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			364 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			364 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2017 Dolphin Emulator Project
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| // SPDX-License-Identifier: GPL-2.0-or-later
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| 
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| #include "VideoCommon/ShaderGenCommon.h"
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| 
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| #include <fmt/format.h>
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| 
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| #include "Common/Assert.h"
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| #include "Common/FileUtil.h"
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| #include "Core/ConfigManager.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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| 
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| ShaderHostConfig ShaderHostConfig::GetCurrent()
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| {
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|   ShaderHostConfig bits = {};
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|   bits.msaa = g_ActiveConfig.iMultisamples > 1;
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|   bits.ssaa =
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|       g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA && g_backend_info.bSupportsSSAA;
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|   bits.stereo = g_ActiveConfig.stereo_mode != StereoMode::Off;
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|   bits.wireframe = g_ActiveConfig.bWireFrame;
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|   bits.per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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|   bits.vertex_rounding = g_ActiveConfig.UseVertexRounding();
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|   bits.fast_depth_calc = g_ActiveConfig.bFastDepthCalc;
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|   bits.bounding_box = g_ActiveConfig.bBBoxEnable;
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|   bits.backend_dual_source_blend = g_backend_info.bSupportsDualSourceBlend;
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|   bits.backend_geometry_shaders = g_backend_info.bSupportsGeometryShaders;
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|   bits.backend_early_z = g_backend_info.bSupportsEarlyZ;
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|   bits.backend_bbox = g_backend_info.bSupportsBBox;
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|   bits.backend_gs_instancing = g_backend_info.bSupportsGSInstancing;
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|   bits.backend_clip_control = g_backend_info.bSupportsClipControl;
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|   bits.backend_ssaa = g_backend_info.bSupportsSSAA;
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|   bits.backend_atomics = g_backend_info.bSupportsFragmentStoresAndAtomics;
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|   bits.backend_depth_clamp = g_backend_info.bSupportsDepthClamp;
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|   bits.backend_reversed_depth_range = g_backend_info.bSupportsReversedDepthRange;
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|   bits.backend_bitfield = g_backend_info.bSupportsBitfield;
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|   bits.backend_dynamic_sampler_indexing = g_backend_info.bSupportsDynamicSamplerIndexing;
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|   bits.backend_shader_framebuffer_fetch = g_backend_info.bSupportsFramebufferFetch;
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|   bits.backend_logic_op = g_backend_info.bSupportsLogicOp;
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|   bits.backend_palette_conversion = g_backend_info.bSupportsPaletteConversion;
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|   bits.enable_validation_layer = g_ActiveConfig.bEnableValidationLayer;
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|   bits.manual_texture_sampling = !g_ActiveConfig.bFastTextureSampling;
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|   bits.manual_texture_sampling_custom_texture_sizes =
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|       g_ActiveConfig.ManualTextureSamplingWithCustomTextureSizes();
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|   bits.backend_sampler_lod_bias = g_backend_info.bSupportsLodBiasInSampler;
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|   bits.backend_dynamic_vertex_loader = g_backend_info.bSupportsDynamicVertexLoader;
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|   bits.backend_vs_point_line_expand = g_ActiveConfig.UseVSForLinePointExpand();
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|   bits.backend_gl_layer_in_fs = g_backend_info.bSupportsGLLayerInFS;
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|   return bits;
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| }
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| 
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| std::string GetDiskShaderCacheFileName(APIType api_type, const char* type, bool include_gameid,
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|                                        bool include_host_config, bool include_api)
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| {
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|   if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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|     File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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| 
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|   std::string filename = File::GetUserPath(D_SHADERCACHE_IDX);
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|   if (include_api)
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|   {
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|     switch (api_type)
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|     {
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|     case APIType::D3D:
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|       filename += "D3D";
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|       break;
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|     case APIType::Metal:
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|       filename += "Metal";
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|       break;
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|     case APIType::OpenGL:
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|       filename += "OpenGL";
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|       break;
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|     case APIType::Vulkan:
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|       filename += "Vulkan";
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|       break;
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|     default:
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|       break;
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|     }
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|     filename += '-';
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|   }
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| 
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|   filename += type;
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| 
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|   if (include_gameid)
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|   {
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|     filename += '-';
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|     filename += SConfig::GetInstance().GetGameID();
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|   }
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| 
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|   if (include_host_config)
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|   {
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|     // We're using 21 bits, so 6 hex characters.
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|     ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
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|     filename += fmt::format("-{:06X}", host_config.bits);
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|   }
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| 
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|   filename += ".cache";
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|   return filename;
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| }
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| 
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| void WriteIsNanHeader(ShaderCode& out, APIType api_type)
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| {
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|   if (api_type == APIType::D3D)
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|   {
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|     out.Write("bool dolphin_isnan(float f) {{\n"
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|               "  // Workaround for the HLSL compiler deciding that isnan can never be true and\n"
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|               "  // optimising away the call, even though the value can actually be NaN\n"
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|               "  // Just look for the bit pattern that indicates NaN instead\n"
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|               "  return (floatBitsToInt(f) & 0x7FFFFFFF) > 0x7F800000;\n"
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|               "}}\n\n");
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|     // If isfinite is needed, (floatBitsToInt(f) & 0x7F800000) != 0x7F800000 can be used
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|   }
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|   else
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|   {
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|     out.Write("#define dolphin_isnan(f) isnan(f)\n");
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|   }
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| }
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| 
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| void WriteBitfieldExtractHeader(ShaderCode& out, APIType api_type,
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|                                 const ShaderHostConfig& host_config)
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| {
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|   // ==============================================
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|   //  BitfieldExtract for APIs which don't have it
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|   // ==============================================
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|   if (!host_config.backend_bitfield)
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|   {
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|     out.Write("uint bitfieldExtract(uint val, int off, int size) {{\n"
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|               "  // This built-in function is only supported in OpenGL 4.0+ and ES 3.1+\n"
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|               "  // Microsoft's HLSL compiler automatically optimises this to a bitfield extract "
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|               "instruction.\n"
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|               "  uint mask = uint((1 << size) - 1);\n"
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|               "  return uint(val >> off) & mask;\n"
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|               "}}\n\n");
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|     out.Write("int bitfieldExtract(int val, int off, int size) {{\n"
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|               "  // This built-in function is only supported in OpenGL 4.0+ and ES 3.1+\n"
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|               "  // Microsoft's HLSL compiler automatically optimises this to a bitfield extract "
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|               "instruction.\n"
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|               "  return ((val << (32 - size - off)) >> (32 - size));\n"
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|               "}}\n\n");
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|   }
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| }
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| 
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| static void DefineOutputMember(ShaderCode& object, APIType api_type, std::string_view qualifier,
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|                                std::string_view type, std::string_view name, int var_index,
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|                                ShaderStage stage, std::string_view semantic = {},
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|                                int semantic_index = -1)
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| {
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|   object.Write("\t{} {} {}", qualifier, type, name);
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| 
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|   if (var_index != -1)
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|     object.Write("{}", var_index);
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| 
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|   if (api_type == APIType::D3D && !semantic.empty() && stage == ShaderStage::Geometry)
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|   {
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|     if (semantic_index != -1)
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|       object.Write(" : {}{}", semantic, semantic_index);
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|     else
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|       object.Write(" : {}", semantic);
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|   }
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| 
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|   object.Write(";\n");
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| }
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| 
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| void GenerateVSOutputMembers(ShaderCode& object, APIType api_type, u32 texgens,
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|                              const ShaderHostConfig& host_config, std::string_view qualifier,
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|                              ShaderStage stage)
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| {
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|   // SPIRV-Cross names all semantics as "TEXCOORD"
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|   // Unfortunately Geometry shaders (which also uses this function)
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|   // aren't supported.  The output semantic name needs to match
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|   // up with the input semantic name for both the next stage (pixel shader)
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|   // and the previous stage (vertex shader), so
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|   // we need to handle geometry in a special way...
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|   if (api_type == APIType::D3D && stage == ShaderStage::Geometry)
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|   {
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|     DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, stage, "TEXCOORD", 0);
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|     DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, stage, "TEXCOORD", 1);
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|     DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 1, stage, "TEXCOORD", 2);
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| 
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|     const unsigned int index_base = 3;
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|     unsigned int index_offset = 0;
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|     if (host_config.backend_geometry_shaders)
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|     {
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|       DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 0, stage, "TEXCOORD",
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|                          index_base + index_offset);
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|       DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 1, stage, "TEXCOORD",
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|                          index_base + index_offset + 1);
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|       index_offset += 2;
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|     }
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| 
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|     for (unsigned int i = 0; i < texgens; ++i)
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|     {
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|       DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, stage, "TEXCOORD",
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|                          index_base + index_offset + i);
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|     }
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|     index_offset += texgens;
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| 
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|     if (!host_config.fast_depth_calc)
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|     {
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|       DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, stage, "TEXCOORD",
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|                          index_base + index_offset);
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|       index_offset++;
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|     }
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| 
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|     if (host_config.per_pixel_lighting)
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|     {
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|       DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, stage, "TEXCOORD",
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|                          index_base + index_offset);
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|       DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, stage, "TEXCOORD",
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|                          index_base + index_offset + 1);
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|       index_offset += 2;
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|     }
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|   }
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|   else
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|   {
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|     DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, stage, "SV_Position");
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|     DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, stage, "COLOR", 0);
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|     DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 1, stage, "COLOR", 1);
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| 
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|     if (host_config.backend_geometry_shaders)
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|     {
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|       DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 0, stage,
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|                          "SV_ClipDistance", 0);
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|       DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 1, stage,
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|                          "SV_ClipDistance", 1);
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|     }
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| 
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|     for (unsigned int i = 0; i < texgens; ++i)
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|       DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, stage, "TEXCOORD", i);
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| 
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|     if (!host_config.fast_depth_calc)
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|       DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, stage, "TEXCOORD",
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|                          texgens);
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| 
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|     if (host_config.per_pixel_lighting)
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|     {
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|       DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, stage, "TEXCOORD",
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|                          texgens + 1);
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|       DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, stage, "TEXCOORD",
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|                          texgens + 2);
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|     }
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|   }
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| }
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| 
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| void AssignVSOutputMembers(ShaderCode& object, std::string_view a, std::string_view b, u32 texgens,
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|                            const ShaderHostConfig& host_config)
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| {
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|   object.Write("\t{}.pos = {}.pos;\n", a, b);
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|   object.Write("\t{}.colors_0 = {}.colors_0;\n", a, b);
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|   object.Write("\t{}.colors_1 = {}.colors_1;\n", a, b);
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| 
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|   for (unsigned int i = 0; i < texgens; ++i)
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|     object.Write("\t{}.tex{} = {}.tex{};\n", a, i, b, i);
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| 
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|   if (!host_config.fast_depth_calc)
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|     object.Write("\t{}.clipPos = {}.clipPos;\n", a, b);
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| 
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|   if (host_config.per_pixel_lighting)
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|   {
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|     object.Write("\t{}.Normal = {}.Normal;\n", a, b);
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|     object.Write("\t{}.WorldPos = {}.WorldPos;\n", a, b);
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|   }
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| 
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|   if (host_config.backend_geometry_shaders)
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|   {
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|     object.Write("\t{}.clipDist0 = {}.clipDist0;\n", a, b);
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|     object.Write("\t{}.clipDist1 = {}.clipDist1;\n", a, b);
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|   }
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| }
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| 
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| void GenerateLineOffset(ShaderCode& object, std::string_view indent0, std::string_view indent1,
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|                         std::string_view pos_a, std::string_view pos_b, std::string_view sign)
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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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|   object.Write("{indent0}float2 offset;\n"
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|                "{indent0}float2 to = abs({pos_a}.xy / {pos_a}.w - {pos_b}.xy / {pos_b}.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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|                "{indent0}if (" 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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|                "{indent1}offset = float2({sign}" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".x, 0);\n"
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|                "{indent0}}} 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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|                "{indent1}offset = float2(0, {sign}-" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".y);\n"
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|                "{indent0}}}\n",
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|                fmt::arg("indent0", indent0), fmt::arg("indent1", indent1),  //
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|                fmt::arg("pos_a", pos_a), fmt::arg("pos_b", pos_b), fmt::arg("sign", sign));
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| }
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| 
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| void GenerateVSLineExpansion(ShaderCode& object, std::string_view indent, u32 texgens)
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| {
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|   std::string indent1 = std::string(indent) + "  ";
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|   object.Write("{0}other_pos = float4(dot(" I_PROJECTION "[0], other_pos), dot(" I_PROJECTION
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|                "[1], other_pos), dot(" I_PROJECTION "[2], other_pos), dot(" I_PROJECTION
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|                "[3], other_pos));\n"
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|                "\n"
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|                "{0}float expand_sign = is_right ? 1.0f : -1.0f;\n",
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|                indent);
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|   GenerateLineOffset(object, indent, indent1, "o.pos", "other_pos", "expand_sign * ");
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|   object.Write("\n"
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|                "{}o.pos.xy += offset * o.pos.w;\n",
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|                indent);
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|   if (texgens > 0)
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|   {
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|     object.Write("{}if ((" I_TEXOFFSET "[2] != 0) && is_right) {{\n", indent);
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|     object.Write("{}  float texOffset = 1.0 / float(" I_TEXOFFSET "[2]);\n", indent);
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|     for (u32 i = 0; i < texgens; i++)
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|     {
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|       object.Write("{}  if (((" I_TEXOFFSET "[0] >> {}) & 0x1) != 0)\n", indent, i);
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|       object.Write("{}    o.tex{}.x += texOffset;\n", indent, i);
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|     }
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|     object.Write("{}}}\n", indent);
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|   }
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| }
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| 
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| void GenerateVSPointExpansion(ShaderCode& object, std::string_view indent, u32 texgens)
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| {
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|   object.Write(
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|       "{0}float2 expand_sign = float2(is_right ? 1.0f : -1.0f, is_bottom ? -1.0f : 1.0f);\n"
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|       "{0}float2 offset = expand_sign * " I_LINEPTPARAMS ".ww / " I_LINEPTPARAMS ".xy;\n"
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|       "{0}o.pos.xy += offset * o.pos.w;\n",
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|       indent);
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|   if (texgens > 0)
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|   {
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|     object.Write("{0}if (" I_TEXOFFSET "[3] != 0) {{\n"
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|                  "{0}  float texOffsetMagnitude = 1.0f / float(" I_TEXOFFSET "[3]);\n"
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|                  "{0}  float2 texOffset = float2(is_right ? texOffsetMagnitude : 0.0f, "
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|                  "is_bottom ? texOffsetMagnitude : 0.0f);",
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|                  indent);
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|     for (u32 i = 0; i < texgens; i++)
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|     {
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|       object.Write("{}  if (((" I_TEXOFFSET "[1] >> {}) & 0x1) != 0)\n", indent, i);
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|       object.Write("{}    o.tex{}.xy += texOffset;\n", indent, i);
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|     }
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|     object.Write("{}}}\n", indent);
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|   }
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| }
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| 
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| const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interface_block, bool in)
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| {
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|   if (!msaa)
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|     return "";
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| 
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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_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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