392 lines
14 KiB
C++
392 lines
14 KiB
C++
// Copyright 2014 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/GeometryShaderGen.h"
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#include <cmath>
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#include "Common/CommonTypes.h"
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#include "Common/EnumMap.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/LightingShaderGen.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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constexpr Common::EnumMap<const char*, PrimitiveType::TriangleStrip> primitives_ogl{
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"points",
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"lines",
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"triangles",
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"triangles",
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};
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constexpr Common::EnumMap<const char*, PrimitiveType::TriangleStrip> primitives_d3d{
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"point",
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"line",
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"triangle",
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"triangle",
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};
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constexpr Common::EnumMap<u32, PrimitiveType::TriangleStrip> vertex_in_map{1u, 2u, 3u, 3u};
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constexpr Common::EnumMap<u32, PrimitiveType::TriangleStrip> vertex_out_map{4u, 4u, 4u, 3u};
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bool geometry_shader_uid_data::IsPassthrough() const
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{
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const bool stereo = g_ActiveConfig.stereo_mode != StereoMode::Off;
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const bool wireframe = g_ActiveConfig.bWireFrame;
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return primitive_type >= static_cast<u32>(PrimitiveType::Triangles) && !stereo && !wireframe;
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}
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GeometryShaderUid GetGeometryShaderUid(PrimitiveType primitive_type)
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{
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GeometryShaderUid out;
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geometry_shader_uid_data* const uid_data = out.GetUidData();
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uid_data->primitive_type = static_cast<u32>(primitive_type);
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uid_data->numTexGens = xfmem.numTexGen.numTexGens;
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return out;
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}
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static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data, const char* vertex,
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APIType api_type, bool wireframe, bool first_vertex = false);
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static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data, APIType api_type,
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bool wireframe);
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ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data)
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{
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ShaderCode out;
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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const bool wireframe = host_config.wireframe;
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const bool msaa = host_config.msaa;
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const bool ssaa = host_config.ssaa;
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const bool stereo = host_config.stereo;
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const auto primitive_type = static_cast<PrimitiveType>(uid_data->primitive_type);
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const u32 vertex_in = vertex_in_map[primitive_type];
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u32 vertex_out = vertex_out_map[primitive_type];
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if (wireframe)
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vertex_out++;
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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// Insert layout parameters
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if (host_config.backend_gs_instancing)
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{
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out.Write("layout({}, invocations = {}) in;\n", primitives_ogl[primitive_type],
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stereo ? 2 : 1);
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out.Write("layout({}_strip, max_vertices = {}) out;\n", wireframe ? "line" : "triangle",
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vertex_out);
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}
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else
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{
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out.Write("layout({}) in;\n", primitives_ogl[primitive_type]);
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out.Write("layout({}_strip, max_vertices = {}) out;\n", wireframe ? "line" : "triangle",
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stereo ? vertex_out * 2 : vertex_out);
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}
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}
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out.Write("{}", s_lighting_struct);
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// uniforms
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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out.Write("UBO_BINDING(std140, 3) uniform GSBlock {{\n");
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else
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out.Write("cbuffer GSBlock {{\n");
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out.Write("\tfloat4 " I_STEREOPARAMS ";\n"
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"\tfloat4 " I_LINEPTPARAMS ";\n"
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"\tint4 " I_TEXOFFSET ";\n"
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"}};\n");
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out.Write("struct VS_OUTPUT {{\n");
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GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, "");
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out.Write("}};\n");
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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if (host_config.backend_gs_instancing)
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out.Write("#define InstanceID gl_InvocationID\n");
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out.Write("VARYING_LOCATION(0) in VertexData {{\n");
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GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config,
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GetInterpolationQualifier(msaa, ssaa, true, true));
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out.Write("}} vs[{}];\n", vertex_in);
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out.Write("VARYING_LOCATION(0) out VertexData {{\n");
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GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config,
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GetInterpolationQualifier(msaa, ssaa, true, false));
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if (stereo)
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out.Write("\tflat int layer;\n");
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out.Write("}} ps;\n");
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out.Write("void main()\n{{\n");
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}
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else // D3D
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{
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out.Write("struct VertexData {{\n");
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out.Write("\tVS_OUTPUT o;\n");
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if (stereo)
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out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n");
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out.Write("}};\n");
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if (host_config.backend_gs_instancing)
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{
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out.Write("[maxvertexcount({})]\n[instance({})]\n", vertex_out, stereo ? 2 : 1);
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out.Write("void main({} VS_OUTPUT o[{}], inout {}Stream<VertexData> output, in uint "
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"InstanceID : SV_GSInstanceID)\n{{\n",
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primitives_d3d[primitive_type], vertex_in, wireframe ? "Line" : "Triangle");
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}
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else
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{
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out.Write("[maxvertexcount({})]\n", stereo ? vertex_out * 2 : vertex_out);
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out.Write("void main({} VS_OUTPUT o[{}], inout {}Stream<VertexData> output)\n{{\n",
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primitives_d3d[primitive_type], vertex_in, wireframe ? "Line" : "Triangle");
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}
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out.Write("\tVertexData ps;\n");
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}
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if (primitive_type == PrimitiveType::Lines)
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{
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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out.Write("\tVS_OUTPUT start, end;\n");
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AssignVSOutputMembers(out, "start", "vs[0]", uid_data->numTexGens, host_config);
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AssignVSOutputMembers(out, "end", "vs[1]", uid_data->numTexGens, host_config);
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}
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else
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{
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out.Write("\tVS_OUTPUT start = o[0];\n"
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"\tVS_OUTPUT end = o[1];\n");
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}
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// GameCube/Wii's line drawing algorithm is a little quirky. It does not
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// use the correct line caps. Instead, the line caps are vertical or
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// horizontal depending the slope of the line.
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out.Write("\tfloat2 offset;\n"
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"\tfloat2 to = abs(end.pos.xy / end.pos.w - start.pos.xy / start.pos.w);\n"
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// FIXME: What does real hardware do when line is at a 45-degree angle?
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// FIXME: Lines aren't drawn at the correct width. See Twilight Princess map.
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"\tif (" I_LINEPTPARAMS ".y * to.y > " I_LINEPTPARAMS ".x * to.x) {{\n"
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// Line is more tall. Extend geometry left and right.
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// Lerp LineWidth/2 from [0..VpWidth] to [-1..1]
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"\t\toffset = float2(" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".x, 0);\n"
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"\t}} else {{\n"
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// Line is more wide. Extend geometry up and down.
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// Lerp LineWidth/2 from [0..VpHeight] to [1..-1]
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"\t\toffset = float2(0, -" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".y);\n"
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"\t}}\n");
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}
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else if (primitive_type == PrimitiveType::Points)
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{
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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out.Write("\tVS_OUTPUT center;\n");
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AssignVSOutputMembers(out, "center", "vs[0]", uid_data->numTexGens, host_config);
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}
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else
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{
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out.Write("\tVS_OUTPUT center = o[0];\n");
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}
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// Offset from center to upper right vertex
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// Lerp PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1]
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out.Write("\tfloat2 offset = float2(" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS
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".x, -" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS ".y) * center.pos.w;\n");
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}
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if (stereo)
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{
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// If the GPU supports invocation we don't need a for loop and can simply use the
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// invocation identifier to determine which layer we're rendering.
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if (host_config.backend_gs_instancing)
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out.Write("\tint eye = InstanceID;\n");
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else
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out.Write("\tfor (int eye = 0; eye < 2; ++eye) {{\n");
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}
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if (wireframe)
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out.Write("\tVS_OUTPUT first;\n");
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out.Write("\tfor (int i = 0; i < {}; ++i) {{\n", vertex_in);
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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out.Write("\tVS_OUTPUT f;\n");
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AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, host_config);
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if (host_config.backend_depth_clamp &&
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DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLIP_DISTANCE))
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{
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// On certain GPUs we have to consume the clip distance from the vertex shader
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// or else the other vertex shader outputs will get corrupted.
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out.Write("\tf.clipDist0 = gl_in[i].gl_ClipDistance[0];\n"
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"\tf.clipDist1 = gl_in[i].gl_ClipDistance[1];\n");
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}
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}
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else
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{
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out.Write("\tVS_OUTPUT f = o[i];\n");
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}
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if (stereo)
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{
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// Select the output layer
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out.Write("\tps.layer = eye;\n");
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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out.Write("\tgl_Layer = eye;\n");
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// For stereoscopy add a small horizontal offset in Normalized Device Coordinates proportional
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// to the depth of the vertex. We retrieve the depth value from the w-component of the projected
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// vertex which contains the negated z-component of the original vertex.
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// For negative parallax (out-of-screen effects) we subtract a convergence value from
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// the depth value. This results in objects at a distance smaller than the convergence
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// distance to seemingly appear in front of the screen.
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// This formula is based on page 13 of the "Nvidia 3D Vision Automatic, Best Practices Guide"
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out.Write("\tfloat hoffset = (eye == 0) ? " I_STEREOPARAMS ".x : " I_STEREOPARAMS ".y;\n");
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out.Write("\tf.pos.x += hoffset * (f.pos.w - " I_STEREOPARAMS ".z);\n");
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}
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if (primitive_type == PrimitiveType::Lines)
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{
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out.Write("\tVS_OUTPUT l = f;\n"
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"\tVS_OUTPUT r = f;\n");
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out.Write("\tl.pos.xy -= offset * l.pos.w;\n"
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"\tr.pos.xy += offset * r.pos.w;\n");
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out.Write("\tif (" I_TEXOFFSET "[2] != 0) {{\n");
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out.Write("\tfloat texOffset = 1.0 / float(" I_TEXOFFSET "[2]);\n");
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for (u32 i = 0; i < uid_data->numTexGens; ++i)
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{
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out.Write("\tif (((" I_TEXOFFSET "[0] >> {}) & 0x1) != 0)\n", i);
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out.Write("\t\tr.tex{}.x += texOffset;\n", i);
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}
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out.Write("\t}}\n");
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EmitVertex(out, host_config, uid_data, "l", api_type, wireframe, true);
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EmitVertex(out, host_config, uid_data, "r", api_type, wireframe);
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}
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else if (primitive_type == PrimitiveType::Points)
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{
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out.Write("\tVS_OUTPUT ll = f;\n"
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"\tVS_OUTPUT lr = f;\n"
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"\tVS_OUTPUT ul = f;\n"
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"\tVS_OUTPUT ur = f;\n");
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out.Write("\tll.pos.xy += float2(-1,-1) * offset;\n"
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"\tlr.pos.xy += float2(1,-1) * offset;\n"
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"\tul.pos.xy += float2(-1,1) * offset;\n"
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"\tur.pos.xy += offset;\n");
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out.Write("\tif (" I_TEXOFFSET "[3] != 0) {{\n");
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out.Write("\tfloat2 texOffset = float2(1.0 / float(" I_TEXOFFSET
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"[3]), 1.0 / float(" I_TEXOFFSET "[3]));\n");
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for (u32 i = 0; i < uid_data->numTexGens; ++i)
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{
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out.Write("\tif (((" I_TEXOFFSET "[1] >> {}) & 0x1) != 0) {{\n", i);
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out.Write("\t\tul.tex{}.xy += float2(0,1) * texOffset;\n", i);
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out.Write("\t\tur.tex{}.xy += texOffset;\n", i);
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out.Write("\t\tlr.tex{}.xy += float2(1,0) * texOffset;\n", i);
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out.Write("\t}}\n");
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}
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out.Write("\t}}\n");
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EmitVertex(out, host_config, uid_data, "ll", api_type, wireframe, true);
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EmitVertex(out, host_config, uid_data, "lr", api_type, wireframe);
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EmitVertex(out, host_config, uid_data, "ul", api_type, wireframe);
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EmitVertex(out, host_config, uid_data, "ur", api_type, wireframe);
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}
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else
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{
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EmitVertex(out, host_config, uid_data, "f", api_type, wireframe, true);
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}
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out.Write("\t}}\n");
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EndPrimitive(out, host_config, uid_data, api_type, wireframe);
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if (stereo && !host_config.backend_gs_instancing)
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out.Write("\t}}\n");
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out.Write("}}\n");
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return out;
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}
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static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data, const char* vertex,
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APIType api_type, bool wireframe, bool first_vertex)
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{
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if (wireframe && first_vertex)
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out.Write("\tif (i == 0) first = {};\n", vertex);
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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// Vulkan NDC space has Y pointing down (right-handed NDC space).
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if (api_type == APIType::Vulkan)
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out.Write("\tgl_Position = float4({0}.pos.x, -{0}.pos.y, {0}.pos.z, {0}.pos.w);\n", vertex);
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else
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out.Write("\tgl_Position = {}.pos;\n", vertex);
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if (host_config.backend_depth_clamp)
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{
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out.Write("\tgl_ClipDistance[0] = {}.clipDist0;\n", vertex);
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out.Write("\tgl_ClipDistance[1] = {}.clipDist1;\n", vertex);
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}
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AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, host_config);
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}
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else
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{
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out.Write("\tps.o = {};\n", vertex);
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}
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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out.Write("\tEmitVertex();\n");
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else
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out.Write("\toutput.Append(ps);\n");
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}
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static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data, APIType api_type, bool wireframe)
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{
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if (wireframe)
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EmitVertex(out, host_config, uid_data, "first", api_type, wireframe);
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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out.Write("\tEndPrimitive();\n");
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else
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out.Write("\toutput.RestartStrip();\n");
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}
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void EnumerateGeometryShaderUids(const std::function<void(const GeometryShaderUid&)>& callback)
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{
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GeometryShaderUid uid;
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const std::array<PrimitiveType, 3> primitive_lut = {
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{g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? PrimitiveType::TriangleStrip :
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PrimitiveType::Triangles,
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PrimitiveType::Lines, PrimitiveType::Points}};
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for (PrimitiveType primitive : primitive_lut)
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{
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geometry_shader_uid_data* const guid = uid.GetUidData();
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guid->primitive_type = static_cast<u32>(primitive);
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for (u32 texgens = 0; texgens <= 8; texgens++)
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{
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guid->numTexGens = texgens;
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callback(uid);
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}
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}
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}
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