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authorJMC47 <JMC4789@gmail.com>2022-07-08 15:29:58 -0400
committerGitHub <noreply@github.com>2022-07-08 15:29:58 -0400
commit828afc67356c2299c6056d618eb6b7afe4c843b9 (patch)
treecb7809cf9aad689968ec209e8d886b5457ca68dc /Source/Core/VideoCommon/FramebufferShaderGen.cpp
parent7cc89f5642cab3b91aef1c8255af857a1607ddf6 (diff)
parenta8b52663479effc0f404f7c0f8b52bc0ee37b742 (diff)
Merge pull request #10673 from iwubcode/spirv-backends
D3D: Generate HLSL from SPIRV*
Diffstat (limited to 'Source/Core/VideoCommon/FramebufferShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/FramebufferShaderGen.cpp120
1 files changed, 22 insertions, 98 deletions
diff --git a/Source/Core/VideoCommon/FramebufferShaderGen.cpp b/Source/Core/VideoCommon/FramebufferShaderGen.cpp
index d047167e29..40949f34aa 100644
--- a/Source/Core/VideoCommon/FramebufferShaderGen.cpp
+++ b/Source/Core/VideoCommon/FramebufferShaderGen.cpp
@@ -25,10 +25,7 @@ APIType GetAPIType()
void EmitUniformBufferDeclaration(ShaderCode& code)
{
- if (GetAPIType() == APIType::D3D)
- code.Write("cbuffer PSBlock : register(b0)\n");
- else
- code.Write("UBO_BINDING(std140, 1) uniform PSBlock\n");
+ code.Write("UBO_BINDING(std140, 1) uniform PSBlock\n");
}
void EmitSamplerDeclarations(ShaderCode& code, u32 start = 0, u32 end = 1,
@@ -37,17 +34,6 @@ void EmitSamplerDeclarations(ShaderCode& code, u32 start = 0, u32 end = 1,
switch (GetAPIType())
{
case APIType::D3D:
- {
- const char* array_type = multisampled ? "Texture2DMSArray<float4>" : "Texture2DArray<float4>";
-
- for (u32 i = start; i < end; i++)
- {
- code.Write("{} tex{} : register(t{});\n", array_type, i, i);
- code.Write("SamplerState samp{} : register(s{});\n", i, i);
- }
- }
- break;
-
case APIType::OpenGL:
case APIType::Vulkan:
{
@@ -69,9 +55,6 @@ void EmitSampleTexture(ShaderCode& code, u32 n, std::string_view coords)
switch (GetAPIType())
{
case APIType::D3D:
- code.Write("tex{}.Sample(samp{}, {})", n, n, coords);
- break;
-
case APIType::OpenGL:
case APIType::Vulkan:
code.Write("texture(samp{}, {})", n, coords);
@@ -89,9 +72,6 @@ void EmitTextureLoad(ShaderCode& code, u32 n, std::string_view coords)
switch (GetAPIType())
{
case APIType::D3D:
- code.Write("tex{}.Load({})", n, coords);
- break;
-
case APIType::OpenGL:
case APIType::Vulkan:
code.Write("texelFetch(samp{}, ({}).xyz, ({}).w)", n, coords, coords);
@@ -109,23 +89,6 @@ void EmitVertexMainDeclaration(ShaderCode& code, u32 num_tex_inputs, u32 num_col
switch (GetAPIType())
{
case APIType::D3D:
- {
- code.Write("void main(");
- for (u32 i = 0; i < num_tex_inputs; i++)
- code.Write("in float3 rawtex{} : TEXCOORD{}, ", i, i);
- for (u32 i = 0; i < num_color_inputs; i++)
- code.Write("in float4 rawcolor{} : COLOR{}, ", i, i);
- if (position_input)
- code.Write("in float4 rawpos : POSITION, ");
- code.Write("{}", extra_inputs);
- for (u32 i = 0; i < num_tex_outputs; i++)
- code.Write("out float3 v_tex{} : TEXCOORD{}, ", i, i);
- for (u32 i = 0; i < num_color_outputs; i++)
- code.Write("out float4 v_col{} : COLOR{}, ", i, i);
- code.Write("out float4 opos : SV_Position)\n");
- }
- break;
-
case APIType::OpenGL:
case APIType::Vulkan:
{
@@ -175,18 +138,6 @@ void EmitPixelMainDeclaration(ShaderCode& code, u32 num_tex_inputs, u32 num_colo
switch (GetAPIType())
{
case APIType::D3D:
- {
- code.Write("void main(");
- for (u32 i = 0; i < num_tex_inputs; i++)
- code.Write("in float3 v_tex{} : TEXCOORD{}, ", i, i);
- for (u32 i = 0; i < num_color_inputs; i++)
- code.Write("in float4 v_col{} : COLOR{}, ", i, i);
- if (emit_frag_coord)
- code.Write("in float4 frag_coord : SV_Position, ");
- code.Write("{}out {} ocol0 : SV_Target)\n", extra_vars, output_type);
- }
- break;
-
case APIType::OpenGL:
case APIType::Vulkan:
{
@@ -225,8 +176,8 @@ std::string GenerateScreenQuadVertexShader()
{
ShaderCode code;
EmitVertexMainDeclaration(code, 0, 0, false, 1, 0,
- GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " :
- "#define id gl_VertexID\n");
+
+ "#define id gl_VertexID\n");
code.Write(
"{{\n"
" v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n"
@@ -251,7 +202,7 @@ std::string GeneratePassthroughGeometryShader(u32 num_tex, u32 num_colors)
for (u32 i = 0; i < num_tex; i++)
code.Write(" float3 tex{} : TEXCOORD{};\n", i, i);
for (u32 i = 0; i < num_colors; i++)
- code.Write(" float4 color{} : COLOR{};\n", i, i);
+ code.Write(" float4 color{} : TEXCOORD{};\n", i, i + num_tex);
code.Write(" float4 position : SV_Position;\n"
"}};\n");
@@ -260,7 +211,7 @@ std::string GeneratePassthroughGeometryShader(u32 num_tex, u32 num_colors)
for (u32 i = 0; i < num_tex; i++)
code.Write(" float3 tex{} : TEXCOORD{};\n", i, i);
for (u32 i = 0; i < num_colors; i++)
- code.Write(" float4 color{} : COLOR{};\n", i, i);
+ code.Write(" float4 color{} : TEXCOORD{};\n", i, i + num_tex);
code.Write(" float4 position : SV_Position;\n"
" uint slice : SV_RenderTargetArrayIndex;\n"
"}};\n\n");
@@ -343,8 +294,8 @@ std::string GenerateTextureCopyVertexShader()
"}};\n\n");
EmitVertexMainDeclaration(code, 0, 0, false, 1, 0,
- GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " :
- "#define id gl_VertexID");
+
+ "#define id gl_VertexID");
code.Write("{{\n"
" v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n"
" opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n"
@@ -386,25 +337,15 @@ std::string GenerateResolveDepthPixelShader(u32 samples)
{
ShaderCode code;
EmitSamplerDeclarations(code, 0, 1, true);
- EmitPixelMainDeclaration(code, 1, 0, "float",
- GetAPIType() == APIType::D3D ? "in float4 ipos : SV_Position, " : "");
+ EmitPixelMainDeclaration(code, 1, 0, "float", "");
code.Write("{{\n"
" int layer = int(v_tex0.z);\n");
- if (GetAPIType() == APIType::D3D)
- code.Write(" int3 coords = int3(int2(ipos.xy), layer);\n");
- else
- code.Write(" int3 coords = int3(int2(gl_FragCoord.xy), layer);\n");
+ code.Write(" int3 coords = int3(int2(gl_FragCoord.xy), layer);\n");
// Take the minimum of all depth samples.
- if (GetAPIType() == APIType::D3D)
- code.Write(" ocol0 = tex0.Load(coords, 0).r;\n");
- else
- code.Write(" ocol0 = texelFetch(samp0, coords, 0).r;\n");
+ code.Write(" ocol0 = texelFetch(samp0, coords, 0).r;\n");
code.Write(" for (int i = 1; i < {}; i++)\n", samples);
- if (GetAPIType() == APIType::D3D)
- code.Write(" ocol0 = min(ocol0, tex0.Load(coords, i).r);\n");
- else
- code.Write(" ocol0 = min(ocol0, texelFetch(samp0, coords, i).r);\n");
+ code.Write(" ocol0 = min(ocol0, texelFetch(samp0, coords, i).r);\n");
code.Write("}}\n");
return code.GetBuffer();
@@ -420,8 +361,8 @@ std::string GenerateClearVertexShader()
"}};\n");
EmitVertexMainDeclaration(code, 0, 0, false, 0, 1,
- GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " :
- "#define id gl_VertexID\n");
+
+ "#define id gl_VertexID\n");
code.Write(
"{{\n"
" float2 coord = float2(float((id << 1) & 2), float(id & 2));\n"
@@ -459,45 +400,29 @@ std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samp
{
ShaderCode code;
EmitSamplerDeclarations(code, 0, 1, samples > 1);
- EmitPixelMainDeclaration(
- code, 1, 0, "float4",
- GetAPIType() == APIType::D3D ?
- (g_ActiveConfig.bSSAA ?
- "in float4 ipos : SV_Position, in uint isample : SV_SampleIndex, " :
- "in float4 ipos : SV_Position, ") :
- "");
+ EmitPixelMainDeclaration(code, 1, 0, "float4",
+
+ "");
code.Write("{{\n"
" int layer = int(v_tex0.z);\n");
- if (GetAPIType() == APIType::D3D)
- code.Write(" int3 coords = int3(int2(ipos.xy), layer);\n");
- else
- code.Write(" int3 coords = int3(int2(gl_FragCoord.xy), layer);\n");
+ code.Write(" int3 coords = int3(int2(gl_FragCoord.xy), layer);\n");
if (samples == 1)
{
// No MSAA at all.
- if (GetAPIType() == APIType::D3D)
- code.Write(" float4 val = tex0.Load(int4(coords, 0));\n");
- else
- code.Write(" float4 val = texelFetch(samp0, coords, 0);\n");
+ code.Write(" float4 val = texelFetch(samp0, coords, 0);\n");
}
else if (g_ActiveConfig.bSSAA)
{
// Sample shading, shader runs once per sample
- if (GetAPIType() == APIType::D3D)
- code.Write(" float4 val = tex0.Load(coords, isample);");
- else
- code.Write(" float4 val = texelFetch(samp0, coords, gl_SampleID);");
+ code.Write(" float4 val = texelFetch(samp0, coords, gl_SampleID);");
}
else
{
// MSAA without sample shading, average out all samples.
code.Write(" float4 val = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
code.Write(" for (int i = 0; i < {}; i++)\n", samples);
- if (GetAPIType() == APIType::D3D)
- code.Write(" val += tex0.Load(coords, i);\n");
- else
- code.Write(" val += texelFetch(samp0, coords, i);\n");
+ code.Write(" val += texelFetch(samp0, coords, i);\n");
code.Write(" val /= float({});\n", samples);
}
@@ -689,13 +614,12 @@ std::string GenerateEFBRestorePixelShader()
{
ShaderCode code;
EmitSamplerDeclarations(code, 0, 2, false);
- EmitPixelMainDeclaration(code, 1, 0, "float4",
- GetAPIType() == APIType::D3D ? "out float depth : SV_Depth, " : "");
+ EmitPixelMainDeclaration(code, 1, 0, "float4", "");
code.Write("{{\n"
" ocol0 = ");
EmitSampleTexture(code, 0, "v_tex0");
code.Write(";\n");
- code.Write(" {} = ", GetAPIType() == APIType::D3D ? "depth" : "gl_FragDepth");
+ code.Write(" gl_FragDepth = ");
EmitSampleTexture(code, 1, "v_tex0");
code.Write(".r;\n"
"}}\n");