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authorJules Blok <jules.blok@gmail.com>2015-06-10 00:00:12 +0200
committerJules Blok <jules.blok@gmail.com>2015-06-10 00:00:12 +0200
commit7dfced21a2e5aac7195e0e1ad76468e30306766b (patch)
treebd671b639d3d911460b767caabad8fc8a759a6bf /Source/Core/VideoCommon/GeometryShaderGen.cpp
parentc25be031fc1031d795157d8344b87b7841145197 (diff)
parent7b0a65e295c784f9d573f2ef52d4e2a7b9bb2889 (diff)
Merge branch 'master' into stable
Diffstat (limited to 'Source/Core/VideoCommon/GeometryShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/GeometryShaderGen.cpp338
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);
+}