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authorspycrab <spycrab@users.noreply.github.com>2018-04-14 21:04:54 +0200
committerspycrab <spycrab@users.noreply.github.com>2018-05-01 15:03:59 +0200
commitb4dc658b2e1e98c0d664550d6355bc1f2b1f67bb (patch)
tree211d82253785da9157f5ef361b004cb8aa23509d /Source/Core/VideoBackends/OGL/FramebufferManager.cpp
parente253d3d919e13439ac65ba265246c1990e2c3e1d (diff)
OGL/FramebufferManager: Clean up inline GLSL code
Diffstat (limited to 'Source/Core/VideoBackends/OGL/FramebufferManager.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/FramebufferManager.cpp343
1 files changed, 178 insertions, 165 deletions
diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
index 51d48e95df..e643e856cf 100644
--- a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
+++ b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp
@@ -5,7 +5,6 @@
#include "VideoBackends/OGL/FramebufferManager.h"
#include <memory>
-#include <sstream>
#include <vector>
#include "Common/Common.h"
@@ -25,6 +24,156 @@
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoBackendBase.h"
+constexpr const char* GLSL_REINTERPRET_PIXELFMT_VS = R"GLSL(
+#define MULTILAYER %d
+
+flat out int layer;
+void main(void) {
+#if MULTILAYER
+ layer = 0;
+#endif
+ vec2 rawpos = vec2(gl_VertexID & 1, gl_VertexID & 2);
+ gl_Position = vec4(rawpos* 2.0 - 1.0, 0.0, 1.0);
+})GLSL";
+
+constexpr const char* GLSL_SHADER_FS = R"GLSL(
+#define MULTILAYER %d
+#define MSAA %d
+
+#if MSAA
+
+#if MULTILAYER
+SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;
+#else
+SAMPLER_BINDING(9) uniform sampler2DMS samp9;
+#endif
+
+#else
+SAMPLER_BINDING(9) uniform sampler2DArray samp9;
+#endif
+
+vec4 sampleEFB(ivec3 pos) {
+#if MSAA
+
+#if MULTILAYER
+ return texelFetch(samp9, pos, gl_SampleID);
+#else
+ return texelFetch(samp9, pos.xy, gl_SampleID);
+#endif
+
+#else
+ return texelFetch(samp9, pos, 0);
+#endif
+})GLSL";
+
+constexpr const char* GLSL_SAMPLE_EFB_FS = R"GLSL(
+#define MULTILAYER %d
+
+#if MULTILAYER
+SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;
+#else
+SAMPLER_BINDING(9) uniform sampler2DMS samp9;
+#endif
+vec4 sampleEFB(ivec3 pos) {
+ vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
+ for (int i = 0; i < %d; i++)
+#if MULTILAYER
+ color += texelFetch(samp9, pos, i);
+#else
+ color += texelFetch(samp9, pos.xy, i);
+#endif
+
+ return color / %d;
+})GLSL";
+
+constexpr const char* GLSL_RGBA6_TO_RGB8_FS = R"GLSL(
+flat in int layer;
+out vec4 ocol0;
+void main() {
+ ivec4 src6 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 63.f));
+ ivec4 dst8;
+
+ dst8.r = (src6.r << 2) | (src6.g >> 4);
+ dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);
+ dst8.b = ((src6.b & 0x3) << 6) | src6.a;
+ dst8.a = 255;
+
+ ocol0 = float4(dst8) / 255.f;
+})GLSL";
+
+constexpr const char* GLSL_RGB8_TO_RGBA6_FS = R"GLSL(
+flat in int layer;
+out vec4 ocol0;
+void main() {
+ ivec4 src8 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 255.f));
+ ivec4 dst6;
+
+ dst6.r = src8.r >> 2;
+ dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);
+ dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);
+ dst6.a = src8.b & 0x3F;
+ ocol0 = float4(dst6) / 63.f;
+})GLSL";
+
+constexpr const char* GLSL_GS = R"GLSL(
+layout(triangles) in;
+layout(triangle_strip, max_vertices = %d) out;
+flat out int layer;
+void main() {
+ for (int j = 0; j < %d; layers.str(); ++j) {
+ for (int i = 0; i < 3; ++i) {
+ layer = j;
+ gl_Layer = j;
+ gl_Position = gl_in[i].gl_Position;
+ EmitVertex();
+ }
+ EndPrimitive();
+ }
+})GLSL";
+
+constexpr const char* GLSL_EFB_POKE_VERTEX_VS = R"GLSL(
+in vec2 rawpos;
+in vec4 rawcolor0; // color
+in int rawcolor1; // depth
+out vec4 v_c;
+out float v_z;
+void main(void) {
+ gl_Position = vec4(((rawpos + 0.5) / vec2(640.0, 528.0) * 2.0 - 1.0) * vec2(1.0, -1.0), 0.0, 1.0);
+ gl_PointSize = %d.0 / 640.0;
+
+ v_c = rawcolor0.bgra;
+ v_z = float(rawcolor1 & 0xFFFFFF) / 16777216.0;
+})GLSL";
+
+constexpr const char* GLSL_EFB_POKE_PIXEL_FS = R"GLSL(
+in vec4 %s_c;
+in float %s_z;
+out vec4 ocol0;
+void main(void) {
+ ocol0 = %s_c;
+ gl_FragDepth = %s_z;
+})GLSL";
+
+constexpr const char* GLSL_EFB_POKE_GEOMETRY_GS = R"GLSL("
+layout(points) in;
+layout(points, max_vertices = %d) out;
+in vec4 v_c[1];
+in float v_z[1];
+out vec4 g_c;
+out float g_z;
+void main() {
+ for (int j = 0; j < %d; ++j) {
+ gl_Layer = j;
+ gl_Position = gl_in[0].gl_Position;
+ gl_PointSize = %d.0 / 640.0;
+ g_c = v_c[0];
+ g_z = v_z[0];
+
+ EmitVertex();
+ EndPrimitive();
+ }
+})GLSL";
+
namespace OGL
{
int FramebufferManager::m_targetWidth;
@@ -149,6 +298,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
depth_data_type = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
}
+ const bool multilayer = m_EFBLayers > 1;
+
if (m_msaaSamples <= 1)
{
m_textureType = GL_TEXTURE_2D_ARRAY;
@@ -157,16 +308,12 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
{
// Only use a layered multisample texture if needed. Some drivers
// slow down significantly with single-layered multisample textures.
- if (m_EFBLayers > 1)
- m_textureType = GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
- else
- m_textureType = GL_TEXTURE_2D_MULTISAMPLE;
+ m_textureType = multilayer ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY : GL_TEXTURE_2D_MULTISAMPLE;
- // Although we are able to access the multisampled texture directly, we don't do it everywhere.
- // The old way is to "resolve" this multisampled texture by copying it into a non-sampled
- // texture.
- // This would lead to an unneeded copy of the EFB, so we are going to avoid it.
- // But as this job isn't done right now, we do need that texture for resolving:
+ // Although we are able to access the multisampled texture directly, we don't do it
+ // everywhere. The old way is to "resolve" this multisampled texture by copying it into a
+ // non-sampled texture. This would lead to an unneeded copy of the EFB, so we are going to
+ // avoid it. But as this job isn't done right now, we do need that texture for resolving:
GLenum resolvedType = GL_TEXTURE_2D_ARRAY;
m_resolvedColorTexture = CreateTexture(resolvedType, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
@@ -209,186 +356,52 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
}
// reinterpret pixel format
- const char* vs = m_EFBLayers > 1 ? "void main(void) {\n"
- " vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
- " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
- "}\n" :
- "flat out int layer;\n"
- "void main(void) {\n"
- " layer = 0;\n"
- " vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
- " gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
- "}\n";
+ std::string vs = StringFromFormat(GLSL_REINTERPRET_PIXELFMT_VS, multilayer);
// The way to sample the EFB is based on the on the current configuration.
// As we use the same sampling way for both interpreting shaders, the sampling
// shader are generated first:
std::string sampler;
+
if (m_msaaSamples <= 1)
{
// non-msaa, so just fetch the pixel
- sampler = "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
- "vec4 sampleEFB(ivec3 pos) {\n"
- " return texelFetch(samp9, pos, 0);\n"
- "}\n";
+ sampler = StringFromFormat(GLSL_SHADER_FS, multilayer, false);
}
else if (g_ActiveConfig.backend_info.bSupportsSSAA)
{
// msaa + sample shading available, so just fetch the sample
// This will lead to sample shading, but it's the only way to not loose
// the values of each sample.
- if (m_EFBLayers > 1)
- {
- sampler = "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
- "vec4 sampleEFB(ivec3 pos) {\n"
- " return texelFetch(samp9, pos, gl_SampleID);\n"
- "}\n";
- }
- else
- {
- sampler = "SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
- "vec4 sampleEFB(ivec3 pos) {\n"
- " return texelFetch(samp9, pos.xy, gl_SampleID);\n"
- "}\n";
- }
+ sampler = StringFromFormat(GLSL_SHADER_FS, multilayer, true);
}
else
{
// msaa without sample shading: calculate the mean value of the pixel
- std::stringstream samples;
- samples << m_msaaSamples;
- if (m_EFBLayers > 1)
- {
- sampler = "SAMPLER_BINDING(9) uniform sampler2DMSArray samp9;\n"
- "vec4 sampleEFB(ivec3 pos) {\n"
- " vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
- " for(int i=0; i<" +
- samples.str() +
- "; i++)\n"
- " color += texelFetch(samp9, pos, i);\n"
- " return color / " +
- samples.str() +
- ";\n"
- "}\n";
- }
- else
- {
- sampler = "SAMPLER_BINDING(9) uniform sampler2DMS samp9;\n"
- "vec4 sampleEFB(ivec3 pos) {\n"
- " vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n"
- " for(int i=0; i<" +
- samples.str() +
- "; i++)\n"
- " color += texelFetch(samp9, pos.xy, i);\n"
- " return color / " +
- samples.str() +
- ";\n"
- "}\n";
- }
+ sampler = StringFromFormat(GLSL_SAMPLE_EFB_FS, multilayer, m_msaaSamples, m_msaaSamples);
}
- std::string ps_rgba6_to_rgb8 =
- sampler + "flat in int layer;\n"
- "out vec4 ocol0;\n"
- "void main()\n"
- "{\n"
- " ivec4 src6 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 63.f));\n"
- " ivec4 dst8;\n"
- " dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
- " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
- " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
- " dst8.a = 255;\n"
- " ocol0 = float4(dst8) / 255.f;\n"
- "}";
-
- std::string ps_rgb8_to_rgba6 =
- sampler + "flat in int layer;\n"
- "out vec4 ocol0;\n"
- "void main()\n"
- "{\n"
- " ivec4 src8 = ivec4(round(sampleEFB(ivec3(gl_FragCoord.xy, layer)) * 255.f));\n"
- " ivec4 dst6;\n"
- " dst6.r = src8.r >> 2;\n"
- " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
- " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
- " dst6.a = src8.b & 0x3F;\n"
- " ocol0 = float4(dst6) / 63.f;\n"
- "}";
-
- std::stringstream vertices, layers;
- vertices << m_EFBLayers * 3;
- layers << m_EFBLayers;
- std::string gs = "layout(triangles) in;\n"
- "layout(triangle_strip, max_vertices = " +
- vertices.str() +
- ") out;\n"
- "flat out int layer;\n"
- "void main()\n"
- "{\n"
- " for (int j = 0; j < " +
- layers.str() +
- "; ++j) {\n"
- " for (int i = 0; i < 3; ++i) {\n"
- " layer = j;\n"
- " gl_Layer = j;\n"
- " gl_Position = gl_in[i].gl_Position;\n"
- " EmitVertex();\n"
- " }\n"
- " EndPrimitive();\n"
- " }\n"
- "}\n";
+ std::string ps_rgba6_to_rgb8 = sampler + GLSL_RGBA6_TO_RGB8_FS;
+
+ std::string ps_rgb8_to_rgba6 = sampler + GLSL_RGB8_TO_RGBA6_FS;
+
+ std::string gs = StringFromFormat(GLSL_GS, m_EFBLayers * 3, m_EFBLayers);
ProgramShaderCache::CompileShader(m_pixel_format_shaders[0], vs, ps_rgb8_to_rgba6,
- (m_EFBLayers > 1) ? gs : "");
+ multilayer ? gs : "");
ProgramShaderCache::CompileShader(m_pixel_format_shaders[1], vs, ps_rgba6_to_rgb8,
- (m_EFBLayers > 1) ? gs : "");
+ multilayer ? gs : "");
+
+ const auto prefix = multilayer ? "g" : "v";
ProgramShaderCache::CompileShader(
- m_EfbPokes,
- StringFromFormat("in vec2 rawpos;\n"
- "in vec4 rawcolor0;\n" // color
- "in int rawcolor1;\n" // depth
- "out vec4 v_c;\n"
- "out float v_z;\n"
- "void main(void) {\n"
- " gl_Position = vec4(((rawpos + 0.5) / vec2(640.0, 528.0) * 2.0 - 1.0) * "
- "vec2(1.0, -1.0), 0.0, 1.0);\n"
- " gl_PointSize = %d.0 / 640.0;\n"
- " v_c = rawcolor0.bgra;\n"
- " v_z = float(rawcolor1 & 0xFFFFFF) / 16777216.0;\n"
- "}\n",
- m_targetWidth),
-
- StringFromFormat("in vec4 %s_c;\n"
- "in float %s_z;\n"
- "out vec4 ocol0;\n"
- "void main(void) {\n"
- " ocol0 = %s_c;\n"
- " gl_FragDepth = %s_z;\n"
- "}\n",
- m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v",
- m_EFBLayers > 1 ? "g" : "v", m_EFBLayers > 1 ? "g" : "v"),
-
- m_EFBLayers > 1 ? StringFromFormat("layout(points) in;\n"
- "layout(points, max_vertices = %d) out;\n"
- "in vec4 v_c[1];\n"
- "in float v_z[1];\n"
- "out vec4 g_c;\n"
- "out float g_z;\n"
- "void main()\n"
- "{\n"
- " for (int j = 0; j < %d; ++j) {\n"
- " gl_Layer = j;\n"
- " gl_Position = gl_in[0].gl_Position;\n"
- " gl_PointSize = %d.0 / 640.0;\n"
- " g_c = v_c[0];\n"
- " g_z = v_z[0];\n"
- " EmitVertex();\n"
- " EndPrimitive();\n"
- " }\n"
- "}\n",
- m_EFBLayers, m_EFBLayers, m_targetWidth) :
- "");
+ m_EfbPokes, StringFromFormat(GLSL_EFB_POKE_VERTEX_VS, m_targetWidth),
+
+ StringFromFormat(GLSL_EFB_POKE_PIXEL_FS, prefix, prefix, prefix, prefix),
+
+ multilayer ?
+ StringFromFormat(GLSL_EFB_POKE_GEOMETRY_GS, m_EFBLayers, m_EFBLayers, m_targetWidth) :
+ "");
glGenBuffers(1, &m_EfbPokes_VBO);
glGenVertexArrays(1, &m_EfbPokes_VAO);
glBindBuffer(GL_ARRAY_BUFFER, m_EfbPokes_VBO);