329 lines
11 KiB
C++
329 lines
11 KiB
C++
// Copyright 2012 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <cstdarg>
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#include <cstring>
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#include <map>
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#include <string>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/StringUtil.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.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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* Returns a pointer to an internally stored object of the uid_data type.
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* @warning since most child classes use the default implementation you shouldn't access this
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* directly without adding precautions against nullptr access (e.g. via adding a dummy structure,
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* cf. the vertex/pixel shader generators)
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*/
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template <class uid_data>
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uid_data* GetUidData()
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{
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return nullptr;
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}
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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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bool operator==(const ShaderUid& obj) const
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{
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return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) == 0;
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}
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bool operator!=(const ShaderUid& obj) const
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{
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return memcmp(this->values, obj.values, data.NumValues() * sizeof(*values)) != 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(this->values, obj.values, data.NumValues() * sizeof(*values)) < 0;
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}
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template <class uid_data2>
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uid_data2* GetUidData()
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{
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return &data;
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}
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const uid_data* GetUidData() const { return &data; }
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const u8* GetUidDataRaw() const { return &values[0]; }
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size_t GetUidDataSize() const { return sizeof(values); }
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private:
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union
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{
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uid_data data;
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u8 values[sizeof(uid_data)];
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};
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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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void Write(const char* fmt, ...)
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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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va_list arglist;
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va_start(arglist, fmt);
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m_buffer += StringFromFormatV(fmt, arglist);
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va_end(arglist);
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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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struct
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{
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u32 msaa : 1;
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u32 ssaa : 1;
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u32 stereo : 1;
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u32 wireframe : 1;
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u32 per_pixel_lighting : 1;
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u32 vertex_rounding : 1;
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u32 fast_depth_calc : 1;
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u32 bounding_box : 1;
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u32 backend_dual_source_blend : 1;
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u32 backend_geometry_shaders : 1;
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u32 backend_early_z : 1;
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u32 backend_bbox : 1;
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u32 backend_gs_instancing : 1;
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u32 backend_clip_control : 1;
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u32 backend_ssaa : 1;
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u32 backend_atomics : 1;
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u32 backend_depth_clamp : 1;
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u32 backend_reversed_depth_range : 1;
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u32 pad : 14;
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};
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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);
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template <class T>
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inline void DefineOutputMember(T& object, APIType api_type, const char* qualifier, const char* type,
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const char* name, int var_index, const char* semantic = "",
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int semantic_index = -1)
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{
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object.Write("\t%s %s %s", qualifier, type, name);
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if (var_index != -1)
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object.Write("%d", var_index);
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if (api_type == APIType::D3D && strlen(semantic) > 0)
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{
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if (semantic_index != -1)
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object.Write(" : %s%d", semantic, semantic_index);
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else
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object.Write(" : %s", semantic);
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}
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object.Write(";\n");
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}
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template <class T>
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inline void GenerateVSOutputMembers(T& object, APIType api_type, u32 texgens,
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bool per_pixel_lighting, const char* qualifier)
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{
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DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, "POSITION");
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DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, "COLOR", 0);
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DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 1, "COLOR", 1);
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for (unsigned int i = 0; i < texgens; ++i)
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DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, "TEXCOORD", i);
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DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", texgens);
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if (per_pixel_lighting)
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{
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DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, "TEXCOORD",
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texgens + 1);
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DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, "TEXCOORD",
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texgens + 2);
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}
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DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 0, "SV_ClipDistance", 0);
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DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 1, "SV_ClipDistance", 1);
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}
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template <class T>
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inline void AssignVSOutputMembers(T& object, const char* a, const char* b, u32 texgens,
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bool per_pixel_lighting)
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{
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object.Write("\t%s.pos = %s.pos;\n", a, b);
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object.Write("\t%s.colors_0 = %s.colors_0;\n", a, b);
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object.Write("\t%s.colors_1 = %s.colors_1;\n", a, b);
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for (unsigned int i = 0; i < texgens; ++i)
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object.Write("\t%s.tex%d = %s.tex%d;\n", a, i, b, i);
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object.Write("\t%s.clipPos = %s.clipPos;\n", a, b);
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if (per_pixel_lighting)
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{
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object.Write("\t%s.Normal = %s.Normal;\n", a, b);
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object.Write("\t%s.WorldPos = %s.WorldPos;\n", a, b);
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}
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object.Write("\t%s.clipDist0 = %s.clipDist0;\n", a, b);
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object.Write("\t%s.clipDist1 = %s.clipDist1;\n", a, b);
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}
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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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inline const char* GetInterpolationQualifier(bool msaa, bool ssaa,
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bool in_glsl_interface_block = false, bool in = false)
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{
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if (!msaa)
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return "";
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// Without GL_ARB_shading_language_420pack support, the interpolation qualifier must be
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// "centroid in" and not "centroid", even within an interface block.
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if (in_glsl_interface_block && !g_ActiveConfig.backend_info.bSupportsBindingLayout)
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{
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if (!ssaa)
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return in ? "centroid in" : "centroid out";
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else
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return in ? "sample in" : "sample out";
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}
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else
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{
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if (!ssaa)
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return "centroid";
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else
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return "sample";
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}
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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_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_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[] = "\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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