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authoriwubcode <iwubcode@users.noreply.github.com>2025-05-17 19:45:58 -0500
committeriwubcode <iwubcode@users.noreply.github.com>2025-05-24 01:27:58 -0500
commitb23dddea4e57bb7135f75195534271c985d9b2c8 (patch)
tree7d458e5b2fb87e4f87d11e608d3051260f6d9c5d /Source/Core/VideoCommon
parent66b8fa03cbe1a57ce71f3d106c5bfabf36498710 (diff)
VideoCommon: move vertex shader gen logic to a 'process_vertex()' function, to eventually allow for custom shaders to override vertex logic
Diffstat (limited to 'Source/Core/VideoCommon')
-rw-r--r--Source/Core/VideoCommon/ShaderCache.cpp2
-rw-r--r--Source/Core/VideoCommon/VertexShaderGen.cpp370
-rw-r--r--Source/Core/VideoCommon/VertexShaderGen.h11
3 files changed, 292 insertions, 91 deletions
diff --git a/Source/Core/VideoCommon/ShaderCache.cpp b/Source/Core/VideoCommon/ShaderCache.cpp
index 96f3a67e18..0e5cc141a1 100644
--- a/Source/Core/VideoCommon/ShaderCache.cpp
+++ b/Source/Core/VideoCommon/ShaderCache.cpp
@@ -433,7 +433,7 @@ void ShaderCache::CompileMissingPipelines()
std::unique_ptr<AbstractShader> ShaderCache::CompileVertexShader(const VertexShaderUid& uid) const
{
const ShaderCode source_code =
- GenerateVertexShaderCode(m_api_type, m_host_config, uid.GetUidData());
+ GenerateVertexShaderCode(m_api_type, m_host_config, uid.GetUidData(), {});
return g_gfx->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer());
}
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp
index 053510f68b..bf313daa5c 100644
--- a/Source/Core/VideoCommon/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/VertexShaderGen.cpp
@@ -201,8 +201,119 @@ static void WriteTexCoordTransforms(APIType api_type, const ShaderHostConfig& ho
}
}
+static void WriteVertexStructs(APIType api_type, const ShaderHostConfig& host_config,
+ const vertex_shader_uid_data* uid_data, ShaderCode& out)
+{
+ out.Write("struct DolphinVertexInput\n");
+ out.Write("{{\n");
+ out.Write("\tvec4 color_0;\n");
+ out.Write("\tvec4 color_1;\n");
+ out.Write("\tvec4 position;\n");
+ out.Write("\tvec3 normal;\n");
+ out.Write("\tvec3 binormal;\n");
+ out.Write("\tvec3 tangent;\n");
+ for (u32 i = 0; i < 8; i++)
+ {
+ out.Write("\tvec4 texture_coord_{};\n", i);
+ }
+ out.Write("}};\n\n");
+
+ out.Write("struct DolphinVertexOutput\n");
+ out.Write("{{\n");
+ out.Write("\tvec4 color_0;\n");
+ out.Write("\tvec4 color_1;\n");
+ out.Write("\tvec4 position;\n");
+ out.Write("\tvec3 normal;\n");
+ for (u32 i = 0; i < 8; i++)
+ {
+ out.Write("\tvec3 texture_coord_{};\n", i);
+ }
+ out.Write("}};\n\n");
+}
+
+static void WriteVertexDefines(APIType, const ShaderHostConfig&,
+ const vertex_shader_uid_data* uid_data, ShaderCode& out)
+{
+ if ((uid_data->components & VB_HAS_COL0) != 0)
+ {
+ out.Write("#define HAS_COLOR_0 1\n");
+ }
+ else
+ {
+ out.Write("#define HAS_COLOR_0 0\n");
+ }
+
+ if ((uid_data->components & VB_HAS_COL1) != 0)
+ {
+ out.Write("#define HAS_COLOR_1 1\n");
+ }
+ else
+ {
+ out.Write("#define HAS_COLOR_1 0\n");
+ }
+
+ if ((uid_data->components & VB_HAS_NORMAL) != 0)
+ {
+ out.Write("#define HAS_NORMAL 1\n");
+ }
+ else
+ {
+ out.Write("#define HAS_NORMAL 0\n");
+ }
+
+ if ((uid_data->components & VB_HAS_BINORMAL) != 0)
+ {
+ out.Write("#define HAS_BINORMAL 1\n");
+ }
+ else
+ {
+ out.Write("#define HAS_BINORMAL 0\n");
+ }
+
+ if ((uid_data->components & VB_HAS_TANGENT) != 0)
+ {
+ out.Write("#define HAS_TANGENT 1\n");
+ }
+ else
+ {
+ out.Write("#define HAS_TANGENT 0\n");
+ }
+
+ for (u32 i = 0; i < uid_data->numTexGens; i++)
+ {
+ if ((uid_data->components & (VB_HAS_UV0 << i)) != 0)
+ {
+ out.Write("#define HAS_TEXTURE_COORD_{} 1\n", i);
+ }
+ else
+ {
+ out.Write("#define HAS_TEXTURE_COORD_{} 0\n", i);
+ }
+ }
+
+ for (u32 i = uid_data->numTexGens; i < 8; i++)
+ {
+ out.Write("#define HAS_TEXTURE_COORD_{} 0\n", i);
+ }
+}
+
+static void WriteEmulatedVertexBodyHeader(APIType api_type, const ShaderHostConfig& host_config,
+ const vertex_shader_uid_data* uid_data, ShaderCode& out)
+{
+ constexpr std::string_view emulated_fragment_definition =
+ "void dolphin_process_emulated_vertex(in DolphinVertexInput vertex_input, out "
+ "DolphinVertexOutput vertex_output)";
+ out.Write("{}\n", emulated_fragment_definition);
+ out.Write("{{\n");
+
+ WriteVertexBody(api_type, host_config, uid_data, out);
+
+ out.Write("}}\n");
+}
+
ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& host_config,
- const vertex_shader_uid_data* uid_data)
+ const vertex_shader_uid_data* uid_data,
+ CustomVertexContents custom_contents)
{
ShaderCode out;
@@ -221,6 +332,13 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
out.Write("{}", s_shader_uniforms);
out.Write("}};\n");
+ if (!custom_contents.uniforms.empty())
+ {
+ out.Write("UBO_BINDING(std140, 3) uniform CustomShaderBlock {{\n");
+ out.Write("{}", custom_contents.uniforms);
+ out.Write("}} custom_uniforms;\n");
+ }
+
if (uid_data->vs_expand != VSExpand::None)
{
out.Write("UBO_BINDING(std140, 4) uniform GSBlock {{\n");
@@ -391,6 +509,24 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
// Note: this is done after to ensure above global variables are accessible
WriteTransformMatrices(api_type, host_config, uid_data, out);
WriteTexCoordTransforms(api_type, host_config, uid_data, out);
+ WriteVertexDefines(api_type, host_config, uid_data, out);
+ WriteVertexStructs(api_type, host_config, uid_data, out);
+ WriteEmulatedVertexBodyHeader(api_type, host_config, uid_data, out);
+
+ if (custom_contents.shader.empty())
+ {
+ out.Write("void process_vertex(in DolphinVertexInput vertex_input, out DolphinVertexOutput "
+ "vertex_output)\n");
+ out.Write("{{\n");
+
+ out.Write("\tdolphin_process_emulated_vertex(vertex_input, vertex_output);\n");
+
+ out.Write("}}\n");
+ }
+ else
+ {
+ out.Write("{}\n", custom_contents.shader);
+ }
out.Write("void main()\n{{\n");
@@ -437,49 +573,53 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
}
}
- out.Write("\tvec4 pos = vec4(rawpos * dolphin_position_matrix(), 1.0);\n");
-
- if ((uid_data->components & VB_HAS_NORMAL) == 0)
- out.Write("\tvec3 rawnormal = " I_CACHED_NORMAL ".xyz;\n");
- out.Write("\tvec3 _normal = normalize(rawnormal * dolphin_normal_matrix());\n");
-
- if ((uid_data->components & VB_HAS_TANGENT) == 0)
- out.Write("\tvec3 rawtangent = " I_CACHED_TANGENT ".xyz;\n");
-
- if ((uid_data->components & VB_HAS_BINORMAL) == 0)
- out.Write("\tvec3 rawbinormal = " I_CACHED_BINORMAL ".xyz;\n");
+ out.Write("\tDolphinVertexInput vertex_input;\n");
+ out.Write("\tvertex_input.color_0 = vertex_color_0;\n");
+ out.Write("\tvertex_input.color_1 = vertex_color_1;\n");
+ out.Write("\tvertex_input.position = rawpos;\n");
- out.Write("o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION
- "[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n");
+ if ((uid_data->components & VB_HAS_NORMAL) != 0)
+ {
+ out.Write("\tvertex_input.normal = rawnormal;\n");
+ }
+ else
+ {
+ out.Write("\tvertex_input.normal = " I_CACHED_NORMAL ".xyz;\n");
+ }
- out.Write("int4 lacc;\n"
- "float3 ldir, h, cosAttn, distAttn;\n"
- "float dist, dist2, attn;\n");
+ if ((uid_data->components & VB_HAS_BINORMAL) != 0)
+ {
+ out.Write("\tvertex_input.binormal = rawbinormal;\n");
+ }
+ else
+ {
+ out.Write("\tvertex_input.binormal = " I_CACHED_BINORMAL ".xyz;\n");
+ }
- for (u32 chan = 0; chan < NUM_XF_COLOR_CHANNELS; chan++)
+ if ((uid_data->components & VB_HAS_TANGENT) != 0)
{
- out.Write(
- "\to.colors_{0} = dolphin_calculate_lighting_chn{0}(vertex_color_{0}, pos.xyz, _normal);\n",
- chan);
+ out.Write("\tvertex_input.tangent = rawtangent;\n");
+ }
+ else
+ {
+ out.Write("\tvertex_input.tangent = " I_CACHED_TANGENT ".xyz;\n");
}
- // transform texcoords
- out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n");
for (u32 i = 0; i < uid_data->numTexGens; ++i)
{
auto& texinfo = uid_data->texMtxInfo[i];
- out.Write("{{\n");
- out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n");
+ out.Write("\t{{\n");
+ out.Write("\t\tvec4 coord = vec4(0.0, 0.0, 1.0, 1.0);\n");
switch (texinfo.sourcerow)
{
case SourceRow::Geom:
- out.Write("coord.xyz = rawpos.xyz;\n");
+ out.Write("\t\tcoord.xyz = rawpos.xyz;\n");
break;
case SourceRow::Normal:
if ((uid_data->components & VB_HAS_NORMAL) != 0)
{
- out.Write("coord.xyz = rawnormal.xyz;\n");
+ out.Write("\t\tcoord.xyz = rawnormal.xyz;\n");
}
break;
case SourceRow::Colors:
@@ -488,13 +628,13 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
case SourceRow::BinormalT:
if ((uid_data->components & VB_HAS_TANGENT) != 0)
{
- out.Write("coord.xyz = rawtangent.xyz;\n");
+ out.Write("\t\tcoord.xyz = rawtangent.xyz;\n");
}
break;
case SourceRow::BinormalB:
if ((uid_data->components & VB_HAS_BINORMAL) != 0)
{
- out.Write("coord.xyz = rawbinormal.xyz;\n");
+ out.Write("\t\tcoord.xyz = rawbinormal.xyz;\n");
}
break;
default:
@@ -502,51 +642,51 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
u32 texnum = static_cast<u32>(texinfo.sourcerow) - static_cast<u32>(SourceRow::Tex0);
if ((uid_data->components & (VB_HAS_UV0 << (texnum))) != 0)
{
- out.Write("coord = float4(rawtex{}.x, rawtex{}.y, 1.0, 1.0);\n", texnum, texnum);
+ out.Write("\t\tcoord = vec4(rawtex{}.x, rawtex{}.y, 1.0, 1.0);\n", texnum, texnum);
}
break;
}
// Input form of AB11 sets z element to 1.0
if (texinfo.inputform == TexInputForm::AB11)
- out.Write("coord.z = 1.0;\n");
+ out.Write("\t\tcoord.z = 1.0;\n");
// Convert NaNs to 1 - needed to fix eyelids in Shadow the Hedgehog during cutscenes
// See https://bugs.dolphin-emu.org/issues/11458
- out.Write("// Convert NaN to 1\n");
- out.Write("if (dolphin_isnan(coord.x)) coord.x = 1.0;\n");
- out.Write("if (dolphin_isnan(coord.y)) coord.y = 1.0;\n");
- out.Write("if (dolphin_isnan(coord.z)) coord.z = 1.0;\n");
+ out.Write("\t\t// Convert NaN to 1\n");
+ out.Write("\t\tif (dolphin_isnan(coord.x)) coord.x = 1.0;\n");
+ out.Write("\t\tif (dolphin_isnan(coord.y)) coord.y = 1.0;\n");
+ out.Write("\t\tif (dolphin_isnan(coord.z)) coord.z = 1.0;\n");
- // first transformation
- switch (texinfo.texgentype)
- {
- case TexGenType::EmbossMap: // calculate tex coords into bump map
+ out.Write("\t\tvertex_input.texture_coord_{0} = coord;\n", i);
+ out.Write("\t}}\n");
+ }
- // transform the light dir into tangent space
- out.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n",
- LIGHT_POS_PARAMS(texinfo.embosslightshift));
- out.Write("vec3 tangent = rawtangent * dolphin_normal_matrix();\n");
- out.Write("vec3 binormal = rawbinormal * dolphin_normal_matrix();\n");
- out.Write("o.tex{}.xyz = o.tex{}.xyz + vec3(dot(ldir, tangent), "
- "dot(ldir, binormal), 0.0);\n",
- i, texinfo.embosssourceshift);
+ // Initialize other texture coordinates that are unused
+ for (u32 i = uid_data->numTexGens; i < 8; i++)
+ {
+ out.Write("\tvertex_input.texture_coord_{0} = vec4(0, 0, 0, 0);\n", i);
+ }
- break;
- case TexGenType::Color0:
- out.Write("o.tex{}.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
- break;
- case TexGenType::Color1:
- out.Write("o.tex{}.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
- break;
- case TexGenType::Regular:
- out.Write("o.tex{0}.xyz = dolphin_transform_texcoord{0}(coord);\n", i);
- break;
- default:
- ASSERT(false);
- }
+ out.Write("\tDolphinVertexOutput vertex_output;\n");
+ out.Write("\tprocess_vertex(vertex_input, vertex_output);\n");
- out.Write("}}\n");
+ out.Write("\to.pos = vec4(dot(" I_PROJECTION "[0], vertex_output.position), dot(" I_PROJECTION
+ "[1], vertex_output.position), dot(" I_PROJECTION
+ "[2], vertex_output.position), dot(" I_PROJECTION "[3], vertex_output.position));\n");
+ for (u32 i = 0; i < uid_data->numTexGens; ++i)
+ {
+ out.Write("\to.tex{0} = vertex_output.texture_coord_{0};\n", i);
+ }
+
+ out.Write("\to.colors_0 = vertex_output.color_0;\n");
+ out.Write("\to.colors_1 = vertex_output.color_1;\n");
+ if (per_pixel_lighting)
+ {
+ out.Write("\to.Normal = vertex_output.normal;\n");
+
+ // TODO: Rename, this is actually in Viewspace...
+ out.Write("\to.WorldPos = vertex_output.position.xyz;\n");
}
if (uid_data->vs_expand == VSExpand::Line)
@@ -584,38 +724,10 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
GenerateVSPointExpansion(out, "", uid_data->numTexGens);
}
- if (per_pixel_lighting)
- {
- // When per-pixel lighting is enabled, the vertex colors are passed through
- // unmodified so we can evaluate the lighting in the pixel shader.
-
- // Lighting is also still computed in the vertex shader since it can be used to
- // generate texture coordinates. We generated them above, so now the colors can
- // be reverted to their previous stage.
- out.Write("o.colors_0 = vertex_color_0;\n");
- out.Write("o.colors_1 = vertex_color_1;\n");
- // Note that the numColorChans logic is performed in the pixel shader.
- }
- else
- {
- // The number of colors available to TEV is determined by numColorChans.
- // We have to provide the fields to match the interface, so set to zero if it's not enabled.
- if (uid_data->numColorChans == 0)
- out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n");
- if (uid_data->numColorChans <= 1)
- out.Write("o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
- }
-
// clipPos/w needs to be done in pixel shader, not here
if (!host_config.fast_depth_calc)
out.Write("o.clipPos = o.pos;\n");
- if (per_pixel_lighting)
- {
- out.Write("o.Normal = _normal;\n"
- "o.WorldPos = pos.xyz;\n");
- }
-
// If we can disable the incorrect depth clipping planes using depth clamping, then we can do
// our own depth clipping and calculate the depth range before the perspective divide if
// necessary.
@@ -735,3 +847,83 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
return out;
}
+
+void WriteVertexBody(APIType api_type, const ShaderHostConfig& host_config,
+ const vertex_shader_uid_data* uid_data, ShaderCode& out)
+{
+ out.Write(
+ "\tvertex_output.position = vec4(vertex_input.position * dolphin_position_matrix(), 1.0);\n");
+
+ out.Write("\tvertex_output.normal = normalize(vertex_input.normal * dolphin_normal_matrix());\n");
+
+ for (u32 chan = 0; chan < NUM_XF_COLOR_CHANNELS; chan++)
+ {
+ out.Write(
+ "\tvec4 vertex_lighting_{0} = dolphin_calculate_lighting_chn{0}(vertex_input.color_{0}, "
+ "vertex_output.position.xyz, vertex_output.normal);\n",
+ chan);
+ out.Write("\tvertex_output.color_{0} = vertex_lighting_{0};\n", chan);
+ }
+
+ if (host_config.per_pixel_lighting)
+ {
+ // When per-pixel lighting is enabled, the vertex colors are passed through
+ // unmodified so we can evaluate the lighting in the pixel shader.
+ out.Write("\tvertex_output.color_0 = vertex_input.color_0;\n");
+ out.Write("\tvertex_output.color_1 = vertex_input.color_1;\n");
+ }
+ else
+ {
+ // The number of colors available to TEV is determined by numColorChans.
+ // We have to provide the fields to match the interface, so set to zero if it's not enabled.
+ if (uid_data->numColorChans == 0)
+ out.Write("\tvertex_output.color_0 = vec4(0.0, 0.0, 0.0, 0.0);\n");
+ if (uid_data->numColorChans <= 1)
+ out.Write("\tvertex_output.color_1 = vec4(0.0, 0.0, 0.0, 0.0);\n");
+ }
+
+ for (u32 i = 0; i < uid_data->numTexGens; ++i)
+ {
+ auto& texinfo = uid_data->texMtxInfo[i];
+
+ switch (texinfo.texgentype)
+ {
+ case TexGenType::EmbossMap: // calculate tex coords into bump map
+
+ out.Write("\t{{\n");
+ // transform the light dir into tangent space
+ out.Write("\t\tvec3 ldir = normalize(" LIGHT_POS ".xyz - vertex_output.position.xyz);\n",
+ LIGHT_POS_PARAMS(texinfo.embosslightshift));
+
+ out.Write("\t\tvec3 tangent = vertex_input.tangent * dolphin_normal_matrix();\n");
+ out.Write("\t\tvec3 binormal = vertex_input.binormal * dolphin_normal_matrix();\n");
+ out.Write("\t\tvertex_output.texture_coord_{}.xyz = vertex_output.texture_coord_{}.xyz + "
+ "vec3(dot(ldir, tangent), "
+ "dot(ldir, binormal), 0.0);\n",
+ i, texinfo.embosssourceshift);
+ out.Write("\t}}\n");
+ break;
+ case TexGenType::Color0:
+ out.Write("\tvertex_output.texture_coord_{}.xyz = vec3(vertex_lighting_0.x, "
+ "vertex_lighting_0.y, 1);\n",
+ i);
+ break;
+ case TexGenType::Color1:
+ out.Write("\tvertex_output.texture_coord_{}.xyz = vec3(vertex_lighting_1.x, "
+ "vertex_lighting_1.y, 1);\n",
+ i);
+ break;
+ case TexGenType::Regular:
+ out.Write("\tvertex_output.texture_coord_{0} = "
+ "dolphin_transform_texcoord{0}(vertex_input.texture_coord_{0});\n",
+ i);
+ break;
+ };
+ }
+
+ // Fill out output that is unused
+ for (u32 i = uid_data->numTexGens; i < 8; i++)
+ {
+ out.Write("\tvertex_output.texture_coord_{0} = vec3(0, 0, 0);\n", i);
+ }
+}
diff --git a/Source/Core/VideoCommon/VertexShaderGen.h b/Source/Core/VideoCommon/VertexShaderGen.h
index 94f2a170c9..3e9b73940b 100644
--- a/Source/Core/VideoCommon/VertexShaderGen.h
+++ b/Source/Core/VideoCommon/VertexShaderGen.h
@@ -88,6 +88,15 @@ struct vertex_shader_uid_data
using VertexShaderUid = ShaderUid<vertex_shader_uid_data>;
+struct CustomVertexContents
+{
+ std::string_view shader = "";
+ std::string_view uniforms = "";
+};
+
VertexShaderUid GetVertexShaderUid();
ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& host_config,
- const vertex_shader_uid_data* uid_data);
+ const vertex_shader_uid_data* uid_data,
+ CustomVertexContents custom_contents);
+void WriteVertexBody(APIType api_type, const ShaderHostConfig& host_config,
+ const vertex_shader_uid_data* uid_data, ShaderCode& out);