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authoriwubcode <iwubcode@users.noreply.github.com>2022-05-04 00:41:34 -0500
committeriwubcode <iwubcode@users.noreply.github.com>2022-06-24 18:09:53 -0500
commit5dd2704416385946fbdd80b38c01b0f9d7735648 (patch)
treec6fa0e6d5552282939412f29c7f6b9fc7f6f4337 /Source/Core/VideoCommon/PixelShaderGen.cpp
parent3790c99a7d1f6377166049c61bbe03f93e2c3a60 (diff)
D3D / VideoCommon: generate HLSL from SPIRV
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.cpp387
1 files changed, 125 insertions, 262 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp
index 950763f5d8..11ac3a0c1a 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/PixelShaderGen.cpp
@@ -379,23 +379,10 @@ void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
"int3 iround(float3 x) {{ return int3(round(x)); }}\n"
"int4 iround(float4 x) {{ return int4(round(x)); }}\n\n");
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
- {
- out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp[8];\n");
- }
- else // D3D
- {
- // Declare samplers
- out.Write("SamplerState samp[8] : register(s0);\n"
- "\n"
- "Texture2DArray tex[8] : register(t0);\n");
- }
+ out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp[8];\n");
out.Write("\n");
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
- out.Write("UBO_BINDING(std140, 1) uniform PSBlock {{\n");
- else
- out.Write("cbuffer PSBlock : register(b0) {{\n");
+ out.Write("UBO_BINDING(std140, 1) uniform PSBlock {{\n");
out.Write("\tint4 " I_COLORS "[4];\n"
"\tint4 " I_KCOLORS "[4];\n"
@@ -445,10 +432,7 @@ void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
{
out.Write("{}", s_lighting_struct);
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
- out.Write("UBO_BINDING(std140, 2) uniform VSBlock {{\n");
- else
- out.Write("cbuffer VSBlock : register(b1) {{\n");
+ out.Write("UBO_BINDING(std140, 2) uniform VSBlock {{\n");
out.Write("{}", s_shader_uniforms);
out.Write("}};\n");
@@ -456,18 +440,9 @@ void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
if (bounding_box)
{
- if (api_type == APIType::D3D)
- {
- out.Write("globallycoherent RWBuffer<int> bbox_data : register(u2);\n"
- "#define atomicMin InterlockedMin\n"
- "#define atomicMax InterlockedMax");
- }
- else
- {
- out.Write("SSBO_BINDING(0) buffer BBox {{\n"
- " int bbox_data[4];\n"
- "}};");
- }
+ out.Write("SSBO_BINDING(0) buffer BBox {{\n"
+ " int bbox_data[4];\n"
+ "}};");
out.Write(R"(
#define bbox_left bbox_data[0]
@@ -535,24 +510,12 @@ void UpdateBoundingBox(float2 rawpos) {{
if (host_config.manual_texture_sampling)
{
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
- {
- out.Write(R"(
+ out.Write(R"(
int4 readTexture(in sampler2DArray tex, uint u, uint v, int layer, int lod) {{
return iround(texelFetch(tex, int3(u, v, layer), lod) * 255.0);
}}
int4 readTextureLinear(in sampler2DArray tex, uint2 uv1, uint2 uv2, int layer, int lod, int2 frac_uv) {{)");
- }
- else if (api_type == APIType::D3D)
- {
- out.Write(R"(
-int4 readTexture(in Texture2DArray tex, uint u, uint v, int layer, int lod) {{
- return iround(tex.Load(int4(u, v, layer, lod)) * 255.0);
-}}
-
-int4 readTextureLinear(in Texture2DArray tex, uint2 uv1, uint2 uv2, int layer, int lod, int2 frac_uv) {{)");
- }
out.Write(R"(
int4 result =
@@ -621,41 +584,26 @@ uint WrapCoord(int coord, uint wrap, int size) {{
}
}
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
- {
- out.Write("\nint4 sampleTexture(uint texmap, in sampler2DArray tex, int2 uv, int layer) {{\n");
- }
- else if (api_type == APIType::D3D)
- {
- out.Write("\nint4 sampleTexture(uint texmap, in Texture2DArray tex, in SamplerState tex_samp, "
- "int2 uv, int layer) {{\n");
- }
+ out.Write("\nint4 sampleTexture(uint texmap, in sampler2DArray tex, int2 uv, int layer) {{\n");
if (!host_config.manual_texture_sampling)
{
out.Write(" float size_s = float(" I_TEXDIMS "[texmap].x * 128);\n"
" float size_t = float(" I_TEXDIMS "[texmap].y * 128);\n"
" float3 coords = float3(float(uv.x) / size_s, float(uv.y) / size_t, layer);\n");
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
+ if (!host_config.backend_sampler_lod_bias)
{
- if (!host_config.backend_sampler_lod_bias)
- {
- out.Write(" uint texmode0 = samp_texmode0(texmap);\n"
- " float lod_bias = float({}) / 256.0f;\n"
- " return iround(255.0 * texture(tex, coords, lod_bias));\n",
- BitfieldExtract<&SamplerState::TM0::lod_bias>("texmode0"));
- }
- else
- {
- out.Write(" return iround(255.0 * texture(tex, coords));\n");
- }
-
- out.Write("}}\n");
+ out.Write(" uint texmode0 = samp_texmode0(texmap);\n"
+ " float lod_bias = float({}) / 256.0f;\n"
+ " return iround(255.0 * texture(tex, coords, lod_bias));\n",
+ BitfieldExtract<&SamplerState::TM0::lod_bias>("texmode0"));
}
- else if (api_type == APIType::D3D)
+ else
{
- out.Write(" return iround(255.0 * tex.Sample(tex_samp, coords));\n}}\n");
+ out.Write(" return iround(255.0 * texture(tex, coords));\n");
}
+
+ out.Write("}}\n");
}
else
{
@@ -694,31 +642,20 @@ uint WrapCoord(int coord, uint wrap, int size) {{
int native_size_t = )" I_TEXDIMS R"([texmap].y;
)");
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
- {
- out.Write(R"(
+ out.Write(R"(
int3 size = textureSize(tex, 0);
int size_s = size.x;
int size_t = size.y;
)");
- if (g_ActiveConfig.backend_info.bSupportsTextureQueryLevels)
- {
- out.Write(" int number_of_levels = textureQueryLevels(tex);\n");
- }
- else
- {
- out.Write(" int number_of_levels = 256; // textureQueryLevels is not supported\n");
- ERROR_LOG_FMT(VIDEO, "textureQueryLevels is not supported! Odd graphical results may "
- "occur if custom textures are in use!");
- }
+ if (g_ActiveConfig.backend_info.bSupportsTextureQueryLevels)
+ {
+ out.Write(" int number_of_levels = textureQueryLevels(tex);\n");
}
- else if (api_type == APIType::D3D)
+ else
{
- ASSERT(g_ActiveConfig.backend_info.bSupportsTextureQueryLevels);
- out.Write(R"(
- int size_s, size_t, layers, number_of_levels;
- tex.GetDimensions(0, size_s, size_t, layers, number_of_levels);
-)");
+ out.Write(" int number_of_levels = 256; // textureQueryLevels is not supported\n");
+ ERROR_LOG_FMT(VIDEO, "textureQueryLevels is not supported! Odd graphical results may "
+ "occur if custom textures are in use!");
}
out.Write(R"(
@@ -737,34 +674,23 @@ uint WrapCoord(int coord, uint wrap, int size) {{
)");
}
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
+ if (g_ActiveConfig.backend_info.bSupportsCoarseDerivatives)
{
- if (g_ActiveConfig.backend_info.bSupportsCoarseDerivatives)
- {
- // The software renderer uses the equivalent of coarse derivatives, so use them here for
- // consistency. This hasn't been hardware tested.
- // Note that bSupportsCoarseDerivatives being false only means dFdxCoarse and dFdxFine don't
- // exist. The GPU may still implement dFdx using coarse derivatives; we just don't have the
- // ability to specifically require it.
- out.Write(R"(
+ // The software renderer uses the equivalent of coarse derivatives, so use them here for
+ // consistency. This hasn't been hardware tested.
+ // Note that bSupportsCoarseDerivatives being false only means dFdxCoarse and dFdxFine don't
+ // exist. The GPU may still implement dFdx using coarse derivatives; we just don't have the
+ // ability to specifically require it.
+ out.Write(R"(
float2 uv_delta_x = abs(dFdxCoarse(float2(uv)));
float2 uv_delta_y = abs(dFdyCoarse(float2(uv)));
)");
- }
- else
- {
- out.Write(R"(
- float2 uv_delta_x = abs(dFdx(float2(uv)));
- float2 uv_delta_y = abs(dFdy(float2(uv)));
-)");
- }
}
- else if (api_type == APIType::D3D)
+ else
{
- ASSERT(g_ActiveConfig.backend_info.bSupportsCoarseDerivatives);
out.Write(R"(
- float2 uv_delta_x = abs(ddx_coarse(float2(uv)));
- float2 uv_delta_y = abs(ddy_coarse(float2(uv)));
+ float2 uv_delta_x = abs(dFdx(float2(uv)));
+ float2 uv_delta_y = abs(dFdy(float2(uv)));
)");
}
@@ -869,16 +795,8 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
WriteBitfieldExtractHeader(out, api_type, host_config);
WritePixelShaderCommonHeader(out, api_type, host_config, uid_data->bounding_box);
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
- {
- out.Write("\n#define sampleTextureWrapper(texmap, uv, layer) "
- "sampleTexture(texmap, samp[texmap], uv, layer)\n");
- }
- else if (api_type == APIType::D3D)
- {
- out.Write("\n#define sampleTextureWrapper(texmap, uv, layer) "
- "sampleTexture(texmap, tex[texmap], samp[texmap], uv, layer)\n");
- }
+ out.Write("\n#define sampleTextureWrapper(texmap, uv, layer) "
+ "sampleTexture(texmap, samp[texmap], uv, layer)\n");
if (uid_data->forced_early_z && g_ActiveConfig.backend_info.bSupportsEarlyZ)
{
@@ -915,16 +833,8 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
// all of the
// ARB_image_load_store extension yet.
- // D3D11 also has a way to force the driver to enable early-z, so we're fine here.
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
- {
- // This is a #define which signals whatever early-z method the driver supports.
- out.Write("FORCE_EARLY_Z; \n");
- }
- else
- {
- out.Write("[earlydepthstencil]\n");
- }
+ // This is a #define which signals whatever early-z method the driver supports.
+ out.Write("FORCE_EARLY_Z; \n");
}
// Only use dual-source blending when required on drivers that don't support it very well.
@@ -943,166 +853,119 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
use_shader_blend || use_shader_logic_op ||
DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DISCARD_WITH_EARLY_Z);
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
- {
#ifdef __APPLE__
- // Framebuffer fetch is only supported by Metal, so ensure that we're running Vulkan (MoltenVK)
- // if we want to use it.
- if (api_type == APIType::Vulkan)
- {
- if (use_dual_source)
- {
- out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 {};\n"
- "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n",
- use_framebuffer_fetch ? "real_ocol0" : "ocol0");
- }
- else
- {
- // Metal doesn't support a single unified variable for both input and output,
- // so when using framebuffer fetch, we declare the input separately below.
- out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 {};\n",
- use_framebuffer_fetch ? "real_ocol0" : "ocol0");
- }
-
- if (use_framebuffer_fetch)
- {
- // Subpass inputs will be converted to framebuffer fetch by SPIRV-Cross.
- out.Write("INPUT_ATTACHMENT_BINDING(0, 0, 0) uniform subpassInput in_ocol0;\n");
- }
- }
- else
-#endif
+ // Framebuffer fetch is only supported by Metal, so ensure that we're running Vulkan (MoltenVK)
+ // if we want to use it.
+ if (api_type == APIType::Vulkan)
+ {
+ if (use_dual_source)
{
- bool has_broken_decoration =
- DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION);
-
- out.Write("{} {} vec4 {};\n",
- has_broken_decoration ? "FRAGMENT_OUTPUT_LOCATION(0)" :
- "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0)",
- use_framebuffer_fetch ? "FRAGMENT_INOUT" : "out",
+ out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 {};\n"
+ "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n",
use_framebuffer_fetch ? "real_ocol0" : "ocol0");
-
- if (use_dual_source)
- {
- out.Write("{} out vec4 ocol1;\n", has_broken_decoration ?
- "FRAGMENT_OUTPUT_LOCATION(1)" :
- "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1)");
- }
- }
-
- if (uid_data->per_pixel_depth)
- out.Write("#define depth gl_FragDepth\n");
-
- if (host_config.backend_geometry_shaders)
- {
- out.Write("VARYING_LOCATION(0) in VertexData {{\n");
- GenerateVSOutputMembers(out, api_type, uid_data->genMode_numtexgens, host_config,
- GetInterpolationQualifier(msaa, ssaa, true, true));
-
- if (stereo)
- out.Write("\tflat int layer;\n");
-
- out.Write("}};\n");
}
else
{
- // Let's set up attributes
- u32 counter = 0;
- out.Write("VARYING_LOCATION({}) {} in float4 colors_0;\n", counter++,
- GetInterpolationQualifier(msaa, ssaa));
- out.Write("VARYING_LOCATION({}) {} in float4 colors_1;\n", counter++,
- GetInterpolationQualifier(msaa, ssaa));
- for (u32 i = 0; i < uid_data->genMode_numtexgens; ++i)
- {
- out.Write("VARYING_LOCATION({}) {} in float3 tex{};\n", counter++,
- GetInterpolationQualifier(msaa, ssaa), i);
- }
- if (!host_config.fast_depth_calc)
- {
- out.Write("VARYING_LOCATION({}) {} in float4 clipPos;\n", counter++,
- GetInterpolationQualifier(msaa, ssaa));
- }
- if (per_pixel_lighting)
- {
- out.Write("VARYING_LOCATION({}) {} in float3 Normal;\n", counter++,
- GetInterpolationQualifier(msaa, ssaa));
- out.Write("VARYING_LOCATION({}) {} in float3 WorldPos;\n", counter++,
- GetInterpolationQualifier(msaa, ssaa));
- }
+ // Metal doesn't support a single unified variable for both input and output,
+ // so when using framebuffer fetch, we declare the input separately below.
+ out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 {};\n",
+ use_framebuffer_fetch ? "real_ocol0" : "ocol0");
}
- out.Write("void main()\n{{\n");
- out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
-
if (use_framebuffer_fetch)
{
- // Store off a copy of the initial framebuffer value.
- //
- // If FB_FETCH_VALUE isn't defined (i.e. no special keyword for fetching from the
- // framebuffer), we read from real_ocol0.
- out.Write("#ifdef FB_FETCH_VALUE\n"
- "\tfloat4 initial_ocol0 = FB_FETCH_VALUE;\n"
- "#else\n"
- "\tfloat4 initial_ocol0 = real_ocol0;\n"
- "#endif\n");
-
- // QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an
- // intermediate value with multiple reads & modifications, so we pull out the "real" output
- // value above and use a temporary for calculations, then set the output value once at the
- // end of the shader.
- out.Write("\tfloat4 ocol0;\n");
+ // Subpass inputs will be converted to framebuffer fetch by SPIRV-Cross.
+ out.Write("INPUT_ATTACHMENT_BINDING(0, 0, 0) uniform subpassInput in_ocol0;\n");
}
+ }
+ else
+#endif
+ {
+ bool has_broken_decoration =
+ DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION);
- if (use_shader_blend)
+ out.Write("{} {} {} {};\n",
+ has_broken_decoration ? "FRAGMENT_OUTPUT_LOCATION(0)" :
+ "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0)",
+ use_framebuffer_fetch ? "FRAGMENT_INOUT" : "out",
+ uid_data->uint_output ? "uvec4" : "vec4",
+ use_framebuffer_fetch ? "real_ocol0" : "ocol0");
+
+ if (use_dual_source)
{
- out.Write("\tfloat4 ocol1;\n");
+ out.Write("{} out {} ocol1;\n",
+ has_broken_decoration ? "FRAGMENT_OUTPUT_LOCATION(1)" :
+ "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1)",
+ uid_data->uint_output ? "uvec4" : "vec4");
}
}
- else // D3D
+
+ if (uid_data->per_pixel_depth)
+ out.Write("#define depth gl_FragDepth\n");
+
+ if (host_config.backend_geometry_shaders)
{
- out.Write("void main(\n");
- if (uid_data->uint_output)
- {
- out.Write(" out uint4 ocol0 : SV_Target,\n");
- }
- else
- {
- out.Write(" out float4 ocol0 : SV_Target0,\n"
- " out float4 ocol1 : SV_Target1,\n");
- }
- out.Write("{}"
- " in float4 rawpos : SV_Position,\n",
- uid_data->per_pixel_depth ? " out float depth : SV_Depth,\n" : "");
+ out.Write("VARYING_LOCATION(0) in VertexData {{\n");
+ GenerateVSOutputMembers(out, api_type, uid_data->genMode_numtexgens, host_config,
+ GetInterpolationQualifier(msaa, ssaa, true, true), ShaderStage::Pixel);
- out.Write(" in {} float4 colors_0 : COLOR0,\n", GetInterpolationQualifier(msaa, ssaa));
- out.Write(" in {} float4 colors_1 : COLOR1\n", GetInterpolationQualifier(msaa, ssaa));
+ if (stereo)
+ out.Write("\tflat int layer;\n");
- // compute window position if needed because binding semantic WPOS is not widely supported
+ out.Write("}};\n");
+ }
+ else
+ {
+ // Let's set up attributes
+ u32 counter = 0;
+ out.Write("VARYING_LOCATION({}) {} in float4 colors_0;\n", counter++,
+ GetInterpolationQualifier(msaa, ssaa));
+ out.Write("VARYING_LOCATION({}) {} in float4 colors_1;\n", counter++,
+ GetInterpolationQualifier(msaa, ssaa));
for (u32 i = 0; i < uid_data->genMode_numtexgens; ++i)
{
- out.Write(",\n in {} float3 tex{} : TEXCOORD{}", GetInterpolationQualifier(msaa, ssaa), i,
- i);
+ out.Write("VARYING_LOCATION({}) {} in float3 tex{};\n", counter++,
+ GetInterpolationQualifier(msaa, ssaa), i);
}
if (!host_config.fast_depth_calc)
{
- out.Write(",\n in {} float4 clipPos : TEXCOORD{}", GetInterpolationQualifier(msaa, ssaa),
- uid_data->genMode_numtexgens);
+ out.Write("VARYING_LOCATION({}) {} in float4 clipPos;\n", counter++,
+ GetInterpolationQualifier(msaa, ssaa));
}
if (per_pixel_lighting)
{
- out.Write(",\n in {} float3 Normal : TEXCOORD{}", GetInterpolationQualifier(msaa, ssaa),
- uid_data->genMode_numtexgens + 1);
- out.Write(",\n in {} float3 WorldPos : TEXCOORD{}", GetInterpolationQualifier(msaa, ssaa),
- uid_data->genMode_numtexgens + 2);
- }
- if (host_config.backend_geometry_shaders)
- {
- out.Write(",\n in float clipDist0 : SV_ClipDistance0\n"
- ",\n in float clipDist1 : SV_ClipDistance1\n");
+ out.Write("VARYING_LOCATION({}) {} in float3 Normal;\n", counter++,
+ GetInterpolationQualifier(msaa, ssaa));
+ out.Write("VARYING_LOCATION({}) {} in float3 WorldPos;\n", counter++,
+ GetInterpolationQualifier(msaa, ssaa));
}
- if (stereo)
- out.Write(",\n in uint layer : SV_RenderTargetArrayIndex\n");
- out.Write(" ) {{\n");
+ }
+
+ out.Write("void main()\n{{\n");
+ out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
+
+ if (use_framebuffer_fetch)
+ {
+ // Store off a copy of the initial framebuffer value.
+ //
+ // If FB_FETCH_VALUE isn't defined (i.e. no special keyword for fetching from the
+ // framebuffer), we read from real_ocol0.
+ out.Write("#ifdef FB_FETCH_VALUE\n"
+ "\tfloat4 initial_ocol0 = FB_FETCH_VALUE;\n"
+ "#else\n"
+ "\tfloat4 initial_ocol0 = real_ocol0;\n"
+ "#endif\n");
+
+ // QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an
+ // intermediate value with multiple reads & modifications, so we pull out the "real" output
+ // value above and use a temporary for calculations, then set the output value once at the
+ // end of the shader.
+ out.Write("\tfloat4 ocol0;\n");
+ }
+
+ if (use_shader_blend)
+ {
+ out.Write("\tfloat4 ocol1;\n");
}
if (!stereo)
out.Write("\tint layer = 0;\n");