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| author | Jules Blok <jules.blok@gmail.com> | 2015-06-10 00:00:12 +0200 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2015-06-10 00:00:12 +0200 |
| commit | 7dfced21a2e5aac7195e0e1ad76468e30306766b (patch) | |
| tree | bd671b639d3d911460b767caabad8fc8a759a6bf /Source/Core/VideoCommon/GeometryShaderGen.cpp | |
| parent | c25be031fc1031d795157d8344b87b7841145197 (diff) | |
| parent | 7b0a65e295c784f9d573f2ef52d4e2a7b9bb2889 (diff) | |
Merge branch 'master' into stable
Diffstat (limited to 'Source/Core/VideoCommon/GeometryShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/GeometryShaderGen.cpp | 338 |
1 files changed, 338 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp new file mode 100644 index 0000000000..8462822511 --- /dev/null +++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp @@ -0,0 +1,338 @@ +// Copyright 2014 Dolphin Emulator Project +// Licensed under GPLv2+ +// Refer to the license.txt file included. + +#include <cmath> + +#include "VideoCommon/BPMemory.h" +#include "VideoCommon/GeometryShaderGen.h" +#include "VideoCommon/LightingShaderGen.h" +#include "VideoCommon/VertexShaderGen.h" +#include "VideoCommon/VideoConfig.h" + +static char text[16384]; + +static const char* primitives_ogl[] = +{ + "points", + "lines", + "triangles" +}; + +static const char* primitives_d3d[] = +{ + "point", + "line", + "triangle" +}; + +template<class T> static inline void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_vertex = false); +template<class T> static inline void EndPrimitive(T& out, API_TYPE ApiType); + +template<class T> +static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE ApiType) +{ + // Non-uid template parameters will write to the dummy data (=> gets optimized out) + geometry_shader_uid_data dummy_data; + geometry_shader_uid_data* uid_data = out.template GetUidData<geometry_shader_uid_data>(); + if (uid_data == nullptr) + uid_data = &dummy_data; + + out.SetBuffer(text); + const bool is_writing_shadercode = (out.GetBuffer() != nullptr); + + if (is_writing_shadercode) + text[sizeof(text) - 1] = 0x7C; // canary + + uid_data->primitive_type = primitive_type; + const unsigned int vertex_in = primitive_type + 1; + unsigned int vertex_out = primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4; + + uid_data->wireframe = g_ActiveConfig.bWireFrame; + if (g_ActiveConfig.bWireFrame) + vertex_out++; + + uid_data->stereo = g_ActiveConfig.iStereoMode > 0; + if (ApiType == API_OPENGL) + { + // Insert layout parameters + if (g_ActiveConfig.backend_info.bSupportsGSInstancing) + { + out.Write("layout(%s, invocations = %d) in;\n", primitives_ogl[primitive_type], g_ActiveConfig.iStereoMode > 0 ? 2 : 1); + out.Write("layout(%s_strip, max_vertices = %d) out;\n", g_ActiveConfig.bWireFrame ? "line" : "triangle", vertex_out); + } + else + { + out.Write("layout(%s) in;\n", primitives_ogl[primitive_type]); + out.Write("layout(%s_strip, max_vertices = %d) out;\n", g_ActiveConfig.bWireFrame ? "line" : "triangle", g_ActiveConfig.iStereoMode > 0 ? vertex_out * 2 : vertex_out); + } + } + + out.Write("%s", s_lighting_struct); + + // uniforms + if (ApiType == API_OPENGL) + out.Write("layout(std140%s) uniform GSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 3" : ""); + else + out.Write("cbuffer GSBlock {\n"); + out.Write( + "\tfloat4 " I_STEREOPARAMS";\n" + "\tfloat4 " I_LINEPTPARAMS";\n" + "\tint4 " I_TEXOFFSET";\n" + "};\n"); + + uid_data->numTexGens = bpmem.genMode.numtexgens; + uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting; + + out.Write("struct VS_OUTPUT {\n"); + GenerateVSOutputMembers<T>(out, ApiType); + out.Write("};\n"); + + if (ApiType == API_OPENGL) + { + if (g_ActiveConfig.backend_info.bSupportsGSInstancing) + out.Write("#define InstanceID gl_InvocationID\n"); + + out.Write("in VertexData {\n"); + GenerateVSOutputMembers<T>(out, ApiType, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "centroid" : "centroid in"); + out.Write("} vs[%d];\n", vertex_in); + + out.Write("out VertexData {\n"); + GenerateVSOutputMembers<T>(out, ApiType, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "centroid" : "centroid out"); + + if (g_ActiveConfig.iStereoMode > 0) + out.Write("\tflat int layer;\n"); + + out.Write("} ps;\n"); + + out.Write("void main()\n{\n"); + } + else // D3D + { + out.Write("struct VertexData {\n"); + out.Write("\tVS_OUTPUT o;\n"); + + if (g_ActiveConfig.iStereoMode > 0) + out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n"); + + out.Write("};\n"); + + if (g_ActiveConfig.backend_info.bSupportsGSInstancing) + { + out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out, g_ActiveConfig.iStereoMode > 0 ? 2 : 1); + out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output, in uint InstanceID : SV_GSInstanceID)\n{\n", primitives_d3d[primitive_type], vertex_in, g_ActiveConfig.bWireFrame ? "Line" : "Triangle"); + } + else + { + out.Write("[maxvertexcount(%d)]\n", g_ActiveConfig.iStereoMode > 0 ? vertex_out * 2 : vertex_out); + out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output)\n{\n", primitives_d3d[primitive_type], vertex_in, g_ActiveConfig.bWireFrame ? "Line" : "Triangle"); + } + + out.Write("\tVertexData ps;\n"); + } + + if (primitive_type == PRIMITIVE_LINES) + { + if (ApiType == API_OPENGL) + { + out.Write("\tVS_OUTPUT start, end;\n"); + AssignVSOutputMembers(out, "start", "vs[0]"); + AssignVSOutputMembers(out, "end", "vs[1]"); + } + else + { + out.Write("\tVS_OUTPUT start = o[0];\n"); + out.Write("\tVS_OUTPUT end = o[1];\n"); + } + + // GameCube/Wii's line drawing algorithm is a little quirky. It does not + // use the correct line caps. Instead, the line caps are vertical or + // horizontal depending the slope of the line. + out.Write( + "\tfloat2 offset;\n" + "\tfloat2 to = abs(end.pos.xy / end.pos.w - start.pos.xy / start.pos.w);\n" + // FIXME: What does real hardware do when line is at a 45-degree angle? + // FIXME: Lines aren't drawn at the correct width. See Twilight Princess map. + "\tif (" I_LINEPTPARAMS".y * to.y > " I_LINEPTPARAMS".x * to.x) {\n" + // Line is more tall. Extend geometry left and right. + // Lerp LineWidth/2 from [0..VpWidth] to [-1..1] + "\t\toffset = float2(" I_LINEPTPARAMS".z / " I_LINEPTPARAMS".x, 0);\n" + "\t} else {\n" + // Line is more wide. Extend geometry up and down. + // Lerp LineWidth/2 from [0..VpHeight] to [1..-1] + "\t\toffset = float2(0, -" I_LINEPTPARAMS".z / " I_LINEPTPARAMS".y);\n" + "\t}\n"); + } + else if (primitive_type == PRIMITIVE_POINTS) + { + if (ApiType == API_OPENGL) + { + out.Write("\tVS_OUTPUT center;\n"); + AssignVSOutputMembers(out, "center", "vs[0]"); + } + else + { + out.Write("\tVS_OUTPUT center = o[0];\n"); + } + + // Offset from center to upper right vertex + // Lerp PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1] + out.Write("\tfloat2 offset = float2(" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".x, -" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".y) * center.pos.w;\n"); + } + + if (g_ActiveConfig.iStereoMode > 0) + { + // If the GPU supports invocation we don't need a for loop and can simply use the + // invocation identifier to determine which layer we're rendering. + if (g_ActiveConfig.backend_info.bSupportsGSInstancing) + out.Write("\tint eye = InstanceID;\n"); + else + out.Write("\tfor (int eye = 0; eye < 2; ++eye) {\n"); + } + + if (g_ActiveConfig.bWireFrame) + out.Write("\tVS_OUTPUT first;\n"); + + out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in); + + if (ApiType == API_OPENGL) + { + out.Write("\tVS_OUTPUT f;\n"); + AssignVSOutputMembers(out, "f", "vs[i]"); + } + else + { + out.Write("\tVS_OUTPUT f = o[i];\n"); + } + + if (g_ActiveConfig.iStereoMode > 0) + { + // Select the output layer + out.Write("\tps.layer = eye;\n"); + if (ApiType == API_OPENGL) + out.Write("\tgl_Layer = eye;\n"); + + // For stereoscopy add a small horizontal offset in Normalized Device Coordinates proportional + // to the depth of the vertex. We retrieve the depth value from the w-component of the projected + // vertex which contains the negated z-component of the original vertex. + // For negative parallax (out-of-screen effects) we subtract a convergence value from + // the depth value. This results in objects at a distance smaller than the convergence + // distance to seemingly appear in front of the screen. + // This formula is based on page 13 of the "Nvidia 3D Vision Automatic, Best Practices Guide" + out.Write("\tf.pos.x += " I_STEREOPARAMS"[eye] * (f.pos.w - " I_STEREOPARAMS"[2]);\n"); + } + + if (primitive_type == PRIMITIVE_LINES) + { + out.Write("\tVS_OUTPUT l = f;\n" + "\tVS_OUTPUT r = f;\n"); + + out.Write("\tl.pos.xy -= offset * l.pos.w;\n" + "\tr.pos.xy += offset * r.pos.w;\n"); + + out.Write("\tif (" I_TEXOFFSET"[2] != 0) {\n"); + out.Write("\tfloat texOffset = 1.0 / float(" I_TEXOFFSET"[2]);\n"); + + for (unsigned int i = 0; i < bpmem.genMode.numtexgens; ++i) + { + out.Write("\tif (((" I_TEXOFFSET"[0] >> %d) & 0x1) != 0)\n", i); + out.Write("\t\tr.tex%d.x += texOffset;\n", i); + } + out.Write("\t}\n"); + + EmitVertex<T>(out, "l", ApiType, true); + EmitVertex<T>(out, "r", ApiType); + } + else if (primitive_type == PRIMITIVE_POINTS) + { + out.Write("\tVS_OUTPUT ll = f;\n" + "\tVS_OUTPUT lr = f;\n" + "\tVS_OUTPUT ul = f;\n" + "\tVS_OUTPUT ur = f;\n"); + + out.Write("\tll.pos.xy += float2(-1,-1) * offset;\n" + "\tlr.pos.xy += float2(1,-1) * offset;\n" + "\tul.pos.xy += float2(-1,1) * offset;\n" + "\tur.pos.xy += offset;\n"); + + out.Write("\tif (" I_TEXOFFSET"[3] != 0) {\n"); + out.Write("\tfloat2 texOffset = float2(1.0 / float(" I_TEXOFFSET"[3]), 1.0 / float(" I_TEXOFFSET"[3]));\n"); + + for (unsigned int i = 0; i < bpmem.genMode.numtexgens; ++i) + { + out.Write("\tif (((" I_TEXOFFSET"[1] >> %d) & 0x1) != 0) {\n", i); + out.Write("\t\tll.tex%d.xy += float2(0,1) * texOffset;\n", i); + out.Write("\t\tlr.tex%d.xy += texOffset;\n", i); + out.Write("\t\tur.tex%d.xy += float2(1,0) * texOffset;\n", i); + out.Write("\t}\n"); + } + out.Write("\t}\n"); + + EmitVertex<T>(out, "ll", ApiType, true); + EmitVertex<T>(out, "lr", ApiType); + EmitVertex<T>(out, "ul", ApiType); + EmitVertex<T>(out, "ur", ApiType); + } + else + { + EmitVertex<T>(out, "f", ApiType, true); + } + + out.Write("\t}\n"); + + EndPrimitive<T>(out, ApiType); + + if (g_ActiveConfig.iStereoMode > 0 && !g_ActiveConfig.backend_info.bSupportsGSInstancing) + out.Write("\t}\n"); + + out.Write("}\n"); + + if (is_writing_shadercode) + { + if (text[sizeof(text) - 1] != 0x7C) + PanicAlert("GeometryShader generator - buffer too small, canary has been eaten!"); + } +} + +template<class T> +static inline void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_vertex) +{ + if (g_ActiveConfig.bWireFrame && first_vertex) + out.Write("\tif (i == 0) first = %s;\n", vertex); + + if (ApiType == API_OPENGL) + { + out.Write("\tgl_Position = %s.pos;\n", vertex); + AssignVSOutputMembers(out, "ps", vertex); + } + else + { + out.Write("\tps.o = %s;\n", vertex); + } + + if (ApiType == API_OPENGL) + out.Write("\tEmitVertex();\n"); + else + out.Write("\toutput.Append(ps);\n"); +} +template<class T> +static inline void EndPrimitive(T& out, API_TYPE ApiType) +{ + if (g_ActiveConfig.bWireFrame) + EmitVertex<T>(out, "first", ApiType); + + if (ApiType == API_OPENGL) + out.Write("\tEndPrimitive();\n"); + else + out.Write("\toutput.RestartStrip();\n"); +} + +void GetGeometryShaderUid(GeometryShaderUid& object, u32 primitive_type, API_TYPE ApiType) +{ + GenerateGeometryShader<GeometryShaderUid>(object, primitive_type, ApiType); +} + +void GenerateGeometryShaderCode(ShaderCode& object, u32 primitive_type, API_TYPE ApiType) +{ + GenerateGeometryShader<ShaderCode>(object, primitive_type, ApiType); +} |
