mirror of https://github.com/snes9xgit/snes9x.git
595 lines
18 KiB
C++
595 lines
18 KiB
C++
/*****************************************************************************\
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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This file is licensed under the Snes9x License.
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For further information, consult the LICENSE file in the root directory.
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\*****************************************************************************/
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#include "glsl.h"
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#include "shader_helpers.h"
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#include <vector>
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#include <string>
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#include <sstream>
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#include "glslang/glslang/Public/ShaderLang.h"
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#include "glslang/SPIRV/GlslangToSpv.h"
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#include "glslang/StandAlone/ResourceLimits.h"
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#include "SPIRV-Cross/spirv_cross.hpp"
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#include "SPIRV-Cross/spirv_glsl.hpp"
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std::string GLSLShader::slang_get_stage(std::vector<std::string> &lines,
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std::string name)
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{
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std::ostringstream output;
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bool in_stage = true;
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if (name.empty())
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return std::string("");
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for (auto &line : lines)
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{
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if (line.compare(0, 13, "#pragma stage") == 0)
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{
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if (line.find(std::string("#pragma stage ") + name) !=
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std::string::npos)
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in_stage = true;
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else
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in_stage = false;
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}
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else if (in_stage)
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{
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output << line << '\n';
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}
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}
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return output.str();
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}
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#if 0
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static void printuniforms(std::vector<SlangUniform> &unif)
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{
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for (int i = 0; i < (int)unif.size(); i++)
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{
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SlangUniform &u = unif[i];
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printf("Uniform %d: ", i);
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switch (u.type)
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{
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case SL_PREVIOUSFRAMETEXTURE:
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printf("OriginalHistory%d\n", u.num);
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break;
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case SL_PASSTEXTURE:
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printf("Pass%d\n", u.num);
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break;
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case SL_LUTTEXTURE:
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printf("User%d\n", u.num);
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break;
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case SL_PREVIOUSFRAMESIZE:
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printf("OriginalHistorySize%d\n", u.num);
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break;
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case SL_PASSSIZE:
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printf("PassSize%d\n", u.num);
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break;
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case SL_LUTSIZE:
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printf("UserSize%d\n", u.num);
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break;
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case SL_MVP:
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printf("MVP\n");
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break;
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case SL_FRAMECOUNT:
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printf("FrameCount\n");
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break;
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case SL_PARAM:
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printf("Parameter %d\n", u.num);
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break;
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}
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}
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}
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#endif // #if 0
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GLint GLSLShader::slang_compile(std::vector<std::string> &lines,
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std::string stage)
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{
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static bool ProcessInitialized = false;
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if (!ProcessInitialized)
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{
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glslang::InitializeProcess();
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ProcessInitialized = true;
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}
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std::string source = slang_get_stage(lines, stage);
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EShLanguage language;
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if (!stage.compare("fragment"))
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language = EShLangFragment;
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else
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language = EShLangVertex;
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glslang::TShader shader(language);
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const char *csource = source.c_str();
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shader.setStrings(&csource, 1);
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EShMessages messages =
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(EShMessages)(EShMsgDefault | EShMsgVulkanRules | EShMsgSpvRules);
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std::string debug;
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auto forbid_includer = glslang::TShader::ForbidIncluder();
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if (!shader.preprocess(&glslang::DefaultTBuiltInResource, 100, ENoProfile, false,
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false, messages, &debug, forbid_includer))
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{
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puts(debug.c_str());
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return -1;
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}
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if (!shader.parse(&glslang::DefaultTBuiltInResource, 100, false, messages))
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{
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puts(shader.getInfoLog());
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puts(shader.getInfoDebugLog());
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return -1;
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}
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glslang::TProgram program;
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program.addShader(&shader);
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if (!program.link(messages))
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{
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puts(shader.getInfoLog());
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puts(shader.getInfoDebugLog());
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return -1;
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}
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std::vector<uint32_t> spirv;
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glslang::GlslangToSpv(*program.getIntermediate(language), spirv);
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spirv_cross::CompilerGLSL glsl(std::move(spirv));
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auto resources = glsl.get_shader_resources();
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if (resources.push_constant_buffers.size() > 1 ||
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resources.uniform_buffers.size() > 1)
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{
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puts("slang shader doesn't comply with spec:\n"
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" Too many UBOs or push constant buffers.");
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return -1;
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}
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if (language == EShLangFragment)
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{
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for (auto &rsrc : resources.stage_inputs)
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{
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// Some of the converted shaders have unmatched declarations for
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// this in fragment shader
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if (glsl.get_name(rsrc.id) == "FragCoord")
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{
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glsl.set_remapped_variable_state(rsrc.id, true);
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glsl.set_name(rsrc.id, "gl_FragCoord");
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}
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}
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}
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spirv_cross::CompilerGLSL::Options opts;
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opts.version = gl_version() * 10;
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opts.vulkan_semantics = false;
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glsl.set_common_options(opts);
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std::string glsl_source = glsl.compile();
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GLint status = 0;
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GLchar *cstring = (GLchar *)glsl_source.c_str();
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GLint shaderid = glCreateShader(
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language == EShLangFragment ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER);
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glShaderSource(shaderid, 1, &cstring, NULL);
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glCompileShader(shaderid);
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glGetShaderiv(shaderid, GL_COMPILE_STATUS, &status);
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char info_log[1024];
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glGetShaderInfoLog(shaderid, 1024, NULL, info_log);
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if (*info_log)
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puts(info_log);
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if (status == GL_FALSE)
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return -1;
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return shaderid;
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}
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static inline bool isalldigits(std::string str)
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{
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for (auto c : str)
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{
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if (!isdigit(c))
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return false;
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}
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return true;
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}
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void GLSLShader::slang_introspect()
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{
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max_prev_frame = 0;
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using_feedback = false;
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for (int i = 1; i < (int)pass.size(); i++)
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{
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GLSLPass &p = pass[i];
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p.feedback_texture = 0;
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int num_uniforms;
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glGetProgramiv(p.program, GL_ACTIVE_UNIFORMS, &num_uniforms);
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std::vector<GLuint> indices(num_uniforms);
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std::vector<GLint> block_indices(num_uniforms);
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std::vector<GLint> offsets(num_uniforms);
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std::vector<std::string> names;
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std::vector<GLint> locations(num_uniforms);
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for (int j = 0; j < num_uniforms; j++)
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indices[j] = j;
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glGetActiveUniformsiv(p.program, num_uniforms, indices.data(), GL_UNIFORM_BLOCK_INDEX, block_indices.data());
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glGetActiveUniformsiv(p.program, num_uniforms, indices.data(), GL_UNIFORM_OFFSET, offsets.data());
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for (int j = 0; j < num_uniforms; j++)
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{
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char name[1024];
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glGetActiveUniformName(p.program, j, 1024, NULL, name);
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names.push_back(std::string(name));
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locations[j] = glGetUniformLocation(p.program, name);
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}
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for (int j = 0; j < num_uniforms; j++)
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{
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SlangUniform u = { 0, 0, 0, 0 };
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std::string name;
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if (locations[j] == -1)
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{
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u.location = -1;
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u.offset = offsets[j];
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}
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else
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u.location = locations[j];
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// Strip off any container
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size_t dotloc = names[j].find('.');
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if (dotloc != std::string::npos)
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name = names[j].substr(dotloc + 1);
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else
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name = names[j];
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auto indexedtexorsize = [&](std::string needle, int type) -> bool {
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if (name.find(needle) == 0)
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{
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std::string tmp = name.substr(needle.length());
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if (tmp.find("Size") == 0)
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{
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u.type = type + 1;
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tmp = tmp.substr(4);
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}
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else
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u.type = type;
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if (isalldigits(tmp))
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{
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u.num = std::stoi(tmp);
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return true;
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}
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}
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return false;
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};
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if (!name.compare("MVP"))
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{
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u.type = SL_MVP;
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}
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else if (!name.compare("Original"))
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{
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u.type = SL_PASSTEXTURE;
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u.num = 0;
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}
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else if (!name.compare("OriginalSize"))
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{
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u.type = SL_PASSSIZE;
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u.num = 0;
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}
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else if (!name.compare("Source"))
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{
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u.type = SL_PASSTEXTURE;
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u.num = i - 1;
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}
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else if (!name.compare("SourceSize"))
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{
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u.type = SL_PASSSIZE;
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u.num = i - 1;
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}
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else if (!name.compare("OutputSize"))
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{
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u.type = SL_PASSSIZE;
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u.num = i;
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}
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else if (!name.compare("FrameCount"))
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{
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u.type = SL_FRAMECOUNT;
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}
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else if (indexedtexorsize("OriginalHistory", SL_PREVIOUSFRAMETEXTURE))
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{
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// OriginalHistory0 is just this frame's pass 0
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if (u.num == 0)
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{
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if (u.type == SL_PREVIOUSFRAMETEXTURE)
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u.type = SL_PASSTEXTURE;
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if (u.type == SL_PREVIOUSFRAMESIZE)
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u.type = SL_PASSSIZE;
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}
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if (u.num > max_prev_frame)
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max_prev_frame = u.num;
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}
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else if (indexedtexorsize("PassOutput", SL_PASSTEXTURE))
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{
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u.num++;
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}
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else if (indexedtexorsize("PassFeedback", SL_FEEDBACK))
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{
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u.num++;
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if (u.type == SL_FEEDBACK + 1)
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u.type = SL_PASSSIZE;
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else
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{
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pass[u.num].uses_feedback = true;
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using_feedback = true;
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}
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}
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else if (indexedtexorsize("User", SL_LUTTEXTURE))
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{
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}
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if (u.type != SL_INVALID)
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{
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p.uniforms.push_back(u);
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continue;
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}
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bool matched_lut = false;
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for (int k = 0; k < (int)lut.size(); k++)
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{
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std::string lutname(lut[k].id);
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if (name.compare(lutname) == 0)
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{
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u.type = SL_LUTTEXTURE;
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u.num = k;
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matched_lut = true;
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}
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else if (name.compare(lutname + "Size") == 0)
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{
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u.type = SL_LUTSIZE;
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u.num = k;
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matched_lut = true;
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}
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}
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if (matched_lut)
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{
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p.uniforms.push_back(u);
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continue;
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}
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bool matched_alias = false;
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for (int k = 0; k < i; k++)
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{
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std::string alias(pass[k].alias);
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if (name.compare(alias) == 0)
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{
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u.type = SL_PASSTEXTURE;
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u.num = k;
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matched_alias = true;
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}
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else if (name.compare(alias + "Size") == 0)
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{
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u.type = SL_PASSSIZE;
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u.num = k;
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matched_alias = true;
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}
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}
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if (matched_alias)
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{
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p.uniforms.push_back(u);
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continue;
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}
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u.type = SL_INVALID;
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for (int k = 0; k < (int)param.size(); k++)
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{
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if (name.compare(param[k].id) == 0)
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{
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u.type = SL_PARAM;
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u.num = k;
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break;
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}
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}
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if (u.type != SL_INVALID)
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p.uniforms.push_back(u);
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}
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bool uniform_block = false;
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for (auto &u : p.uniforms)
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if (u.location == -1)
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{
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uniform_block = true;
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break;
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}
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GLint uniform_block_size = 0;
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if (uniform_block)
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{
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glGetActiveUniformBlockiv(p.program, 0, GL_UNIFORM_BLOCK_DATA_SIZE,
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&uniform_block_size);
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glGenBuffers(1, &p.ubo);
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p.ubo_buffer.resize(uniform_block_size);
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}
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}
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if (using_feedback)
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for (int i = 1; i < (int)pass.size(); i++)
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if (pass[i].uses_feedback)
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glGenTextures(1, &pass[i].feedback_texture);
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}
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static const GLfloat coords[] = { 0.0f, 0.0f, 0.0f, 1.0f, // Vertex Positions
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1.0f, 0.0f, 0.0f, 1.0f,
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0.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 0.0f, 1.0f,
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0.0f, 0.0f, // Tex coords regular + 16
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1.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 1.0f, // Tex coords inverted + 24
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1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f };
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static const GLfloat mvp_ortho[16] = { 2.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 2.0f, 0.0f, 0.0f,
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0.0f, 0.0f, -1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f, 1.0f };
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void GLSLShader::slang_clear_shader_vars()
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{
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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void GLSLShader::slang_set_shader_vars(int p, bool inverted)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 32, coords, GL_STATIC_DRAW);
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GLint attr = glGetAttribLocation(pass[p].program, "Position");
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if (attr > -1)
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{
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glEnableVertexAttribArray(attr);
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glVertexAttribPointer(attr, 4, GL_FLOAT, GL_FALSE, 0, (void *)(0));
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}
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attr = glGetAttribLocation(pass[p].program, "TexCoord");
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if (attr > -1)
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{
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GLfloat *offset = 0;
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offset += 16;
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if (inverted)
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offset += 8;
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glEnableVertexAttribArray(attr);
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glVertexAttribPointer(attr, 2, GL_FLOAT, GL_FALSE, 0, (void *)(offset));
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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uint8_t *ubo = pass[p].ubo_buffer.data();
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GLint texunit = 0;
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for (auto &u : pass[p].uniforms)
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{
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switch (u.type)
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{
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case SL_PREVIOUSFRAMETEXTURE:
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case SL_PASSTEXTURE:
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case SL_LUTTEXTURE:
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case SL_FEEDBACK:
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glActiveTexture(GL_TEXTURE0 + texunit);
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if (u.type == SL_PASSTEXTURE)
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glBindTexture(GL_TEXTURE_2D, pass[u.num].texture);
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else if (u.type == SL_PREVIOUSFRAMETEXTURE)
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glBindTexture(GL_TEXTURE_2D, prev_frame[u.num - 1].texture);
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else if (u.type == SL_LUTTEXTURE)
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glBindTexture(GL_TEXTURE_2D, lut[u.num].texture);
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else if (u.type == SL_FEEDBACK)
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glBindTexture(GL_TEXTURE_2D, pass[u.num].feedback_texture);
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if (u.location == -1)
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*((GLint *)(ubo + u.offset)) = texunit;
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else
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glUniform1i(u.location, texunit);
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texunit++;
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break;
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case SL_PREVIOUSFRAMESIZE:
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case SL_PASSSIZE:
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case SL_LUTSIZE:
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{
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GLfloat size[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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if (u.type == SL_PASSSIZE)
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{
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size[0] = (GLfloat)pass[u.num].width;
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size[1] = (GLfloat)pass[u.num].height;
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size[2] = (GLfloat)1.0f / pass[u.num].width;
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size[3] = (GLfloat)1.0f / pass[u.num].height;
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}
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else if (u.type == SL_PREVIOUSFRAMESIZE)
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{
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if (u.num < 1)
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u.num = 0;
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size[0] = (GLfloat)prev_frame[u.num - 1].width;
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size[1] = (GLfloat)prev_frame[u.num - 1].height;
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size[2] = (GLfloat)1.0f / prev_frame[u.num - 1].width;
|
|
size[3] = (GLfloat)1.0f / prev_frame[u.num - 1].height;
|
|
}
|
|
else if (u.type == SL_LUTSIZE)
|
|
{
|
|
size[0] = (GLfloat)lut[u.num].width;
|
|
size[1] = (GLfloat)lut[u.num].height;
|
|
size[2] = (GLfloat)1.0f / lut[u.num].width;
|
|
size[3] = (GLfloat)1.0f / lut[u.num].height;
|
|
}
|
|
|
|
if (u.location == -1)
|
|
{
|
|
GLfloat *data = (GLfloat *)(ubo + u.offset);
|
|
data[0] = size[0];
|
|
data[1] = size[1];
|
|
data[2] = size[2];
|
|
data[3] = size[3];
|
|
}
|
|
else
|
|
glUniform4fv(u.location, 1, size);
|
|
break;
|
|
}
|
|
|
|
case SL_MVP:
|
|
if (u.location == -1)
|
|
{
|
|
|
|
GLfloat *data = (GLfloat *)(ubo + u.offset);
|
|
for (int i = 0; i < 16; i++)
|
|
data[i] = mvp_ortho[i];
|
|
}
|
|
else
|
|
glUniformMatrix4fv(u.location, 1, GL_FALSE, mvp_ortho);
|
|
break;
|
|
|
|
case SL_FRAMECOUNT:
|
|
if (u.location == -1)
|
|
*((GLuint *)(ubo + u.offset)) = frame_count;
|
|
else
|
|
glUniform1ui(u.location, frame_count);
|
|
break;
|
|
|
|
case SL_PARAM:
|
|
if (u.location == -1)
|
|
*((GLfloat *)(ubo + u.offset)) = param[u.num].val;
|
|
else
|
|
glUniform1f(u.location, param[u.num].val);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (pass[p].ubo_buffer.size() > 0)
|
|
{
|
|
glBindBuffer(GL_UNIFORM_BUFFER, pass[p].ubo);
|
|
glBufferData(GL_UNIFORM_BUFFER, pass[p].ubo_buffer.size(), ubo,
|
|
GL_DYNAMIC_DRAW);
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, 0, pass[p].ubo);
|
|
glUniformBlockBinding(pass[p].program, 0, 0);
|
|
}
|
|
}
|