Emits a texel fetch/load instruction. Assumes that "coords" is a 4-element vector, with z
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// containing the layer, and w containing the mipmap level.
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static void EmitTextureLoad(std::stringstream& ss, u32 n, const char* coords)
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{
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switch (GetAPIType())
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{
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case APIType::D3D:
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ss << "tex" << n << ".Load(" << coords << ")";
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break;
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case APIType::OpenGL:
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case APIType::Vulkan:
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ss << "texelFetch(samp" << n << ", (" << coords << ").xyz, (" << coords << ").w)";
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break;
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default:
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break;
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}
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}
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static void EmitVertexMainDeclaration(std::stringstream& ss, u32 num_tex_inputs,
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u32 num_color_inputs, bool position_input,
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u32 num_tex_outputs, u32 num_color_outputs,
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const char* extra_inputs = "")
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{
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switch (GetAPIType())
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{
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case APIType::D3D:
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{
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ss << "void main(";
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for (u32 i = 0; i < num_tex_inputs; i++)
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ss << "in float3 rawtex" << i << " : TEXCOORD" << i << ", ";
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for (u32 i = 0; i < num_color_inputs; i++)
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ss << "in float4 rawcolor" << i << " : COLOR" << i << ", ";
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if (position_input)
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ss << "in float4 rawpos : POSITION, ";
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ss << extra_inputs;
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for (u32 i = 0; i < num_tex_outputs; i++)
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ss << "out float3 v_tex" << i << " : TEXCOORD" << i << ", ";
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for (u32 i = 0; i < num_color_outputs; i++)
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ss << "out float4 v_col" << i << " : COLOR" << i << ", ";
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ss << "out float4 opos : SV_Position)\n";
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}
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break;
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case APIType::OpenGL:
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case APIType::Vulkan:
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{
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for (u32 i = 0; i < num_tex_inputs; i++)
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ss << "ATTRIBUTE_LOCATION(" << (SHADER_TEXTURE0_ATTRIB + i) << ") in float3 rawtex" << i
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<< ";\n";
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for (u32 i = 0; i < num_color_inputs; i++)
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ss << "ATTRIBUTE_LOCATION(" << (SHADER_COLOR0_ATTRIB + i) << ") in float4 rawcolor" << i
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<< ";\n";
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if (position_input)
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ss << "ATTRIBUTE_LOCATION(" << SHADER_POSITION_ATTRIB << ") in float4 rawpos;\n";
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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ss << "VARYING_LOCATION(0) out VertexData {\n";
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for (u32 i = 0; i < num_tex_outputs; i++)
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ss << " float3 v_tex" << i << ";\n";
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for (u32 i = 0; i < num_color_outputs; i++)
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ss << " float4 v_col" << i << ";\n";
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ss << "};\n";
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}
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else
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{
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for (u32 i = 0; i < num_tex_outputs; i++)
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ss << "VARYING_LOCATION(" << i << ") out float3 v_tex" << i << ";\n";
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for (u32 i = 0; i < num_color_outputs; i++)
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ss << "VARYING_LOCATION(" << (num_tex_inputs + i) << ") out float4 v_col" << i << ";\n";
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}
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ss << "#define opos gl_Position\n";
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ss << extra_inputs << "\n";
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ss << "void main()\n";
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}
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break;
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default:
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break;
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}
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}
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static void EmitPixelMainDeclaration(std::stringstream& ss, u32 num_tex_inputs,
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u32 num_color_inputs, const char* output_type = "float4",
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const char* extra_vars = "", bool emit_frag_coord = false)
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{
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switch (GetAPIType())
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{
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case APIType::D3D:
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{
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ss << "void main(";
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for (u32 i = 0; i < num_tex_inputs; i++)
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ss << "in float3 v_tex" << i << " : TEXCOORD" << i << ", ";
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for (u32 i = 0; i < num_color_inputs; i++)
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ss << "in float4 v_col" << i << " : COLOR" << i << ", ";
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if (emit_frag_coord)
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ss << "in float4 frag_coord : SV_Position, ";
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ss << extra_vars << "out " << output_type << " ocol0 : SV_Target)\n";
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}
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break;
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case APIType::OpenGL:
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case APIType::Vulkan:
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{
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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ss << "VARYING_LOCATION(0) in VertexData {\n";
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for (u32 i = 0; i < num_tex_inputs; i++)
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ss << " in float3 v_tex" << i << ";\n";
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for (u32 i = 0; i < num_color_inputs; i++)
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ss << " in float4 v_col" << i << ";\n";
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ss << "};\n";
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}
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else
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{
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for (u32 i = 0; i < num_tex_inputs; i++)
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ss << "VARYING_LOCATION(" << i << ") in float3 v_tex" << i << ";\n";
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for (u32 i = 0; i < num_color_inputs; i++)
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ss << "VARYING_LOCATION(" << (num_tex_inputs + i) << ") in float4 v_col" << i << ";\n";
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}
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ss << "FRAGMENT_OUTPUT_LOCATION(0) out " << output_type << " ocol0;\n";
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ss << extra_vars << "\n";
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if (emit_frag_coord)
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ss << "#define frag_coord gl_FragCoord\n";
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ss << "void main()\n";
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}
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break;
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default:
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break;
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}
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}
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std::string GenerateScreenQuadVertexShader()
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{
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std::stringstream ss;
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EmitVertexMainDeclaration(ss, 0, 0, false, 1, 0,
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GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " :
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"#define id gl_VertexID\n");
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ss << "{\n";
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ss << " v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n";
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ss << " opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n";
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// NDC space is flipped in Vulkan. We also flip in GL so that (0,0) is in the lower-left.
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if (GetAPIType() == APIType::Vulkan || GetAPIType() == APIType::OpenGL)
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ss << " opos.y = -opos.y;\n";
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ss << "}\n";
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return ss.str();
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}
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std::string GeneratePassthroughGeometryShader(u32 num_tex, u32 num_colors)
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{
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std::stringstream ss;
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if (GetAPIType() == APIType::D3D)
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{
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ss << "struct VS_OUTPUT\n";
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ss << "{\n";
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for (u32 i = 0; i < num_tex; i++)
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ss << " float3 tex" << i << " : TEXCOORD" << i << ";\n";
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for (u32 i = 0; i < num_colors; i++)
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ss << " float4 color" << i << " : COLOR" << i << ";\n";
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ss << " float4 position : SV_Position;\n";
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ss << "};\n";
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ss << "struct GS_OUTPUT\n";
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ss << "{";
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for (u32 i = 0; i < num_tex; i++)
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ss << " float3 tex" << i << " : TEXCOORD" << i << ";\n";
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for (u32 i = 0; i < num_colors; i++)
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ss << " float4 color" << i << " : COLOR" << i << ";\n";
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ss << " float4 position : SV_Position;\n";
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ss << " uint slice : SV_RenderTargetArrayIndex;\n";
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ss << "};\n\n";
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ss << "[maxvertexcount(6)]\n";
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ss << "void main(triangle VS_OUTPUT vso[3], inout TriangleStream<GS_OUTPUT> output)\n";
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ss << "{\n";
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ss << " for (uint slice = 0; slice < 2u; slice++)\n";
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ss << " {\n";
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ss << " for (int i = 0; i < 3; i++)\n";
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ss << " {\n";
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ss << " GS_OUTPUT gso;\n";
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ss << " gso.position = vso[i].position;\n";
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for (u32 i = 0; i < num_tex; i++)
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ss << " gso.tex" << i << " = float3(vso[i].tex" << i << ".xy, float(slice));\n";
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for (u32 i = 0; i < num_colors; i++)
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ss << " gso.color" << i << " = vso[i].color" << i << ";\n";
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ss << " gso.slice = slice;\n";
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ss << " output.Append(gso);\n";
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ss << " }\n";
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ss << " output.RestartStrip();\n";
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ss << " }\n";
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ss << "}\n";
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}
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else if (GetAPIType() == APIType::OpenGL || GetAPIType() == APIType::Vulkan)
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{
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ss << "layout(triangles) in;\n";
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ss << "layout(triangle_strip, max_vertices = 6) out;\n";
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if (num_tex > 0 || num_colors > 0)
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{
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ss << "VARYING_LOCATION(0) in VertexData {\n";
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for (u32 i = 0; i < num_tex; i++)
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ss << " float3 v_tex" << i << ";\n";
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for (u32 i = 0; i < num_colors; i++)
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ss << " float4 v_col" << i << ";\n";
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ss << "} v_in[];\n";
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ss << "VARYING_LOCATION(0) out VertexData {\n";
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for (u32 i = 0; i < num_tex; i++)
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ss << " float3 v_tex" << i << ";\n";
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for (u32 i = 0; i < num_colors; i++)
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ss << " float4 v_col" << i << ";\n";
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ss << "} v_out;\n";
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}
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ss << "\n";
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ss << "void main()\n";
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ss << "{\n";
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ss << " for (int j = 0; j < 2; j++)\n";
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ss << " {\n";
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ss << " gl_Layer = j;\n";
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// We have to explicitly unroll this loop otherwise the GL compiler gets cranky.
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for (u32 v = 0; v < 3; v++)
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{
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ss << " gl_Position = gl_in[" << v << "].gl_Position;\n";
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for (u32 i = 0; i < num_tex; i++)
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ss << " v_out.v_tex" << i << " = float3(v_in[" << v << "].v_tex" << i
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<< ".xy, float(j));\n";
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for (u32 i = 0; i < num_colors; i++)
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ss << " v_out.v_col" << i << " = v_in[" << v << "].v_col" << i << ";\n";
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ss << " EmitVertex();\n\n";
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}
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ss << " EndPrimitive();\n";
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ss << " }\n";
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ss << "}\n";
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}
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return ss.str();
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}
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std::string GenerateTextureCopyVertexShader()
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{
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std::stringstream ss;
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EmitUniformBufferDeclaration(ss);
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ss << "{";
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ss << " float2 src_offset;\n";
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ss << " float2 src_size;\n";
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ss << "};\n\n";
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EmitVertexMainDeclaration(ss, 0, 0, false, 1, 0,
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GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " :
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"#define id gl_VertexID");
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ss << "{\n";
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ss << " v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n";
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ss << " opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n";
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ss << " v_tex0 = float3(src_offset + (src_size * v_tex0.xy), 0.0f);\n";
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// NDC space is flipped in Vulkan. We also flip in GL so that (0,0) is in the lower-left.
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if (GetAPIType() == APIType::Vulkan || GetAPIType() == APIType::OpenGL)
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ss << " opos.y = -opos.y;\n";
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ss << "}\n";
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return ss.str();
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}
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std::string GenerateTextureCopyPixelShader()
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{
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std::stringstream ss;
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EmitSamplerDeclarations(ss, 0, 1, false);
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EmitPixelMainDeclaration(ss, 1, 0);
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ss << "{\n";
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ss << " ocol0 = ";
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EmitSampleTexture(ss, 0, "v_tex0");
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ss << ";\n";
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ss << "}\n";
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return ss.str();
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}
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std::string GenerateColorPixelShader()
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{
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std::stringstream ss;
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EmitPixelMainDeclaration(ss, 0, 1);
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ss << "{\n";
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ss << " ocol0 = v_col0;\n";
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ss << "}\n";
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return ss.str();
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}
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std::string GenerateResolveDepthPixelShader(u32 samples)
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{
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std::stringstream ss;
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EmitSamplerDeclarations(ss, 0, 1, true);
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EmitPixelMainDeclaration(ss, 1, 0, "float",
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GetAPIType() == APIType::D3D ? "in float4 ipos : SV_Position, " : "");
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ss << "{\n";
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ss << " int layer = int(v_tex0.z);\n";
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if (GetAPIType() == APIType::D3D)
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ss << " int3 coords = int3(int2(ipos.xy), layer);\n";
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else
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ss << " int3 coords = int3(int2(gl_FragCoord.xy), layer);\n";
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// Take the minimum of all depth samples.
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if (GetAPIType() == APIType::D3D)
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ss << " ocol0 = tex0.Load(coords, 0).r;\n";
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else
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ss << " ocol0 = texelFetch(samp0, coords, 0).r;\n";
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ss << " for (int i = 1; i < " << samples << "; i++)\n";
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if (GetAPIType() == APIType::D3D)
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ss << " ocol0 = min(ocol0, tex0.Load(coords, i).r);\n";
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else
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ss << " ocol0 = min(ocol0, texelFetch(samp0, coords, i).r);\n";
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ss << "}\n";
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return ss.str();
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}
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std::string GenerateClearVertexShader()
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{
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std::stringstream ss;
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EmitUniformBufferDeclaration(ss);
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ss << "{\n";
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ss << " float4 clear_color;\n";
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ss << " float clear_depth;\n";
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ss << "};\n";
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EmitVertexMainDeclaration(ss, 0, 0, false, 0, 1,
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GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " :
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"#define id gl_VertexID\n");
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ss << "{\n";
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ss << " float2 coord = float2(float((id << 1) & 2), float(id & 2));\n";
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ss << " opos = float4(coord * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), clear_depth, 1.0f);\n";
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ss << " v_col0 = clear_color;\n";
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// NDC space is flipped in Vulkan
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if (GetAPIType() == APIType::Vulkan)
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ss << " opos.y = -opos.y;\n";
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ss << "}\n";
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return ss.str();
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}
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std::string GenerateEFBPokeVertexShader()
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{
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std::stringstream ss;
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EmitVertexMainDeclaration(ss, 0, 1, true, 0, 1);
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ss << "{\n";
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ss << " v_col0 = rawcolor0;\n";
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ss << " opos = float4(rawpos.xyz, 1.0f);\n";
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if (g_ActiveConfig.backend_info.bSupportsLargePoints)
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ss << " gl_PointSize = rawpos.w;\n";
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// NDC space is flipped in Vulkan.
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if (GetAPIType() == APIType::Vulkan)
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ss << " opos.y = -opos.y;\n";
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ss << "}\n";
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return ss.str();
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}
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std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samples)
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{
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std::stringstream ss;
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EmitSamplerDeclarations(ss, 0, 1, samples > 1);
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EmitPixelMainDeclaration(
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ss, 1, 0, "float4",
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GetAPIType() == APIType::D3D ?
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(g_ActiveConfig.bSSAA ?
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"in float4 ipos : SV_Position, in uint isample : SV_SampleIndex, " :
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"in float4 ipos : SV_Position, ") :
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"");
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ss << "{\n";
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ss << " int layer = int(v_tex0.z);\n";
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if (GetAPIType() == APIType::D3D)
|
|
ss << " int3 coords = int3(int2(ipos.xy), layer);\n";
|
|
else
|
|
ss << " int3 coords = int3(int2(gl_FragCoord.xy), layer);\n";
|
|
|
|
if (samples == 1)
|
|
{
|
|
// No MSAA at all.
|
|
if (GetAPIType() == APIType::D3D)
|
|
ss << " float4 val = tex0.Load(int4(coords, 0));\n";
|
|
else
|
|
ss << " float4 val = texelFetch(samp0, coords, 0);\n";
|
|
}
|
|
else if (g_ActiveConfig.bSSAA)
|
|
{
|
|
// Sample shading, shader runs once per sample
|
|
if (GetAPIType() == APIType::D3D)
|
|
ss << " float4 val = tex0.Load(coords, isample);";
|
|
else
|
|
ss << " float4 val = texelFetch(samp0, coords, gl_SampleID);";
|
|
}
|
|
else
|
|
{
|
|
// MSAA without sample shading, average out all samples.
|
|
ss << " float4 val = float4(0.0f, 0.0f, 0.0f, 0.0f);\n";
|
|
ss << " for (int i = 0; i < " << samples << "; i++)\n";
|
|
if (GetAPIType() == APIType::D3D)
|
|
ss << " val += tex0.Load(coords, i);\n";
|
|
else
|
|
ss << " val += texelFetch(samp0, coords, i);\n";
|
|
ss << " val /= float(" << samples << ");\n";
|
|
}
|
|
|
|
switch (convtype)
|
|
{
|
|
case EFBReinterpretType::RGB8ToRGBA6:
|
|
ss << " int4 src8 = int4(round(val * 255.f));\n";
|
|
ss << " int4 dst6;\n";
|
|
ss << " dst6.r = src8.r >> 2;\n";
|
|
ss << " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n";
|
|
ss << " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n";
|
|
ss << " dst6.a = src8.b & 0x3F;\n";
|
|
ss << " ocol0 = float4(dst6) / 63.f;\n";
|
|
break;
|
|
|
|
case EFBReinterpretType::RGB8ToRGB565:
|
|
ss << " ocol0 = val;\n";
|
|
break;
|
|
|
|
case EFBReinterpretType::RGBA6ToRGB8:
|
|
ss << " int4 src6 = int4(round(val * 63.f));\n";
|
|
ss << " int4 dst8;\n";
|
|
ss << " dst8.r = (src6.r << 2) | (src6.g >> 4);\n";
|
|
ss << " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n";
|
|
ss << " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n";
|
|
ss << " dst8.a = 255;\n";
|
|
ss << " ocol0 = float4(dst8) / 255.f;\n";
|
|
break;
|
|
|
|
case EFBReinterpretType::RGBA6ToRGB565:
|
|
ss << " ocol0 = val;\n";
|
|
break;
|
|
|
|
case EFBReinterpretType::RGB565ToRGB8:
|
|
ss << " ocol0 = val;\n";
|
|
break;
|
|
|
|
case EFBReinterpretType::RGB565ToRGBA6:
|
|
//
|
|
ss << " ocol0 = val;\n";
|
|
break;
|
|
}
|
|
|
|
ss << "}\n";
|
|
return ss.str();
|
|
}
|
|
|
|
std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureFormat to_format)
|
|
{
|
|
std::stringstream ss;
|
|
EmitSamplerDeclarations(ss, 0, 1, false);
|
|
EmitPixelMainDeclaration(ss, 1, 0, "float4", "", true);
|
|
ss << "{\n";
|
|
ss << " int layer = int(v_tex0.z);\n";
|
|
ss << " int4 coords = int4(int2(frag_coord.xy), layer, 0);\n";
|
|
|
|
// Convert to a 32-bit value encompassing all channels, filling the most significant bits with
|
|
// zeroes.
|
|
ss << " uint raw_value;\n";
|
|
switch (from_format)
|
|
{
|
|
case TextureFormat::I8:
|
|
case TextureFormat::C8:
|
|
{
|
|
ss << " float4 temp_value = ";
|
|
EmitTextureLoad(ss, 0, "coords");
|
|
ss << ";\n";
|
|
ss << " raw_value = uint(temp_value.r * 255.0);\n";
|
|
}
|
|
break;
|
|
|
|
case TextureFormat::IA8:
|
|
{
|
|
ss << " float4 temp_value = ";
|
|
EmitTextureLoad(ss, 0, "coords");
|
|
ss << ";\n";
|
|
ss << " raw_value = uint(temp_value.r * 255.0) | (uint(temp_value.a * 255.0) << 8);\n";
|
|
}
|
|
break;
|
|
|
|
case TextureFormat::IA4:
|
|
{
|
|
ss << " float4 temp_value = ";
|
|
EmitTextureLoad(ss, 0, "coords");
|
|
ss << ";\n";
|
|
ss << " raw_value = uint(temp_value.r * 15.0) | (uint(temp_value.a * 15.0) << 4);\n";
|
|
}
|
|
break;
|
|
|
|
case TextureFormat::RGB565:
|
|
{
|
|
ss << " float4 temp_value = ";
|
|
EmitTextureLoad(ss, 0, "coords");
|
|
ss << ";\n";
|
|
ss << " raw_value = uint(temp_value.b * 31.0) | (uint(temp_value.g * 63.0) << 5) |\n";
|
|
ss << " (uint(temp_value.r * 31.0) << 11);\n";
|
|
}
|
|
break;
|
|
|
|
case TextureFormat::RGB5A3:
|
|
{
|
|
ss << " float4 temp_value = ";
|
|
EmitTextureLoad(ss, 0, "coords");
|
|
ss << ";\n";
|
|
|
|
// 0.8784 = 224 / 255 which is the maximum alpha value that can be represented in 3 bits
|
|
ss << " if (temp_value.a > 0.878f) {\n";
|
|
ss << " raw_value = (uint(temp_value.b * 31.0)) | (uint(temp_value.g * 31.0) << 5) |\n";
|
|
ss << " (uint(temp_value.r * 31.0) << 10) | 0x8000u;\n";
|
|
ss << " } else {\n";
|
|
ss << " raw_value = (uint(temp_value.b * 15.0)) | (uint(temp_value.g * 15.0) << 4) |\n";
|
|
ss << " (uint(temp_value.r * 15.0) << 8) | (uint(temp_value.a * 7.0) << 12);\n";
|
|
ss << " }\n";
|
|
}
|
|
break;
|
|
}
|
|
|
|
// Now convert it to its new representation.
|
|
switch (to_format)
|
|
{
|
|
case TextureFormat::I8:
|
|
case TextureFormat::C8:
|
|
{
|
|
ss << " float orgba = float(raw_value & 0xFFu) / 255.0;\n";
|
|
ss << " ocol0 = float4(orgba, orgba, orgba, orgba);\n";
|
|
}
|
|
break;
|
|
|
|
case TextureFormat::IA8:
|
|
{
|
|
ss << " float orgb = float(raw_value & 0xFFu) / 255.0;\n";
|
|
ss << " ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 8) & 0xFFu) / 255.0);\n";
|
|
}
|
|
break;
|
|
|
|
case TextureFormat::IA4:
|
|
{
|
|
ss << " float orgb = float(raw_value & 0xFu) / 15.0;\n";
|
|
ss << " ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 4) & 0xFu) / 15.0);\n";
|
|
}
|
|
break;
|
|
|
|
case TextureFormat::RGB565:
|
|
{
|
|
ss << " ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n";
|
|
ss << " float((raw_value >> 5) & 0x1Fu) / 31.0,\n";
|
|
ss << " float(raw_value & 0x1Fu) / 31.0, 1.0);\n";
|
|
}
|
|
break;
|
|
|
|
case TextureFormat::RGB5A3:
|
|
{
|
|
ss << " if ((raw_value & 0x8000u) != 0u) {\n";
|
|
ss << " ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n";
|
|
ss << " float((raw_value >> 5) & 0x1Fu) / 31.0,\n";
|
|
ss << " float(raw_value & 0x1Fu) / 31.0, 1.0);\n";
|
|
ss << " } else {\n";
|
|
ss << " ocol0 = float4(float((raw_value >> 8) & 0x0Fu) / 15.0,\n";
|
|
ss << " float((raw_value >> 4) & 0x0Fu) / 15.0,\n";
|
|
ss << " float(raw_value & 0x0Fu) / 15.0,\n";
|
|
ss << " float((raw_value >> 12) & 0x07u) / 7.0);\n";
|
|
ss << " }\n";
|
|
}
|
|
break;
|
|
}
|
|
|
|
ss << "}\n";
|
|
return ss.str();
|
|
}
|
|
|
|
} // namespace FramebufferShaderGen
|