flycast/core/rend/vulkan/shaders.cpp

374 lines
9.0 KiB
C++

/*
* Created on: Oct 3, 2019
Copyright 2019 flyinghead
This file is part of Flycast.
Flycast is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
Flycast is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Flycast. If not, see <https://www.gnu.org/licenses/>.
*/
#include "vulkan.h"
#include "shaders.h"
#include "compiler.h"
static const char VertexShaderSource[] = R"(#version 450
#define pp_Gouraud %d
#if pp_Gouraud == 0
#define INTERPOLATION flat
#else
#define INTERPOLATION smooth
#endif
layout (std140, set = 0, binding = 0) uniform VertexShaderUniforms
{
mat4 normal_matrix;
} uniformBuffer;
layout (location = 0) in vec4 in_pos;
layout (location = 1) in uvec4 in_base;
layout (location = 2) in uvec4 in_offs;
layout (location = 3) in mediump vec2 in_uv;
layout (location = 0) INTERPOLATION out lowp vec4 vtx_base;
layout (location = 1) INTERPOLATION out lowp vec4 vtx_offs;
layout (location = 2) out mediump vec2 vtx_uv;
void main()
{
vtx_base = vec4(in_base) / 255.0;
vtx_offs = vec4(in_offs) / 255.0;
vtx_uv = in_uv;
vec4 vpos = uniformBuffer.normal_matrix * in_pos;
vpos.w = 1.0 / vpos.z;
vpos.z = vpos.w;
vpos.xy *= vpos.w;
gl_Position = vpos;
}
)";
static const char FragmentShaderSource[] = R"(#version 450
#define cp_AlphaTest %d
#define pp_ClipInside %d
#define pp_UseAlpha %d
#define pp_Texture %d
#define pp_IgnoreTexA %d
#define pp_ShadInstr %d
#define pp_Offset %d
#define pp_FogCtrl %d
#define pp_Gouraud %d
#define pp_BumpMap %d
#define ColorClamping %d
#define pp_TriLinear %d
#define PI 3.1415926
layout (location = 0) out vec4 FragColor;
#define gl_FragColor FragColor
#if pp_Gouraud == 0
#define INTERPOLATION flat
#else
#define INTERPOLATION smooth
#endif
layout (std140, set = 0, binding = 1) uniform FragmentShaderUniforms
{
vec4 colorClampMin;
vec4 colorClampMax;
vec4 sp_FOG_COL_RAM;
vec4 sp_FOG_COL_VERT;
float cp_AlphaTestValue;
float sp_FOG_DENSITY;
} uniformBuffer;
layout (push_constant) uniform pushBlock
{
vec4 clipTest;
float trilinearAlpha;
} pushConstants;
#if pp_Texture == 1
layout (set = 1, binding = 0) uniform sampler2D tex;
#endif
// Vertex input
layout (location = 0) INTERPOLATION in lowp vec4 vtx_base;
layout (location = 1) INTERPOLATION in lowp vec4 vtx_offs;
layout (location = 2) in mediump vec2 vtx_uv;
#if pp_FogCtrl != 2
layout (set = 0, binding = 2) uniform sampler2D fog_table;
float fog_mode2(float w)
{
float z = clamp(w * uniformBuffer.sp_FOG_DENSITY, 1.0, 255.9999);
float exp = floor(log2(z));
float m = z * 16.0 / pow(2.0, exp) - 16.0;
float idx = floor(m) + exp * 16.0 + 0.5;
vec4 fog_coef = texture(fog_table, vec2(idx / 128.0, 0.75 - (m - floor(m)) / 2.0));
return fog_coef.r;
}
#endif
vec4 colorClamp(vec4 col)
{
#if ColorClamping == 1
return clamp(col, uniformBuffer.colorClampMin, uniformBuffer.colorClampMax);
#else
return col;
#endif
}
void main()
{
// Clip inside the box
#if pp_ClipInside == 1
if (gl_FragCoord.x >= pushConstants.clipTest.x && gl_FragCoord.x <= pushConstants.clipTest.z
&& gl_FragCoord.y >= pushConstants.clipTest.y && gl_FragCoord.y <= pushConstants.clipTest.w)
discard;
#endif
vec4 color = vtx_base;
#if pp_UseAlpha == 0
color.a = 1.0;
#endif
#if pp_FogCtrl == 3
color = vec4(uniformBuffer.sp_FOG_COL_RAM.rgb, fog_mode2(gl_FragCoord.w));
#endif
#if pp_Texture == 1
{
vec4 texcol = texture(tex, vtx_uv);
#if pp_BumpMap == 1
float s = PI / 2.0 * (texcol.a * 15.0 * 16.0 + texcol.r * 15.0) / 255.0;
float r = 2.0 * PI * (texcol.g * 15.0 * 16.0 + texcol.b * 15.0) / 255.0;
texcol.a = clamp(vtx_offs.a + vtx_offs.r * sin(s) + vtx_offs.g * cos(s) * cos(r - 2.0 * PI * vtx_offs.b), 0.0, 1.0);
texcol.rgb = vec3(1.0, 1.0, 1.0);
#else
#if pp_IgnoreTexA == 1
texcol.a = 1.0;
#endif
#if cp_AlphaTest == 1
if (uniformBuffer.cp_AlphaTestValue > texcol.a)
discard;
#endif
#endif
#if pp_ShadInstr == 0
{
color = texcol;
}
#endif
#if pp_ShadInstr == 1
{
color.rgb *= texcol.rgb;
color.a = texcol.a;
}
#endif
#if pp_ShadInstr == 2
{
color.rgb = mix(color.rgb, texcol.rgb, texcol.a);
}
#endif
#if pp_ShadInstr == 3
{
color *= texcol;
}
#endif
#if pp_Offset == 1 && pp_BumpMap == 0
{
color.rgb += vtx_offs.rgb;
}
#endif
}
#endif
color = colorClamp(color);
#if pp_FogCtrl == 0
{
color.rgb = mix(color.rgb, uniformBuffer.sp_FOG_COL_RAM.rgb, fog_mode2(gl_FragCoord.w));
}
#endif
#if pp_FogCtrl == 1 && pp_Offset==1 && pp_BumpMap == 0
{
color.rgb = mix(color.rgb, uniformBuffer.sp_FOG_COL_VERT.rgb, vtx_offs.a);
}
#endif
#if pp_TriLinear == 1
color *= pushConstants.trilinearAlpha;
#endif
#if cp_AlphaTest == 1
color.a = 1.0;
#endif
//color.rgb = vec3(gl_FragCoord.w * uniformBuffer.sp_FOG_DENSITY / 128.0);
float w = gl_FragCoord.w * 100000.0;
gl_FragDepth = log2(1.0 + w) / 34.0;
gl_FragColor = color;
}
)";
extern const char ModVolVertexShaderSource[] = R"(#version 450
layout (std140, set = 0, binding = 0) uniform VertexShaderUniforms
{
mat4 normal_matrix;
} uniformBuffer;
layout (location = 0) in vec4 in_pos;
void main()
{
vec4 vpos = in_pos;
if (vpos.z < 0.0 || vpos.z > 3.4e37)
{
gl_Position = vec4(0.0, 0.0, 1.0, 1.0 / vpos.z);
return;
}
vpos = uniformBuffer.normal_matrix * vpos;
vpos.w = 1.0 / vpos.z;
vpos.z = vpos.w;
vpos.xy *= vpos.w;
gl_Position = vpos;
}
)";
static const char ModVolFragmentShaderSource[] = R"(#version 450
layout (location = 0) out vec4 FragColor;
layout (push_constant) uniform pushBlock
{
float sp_ShaderColor;
} pushConstants;
void main()
{
float w = gl_FragCoord.w * 100000.0;
gl_FragDepth = log2(1.0 + w) / 34.0;
FragColor = vec4(0.0, 0.0, 0.0, pushConstants.sp_ShaderColor);
}
)";
static const char QuadVertexShaderSource[] = R"(#version 450
layout (location = 0) in vec3 in_pos;
layout (location = 1) in vec2 in_uv;
layout (location = 0) out vec2 outUV;
void main()
{
gl_Position = vec4(in_pos, 1.0);
outUV = in_uv;
}
)";
static const char QuadFragmentShaderSource[] = R"(#version 450
layout (binding = 0) uniform sampler2D tex;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 FragColor;
void main()
{
FragColor = texture(tex, inUV);
}
)";
static const char OSDVertexShaderSource[] = R"(#version 450
layout (location = 0) in vec4 inPos;
layout (location = 1) in uvec4 inColor;
layout (location = 2) in vec2 inUV;
layout (location = 0) out lowp vec4 outColor;
layout (location = 1) out mediump vec2 outUV;
void main()
{
outColor = inColor / 255.0;
outUV = inUV;
gl_Position = inPos;
}
)";
static const char OSDFragmentShaderSource[] = R"(#version 450
layout (binding = 0) uniform sampler2D tex;
layout (location = 0) in lowp vec4 inColor;
layout (location = 1) in mediump vec2 inUV;
layout (location = 0) out vec4 FragColor;
void main()
{
FragColor = inColor * texture(tex, inUV);
}
)";
vk::UniqueShaderModule ShaderManager::compileShader(const VertexShaderParams& params)
{
char buf[sizeof(VertexShaderSource) * 2];
sprintf(buf, VertexShaderSource, (int)params.gouraud);
return ShaderCompiler::Compile(vk::ShaderStageFlagBits::eVertex, buf);
}
vk::UniqueShaderModule ShaderManager::compileShader(const FragmentShaderParams& params)
{
char buf[sizeof(FragmentShaderSource) * 2];
sprintf(buf, FragmentShaderSource, (int)params.alphaTest, (int)params.insideClipTest, (int)params.useAlpha, (int)params.texture,
(int)params.ignoreTexAlpha, params.shaderInstr, (int)params.offset, params.fog, (int)params.gouraud,
(int)params.bumpmap, (int)params.clamping, (int)params.trilinear);
return ShaderCompiler::Compile(vk::ShaderStageFlagBits::eFragment, buf);
}
vk::UniqueShaderModule ShaderManager::compileModVolVertexShader()
{
return ShaderCompiler::Compile(vk::ShaderStageFlagBits::eVertex, ModVolVertexShaderSource);
}
vk::UniqueShaderModule ShaderManager::compileModVolFragmentShader()
{
return ShaderCompiler::Compile(vk::ShaderStageFlagBits::eFragment, ModVolFragmentShaderSource);
}
vk::UniqueShaderModule ShaderManager::compileQuadVertexShader()
{
return ShaderCompiler::Compile(vk::ShaderStageFlagBits::eVertex, QuadVertexShaderSource);
}
vk::UniqueShaderModule ShaderManager::compileQuadFragmentShader()
{
return ShaderCompiler::Compile(vk::ShaderStageFlagBits::eFragment, QuadFragmentShaderSource);
}
vk::UniqueShaderModule ShaderManager::compileOSDVertexShader()
{
return ShaderCompiler::Compile(vk::ShaderStageFlagBits::eVertex, OSDVertexShaderSource);
}
vk::UniqueShaderModule ShaderManager::compileOSDFragmentShader()
{
return ShaderCompiler::Compile(vk::ShaderStageFlagBits::eFragment, OSDFragmentShaderSource);
}