ShaderGen: Support multiple render target output

This commit is contained in:
Stenzek 2024-03-24 22:29:21 +10:00
parent 80d1056ddf
commit 1cb3e6bd49
No known key found for this signature in database
4 changed files with 37 additions and 32 deletions

View File

@ -809,20 +809,21 @@ float3 ApplyDebanding(float2 frag_coord)
{
DeclareFragmentEntryPoint(ss, 1, 1,
{{"nointerpolation", "uint4 v_texpage"}, {"nointerpolation", "float4 v_uv_limits"}},
true, use_dual_source ? 2 : 1, m_write_mask_as_depth, UsingMSAA(),
true, use_dual_source ? 2 : 1, use_dual_source, m_write_mask_as_depth, UsingMSAA(),
UsingPerSampleShading(), false, m_disable_color_perspective, shader_blending);
}
else
{
DeclareFragmentEntryPoint(ss, 1, 1, {{"nointerpolation", "uint4 v_texpage"}}, true, use_dual_source ? 2 : 1,
m_write_mask_as_depth, UsingMSAA(), UsingPerSampleShading(), false,
use_dual_source, m_write_mask_as_depth, UsingMSAA(), UsingPerSampleShading(), false,
m_disable_color_perspective, shader_blending);
}
}
else
{
DeclareFragmentEntryPoint(ss, 1, 0, {}, true, use_dual_source ? 2 : 1, m_write_mask_as_depth, UsingMSAA(),
UsingPerSampleShading(), false, m_disable_color_perspective, shader_blending);
DeclareFragmentEntryPoint(ss, 1, 0, {}, true, use_dual_source ? 2 : 1, use_dual_source, m_write_mask_as_depth,
UsingMSAA(), UsingPerSampleShading(), false, m_disable_color_perspective,
shader_blending);
}
ss << R"(
@ -1170,7 +1171,7 @@ std::string GPU_HW_ShaderGen::GenerateWireframeFragmentShader()
WriteHeader(ss);
WriteCommonFunctions(ss);
DeclareFragmentEntryPoint(ss, 0, 0, {}, false, 1);
DeclareFragmentEntryPoint(ss, 0, 0);
ss << R"(
{
o_col0 = float4(1.0, 1.0, 1.0, 0.5);
@ -1277,7 +1278,7 @@ std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader(bool use_buffer, b
ss << "#define GET_VALUE(buffer_offset) (LOAD_TEXTURE_BUFFER(samp0, int(buffer_offset)).r)\n\n";
}
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, m_write_mask_as_depth);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, false, m_write_mask_as_depth);
ss << R"(
{
uint2 coords = uint2(v_pos.xy) / uint2(RESOLUTION_SCALE, RESOLUTION_SCALE);
@ -1326,7 +1327,7 @@ std::string GPU_HW_ShaderGen::GenerateVRAMCopyFragmentShader()
DeclareTexture(ss, "samp0", 0, msaa);
DefineMacro(ss, "MSAA_COPY", msaa);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, m_write_mask_as_depth, false, false, msaa);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, false, m_write_mask_as_depth, false, false, msaa);
ss << R"(
{
uint2 dst_coords = uint2(v_pos.xy);
@ -1373,7 +1374,7 @@ std::string GPU_HW_ShaderGen::GenerateVRAMFillFragmentShader(bool wrapped, bool
DeclareUniformBuffer(
ss, {"uint2 u_dst_coords", "uint2 u_end_coords", "float4 u_fill_color", "uint u_interlaced_displayed_field"}, true);
DeclareFragmentEntryPoint(ss, 0, 1, {}, interlaced || wrapped, 1, m_write_mask_as_depth, false, false, false);
DeclareFragmentEntryPoint(ss, 0, 1, {}, interlaced || wrapped, 1, false, m_write_mask_as_depth, false, false, false);
ss << R"(
{
#if INTERLACED || WRAPPED
@ -1409,7 +1410,7 @@ std::string GPU_HW_ShaderGen::GenerateVRAMUpdateDepthFragmentShader()
WriteHeader(ss);
WriteCommonFunctions(ss);
DeclareTexture(ss, "samp0", 0, UsingMSAA());
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 0, true, false, false, UsingMSAA());
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 0, false, true, false, false, UsingMSAA());
ss << R"(
{
@ -1484,7 +1485,7 @@ float4 get_bias(float4 c00, float4 c01, float4 c10, float4 c11)
)";
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1, false, false, false, false);
DeclareFragmentEntryPoint(ss, 0, 1);
ss << R"(
{
float2 uv = v_tex0 - (u_rcp_resolution * 0.25);
@ -1516,7 +1517,7 @@ std::string GPU_HW_ShaderGen::GenerateAdaptiveDownsampleBlurFragmentShader()
DeclareTexture(ss, "samp0", 0, false);
// mipmap_blur.glsl ported from parallel-rsx.
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1, false, false, false, false);
DeclareFragmentEntryPoint(ss, 0, 1);
ss << R"(
{
float bias = 0.0;
@ -1549,7 +1550,7 @@ std::string GPU_HW_ShaderGen::GenerateAdaptiveDownsampleCompositeFragmentShader(
DeclareTexture(ss, "samp1", 1, false);
// mipmap_resolve.glsl ported from parallel-rsx.
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, false, false, false, false);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true);
ss << R"(
{
float bias = SAMPLE_TEXTURE(samp1, v_tex0).r;
@ -1572,7 +1573,7 @@ std::string GPU_HW_ShaderGen::GenerateBoxSampleDownsampleFragmentShader(u32 fact
ss << "#define FACTOR " << factor << "\n";
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, false, false, false, false);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true);
ss << R"(
{
float3 color = float3(0.0, 0.0, 0.0);

View File

@ -46,7 +46,7 @@ std::string GPUShaderGen::GenerateDisplayFragmentShader(bool clamp_uv)
WriteHeader(ss);
WriteDisplayUniformBuffer(ss);
DeclareTexture(ss, "samp0", 0);
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1);
DeclareFragmentEntryPoint(ss, 0, 1);
if (clamp_uv)
ss << "{\n o_col0 = float4(SAMPLE_TEXTURE(samp0, ClampUV(v_tex0)).rgb, 1.0f);\n }";
else
@ -64,7 +64,7 @@ std::string GPUShaderGen::GenerateDisplaySharpBilinearFragmentShader()
// Based on
// https://github.com/rsn8887/Sharp-Bilinear-Shaders/blob/master/Copy_To_RetroPie/shaders/sharp-bilinear-simple.glsl
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1, false, false, false, false);
DeclareFragmentEntryPoint(ss, 0, 1);
ss << R"(
{
float2 scale = u_params.xy;
@ -234,7 +234,7 @@ float3 SampleVRAMAverage2x2(uint2 icoords)
}
)";
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true);
ss << R"(
{
uint2 icoords = uint2(v_pos.xy) + u_sample_offset;

View File

@ -542,10 +542,10 @@ void ShaderGen::DeclareVertexEntryPoint(
void ShaderGen::DeclareFragmentEntryPoint(
std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs,
bool declare_fragcoord /* = false */, u32 num_color_outputs /* = 1 */, bool depth_output /* = false */,
bool msaa /* = false */, bool ssaa /* = false */, bool declare_sample_id /* = false */,
bool noperspective_color /* = false */, bool feedback_loop /* = false */)
const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs /* = */,
bool declare_fragcoord /* = false */, u32 num_color_outputs /* = 1 */, bool dual_source_output /* = false */,
bool depth_output /* = false */, bool msaa /* = false */, bool ssaa /* = false */,
bool declare_sample_id /* = false */, bool noperspective_color /* = false */, bool feedback_loop /* = false */)
{
if (m_glsl)
{
@ -650,7 +650,7 @@ void ShaderGen::DeclareFragmentEntryPoint(
if (m_use_glsl_binding_layout)
{
if (m_supports_dual_source_blend && num_color_outputs > 1)
if (dual_source_output && m_supports_dual_source_blend && num_color_outputs > 1)
{
for (u32 i = 0; i < num_color_outputs; i++)
{
@ -660,8 +660,11 @@ void ShaderGen::DeclareFragmentEntryPoint(
}
else
{
Assert(num_color_outputs <= 1);
ss << "layout(location = 0) " << target_0_qualifier << " float4 o_col0;\n";
for (u32 i = 0; i < num_color_outputs; i++)
{
ss << "layout(location = " << i << ") " << ((i == 0) ? target_0_qualifier : "out") << " float4 o_col" << i
<< ";\n";
}
}
}
else
@ -762,12 +765,11 @@ std::string ShaderGen::GenerateFillFragmentShader()
std::stringstream ss;
WriteHeader(ss);
DeclareUniformBuffer(ss, {"float4 u_fill_color"}, true);
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1, true);
DeclareFragmentEntryPoint(ss, 0, 1);
ss << R"(
{
o_col0 = u_fill_color;
o_depth = u_fill_color.a;
}
)";
@ -780,7 +782,7 @@ std::string ShaderGen::GenerateCopyFragmentShader()
WriteHeader(ss);
DeclareUniformBuffer(ss, {"float4 u_src_rect"}, true);
DeclareTexture(ss, "samp0", 0);
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1);
DeclareFragmentEntryPoint(ss, 0, 1);
ss << R"(
{
@ -817,7 +819,7 @@ std::string ShaderGen::GenerateImGuiFragmentShader()
std::stringstream ss;
WriteHeader(ss);
DeclareTexture(ss, "samp0", 0);
DeclareFragmentEntryPoint(ss, 1, 1, {}, false, 1);
DeclareFragmentEntryPoint(ss, 1, 1);
ss << R"(
{

View File

@ -56,11 +56,13 @@ protected:
const std::initializer_list<std::pair<const char*, const char*>>& additional_outputs,
bool declare_vertex_id = false, const char* output_block_suffix = "", bool msaa = false,
bool ssaa = false, bool noperspective_color = false);
void DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs,
bool declare_fragcoord = false, u32 num_color_outputs = 1, bool depth_output = false,
bool msaa = false, bool ssaa = false, bool declare_sample_id = false,
bool noperspective_color = false, bool feedback_loop = false);
void
DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs = {},
bool declare_fragcoord = false, u32 num_color_outputs = 1, bool dual_source_output = false,
bool depth_output = false, bool msaa = false, bool ssaa = false,
bool declare_sample_id = false, bool noperspective_color = false,
bool feedback_loop = false);
RenderAPI m_render_api;
GPUShaderLanguage m_shader_language;