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authorAdmiral H. Curtiss <pikachu025@gmail.com>2023-08-22 02:18:40 +0200
committerGitHub <noreply@github.com>2023-08-22 02:18:40 +0200
commitdbe6a5f7e4caca71de9d9ba86916f82c0bc21683 (patch)
tree84fd8c6f664f1df62350f9d7b5aa9d110b6aee02 /Source/Core
parent3451cb1ca2583f9c2b02d0d216355047787c134b (diff)
parent55061216855af89f21eee1174fa81d927bc94991 (diff)
Merge pull request #11300 from iwubcode/custom-shaders
VideoCommon: add a graphics mod action that allows you to modify the game's base rendering
Diffstat (limited to 'Source/Core')
-rw-r--r--Source/Core/DolphinLib.props6
-rw-r--r--Source/Core/VideoCommon/CMakeLists.txt6
-rw-r--r--Source/Core/VideoCommon/ConstantManager.h2
-rw-r--r--Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsMod.cpp21
-rw-r--r--Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsMod.h2
-rw-r--r--Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsModAsset.cpp52
-rw-r--r--Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsModAsset.h18
-rw-r--r--Source/Core/VideoCommon/GraphicsModSystem/Runtime/Actions/CustomPipelineAction.cpp449
-rw-r--r--Source/Core/VideoCommon/GraphicsModSystem/Runtime/Actions/CustomPipelineAction.h54
-rw-r--r--Source/Core/VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.cpp376
-rw-r--r--Source/Core/VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h144
-rw-r--r--Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionData.h5
-rw-r--r--Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionFactory.cpp7
-rw-r--r--Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionFactory.h3
-rw-r--r--Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.cpp38
-rw-r--r--Source/Core/VideoCommon/LightingShaderGen.cpp177
-rw-r--r--Source/Core/VideoCommon/LightingShaderGen.h4
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.cpp237
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.h6
-rw-r--r--Source/Core/VideoCommon/ShaderCache.cpp4
-rw-r--r--Source/Core/VideoCommon/ShaderGenCommon.cpp88
-rw-r--r--Source/Core/VideoCommon/ShaderGenCommon.h19
-rw-r--r--Source/Core/VideoCommon/UberShaderPixel.cpp575
-rw-r--r--Source/Core/VideoCommon/UberShaderPixel.h3
-rw-r--r--Source/Core/VideoCommon/VertexManagerBase.cpp102
-rw-r--r--Source/Core/VideoCommon/VertexManagerBase.h6
-rw-r--r--Source/Core/VideoCommon/VideoConfig.cpp1
27 files changed, 2325 insertions, 80 deletions
diff --git a/Source/Core/DolphinLib.props b/Source/Core/DolphinLib.props
index 1b44f15ec4..967b6ac9ad 100644
--- a/Source/Core/DolphinLib.props
+++ b/Source/Core/DolphinLib.props
@@ -663,15 +663,18 @@
<ClInclude Include="VideoCommon\GeometryShaderGen.h" />
<ClInclude Include="VideoCommon\GeometryShaderManager.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Config\GraphicsMod.h" />
+ <ClInclude Include="VideoCommon\GraphicsModSystem\Config\GraphicsModAsset.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Config\GraphicsModFeature.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Config\GraphicsModGroup.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Config\GraphicsTarget.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Config\GraphicsTargetGroup.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Constants.h" />
+ <ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\CustomPipelineAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\MoveAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\PrintAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\ScaleAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\SkipAction.h" />
+ <ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\CustomShaderCache.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\FBInfo.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModActionData.h" />
@@ -1276,14 +1279,17 @@
<ClCompile Include="VideoCommon\GeometryShaderGen.cpp" />
<ClCompile Include="VideoCommon\GeometryShaderManager.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Config\GraphicsMod.cpp" />
+ <ClCompile Include="VideoCommon\GraphicsModSystem\Config\GraphicsModAsset.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Config\GraphicsModFeature.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Config\GraphicsModGroup.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Config\GraphicsTarget.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Config\GraphicsTargetGroup.cpp" />
+ <ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\CustomPipelineAction.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\MoveAction.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\PrintAction.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\ScaleAction.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\SkipAction.cpp" />
+ <ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\CustomShaderCache.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\FBInfo.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModActionFactory.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModManager.cpp" />
diff --git a/Source/Core/VideoCommon/CMakeLists.txt b/Source/Core/VideoCommon/CMakeLists.txt
index ba3b67faba..46f1955524 100644
--- a/Source/Core/VideoCommon/CMakeLists.txt
+++ b/Source/Core/VideoCommon/CMakeLists.txt
@@ -64,6 +64,8 @@ add_library(videocommon
GeometryShaderManager.h
GraphicsModSystem/Config/GraphicsMod.cpp
GraphicsModSystem/Config/GraphicsMod.h
+ GraphicsModSystem/Config/GraphicsModAsset.cpp
+ GraphicsModSystem/Config/GraphicsModAsset.h
GraphicsModSystem/Config/GraphicsModFeature.cpp
GraphicsModSystem/Config/GraphicsModFeature.h
GraphicsModSystem/Config/GraphicsModGroup.cpp
@@ -73,6 +75,8 @@ add_library(videocommon
GraphicsModSystem/Config/GraphicsTargetGroup.cpp
GraphicsModSystem/Config/GraphicsTargetGroup.h
GraphicsModSystem/Constants.h
+ GraphicsModSystem/Runtime/Actions/CustomPipelineAction.cpp
+ GraphicsModSystem/Runtime/Actions/CustomPipelineAction.h
GraphicsModSystem/Runtime/Actions/MoveAction.cpp
GraphicsModSystem/Runtime/Actions/MoveAction.h
GraphicsModSystem/Runtime/Actions/PrintAction.cpp
@@ -81,6 +85,8 @@ add_library(videocommon
GraphicsModSystem/Runtime/Actions/ScaleAction.h
GraphicsModSystem/Runtime/Actions/SkipAction.cpp
GraphicsModSystem/Runtime/Actions/SkipAction.h
+ GraphicsModSystem/Runtime/CustomShaderCache.cpp
+ GraphicsModSystem/Runtime/CustomShaderCache.h
GraphicsModSystem/Runtime/FBInfo.cpp
GraphicsModSystem/Runtime/FBInfo.h
GraphicsModSystem/Runtime/GraphicsModAction.h
diff --git a/Source/Core/VideoCommon/ConstantManager.h b/Source/Core/VideoCommon/ConstantManager.h
index 88c25a9823..b8c65aaefb 100644
--- a/Source/Core/VideoCommon/ConstantManager.h
+++ b/Source/Core/VideoCommon/ConstantManager.h
@@ -58,6 +58,8 @@ struct alignas(16) PixelShaderConstants
// For shader_framebuffer_fetch logic ops:
u32 logic_op_enable; // bool
LogicOp logic_op_mode;
+ // For custom shaders...
+ u32 time_ms;
};
struct alignas(16) VertexShaderConstants
diff --git a/Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsMod.cpp b/Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsMod.cpp
index c7dc5aab87..b04190ad67 100644
--- a/Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsMod.cpp
+++ b/Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsMod.cpp
@@ -178,6 +178,27 @@ bool GraphicsModConfig::DeserializeFromConfig(const picojson::value& value)
}
}
+ const auto& assets = value.get("assets");
+ if (assets.is<picojson::array>())
+ {
+ for (const auto& asset_val : assets.get<picojson::array>())
+ {
+ if (!asset_val.is<picojson::object>())
+ {
+ ERROR_LOG_FMT(
+ VIDEO, "Failed to load mod configuration file, specified asset is not a json object");
+ return false;
+ }
+ GraphicsModAssetConfig asset;
+ if (!asset.DeserializeFromConfig(asset_val.get<picojson::object>()))
+ {
+ return false;
+ }
+
+ m_assets.push_back(std::move(asset));
+ }
+ }
+
return true;
}
diff --git a/Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsMod.h b/Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsMod.h
index f4f6859cb3..953af6201b 100644
--- a/Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsMod.h
+++ b/Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsMod.h
@@ -9,6 +9,7 @@
#include <picojson.h>
+#include "VideoCommon/GraphicsModSystem/Config/GraphicsModAsset.h"
#include "VideoCommon/GraphicsModSystem/Config/GraphicsModFeature.h"
#include "VideoCommon/GraphicsModSystem/Config/GraphicsTargetGroup.h"
@@ -30,6 +31,7 @@ struct GraphicsModConfig
std::vector<GraphicsTargetGroupConfig> m_groups;
std::vector<GraphicsModFeatureConfig> m_features;
+ std::vector<GraphicsModAssetConfig> m_assets;
static std::optional<GraphicsModConfig> Create(const std::string& file, Source source);
static std::optional<GraphicsModConfig> Create(const picojson::object* obj);
diff --git a/Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsModAsset.cpp b/Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsModAsset.cpp
new file mode 100644
index 0000000000..fb5572b3da
--- /dev/null
+++ b/Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsModAsset.cpp
@@ -0,0 +1,52 @@
+// Copyright 2023 Dolphin Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#include "VideoCommon/GraphicsModSystem/Config/GraphicsModAsset.h"
+
+#include "Common/Logging/Log.h"
+
+bool GraphicsModAssetConfig::DeserializeFromConfig(const picojson::object& obj)
+{
+ auto name_iter = obj.find("name");
+ if (name_iter == obj.end())
+ {
+ ERROR_LOG_FMT(VIDEO, "Failed to load mod configuration file, specified asset has no name");
+ return false;
+ }
+ if (!name_iter->second.is<std::string>())
+ {
+ ERROR_LOG_FMT(VIDEO, "Failed to load mod configuration file, specified asset has a name "
+ "that is not a string");
+ return false;
+ }
+ m_name = name_iter->second.to_str();
+
+ auto data_iter = obj.find("data");
+ if (data_iter == obj.end())
+ {
+ ERROR_LOG_FMT(VIDEO, "Failed to load mod configuration file, specified asset '{}' has no data",
+ m_name);
+ return false;
+ }
+ if (!data_iter->second.is<picojson::object>())
+ {
+ ERROR_LOG_FMT(VIDEO,
+ "Failed to load mod configuration file, specified asset '{}' has data "
+ "that is not an object",
+ m_name);
+ return false;
+ }
+ for (const auto& [key, value] : data_iter->second.get<picojson::object>())
+ {
+ if (!value.is<std::string>())
+ {
+ ERROR_LOG_FMT(VIDEO,
+ "Failed to load mod configuration file, specified asset '{}' has data "
+ "with a value for key '{}' that is not a string",
+ m_name, key);
+ }
+ m_map[key] = value.to_str();
+ }
+
+ return true;
+}
diff --git a/Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsModAsset.h b/Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsModAsset.h
new file mode 100644
index 0000000000..b38ba792cc
--- /dev/null
+++ b/Source/Core/VideoCommon/GraphicsModSystem/Config/GraphicsModAsset.h
@@ -0,0 +1,18 @@
+// Copyright 2023 Dolphin Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#pragma once
+
+#include <string>
+
+#include <picojson.h>
+
+#include "VideoCommon/Assets/DirectFilesystemAssetLibrary.h"
+
+struct GraphicsModAssetConfig
+{
+ std::string m_name;
+ VideoCommon::DirectFilesystemAssetLibrary::AssetMap m_map;
+
+ bool DeserializeFromConfig(const picojson::object& obj);
+};
diff --git a/Source/Core/VideoCommon/GraphicsModSystem/Runtime/Actions/CustomPipelineAction.cpp b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/Actions/CustomPipelineAction.cpp
new file mode 100644
index 0000000000..b774324a58
--- /dev/null
+++ b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/Actions/CustomPipelineAction.cpp
@@ -0,0 +1,449 @@
+// Copyright 2022 Dolphin Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#include "VideoCommon/GraphicsModSystem/Runtime/Actions/CustomPipelineAction.h"
+
+#include <algorithm>
+#include <array>
+
+#include <fmt/format.h>
+
+#include "Common/FileUtil.h"
+#include "Common/Logging/Log.h"
+#include "Common/StringUtil.h"
+#include "Core/System.h"
+
+#include "VideoCommon/AbstractGfx.h"
+#include "VideoCommon/Assets/CustomAssetLoader.h"
+#include "VideoCommon/Assets/DirectFilesystemAssetLibrary.h"
+#include "VideoCommon/ShaderGenCommon.h"
+#include "VideoCommon/TextureCacheBase.h"
+
+namespace
+{
+bool IsQualifier(std::string_view value)
+{
+ static std::array<std::string_view, 7> qualifiers = {"attribute", "const", "highp", "lowp",
+ "mediump", "uniform", "varying"};
+ return std::find(qualifiers.begin(), qualifiers.end(), value) != qualifiers.end();
+}
+
+bool IsBuiltInMacro(std::string_view value)
+{
+ static std::array<std::string_view, 5> built_in = {"__LINE__", "__FILE__", "__VERSION__",
+ "GL_core_profile", "GL_compatibility_profile"};
+ return std::find(built_in.begin(), built_in.end(), value) != built_in.end();
+}
+
+std::vector<std::string> GlobalConflicts(std::string_view source)
+{
+ std::string_view last_identifier = "";
+ std::vector<std::string> global_result;
+ u32 scope = 0;
+ for (u32 i = 0; i < source.size(); i++)
+ {
+ // If we're out of global scope, we don't care
+ // about any of the details
+ if (scope > 0)
+ {
+ if (source[i] == '{')
+ {
+ scope++;
+ }
+ else if (source[i] == '}')
+ {
+ scope--;
+ }
+ continue;
+ }
+
+ const auto parse_identifier = [&]() {
+ const u32 start = i;
+ for (; i < source.size(); i++)
+ {
+ if (!Common::IsAlpha(source[i]) && source[i] != '_' && !std::isdigit(source[i]))
+ break;
+ }
+ u32 end = i;
+ i--; // unwind
+ return source.substr(start, end - start);
+ };
+
+ if (Common::IsAlpha(source[i]) || source[i] == '_')
+ {
+ const std::string_view identifier = parse_identifier();
+ if (IsQualifier(identifier))
+ continue;
+ if (IsBuiltInMacro(identifier))
+ continue;
+ last_identifier = identifier;
+ }
+ else if (source[i] == '#')
+ {
+ const auto parse_until_end_of_preprocessor = [&]() {
+ bool continue_until_next_newline = false;
+ for (; i < source.size(); i++)
+ {
+ if (source[i] == '\n')
+ {
+ if (continue_until_next_newline)
+ continue_until_next_newline = false;
+ else
+ break;
+ }
+ else if (source[i] == '\\')
+ {
+ continue_until_next_newline = true;
+ }
+ }
+ };
+ i++;
+ const std::string_view identifier = parse_identifier();
+ if (identifier == "define")
+ {
+ i++;
+ // skip whitespace
+ while (source[i] == ' ')
+ {
+ i++;
+ }
+ global_result.push_back(std::string{parse_identifier()});
+ parse_until_end_of_preprocessor();
+ }
+ else
+ {
+ parse_until_end_of_preprocessor();
+ }
+ }
+ else if (source[i] == '{')
+ {
+ scope++;
+ }
+ else if (source[i] == '(')
+ {
+ // Unlikely the user will be using layouts but...
+ if (last_identifier == "layout")
+ continue;
+
+ // Since we handle equality, we can assume the identifier
+ // before '(' is a function definition
+ global_result.push_back(std::string{last_identifier});
+ }
+ else if (source[i] == '=')
+ {
+ global_result.push_back(std::string{last_identifier});
+ i++;
+ for (; i < source.size(); i++)
+ {
+ if (source[i] == ';')
+ break;
+ }
+ }
+ else if (source[i] == '/')
+ {
+ if ((i + 1) >= source.size())
+ continue;
+
+ if (source[i + 1] == '/')
+ {
+ // Go to end of line...
+ for (; i < source.size(); i++)
+ {
+ if (source[i] == '\n')
+ break;
+ }
+ }
+ else if (source[i + 1] == '*')
+ {
+ // Multiline, look for first '*/'
+ for (; i < source.size(); i++)
+ {
+ if (source[i] == '/' && source[i - 1] == '*')
+ break;
+ }
+ }
+ }
+ }
+
+ // Sort the conflicts from largest to smallest string
+ // this way we can ensure smaller strings that are a substring
+ // of the larger string are able to be replaced appropriately
+ std::sort(global_result.begin(), global_result.end(),
+ [](const std::string& first, const std::string& second) {
+ return first.size() > second.size();
+ });
+ return global_result;
+}
+
+void WriteDefines(ShaderCode* out, const std::vector<std::string>& texture_code_names,
+ u32 texture_unit)
+{
+ for (std::size_t i = 0; i < texture_code_names.size(); i++)
+ {
+ const auto& code_name = texture_code_names[i];
+ out->Write("#define {}_UNIT_{{0}} {}\n", code_name, texture_unit);
+ out->Write(
+ "#define {0}_COORD_{{0}} float3(data.texcoord[data.texmap_to_texcoord_index[{1}]].xy, "
+ "{2})\n",
+ code_name, texture_unit, i + 1);
+ }
+}
+
+} // namespace
+
+std::unique_ptr<CustomPipelineAction>
+CustomPipelineAction::Create(const picojson::value& json_data,
+ std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
+{
+ std::vector<CustomPipelineAction::PipelinePassPassDescription> pipeline_passes;
+
+ const auto& passes_json = json_data.get("passes");
+ if (passes_json.is<picojson::array>())
+ {
+ for (const auto& passes_json_val : passes_json.get<picojson::array>())
+ {
+ CustomPipelineAction::PipelinePassPassDescription pipeline_pass;
+ if (!passes_json_val.is<picojson::object>())
+ {
+ ERROR_LOG_FMT(VIDEO,
+ "Failed to load custom pipeline action, 'passes' has an array value that "
+ "is not an object!");
+ return nullptr;
+ }
+
+ auto pass = passes_json_val.get<picojson::object>();
+ if (!pass.contains("pixel_material_asset"))
+ {
+ ERROR_LOG_FMT(VIDEO,
+ "Failed to load custom pipeline action, 'passes' value missing required "
+ "field 'pixel_material_asset'");
+ return nullptr;
+ }
+
+ auto pixel_material_asset_json = pass["pixel_material_asset"];
+ if (!pixel_material_asset_json.is<std::string>())
+ {
+ ERROR_LOG_FMT(VIDEO, "Failed to load custom pipeline action, 'passes' field "
+ "'pixel_material_asset' is not a string!");
+ return nullptr;
+ }
+ pipeline_pass.m_pixel_material_asset = pixel_material_asset_json.to_str();
+ pipeline_passes.push_back(std::move(pipeline_pass));
+ }
+ }
+
+ if (pipeline_passes.empty())
+ {
+ ERROR_LOG_FMT(VIDEO, "Failed to load custom pipeline action, must specify at least one pass");
+ return nullptr;
+ }
+
+ if (pipeline_passes.size() > 1)
+ {
+ ERROR_LOG_FMT(
+ VIDEO,
+ "Failed to load custom pipeline action, multiple passes are not currently supported");
+ return nullptr;
+ }
+
+ return std::make_unique<CustomPipelineAction>(std::move(library), std::move(pipeline_passes));
+}
+
+CustomPipelineAction::CustomPipelineAction(
+ std::shared_ptr<VideoCommon::CustomAssetLibrary> library,
+ std::vector<PipelinePassPassDescription> pass_descriptions)
+ : m_library(std::move(library)), m_passes_config(std::move(pass_descriptions))
+{
+ m_passes.resize(m_passes_config.size());
+}
+
+CustomPipelineAction::~CustomPipelineAction() = default;
+
+void CustomPipelineAction::OnDrawStarted(GraphicsModActionData::DrawStarted* draw_started)
+{
+ if (!draw_started) [[unlikely]]
+ return;
+
+ if (!draw_started->custom_pixel_shader) [[unlikely]]
+ return;
+
+ if (!m_valid)
+ return;
+
+ if (m_passes.empty()) [[unlikely]]
+ return;
+
+ // For now assume a single pass
+ auto& pass = m_passes[0];
+
+ if (!pass.m_pixel_shader.m_asset) [[unlikely]]
+ return;
+
+ const auto shader_data = pass.m_pixel_shader.m_asset->GetData();
+ if (shader_data)
+ {
+ if (pass.m_pixel_shader.m_asset->GetLastLoadedTime() > pass.m_pixel_shader.m_cached_write_time)
+ {
+ const auto material = pass.m_pixel_material.m_asset->GetData();
+ if (!material)
+ return;
+
+ pass.m_pixel_shader.m_cached_write_time = pass.m_pixel_shader.m_asset->GetLastLoadedTime();
+
+ for (const auto& prop : material->properties)
+ {
+ if (!shader_data->m_properties.contains(prop.m_code_name))
+ {
+ ERROR_LOG_FMT(VIDEO,
+ "Custom pipeline has material asset '{}' that has property '{}'"
+ "that is not on shader asset '{}'",
+ pass.m_pixel_material.m_asset->GetAssetId(), prop.m_code_name,
+ pass.m_pixel_shader.m_asset->GetAssetId());
+ return;
+ }
+ }
+
+ // Calculate shader details
+ std::string color_shader_data =
+ ReplaceAll(shader_data->m_shader_source, "custom_main", CUSTOM_PIXELSHADER_COLOR_FUNC);
+ const auto global_conflicts = GlobalConflicts(color_shader_data);
+ color_shader_data = ReplaceAll(color_shader_data, "\r\n", "\n");
+ color_shader_data = ReplaceAll(color_shader_data, "{", "{{");
+ color_shader_data = ReplaceAll(color_shader_data, "}", "}}");
+ // First replace global conflicts with dummy strings
+ // This avoids the problem where a shorter word
+ // is in a longer word, ex two functions: 'execute' and 'execute_fast'
+ for (std::size_t i = 0; i < global_conflicts.size(); i++)
+ {
+ const std::string& identifier = global_conflicts[i];
+ color_shader_data =
+ ReplaceAll(color_shader_data, identifier, fmt::format("_{0}_DOLPHIN_TEMP_{0}_", i));
+ }
+ // Now replace the temporaries with the actual value
+ for (std::size_t i = 0; i < global_conflicts.size(); i++)
+ {
+ const std::string& identifier = global_conflicts[i];
+ color_shader_data = ReplaceAll(color_shader_data, fmt::format("_{0}_DOLPHIN_TEMP_{0}_", i),
+ fmt::format("{}_{{0}}", identifier));
+ }
+
+ for (const auto& texture_code_name : m_texture_code_names)
+ {
+ color_shader_data =
+ ReplaceAll(color_shader_data, fmt::format("{}_COORD", texture_code_name),
+ fmt::format("{}_COORD_{{0}}", texture_code_name));
+ color_shader_data = ReplaceAll(color_shader_data, fmt::format("{}_UNIT", texture_code_name),
+ fmt::format("{}_UNIT_{{0}}", texture_code_name));
+ }
+
+ m_last_generated_shader_code = ShaderCode{};
+ WriteDefines(&m_last_generated_shader_code, m_texture_code_names, draw_started->texture_unit);
+ m_last_generated_shader_code.Write("{}", color_shader_data);
+ }
+ CustomPixelShader custom_pixel_shader;
+ custom_pixel_shader.custom_shader = m_last_generated_shader_code.GetBuffer();
+ *draw_started->custom_pixel_shader = custom_pixel_shader;
+ }
+}
+
+void CustomPipelineAction::OnTextureCreate(GraphicsModActionData::TextureCreate* create)
+{
+ if (!create->custom_textures) [[unlikely]]
+ return;
+
+ if (!create->additional_dependencies) [[unlikely]]
+ return;
+
+ if (m_passes_config.empty()) [[unlikely]]
+ return;
+
+ if (m_passes.empty()) [[unlikely]]
+ return;
+
+ m_valid = true;
+ auto& loader = Core::System::GetInstance().GetCustomAssetLoader();
+
+ // For now assume a single pass
+ const auto& pass_config = m_passes_config[0];
+ auto& pass = m_passes[0];
+
+ if (!pass.m_pixel_material.m_asset)
+ {
+ pass.m_pixel_material.m_asset =
+ loader.LoadMaterial(pass_config.m_pixel_material_asset, m_library);
+ pass.m_pixel_material.m_cached_write_time = pass.m_pixel_material.m_asset->GetLastLoadedTime();
+ }
+ create->additional_dependencies->push_back(VideoCommon::CachedAsset<VideoCommon::CustomAsset>{
+ pass.m_pixel_material.m_asset, pass.m_pixel_material.m_asset->GetLastLoadedTime()});
+
+ const auto material_data = pass.m_pixel_material.m_asset->GetData();
+ if (!material_data)
+ return;
+
+ if (!pass.m_pixel_shader.m_asset || pass.m_pixel_material.m_asset->GetLastLoadedTime() >
+ pass.m_pixel_material.m_cached_write_time)
+ {
+ pass.m_pixel_shader.m_asset = loader.LoadPixelShader(material_data->shader_asset, m_library);
+ // Note: the asset timestamp will be updated in the draw command
+ }
+ create->additional_dependencies->push_back(VideoCommon::CachedAsset<VideoCommon::CustomAsset>{
+ pass.m_pixel_shader.m_asset, pass.m_pixel_shader.m_asset->GetLastLoadedTime()});
+
+ m_texture_code_names.clear();
+ std::vector<VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>> game_assets;
+ for (const auto& property : material_data->properties)
+ {
+ if (property.m_type == VideoCommon::MaterialProperty::Type::Type_TextureAsset)
+ {
+ if (property.m_value)
+ {
+ if (auto* value = std::get_if<std::string>(&*property.m_value))
+ {
+ auto asset = loader.LoadGameTexture(*value, m_library);
+ if (asset)
+ {
+ const auto loaded_time = asset->GetLastLoadedTime();
+ game_assets.push_back(VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>{
+ std::move(asset), loaded_time});
+ m_texture_code_names.push_back(property.m_code_name);
+ }
+ }
+ }
+ }
+ }
+ // Note: we swap here instead of doing a clear + append of the member
+ // variable so that any loaded assets from previous iterations
+ // won't be let go
+ std::swap(pass.m_game_textures, game_assets);
+
+ for (auto& game_texture : pass.m_game_textures)
+ {
+ if (game_texture.m_asset)
+ {
+ auto data = game_texture.m_asset->GetData();
+ if (data)
+ {
+ if (create->texture_width != data->m_levels[0].width ||
+ create->texture_height != data->m_levels[0].height)
+ {
+ ERROR_LOG_FMT(VIDEO,
+ "Custom pipeline for texture '{}' has asset '{}' that does not match "
+ "the width/height of the texture loaded. Texture {}x{} vs asset {}x{}",
+ create->texture_name, game_texture.m_asset->GetAssetId(),
+ create->texture_width, create->texture_height, data->m_levels[0].width,
+ data->m_levels[0].height);
+ m_valid = false;
+ }
+ }
+ else
+ {
+ m_valid = false;
+ }
+ }
+ }
+
+ // TODO: compare game textures and shader requirements
+
+ create->custom_textures->insert(create->custom_textures->end(), pass.m_game_textures.begin(),
+ pass.m_game_textures.end());
+}
diff --git a/Source/Core/VideoCommon/GraphicsModSystem/Runtime/Actions/CustomPipelineAction.h b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/Actions/CustomPipelineAction.h
new file mode 100644
index 0000000000..4760da3124
--- /dev/null
+++ b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/Actions/CustomPipelineAction.h
@@ -0,0 +1,54 @@
+// Copyright 2022 Dolphin Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#pragma once
+
+#include <memory>
+#include <string>
+#include <string_view>
+#include <vector>
+
+#include <picojson.h>
+
+#include "VideoCommon/AbstractTexture.h"
+#include "VideoCommon/Assets/CustomAssetLibrary.h"
+#include "VideoCommon/Assets/MaterialAsset.h"
+#include "VideoCommon/Assets/ShaderAsset.h"
+#include "VideoCommon/Assets/TextureAsset.h"
+#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModAction.h"
+#include "VideoCommon/ShaderGenCommon.h"
+
+class CustomPipelineAction final : public GraphicsModAction
+{
+public:
+ struct PipelinePassPassDescription
+ {
+ std::string m_pixel_material_asset;
+ };
+
+ static std::unique_ptr<CustomPipelineAction>
+ Create(const picojson::value& json_data,
+ std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
+ CustomPipelineAction(std::shared_ptr<VideoCommon::CustomAssetLibrary> library,
+ std::vector<PipelinePassPassDescription> pass_descriptions);
+ ~CustomPipelineAction();
+ void OnDrawStarted(GraphicsModActionData::DrawStarted*) override;
+ void OnTextureCreate(GraphicsModActionData::TextureCreate*) override;
+
+private:
+ std::shared_ptr<VideoCommon::CustomAssetLibrary> m_library;
+ std::vector<PipelinePassPassDescription> m_passes_config;
+ struct PipelinePass
+ {
+ VideoCommon::CachedAsset<VideoCommon::MaterialAsset> m_pixel_material;
+ VideoCommon::CachedAsset<VideoCommon::PixelShaderAsset> m_pixel_shader;
+ std::vector<VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>> m_game_textures;
+ };
+ std::vector<PipelinePass> m_passes;
+
+ ShaderCode m_last_generated_shader_code;
+
+ bool m_valid = true;
+
+ std::vector<std::string> m_texture_code_names;
+};
diff --git a/Source/Core/VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.cpp b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.cpp
new file mode 100644
index 0000000000..27112846c6
--- /dev/null
+++ b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.cpp
@@ -0,0 +1,376 @@
+// Copyright 2022 Dolphin Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#include "VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h"
+#include "VideoCommon/AbstractGfx.h"
+#include "VideoCommon/VideoConfig.h"
+
+CustomShaderCache::CustomShaderCache()
+{
+ m_api_type = g_ActiveConfig.backend_info.api_type;
+ m_host_config.bits = ShaderHostConfig::GetCurrent().bits;
+
+ m_async_shader_compiler = g_gfx->CreateAsyncShaderCompiler();
+ m_async_shader_compiler->StartWorkerThreads(1); // TODO
+
+ m_async_uber_shader_compiler = g_gfx->CreateAsyncShaderCompiler();
+ m_async_uber_shader_compiler->StartWorkerThreads(1); // TODO
+
+ m_frame_end_handler =
+ AfterFrameEvent::Register([this] { RetrieveAsyncShaders(); }, "RetreiveAsyncShaders");
+}
+
+CustomShaderCache::~CustomShaderCache()
+{
+ if (m_async_shader_compiler)
+ m_async_shader_compiler->StopWorkerThreads();
+
+ if (m_async_uber_shader_compiler)
+ m_async_uber_shader_compiler->StopWorkerThreads();
+}
+
+void CustomShaderCache::RetrieveAsyncShaders()
+{
+ m_async_shader_compiler->RetrieveWorkItems();
+ m_async_uber_shader_compiler->RetrieveWorkItems();
+}
+
+void CustomShaderCache::Reload()
+{
+ while (m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork())
+ {
+ m_async_shader_compiler->RetrieveWorkItems();
+ }
+
+ while (m_async_uber_shader_compiler->HasPendingWork() ||
+ m_async_uber_shader_compiler->HasCompletedWork())
+ {
+ m_async_uber_shader_compiler->RetrieveWorkItems();
+ }
+
+ m_ps_cache = {};
+ m_uber_ps_cache = {};
+ m_pipeline_cache = {};
+ m_uber_pipeline_cache = {};
+}
+
+std::optional<const AbstractPipeline*>
+CustomShaderCache::GetPipelineAsync(const VideoCommon::GXPipelineUid& uid,
+ const CustomShaderInstance& custom_shaders,
+ const AbstractPipelineConfig& pipeline_config)
+{
+ if (auto holder = m_pipeline_cache.GetHolder(uid, custom_shaders))
+ {
+ if (holder->pending)
+ return std::nullopt;
+ return holder->value.get();
+ }
+ AsyncCreatePipeline(uid, custom_shaders, pipeline_config);
+ return std::nullopt;
+}
+
+std::optional<const AbstractPipeline*>
+CustomShaderCache::GetPipelineAsync(const VideoCommon::GXUberPipelineUid& uid,
+ const CustomShaderInstance& custom_shaders,
+ const AbstractPipelineConfig& pipeline_config)
+{
+ if (auto holder = m_uber_pipeline_cache.GetHolder(uid, custom_shaders))
+ {
+ if (holder->pending)
+ return std::nullopt;
+ return holder->value.get();
+ }
+ AsyncCreatePipeline(uid, custom_shaders, pipeline_config);
+ return std::nullopt;
+}
+
+void CustomShaderCache::AsyncCreatePipeline(const VideoCommon::GXPipelineUid& uid,
+
+ const CustomShaderInstance& custom_shaders,
+ const AbstractPipelineConfig& pipeline_config)
+{
+ class PipelineWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
+ {
+ public:
+ PipelineWorkItem(CustomShaderCache* shader_cache, const VideoCommon::GXPipelineUid& uid,
+ const CustomShaderInstance& custom_shaders, PipelineIterator iterator,
+ const AbstractPipelineConfig& pipeline_config)
+ : m_shader_cache(shader_cache), m_uid(uid), m_iterator(iterator),
+ m_custom_shaders(custom_shaders), m_config(pipeline_config)
+ {
+ SetStagesReady();
+ }
+
+ void SetStagesReady()
+ {
+ m_stages_ready = true;
+
+ PixelShaderUid ps_uid = m_uid.ps_uid;
+ ClearUnusedPixelShaderUidBits(m_shader_cache->m_api_type, m_shader_cache->m_host_config,
+ &ps_uid);
+
+ if (auto holder = m_shader_cache->m_ps_cache.GetHolder(ps_uid, m_custom_shaders))
+ {
+ // If the pixel shader is no longer pending compilation
+ // and the shader compilation succeeded, set
+ // the pipeline to use the new pixel shader.
+ // Otherwise, use the existing shader.
+ if (!holder->pending && holder->value.get())
+ {
+ m_config.pixel_shader = holder->value.get();
+ }
+ m_stages_ready &= !holder->pending;
+ }
+ else
+ {
+ m_stages_ready &= false;
+ m_shader_cache->QueuePixelShaderCompile(ps_uid, m_custom_shaders);
+ }
+ }
+
+ bool Compile() override
+ {
+ if (m_stages_ready)
+ {
+ m_pipeline = g_gfx->CreatePipeline(m_config);
+ }
+ return true;
+ }
+
+ void Retrieve() override
+ {
+ if (m_stages_ready)
+ {
+ m_shader_cache->NotifyPipelineFinished(m_iterator, std::move(m_pipeline));
+ }
+ else
+ {
+ // Re-queue for next frame.
+ auto wi = m_shader_cache->m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
+ m_shader_cache, m_uid, m_custom_shaders, m_iterator, m_config);
+ m_shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), 0);
+ }
+ }
+
+ private:
+ CustomShaderCache* m_shader_cache;
+ std::unique_ptr<AbstractPipeline> m_pipeline;
+ VideoCommon::GXPipelineUid m_uid;
+ PipelineIterator m_iterator;
+ AbstractPipelineConfig m_config;
+ CustomShaderInstance m_custom_shaders;
+ bool m_stages_ready;
+ };
+
+ auto list_iter = m_pipeline_cache.InsertElement(uid, custom_shaders);
+ auto work_item = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
+ this, uid, custom_shaders, list_iter, pipeline_config);
+ m_async_shader_compiler->QueueWorkItem(std::move(work_item), 0);
+}
+
+void CustomShaderCache::AsyncCreatePipeline(const VideoCommon::GXUberPipelineUid& uid,
+
+ const CustomShaderInstance& custom_shaders,
+ const AbstractPipelineConfig& pipeline_config)
+{
+ class PipelineWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
+ {
+ public:
+ PipelineWorkItem(CustomShaderCache* shader_cache, const VideoCommon::GXUberPipelineUid& uid,
+ const CustomShaderInstance& custom_shaders, UberPipelineIterator iterator,
+ const AbstractPipelineConfig& pipeline_config)
+ : m_shader_cache(shader_cache), m_uid(uid), m_iterator(iterator),
+ m_custom_shaders(custom_shaders), m_config(pipeline_config)
+ {
+ SetStagesReady();
+ }
+
+ void SetStagesReady()
+ {
+ m_stages_ready = true;
+
+ UberShader::PixelShaderUid ps_uid = m_uid.ps_uid;
+ ClearUnusedPixelShaderUidBits(m_shader_cache->m_api_type, m_shader_cache->m_host_config,
+ &ps_uid);
+
+ if (auto holder = m_shader_cache->m_uber_ps_cache.GetHolder(ps_uid, m_custom_shaders))
+ {
+ if (!holder->pending && holder->value.get())
+ {
+ m_config.pixel_shader = holder->value.get();
+ }
+ m_stages_ready &= !holder->pending;
+ }
+ else
+ {
+ m_stages_ready &= false;
+ m_shader_cache->QueuePixelShaderCompile(ps_uid, m_custom_shaders);
+ }
+ }
+
+ bool Compile() override
+ {
+ if (m_stages_ready)
+ {
+ if (m_config.pixel_shader == nullptr || m_config.vertex_shader == nullptr)
+ return false;
+
+ m_pipeline = g_gfx->CreatePipeline(m_config);
+ }
+ return true;
+ }
+
+ void Retrieve() override
+ {
+ if (m_stages_ready)
+ {
+ m_shader_cache->NotifyPipelineFinished(m_iterator, std::move(m_pipeline));
+ }
+ else
+ {
+ // Re-queue for next frame.
+ auto wi = m_shader_cache->m_async_uber_shader_compiler->CreateWorkItem<PipelineWorkItem>(
+ m_shader_cache, m_uid, m_custom_shaders, m_iterator, m_config);
+ m_shader_cache->m_async_uber_shader_compiler->QueueWorkItem(std::move(wi), 0);
+ }
+ }
+
+ private:
+ CustomShaderCache* m_shader_cache;
+ std::unique_ptr<AbstractPipeline> m_pipeline;
+ VideoCommon::GXUberPipelineUid m_uid;
+ UberPipelineIterator m_iterator;
+ AbstractPipelineConfig m_config;
+ CustomShaderInstance m_custom_shaders;
+ bool m_stages_ready;
+ };
+
+ auto list_iter = m_uber_pipeline_cache.InsertElement(uid, custom_shaders);
+ auto work_item = m_async_uber_shader_compiler->CreateWorkItem<PipelineWorkItem>(
+ this, uid, custom_shaders, list_iter, pipeline_config);
+ m_async_uber_shader_compiler->QueueWorkItem(std::move(work_item), 0);
+}
+
+void CustomShaderCache::NotifyPipelineFinished(PipelineIterator iterator,
+ std::unique_ptr<AbstractPipeline> pipeline)
+{
+ iterator->second.pending = false;
+ iterator->second.value = std::move(pipeline);
+}
+
+void CustomShaderCache::NotifyPipelineFinished(UberPipelineIterator iterator,
+ std::unique_ptr<AbstractPipeline> pipeline)
+{
+ iterator->second.pending = false;
+ iterator->second.value = std::move(pipeline);
+}
+
+void CustomShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid,
+
+ const CustomShaderInstance& custom_shaders)
+{
+ class PixelShaderWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
+ {
+ public:
+ PixelShaderWorkItem(CustomShaderCache* shader_cache, const PixelShaderUid& uid,
+ const CustomShaderInstance& custom_shaders, PixelShaderIterator iter)
+ : m_shader_cache(shader_cache), m_uid(uid), m_custom_shaders(custom_shaders), m_iter(iter)
+ {
+ }
+
+ bool Compile() override
+ {
+ m_shader = m_shader_cache->CompilePixelShader(m_uid, m_custom_shaders);
+ return true;
+ }
+
+ void Retrieve() override
+ {
+ m_shader_cache->NotifyPixelShaderFinished(m_iter, std::move(m_shader));
+ }
+
+ private:
+ CustomShaderCache* m_shader_cache;
+ std::unique_ptr<AbstractShader> m_shader;
+ PixelShaderUid m_uid;
+ CustomShaderInstance m_custom_shaders;
+ PixelShaderIterator m_iter;
+ };
+
+ auto list_iter = m_ps_cache.InsertElement(uid, custom_shaders);
+ auto work_item = m_async_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(
+ this, uid, custom_shaders, list_iter);
+ m_async_shader_compiler->QueueWorkItem(std::move(work_item), 0);
+}
+
+void CustomShaderCache::QueuePixelShaderCompile(const UberShader::PixelShaderUid& uid,
+
+ const CustomShaderInstance& custom_shaders)
+{
+ class PixelShaderWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
+ {
+ public:
+ PixelShaderWorkItem(CustomShaderCache* shader_cache, const UberShader::PixelShaderUid& uid,
+ const CustomShaderInstance& custom_shaders, UberPixelShaderIterator iter)
+ : m_shader_cache(shader_cache), m_uid(uid), m_custom_shaders(custom_shaders), m_iter(iter)
+ {
+ }
+
+ bool Compile() override
+ {
+ m_shader = m_shader_cache->CompilePixelShader(m_uid, m_custom_shaders);
+ return true;
+ }
+
+ void Retrieve() override
+ {
+ m_shader_cache->NotifyPixelShaderFinished(m_iter, std::move(m_shader));
+ }
+
+ private:
+ CustomShaderCache* m_shader_cache;
+ std::unique_ptr<AbstractShader> m_shader;
+ UberShader::PixelShaderUid m_uid;
+ CustomShaderInstance m_custom_shaders;
+ UberPixelShaderIterator m_iter;
+ };
+
+ auto list_iter = m_uber_ps_cache.InsertElement(uid, custom_shaders);
+ auto work_item = m_async_uber_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(
+ this, uid, custom_shaders, list_iter);
+ m_async_uber_shader_compiler->QueueWorkItem(std::move(work_item), 0);
+}
+
+std::unique_ptr<AbstractShader>
+CustomShaderCache::CompilePixelShader(const PixelShaderUid& uid,
+ const CustomShaderInstance& custom_shaders) const
+{
+ const ShaderCode source_code = GeneratePixelShaderCode(
+ m_api_type, m_host_config, uid.GetUidData(), custom_shaders.pixel_contents);
+ return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
+ "Custom Pixel Shader");
+}
+
+std::unique_ptr<AbstractShader>
+CustomShaderCache::CompilePixelShader(const UberShader::PixelShaderUid& uid,
+ const CustomShaderInstance& custom_shaders) const
+{
+ const ShaderCode source_code =
+ GenPixelShader(m_api_type, m_host_config, uid.GetUidData(), custom_shaders.pixel_contents);
+ return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
+ "Custom Uber Pixel Shader");
+}
+
+void CustomShaderCache::NotifyPixelShaderFinished(PixelShaderIterator iterator,
+ std::unique_ptr<AbstractShader> shader)
+{
+ iterator->second.pending = false;
+ iterator->second.value = std::move(shader);
+}
+
+void CustomShaderCache::NotifyPixelShaderFinished(UberPixelShaderIterator iterator,
+ std::unique_ptr<AbstractShader> shader)
+{
+ iterator->second.pending = false;
+ iterator->second.value = std::move(shader);
+}
diff --git a/Source/Core/VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h
new file mode 100644
index 0000000000..ff2aba2823
--- /dev/null
+++ b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h
@@ -0,0 +1,144 @@
+// Copyright 2022 Dolphin Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#pragma once
+
+#include <array>
+#include <list>
+#include <map>
+#include <memory>
+#include <optional>
+#include <string>
+#include <string_view>
+
+#include "VideoCommon/AbstractPipeline.h"
+#include "VideoCommon/AbstractShader.h"
+#include "VideoCommon/AsyncShaderCompiler.h"
+#include "VideoCommon/GXPipelineTypes.h"
+#include "VideoCommon/PixelShaderGen.h"
+#include "VideoCommon/ShaderGenCommon.h"
+#include "VideoCommon/UberShaderPixel.h"
+#include "VideoCommon/VideoEvents.h"
+
+struct CustomShaderInstance
+{
+ CustomPixelShaderContents pixel_contents;
+
+ bool operator==(const CustomShaderInstance& other) const = default;
+};
+
+class CustomShaderCache
+{
+public:
+ CustomShaderCache();
+ ~CustomShaderCache();
+ CustomShaderCache(const CustomShaderCache&) = delete;
+ CustomShaderCache(CustomShaderCache&&) = delete;
+ CustomShaderCache& operator=(const CustomShaderCache&) = delete;
+ CustomShaderCache& operator=(CustomShaderCache&&) = delete;
+
+ // Changes the shader host config. Shaders should be reloaded afterwards.
+ void SetHostConfig(const ShaderHostConfig& host_config) { m_host_config.bits = host_config.bits; }
+
+ // Retrieves all pending shaders/pipelines from the async compiler.
+ void RetrieveAsyncShaders();
+
+ // Reloads/recreates all shaders and pipelines.
+ void Reload();
+
+ // The optional will be empty if this pipeline is now background compiling.
+ std::optional<const AbstractPipeline*>
+ GetPipelineAsync(const VideoCommon::GXPipelineUid& uid,
+ const CustomShaderInstance& custom_shaders,
+ const AbstractPipelineConfig& pipeline_config);
+ std::optional<const AbstractPipeline*>
+ GetPipelineAsync(const VideoCommon::GXUberPipelineUid& uid,
+ const CustomShaderInstance& custom_shaders,
+ const AbstractPipelineConfig& pipeline_config);
+
+private:
+ // Configuration bits.
+ APIType m_api_type = APIType::Nothing;
+ ShaderHostConfig m_host_config = {};
+ std::unique_ptr<VideoCommon::AsyncShaderCompiler> m_async_shader_compiler;
+ std::unique_ptr<VideoCommon::AsyncShaderCompiler> m_async_uber_shader_compiler;
+
+ void AsyncCreatePipeline(const VideoCommon::GXPipelineUid& uid,
+ const CustomShaderInstance& custom_shaders,
+ const AbstractPipelineConfig& pipeline_config);
+ void AsyncCreatePipeline(const VideoCommon::GXUberPipelineUid& uid,
+ const CustomShaderInstance& custom_shaders,
+ const AbstractPipelineConfig& pipeline_config);
+
+ // Shader/Pipeline cache helper
+ template <typename Uid, typename ValueType>
+ struct Cache
+ {
+ struct CacheHolder
+ {
+ std::unique_ptr<ValueType> value = nullptr;
+ bool pending = true;
+ };
+ using CacheElement = std::pair<CustomShaderInstance, CacheHolder>;
+ using CacheList = std::list<CacheElement>;
+ std::map<Uid, CacheList> uid_to_cachelist;
+
+ const CacheHolder* GetHolder(const Uid& uid, const CustomShaderInstance& custom_shaders) const
+ {
+ if (auto uuid_it = uid_to_cachelist.find(uid); uuid_it != uid_to_cachelist.end())
+ {
+ for (const auto& [custom_shader_val, holder] : uuid_it->second)
+ {
+ if (custom_shaders == custom_shader_val)
+ {
+ return &holder;
+ }
+ }
+ }
+
+ return nullptr;
+ }
+
+ typename CacheList::iterator InsertElement(const Uid& uid,
+ const CustomShaderInstance& custom_shaders)
+ {
+ CacheList& cachelist = uid_to_cachelist[uid];
+ CacheElement e{custom_shaders, CacheHolder{}};
+ return cachelist.emplace(cachelist.begin(), std::move(e));
+ }
+ };
+
+ Cache<PixelShaderUid, AbstractShader> m_ps_cache;
+ Cache<UberShader::PixelShaderUid, AbstractShader> m_uber_ps_cache;
+ Cache<VideoCommon::GXPipelineUid, AbstractPipeline> m_pipeline_cache;
+ Cache<VideoCommon::GXUberPipelineUid, AbstractPipeline> m_uber_pipeline_cache;
+
+ using PipelineIterator = Cache<VideoCommon::GXPipelineUid, AbstractPipeline>::CacheList::iterator;
+ using UberPipelineIterator =
+ Cache<VideoCommon::GXUberPipelineUid, AbstractPipeline>::CacheList::iterator;
+ using PixelShaderIterator = Cache<PixelShaderUid, AbstractShader>::CacheList::iterator;
+ using UberPixelShaderIterator =
+ Cache<UberShader::PixelShaderUid, AbstractShader>::CacheList::iterator;
+
+ void NotifyPipelineFinished(PipelineIterator iterator,
+ std::unique_ptr<AbstractPipeline> pipeline);
+ void NotifyPipelineFinished(UberPipelineIterator iterator,
+ std::unique_ptr<AbstractPipeline> pipeline);
+
+ std::unique_ptr<AbstractShader>
+ CompilePixelShader(const PixelShaderUid& uid, const CustomShaderInstance& custom_shaders) const;
+ void NotifyPixelShaderFinished(PixelShaderIterator iterator,
+ std::unique_ptr<AbstractShader> shader);
+ std::unique_ptr<AbstractShader>
+ CompilePixelShader(const UberShader::PixelShaderUid& uid,
+ const CustomShaderInstance& custom_shaders) const;
+ void NotifyPixelShaderFinished(UberPixelShaderIterator iterator,
+ std::unique_ptr<AbstractShader> shader);
+
+ void QueuePixelShaderCompile(const PixelShaderUid& uid,
+ const CustomShaderInstance& custom_shaders);
+ void QueuePixelShaderCompile(const UberShader::PixelShaderUid& uid,
+ const CustomShaderInstance& custom_shaders);
+
+ Common::EventHook m_frame_end_handler;
+};
diff --git a/Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionData.h b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionData.h
index 2b1408dcc9..a9efb6a0dd 100644
--- a/Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionData.h
+++ b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionData.h
@@ -3,18 +3,23 @@
#pragma once
+#include <array>
+#include <optional>
#include <string_view>
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/Matrix.h"
#include "VideoCommon/Assets/TextureAsset.h"
+#include "VideoCommon/PixelShaderGen.h"
namespace GraphicsModActionData
{
struct DrawStarted
{
+ u32 texture_unit;
bool* skip;
+ std::optional<CustomPixelShader>* custom_pixel_shader;
};
struct EFB
diff --git a/Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionFactory.cpp b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionFactory.cpp
index 7b97155d8a..6ff64aa038 100644
--- a/Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionFactory.cpp
+++ b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionFactory.cpp
@@ -3,6 +3,7 @@
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionFactory.h"
+#include "VideoCommon/GraphicsModSystem/Runtime/Actions/CustomPipelineAction.h"
#include "VideoCommon/GraphicsModSystem/Runtime/Actions/MoveAction.h"
#include "VideoCommon/GraphicsModSystem/Runtime/Actions/PrintAction.h"
#include "VideoCommon/GraphicsModSystem/Runtime/Actions/ScaleAction.h"
@@ -11,7 +12,7 @@
namespace GraphicsModActionFactory
{
std::unique_ptr<GraphicsModAction> Create(std::string_view name, const picojson::value& json_data,
- std::string_view path)
+ std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
{
if (name == "print")
{
@@ -29,6 +30,10 @@ std::unique_ptr<GraphicsModAction> Create(std::string_view name, const picojson:
{
return ScaleAction::Create(json_data);
}
+ else if (name == "custom_pipeline")
+ {
+ return CustomPipelineAction::Create(json_data, std::move(library));
+ }
return nullptr;
}
diff --git a/Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionFactory.h b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionFactory.h
index 7709d75617..069533d6d1 100644
--- a/Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionFactory.h
+++ b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionFactory.h
@@ -8,10 +8,11 @@
#include <picojson.h>
+#include "VideoCommon/Assets/CustomAssetLibrary.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModAction.h"
namespace GraphicsModActionFactory
{
std::unique_ptr<GraphicsModAction> Create(std::string_view name, const picojson::value& json_data,
- std::string_view path);
+ std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
}
diff --git a/Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.cpp b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.cpp
index 3e4cd6e4e6..0d2f0fe347 100644
--- a/Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.cpp
+++ b/Source/Core/VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.cpp
@@ -13,7 +13,9 @@
#include "Core/ConfigManager.h"
+#include "VideoCommon/Assets/DirectFilesystemAssetLibrary.h"
#include "VideoCommon/GraphicsModSystem/Config/GraphicsMod.h"
+#include "VideoCommon/GraphicsModSystem/Config/GraphicsModAsset.h"
#include "VideoCommon/GraphicsModSystem/Config/GraphicsModGroup.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionFactory.h"
#include "VideoCommon/TextureInfo.h"
@@ -187,6 +189,8 @@ void GraphicsModManager::Load(const GraphicsModGroupConfig& config)
const auto& mods = config.GetMods();
+ auto filesystem_library = std::make_shared<VideoCommon::DirectFilesystemAssetLibrary>();
+
std::map<std::string, std::vector<GraphicsTargetConfig>> group_to_targets;
for (const auto& mod : mods)
{
@@ -208,6 +212,29 @@ void GraphicsModManager::Load(const GraphicsModGroupConfig& config)
group_to_targets[internal_group].push_back(target);
}
}
+
+ std::string base_path;
+ SplitPath(mod.GetAbsolutePath(), &base_path, nullptr, nullptr);
+ for (const GraphicsModAssetConfig& asset : mod.m_assets)
+ {
+ auto asset_map = asset.m_map;
+ for (auto& [k, v] : asset_map)
+ {
+ if (v.is_absolute())
+ {
+ WARN_LOG_FMT(VIDEO,
+ "Specified graphics mod asset '{}' for mod '{}' has an absolute path, you "
+ "shouldn't release this to users.",
+ asset.m_name, mod.m_title);
+ }
+ else
+ {
+ v = std::filesystem::path{base_path} / v;
+ }
+ }
+
+ filesystem_library->SetAssetIDMapData(asset.m_name, std::move(asset_map));
+ }
}
for (const auto& mod : mods)
@@ -215,12 +242,11 @@ void GraphicsModManager::Load(const GraphicsModGroupConfig& config)
for (const GraphicsModFeatureConfig& feature : mod.m_features)
{
const auto create_action =
- [](const std::string_view& action_name, const picojson::value& json_data,
- GraphicsModConfig mod_config) -> std::unique_ptr<GraphicsModAction> {
- std::string base_path;
- SplitPath(mod_config.GetAbsolutePath(), &base_path, nullptr, nullptr);
-
- auto action = GraphicsModActionFactory::Create(action_name, json_data, base_path);
+ [filesystem_library](const std::string_view& action_name,
+ const picojson::value& json_data,
+ GraphicsModConfig mod_config) -> std::unique_ptr<GraphicsModAction> {
+ auto action =
+ GraphicsModActionFactory::Create(action_name, json_data, std::move(filesystem_library));
if (action == nullptr)
{
return nullptr;
diff --git a/Source/Core/VideoCommon/LightingShaderGen.cpp b/Source/Core/VideoCommon/LightingShaderGen.cpp
index b92e63fe9e..646f7277b5 100644
--- a/Source/Core/VideoCommon/LightingShaderGen.cpp
+++ b/Source/Core/VideoCommon/LightingShaderGen.cpp
@@ -175,3 +175,180 @@ void GetLightingShaderUid(LightingUidData& uid_data)
}
}
}
+
+void GenerateCustomLightingHeaderDetails(ShaderCode* out, u32 enablelighting, u32 light_mask)
+{
+ u32 light_count = 0;
+ for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
+ {
+ if ((enablelighting & (1 << j)) != 0) // Color lights
+ {
+ for (int i = 0; i < 8; ++i)
+ {
+ if ((light_mask & (1 << (i + 8 * j))) != 0)
+ {
+ light_count++;
+ }
+ }
+ }
+ if ((enablelighting & (1 << (j + 2))) != 0) // Alpha lights
+ {
+ for (int i = 0; i < 8; ++i)
+ {
+ if ((light_mask & (1 << (i + 8 * (j + 2)))) != 0)
+ {
+ light_count++;
+ }
+ }
+ }
+ }
+ if (light_count > 0)
+ {
+ out->Write("\tCustomShaderLightData[{}] light;\n", light_count);
+ }
+ else
+ {
+ // Cheat so shaders compile
+ out->Write("\tCustomShaderLightData[1] light;\n", light_count);
+ }
+ out->Write("\tint light_count;\n");
+}
+
+void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData& uid_data,
+ std::string_view in_color_name)
+{
+ auto generate_lighting = [](ShaderCode* out, const LightingUidData& uid_data, int index,
+ int litchan_index, u32 channel_index, u32 custom_light_index,
+ bool alpha) {
+ const auto attnfunc =
+ static_cast<AttenuationFunc>((uid_data.attnfunc >> (2 * litchan_index)) & 0x3);
+
+ const std::string_view light_type = alpha ? "alpha" : "color";
+ const std::string name = fmt::format("lights_chan{}_{}", channel_index, light_type);
+
+ out->Write("\t{{\n");
+ out->Write("\t\tcustom_data.{}[{}].direction = " LIGHT_DIR ".xyz;\n", name, custom_light_index,
+ LIGHT_DIR_PARAMS(index));
+ out->Write("\t\tcustom_data.{}[{}].position = " LIGHT_POS ".xyz;\n", name, custom_light_index,
+ LIGHT_POS_PARAMS(index));
+ out->Write("\t\tcustom_data.{}[{}].cosatt = " LIGHT_COSATT ";\n", name, custom_light_index,
+ LIGHT_COSATT_PARAMS(index));
+ out->Write("\t\tcustom_data.{}[{}].distatt = " LIGHT_DISTATT ";\n", name, custom_light_index,
+ LIGHT_DISTATT_PARAMS(index));
+ out->Write("\t\tcustom_data.{}[{}].attenuation_type = {};\n", name, custom_light_index,
+ static_cast<u32>(attnfunc));
+ if (alpha)
+ {
+ out->Write("\t\tcustom_data.{}[{}].color = float3(" LIGHT_COL
+ ") / float3(255.0, 255.0, 255.0);\n",
+ name, custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb"));
+ }
+ else
+ {
+ out->Write("\t\tcustom_data.{}[{}].color = " LIGHT_COL " / float3(255.0, 255.0, 255.0);\n",
+ name, custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb"));
+ }
+ out->Write("\t}}\n");
+ };
+
+ for (u32 i = 0; i < 8; i++)
+ {
+ for (u32 channel_index = 0; channel_index < NUM_XF_COLOR_CHANNELS; channel_index++)
+ {
+ out->Write("\tcustom_data.lights_chan{}_color[{}].direction = float3(0, 0, 0);\n",
+ channel_index, i);
+ out->Write("\tcustom_data.lights_chan{}_color[{}].position = float3(0, 0, 0);\n",
+ channel_index, i);
+ out->Write("\tcustom_data.lights_chan{}_color[{}].color = float3(0, 0, 0);\n", channel_index,
+ i);
+ out->Write("\tcustom_data.lights_chan{}_color[{}].cosatt = float4(0, 0, 0, 0);\n",
+ channel_index, i);
+ out->Write("\tcustom_data.lights_chan{}_color[{}].distatt = float4(0, 0, 0, 0);\n",
+ channel_index, i);
+ out->Write("\tcustom_data.lights_chan{}_color[{}].attenuation_type = 0;\n", channel_index, i);
+
+ out->Write("\tcustom_data.lights_chan{}_alpha[{}].direction = float3(0, 0, 0);\n",
+ channel_index, i);
+ out->Write("\tcustom_data.lights_chan{}_alpha[{}].position = float3(0, 0, 0);\n",
+ channel_index, i);
+ out->Write("\tcustom_data.lights_chan{}_alpha[{}].color = float3(0, 0, 0);\n", channel_index,
+ i);
+ out->Write("\tcustom_data.lights_chan{}_alpha[{}].cosatt = float4(0, 0, 0, 0);\n",
+ channel_index, i);
+ out->Write("\tcustom_data.lights_chan{}_alpha[{}].distatt = float4(0, 0, 0, 0);\n",
+ channel_index, i);
+ out->Write("\tcustom_data.lights_chan{}_alpha[{}].attenuation_type = 0;\n", channel_index, i);
+ }
+ }
+
+ for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
+ {
+ const bool colormatsource = !!(uid_data.matsource & (1 << j));
+ if (colormatsource) // from vertex
+ out->Write("custom_data.base_material[{}] = {}{};\n", j, in_color_name, j);
+ else // from color
+ out->Write("custom_data.base_material[{}] = {}[{}] / 255.0;\n", j, I_MATERIALS, j + 2);
+
+ if ((uid_data.enablelighting & (1 << j)) != 0)
+ {
+ if ((uid_data.ambsource & (1 << j)) != 0) // from vertex
+ out->Write("custom_data.ambient_lighting[{}] = {}{};\n", j, in_color_name, j);
+ else // from color
+ out->Write("custom_data.ambient_lighting[{}] = {}[{}] / 255.0;\n", j, I_MATERIALS, j);
+ }
+ else
+ {
+ out->Write("custom_data.ambient_lighting[{}] = float4(1, 1, 1, 1);\n", j);
+ }
+
+ // check if alpha is different
+ const bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2)));
+ if (alphamatsource != colormatsource)
+ {
+ if (alphamatsource) // from vertex
+ out->Write("custom_data.base_material[{}].w = {}{}.w;\n", j, in_color_name, j);
+ else // from color
+ out->Write("custom_data.base_material[{}].w = {}[{}].w / 255.0;\n", j, I_MATERIALS, j + 2);
+ }
+
+ if ((uid_data.enablelighting & (1 << (j + 2))) != 0)
+ {
+ if ((uid_data.ambsource & (1 << (j + 2))) != 0) // from vertex
+ out->Write("custom_data.ambient_lighting[{}].w = {}{}.w;\n", j, in_color_name, j);
+ else // from color
+ out->Write("custom_data.ambient_lighting[{}].w = {}[{}].w / 255.0;\n", j, I_MATERIALS, j);
+ }
+ else
+ {
+ out->Write("custom_data.ambient_lighting[{}].w = 1;\n", j);
+ }
+
+ u32 light_count = 0;
+ if ((uid_data.enablelighting & (1 << j)) != 0) // Color lights
+ {
+ for (int i = 0; i < 8; ++i)
+ {
+ if ((uid_data.light_mask & (1 << (i + 8 * j))) != 0)
+ {
+ generate_lighting(out, uid_data, i, j, j, light_count, false);
+ light_count++;
+ }
+ }
+ }
+ out->Write("\tcustom_data.light_chan{}_color_count = {};\n", j, light_count);
+
+ light_count = 0;
+ if ((uid_data.enablelighting & (1 << (j + 2))) != 0) // Alpha lights
+ {
+ for (int i = 0; i < 8; ++i)
+ {
+ if ((uid_data.light_mask & (1 << (i + 8 * (j + 2)))) != 0)
+ {
+ generate_lighting(out, uid_data, i, j + 2, j, light_count, true);
+ light_count++;
+ }
+ }
+ }
+ out->Write("\tcustom_data.light_chan{}_alpha_count = {};\n", j, light_count);
+ }
+}
diff --git a/Source/Core/VideoCommon/LightingShaderGen.h b/Source/Core/VideoCommon/LightingShaderGen.h
index a34c04df74..b06ec40c4a 100644
--- a/Source/Core/VideoCommon/LightingShaderGen.h
+++ b/Source/Core/VideoCommon/LightingShaderGen.h
@@ -47,3 +47,7 @@ constexpr char s_lighting_struct[] = "struct Light {\n"
void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data,
std::string_view in_color_name, std::string_view dest);
void GetLightingShaderUid(LightingUidData& uid_data);
+
+void GenerateCustomLightingHeaderDetails(ShaderCode* out, u32 enablelighting, u32 light_mask);
+void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData& uid_data,
+ std::string_view in_color_name);
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp
index 0b96e49f4a..69fdc36efc 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/PixelShaderGen.cpp
@@ -3,6 +3,7 @@
#include "VideoCommon/PixelShaderGen.h"
+#include <algorithm>
#include <cmath>
#include <cstdio>
#include <fmt/format.h>
@@ -130,6 +131,17 @@ constexpr Common::EnumMap<const char*, TevColorArg::Zero> tev_c_input_table{
"int3(0,0,0)", // ZERO
};
+constexpr Common::EnumMap<const char*, TevColorArg::Zero> tev_c_input_type{
+ "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV",
+ "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
+ "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
+ "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
+ "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX",
+ "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS",
+ "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC",
+ "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC",
+};
+
constexpr Common::EnumMap<const char*, TevAlphaArg::Zero> tev_a_input_table{
"prev.a", // APREV,
"c0.a", // A0,
@@ -141,6 +153,13 @@ constexpr Common::EnumMap<const char*, TevAlphaArg::Zero> tev_a_input_table{
"0", // ZERO
};
+constexpr Common::EnumMap<const char*, TevAlphaArg::Zero> tev_a_input_type{
+ "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
+ "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
+ "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS",
+ "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC",
+};
+
constexpr Common::EnumMap<const char*, RasColorChan::Zero> tev_ras_table{
"iround(col0 * 255.0)",
"iround(col1 * 255.0)",
@@ -387,6 +406,7 @@ void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
"\tbool blend_subtract_alpha;\n"
"\tbool logic_op_enable;\n"
"\tuint logic_op_mode;\n"
+ "\tuint time_ms;\n"
"}};\n\n");
out.Write("#define bpmem_combiners(i) (bpmem_pack1[(i)].xy)\n"
"#define bpmem_tevind(i) (bpmem_pack1[(i)].z)\n"
@@ -732,8 +752,131 @@ uint WrapCoord(int coord, uint wrap, int size) {{
}
}
+void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_stages, bool per_pixel_lighting,
+ const pixel_shader_uid_data* uid_data)
+{
+ out->Write("\tCustomShaderData custom_data;\n");
+
+ if (per_pixel_lighting)
+ {
+ out->Write("\tcustom_data.position = WorldPos;\n");
+ out->Write("\tcustom_data.normal = Normal;\n");
+ }
+ else
+ {
+ out->Write("\tcustom_data.position = float3(0, 0, 0);\n");
+ out->Write("\tcustom_data.normal = float3(0, 0, 0);\n");
+ }
+
+ if (uid_data->genMode_numtexgens == 0) [[unlikely]]
+ {
+ out->Write("\tcustom_data.texcoord[0] = float3(0, 0, 0);\n");
+ }
+ else
+ {
+ for (u32 i = 0; i < uid_data->genMode_numtexgens; ++i)
+ {
+ out->Write("\tif (tex{0}.z == 0.0)\n", i);
+ out->Write("\t{{\n");
+ out->Write("\t\tcustom_data.texcoord[{0}] = tex{0};\n", i);
+ out->Write("\t}}\n");
+ out->Write("\telse {{\n");
+ out->Write("\t\tcustom_data.texcoord[{0}] = float3(tex{0}.xy / tex{0}.z, 0);\n", i);
+ out->Write("\t}}\n");
+ }
+ }
+
+ for (u32 i = 0; i < 8; i++)
+ {
+ // Shader compilation complains if every index isn't initialized
+ out->Write("\tcustom_data.texmap_to_texcoord_index[{0}] = 0;\n", i);
+ }
+
+ for (u32 i = 0; i < uid_data->genMode_numindstages; ++i)
+ {
+ if ((uid_data->nIndirectStagesUsed & (1U << i)) != 0)
+ {
+ u32 texcoord = uid_data->GetTevindirefCoord(i);
+ const u32 texmap = uid_data->GetTevindirefMap(i);
+
+ // Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
+ // not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
+ // This affects the Mario portrait in Luigi's Mansion, where the developers forgot to set
+ // the number of tex gens to 2 (bug 11462).
+ if (texcoord >= uid_data->genMode_numtexgens)
+ texcoord = 0;
+
+ out->Write("\tcustom_data.texmap_to_texcoord_index[{}] = {};\n", texmap, texcoord);
+ }
+ }
+ out->Write("\tcustom_data.texcoord_count = {};\n", uid_data->genMode_numtexgens);
+
+ // Try and do a best guess on what the texcoord index is
+ // Note: one issue with this would be textures that are used
+ // multiple times in the same draw but with different texture coordinates.
+ // In that scenario, only the last texture coordinate would be defined.
+ // This issue can be seen in how Rogue Squadron 2 does bump mapping
+ for (u32 i = 0; i < num_stages; i++)
+ {
+ auto& tevstage = uid_data->stagehash[i];
+ // Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
+ // not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
+ u32 texcoord = tevstage.tevorders_texcoord;
+ const bool has_tex_coord = texcoord < uid_data->genMode_numtexgens;
+ if (!has_tex_coord)
+ texcoord = 0;
+
+ out->Write("\tcustom_data.texmap_to_texcoord_index[{}] = {};\n", tevstage.tevorders_texmap,
+ texcoord);
+ }
+
+ GenerateCustomLightingImplementation(out, uid_data->lighting, "colors_");
+
+ for (u32 i = 0; i < 16; i++)
+ {
+ // Shader compilation complains if every struct isn't initialized
+
+ // Color Input
+ for (u32 j = 0; j < 4; j++)
+ {
+ out->Write("\tcustom_data.tev_stages[{}].input_color[{}].input_type = "
+ "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
+ i, j);
+ out->Write("\tcustom_data.tev_stages[{}].input_color[{}].value = "
+ "float3(0, 0, 0);\n",
+ i, j);
+ }
+
+ // Alpha Input
+ for (u32 j = 0; j < 4; j++)
+ {
+ out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].input_type = "
+ "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
+ i, j);
+ out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].value = "
+ "float(0);\n",
+ i, j);
+ }
+
+ // Texmap
+ out->Write("\tcustom_data.tev_stages[{}].texmap = 0u;\n", i);
+
+ // Output
+ out->Write("\tcustom_data.tev_stages[{}].output_color = "
+ "float4(0, 0, 0, 0);\n",
+ i);
+ }
+
+ // Actual data will be filled out in the tev stage code, just set the
+ // stage count for now
+ out->Write("\tcustom_data.tev_stage_count = {};\n", num_stages);
+
+ // Time
+ out->Write("\tcustom_data.time_ms = time_ms;\n");
+}
+
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
- APIType api_type, bool stereo);
+ APIType api_type, bool stereo, bool has_custom_shaders);
static void WriteTevRegular(ShaderCode& out, std::string_view components, TevBias bias, TevOp op,
bool clamp, TevScale scale);
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType api_type,
@@ -746,7 +889,8 @@ static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid
static void WriteBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data);
ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& host_config,
- const pixel_shader_uid_data* uid_data)
+ const pixel_shader_uid_data* uid_data,
+ const CustomPixelShaderContents& custom_details)
{
ShaderCode out;
@@ -762,8 +906,17 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
// Stuff that is shared between ubershaders and pixelgen.
WriteBitfieldExtractHeader(out, api_type, host_config);
+
WritePixelShaderCommonHeader(out, api_type, host_config, uid_data->bounding_box);
+ // Custom shader details
+ WriteCustomShaderStructDef(&out, uid_data->genMode_numtexgens);
+ for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
+ {
+ const auto& shader_details = custom_details.shaders[i];
+ out.Write(fmt::runtime(shader_details.custom_shader), i);
+ }
+
out.Write("\n#define sampleTextureWrapper(texmap, uv, layer) "
"sampleTexture(texmap, samp[texmap], uv, layer)\n");
@@ -892,6 +1045,14 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
out.Write("void main()\n{{\n");
out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
+ bool has_custom_shaders = false;
+ if (std::any_of(custom_details.shaders.begin(), custom_details.shaders.end(),
+ [](const std::optional<CustomPixelShader>& ps) { return ps.has_value(); }))
+ {
+ WriteCustomShaderStructImpl(&out, numStages, per_pixel_lighting, uid_data);
+ has_custom_shaders = true;
+ }
+
if (use_framebuffer_fetch)
{
// Store off a copy of the initial framebuffer value.
@@ -1013,7 +1174,7 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
for (u32 i = 0; i < numStages; i++)
{
// Build the equation for this stage
- WriteStage(out, uid_data, i, api_type, stereo);
+ WriteStage(out, uid_data, i, api_type, stereo, has_custom_shaders);
}
{
@@ -1146,7 +1307,21 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
// Write the color and alpha values to the framebuffer
// If using shader blend, we still use the separate alpha
- WriteColor(out, api_type, uid_data, !uid_data->no_dual_src || uid_data->blend_enable);
+ const bool use_dual_source = !uid_data->no_dual_src || uid_data->blend_enable;
+ WriteColor(out, api_type, uid_data, use_dual_source);
+
+ for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
+ {
+ const auto& shader_details = custom_details.shaders[i];
+
+ if (!shader_details.custom_shader.empty())
+ {
+ out.Write("\t{{\n");
+ out.Write("\t\tcustom_data.final_color = ocol0;\n");
+ out.Write("\t\tocol0.xyz = {}_{}(custom_data).xyz;\n", CUSTOM_PIXELSHADER_COLOR_FUNC, i);
+ out.Write("\t}}\n\n");
+ }
+ }
if (uid_data->blend_enable)
WriteBlend(out, uid_data);
@@ -1162,7 +1337,7 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
}
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
- APIType api_type, bool stereo)
+ APIType api_type, bool stereo, bool has_custom_shaders)
{
using Common::EnumMap;
@@ -1556,6 +1731,58 @@ static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, i
out.Write(", -1024, 1023)");
out.Write(";\n");
+
+ if (has_custom_shaders)
+ {
+ // Color input
+ out.Write(
+ "\tcustom_data.tev_stages[{}].input_color[0].value = {} / float3(255.0, 255.0, 255.0);\n",
+ n, tev_c_input_table[cc.a]);
+ out.Write("\tcustom_data.tev_stages[{}].input_color[0].input_type = {};\n", n,
+ tev_c_input_type[cc.a]);
+ out.Write(
+ "\tcustom_data.tev_stages[{}].input_color[1].value = {} / float3(255.0, 255.0, 255.0);\n",
+ n, tev_c_input_table[cc.b]);
+ out.Write("\tcustom_data.tev_stages[{}].input_color[1].input_type = {};\n", n,
+ tev_c_input_type[cc.b]);
+ out.Write(
+ "\tcustom_data.tev_stages[{}].input_color[2].value = {} / float3(255.0, 255.0, 255.0);\n",
+ n, tev_c_input_table[cc.c]);
+ out.Write("\tcustom_data.tev_stages[{}].input_color[2].input_type = {};\n", n,
+ tev_c_input_type[cc.c]);
+ out.Write(
+ "\tcustom_data.tev_stages[{}].input_color[3].value = {} / float3(255.0, 255.0, 255.0);\n",
+ n, tev_c_input_table[cc.d]);
+ out.Write("\tcustom_data.tev_stages[{}].input_color[3].input_type = {};\n", n,
+ tev_c_input_type[cc.d]);
+
+ // Alpha input
+ out.Write("\tcustom_data.tev_stages[{}].input_alpha[0].value = {} / float(255.0);\n", n,
+ tev_a_input_table[ac.a]);
+ out.Write("\tcustom_data.tev_stages[{}].input_alpha[0].input_type = {};\n", n,
+ tev_a_input_type[ac.a]);
+ out.Write("\tcustom_data.tev_stages[{}].input_alpha[1].value = {} / float(255.0);\n", n,
+ tev_a_input_table[ac.b]);
+ out.Write("\tcustom_data.tev_stages[{}].input_alpha[1].input_type = {};\n", n,
+ tev_a_input_type[ac.b]);
+ out.Write("\tcustom_data.tev_stages[{}].input_alpha[2].value = {} / float(255.0);\n", n,
+ tev_a_input_table[ac.c]);
+ out.Write("\tcustom_data.tev_stages[{}].input_alpha[2].input_type = {};\n", n,
+ tev_a_input_type[ac.c]);
+ out.Write("\tcustom_data.tev_stages[{}].input_alpha[3].value = {} / float(255.0);\n", n,
+ tev_a_input_table[ac.d]);
+ out.Write("\tcustom_data.tev_stages[{}].input_alpha[3].input_type = {};\n", n,
+ tev_a_input_type[ac.d]);
+
+ // Texmap
+ out.Write("\tcustom_data.tev_stages[{}].texmap = {}u;\n", n, stage.tevorders_texmap);
+
+ // Output
+ out.Write("\tcustom_data.tev_stages[{}].output_color.rgb = {} / float3(255.0, 255.0, 255.0);\n",
+ n, tev_c_output_table[cc.dest]);
+ out.Write("\tcustom_data.tev_stages[{}].output_color.a = {} / float(255.0);\n", n,
+ tev_a_output_table[ac.dest]);
+ }
}
static void WriteTevRegular(ShaderCode& out, std::string_view components, TevBias bias, TevOp op,
diff --git a/Source/Core/VideoCommon/PixelShaderGen.h b/Source/Core/VideoCommon/PixelShaderGen.h
index 84f1e27f74..456c72c2cd 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.h
+++ b/Source/Core/VideoCommon/PixelShaderGen.h
@@ -158,8 +158,12 @@ struct pixel_shader_uid_data
using PixelShaderUid = ShaderUid<pixel_shader_uid_data>;
+void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_stages, bool per_pixel_lighting,
+ const pixel_shader_uid_data* uid_data);
+
ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& host_config,
- const pixel_shader_uid_data* uid_data);
+ const pixel_shader_uid_data* uid_data,
+ const CustomPixelShaderContents& custom_details);
void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
const ShaderHostConfig& host_config, bool bounding_box);
void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& host_config,
diff --git a/Source/Core/VideoCommon/ShaderCache.cpp b/Source/Core/VideoCommon/ShaderCache.cpp
index d1deef8424..7d11645949 100644
--- a/Source/Core/VideoCommon/ShaderCache.cpp
+++ b/Source/Core/VideoCommon/ShaderCache.cpp
@@ -449,7 +449,7 @@ ShaderCache::CompileVertexUberShader(const UberShader::VertexShaderUid& uid) con
std::unique_ptr<AbstractShader> ShaderCache::CompilePixelShader(const PixelShaderUid& uid) const
{
const ShaderCode source_code =
- GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData());
+ GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData(), {});
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer());
}
@@ -457,7 +457,7 @@ std::unique_ptr<AbstractShader>
ShaderCache::CompilePixelUberShader(const UberShader::PixelShaderUid& uid) const
{
const ShaderCode source_code =
- UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
+ UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData(), {});
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
fmt::to_string(*uid.GetUidData()));
}
diff --git a/Source/Core/VideoCommon/ShaderGenCommon.cpp b/Source/Core/VideoCommon/ShaderGenCommon.cpp
index 234703d7d5..e4922f3e3e 100644
--- a/Source/Core/VideoCommon/ShaderGenCommon.cpp
+++ b/Source/Core/VideoCommon/ShaderGenCommon.cpp
@@ -10,6 +10,7 @@
#include "Core/ConfigManager.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
+#include "VideoCommon/XFMemory.h"
ShaderHostConfig ShaderHostConfig::GetCurrent()
{
@@ -362,3 +363,90 @@ const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interfa
return "sample";
}
}
+
+void WriteCustomShaderStructDef(ShaderCode* out, u32 numtexgens)
+{
+ // Bump this when there are breaking changes to the API
+ out->Write("#define CUSTOM_SHADER_API_VERSION 1;\n");
+
+ // CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE "enum" values
+ out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_NONE = {};\n",
+ static_cast<u32>(AttenuationFunc::None));
+ out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_POINT = {};\n",
+ static_cast<u32>(AttenuationFunc::Spec));
+ out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_DIR = {};\n",
+ static_cast<u32>(AttenuationFunc::Dir));
+ out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_SPOT = {};\n",
+ static_cast<u32>(AttenuationFunc::Spot));
+
+ out->Write("struct CustomShaderLightData\n");
+ out->Write("{{\n");
+ out->Write("\tfloat3 position;\n");
+ out->Write("\tfloat3 direction;\n");
+ out->Write("\tfloat3 color;\n");
+ out->Write("\tuint attenuation_type;\n");
+ out->Write("\tfloat4 cosatt;\n");
+ out->Write("\tfloat4 distatt;\n");
+ out->Write("}};\n\n");
+
+ // CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE "enum" values
+ out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV = 0;\n");
+ out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR = 1;\n");
+ out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX = 2;\n");
+ out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS = 3;\n");
+ out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST = 4;\n");
+ out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC = 5;\n");
+ out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED = 6;\n");
+
+ out->Write("struct CustomShaderTevStageInputColor\n");
+ out->Write("{{\n");
+ out->Write("\tuint input_type;\n");
+ out->Write("\tfloat3 value;\n");
+ out->Write("}};\n\n");
+
+ out->Write("struct CustomShaderTevStageInputAlpha\n");
+ out->Write("{{\n");
+ out->Write("\tuint input_type;\n");
+ out->Write("\tfloat value;\n");
+ out->Write("}};\n\n");
+
+ out->Write("struct CustomShaderTevStage\n");
+ out->Write("{{\n");
+ out->Write("\tCustomShaderTevStageInputColor[4] input_color;\n");
+ out->Write("\tCustomShaderTevStageInputAlpha[4] input_alpha;\n");
+ out->Write("\tuint texmap;\n");
+ out->Write("\tfloat4 output_color;\n");
+ out->Write("}};\n\n");
+
+ // Custom structure for data we pass to custom shader hooks
+ out->Write("struct CustomShaderData\n");
+ out->Write("{{\n");
+ out->Write("\tfloat3 position;\n");
+ out->Write("\tfloat3 normal;\n");
+ if (numtexgens == 0)
+ {
+ // Cheat so shaders compile
+ out->Write("\tfloat3[1] texcoord;\n");
+ }
+ else
+ {
+ out->Write("\tfloat3[{}] texcoord;\n", numtexgens);
+ }
+ out->Write("\tuint texcoord_count;\n");
+ out->Write("\tuint[8] texmap_to_texcoord_index;\n");
+ out->Write("\tCustomShaderLightData[8] lights_chan0_color;\n");
+ out->Write("\tCustomShaderLightData[8] lights_chan0_alpha;\n");
+ out->Write("\tCustomShaderLightData[8] lights_chan1_color;\n");
+ out->Write("\tCustomShaderLightData[8] lights_chan1_alpha;\n");
+ out->Write("\tfloat4[2] ambient_lighting;\n");
+ out->Write("\tfloat4[2] base_material;\n");
+ out->Write("\tuint light_chan0_color_count;\n");
+ out->Write("\tuint light_chan0_alpha_count;\n");
+ out->Write("\tuint light_chan1_color_count;\n");
+ out->Write("\tuint light_chan1_alpha_count;\n");
+ out->Write("\tCustomShaderTevStage[16] tev_stages;\n");
+ out->Write("\tuint tev_stage_count;\n");
+ out->Write("\tfloat4 final_color;\n");
+ out->Write("\tuint time_ms;\n");
+ out->Write("}};\n\n");
+}
diff --git a/Source/Core/VideoCommon/ShaderGenCommon.h b/Source/Core/VideoCommon/ShaderGenCommon.h
index 7112dd4523..60e4b3cef9 100644
--- a/Source/Core/VideoCommon/ShaderGenCommon.h
+++ b/Source/Core/VideoCommon/ShaderGenCommon.h
@@ -7,6 +7,7 @@
#include <functional>
#include <iterator>
#include <string>
+#include <string_view>
#include <type_traits>
#include <vector>
@@ -327,3 +328,21 @@ static const char s_geometry_shader_uniforms[] = "\tfloat4 " I_STEREOPARAMS ";\n
"\tfloat4 " I_LINEPTPARAMS ";\n"
"\tint4 " I_TEXOFFSET ";\n"
"\tuint vs_expand;\n";
+
+constexpr std::string_view CUSTOM_PIXELSHADER_COLOR_FUNC = "customShaderColor";
+
+struct CustomPixelShader
+{
+ std::string custom_shader;
+
+ bool operator==(const CustomPixelShader& other) const = default;
+};
+
+struct CustomPixelShaderContents
+{
+ std::vector<CustomPixelShader> shaders;
+
+ bool operator==(const CustomPixelShaderContents& other) const = default;
+};
+
+void WriteCustomShaderStructDef(ShaderCode* out, u32 numtexgens);
diff --git a/Source/Core/VideoCommon/UberShaderPixel.cpp b/Source/Core/VideoCommon/UberShaderPixel.cpp
index f54e42bf60..bcddde4adc 100644
--- a/Source/Core/VideoCommon/UberShaderPixel.cpp
+++ b/Source/Core/VideoCommon/UberShaderPixel.cpp
@@ -17,6 +17,260 @@
namespace UberShader
{
+namespace
+{
+void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_texgen, bool per_pixel_lighting)
+{
+ out->Write("\tCustomShaderData custom_data;\n");
+ if (per_pixel_lighting)
+ {
+ out->Write("\tcustom_data.position = WorldPos;\n");
+ out->Write("\tcustom_data.normal = Normal;\n");
+ }
+ else
+ {
+ out->Write("\tcustom_data.position = float3(0, 0, 0);\n");
+ out->Write("\tcustom_data.normal = float3(0, 0, 0);\n");
+ }
+
+ if (num_texgen == 0) [[unlikely]]
+ {
+ out->Write("\tcustom_data.texcoord[0] = float3(0, 0, 0);\n");
+ }
+ else
+ {
+ for (u32 i = 0; i < num_texgen; ++i)
+ {
+ out->Write("\tif (tex{0}.z == 0.0)\n", i);
+ out->Write("\t{{\n");
+ out->Write("\t\tcustom_data.texcoord[{0}] = tex{0};\n", i);
+ out->Write("\t}}\n");
+ out->Write("\telse {{\n");
+ out->Write("\t\tcustom_data.texcoord[{0}] = float3(tex{0}.xy / tex{0}.z, 0);\n", i);
+ out->Write("\t}}\n");
+ }
+ }
+
+ out->Write("\tcustom_data.texcoord_count = {};\n", num_texgen);
+
+ for (u32 i = 0; i < 8; i++)
+ {
+ // Shader compilation complains if every index isn't initialized
+ out->Write("\tcustom_data.texmap_to_texcoord_index[{0}] = {0};\n", i);
+ }
+
+ for (u32 i = 0; i < NUM_XF_COLOR_CHANNELS; i++)
+ {
+ out->Write("\tcustom_data.base_material[{}] = vec4(0, 0, 0, 1);\n", i);
+ out->Write("\tcustom_data.ambient_lighting[{}] = vec4(0, 0, 0, 1);\n", i);
+
+ // Shader compilation errors can throw if not everything is initialized
+ for (u32 light_count_index = 0; light_count_index < 8; light_count_index++)
+ {
+ // Color
+ out->Write("\tcustom_data.lights_chan{}_color[{}].direction = float3(0, 0, 0);\n", i,
+ light_count_index);
+ out->Write("\tcustom_data.lights_chan{}_color[{}].position = float3(0, 0, 0);\n", i,
+ light_count_index);
+ out->Write("\tcustom_data.lights_chan{}_color[{}].color = float3(0, 0, 0);\n", i,
+ light_count_index);
+ out->Write("\tcustom_data.lights_chan{}_color[{}].cosatt = float4(0, 0, 0, 0);\n", i,
+ light_count_index);
+ out->Write("\tcustom_data.lights_chan{}_color[{}].distatt = float4(0, 0, 0, 0);\n", i,
+ light_count_index);
+ out->Write("\tcustom_data.lights_chan{}_color[{}].attenuation_type = 0;\n", i,
+ light_count_index);
+
+ // Alpha
+ out->Write("\tcustom_data.lights_chan{}_alpha[{}].direction = float3(0, 0, 0);\n", i,
+ light_count_index);
+ out->Write("\tcustom_data.lights_chan{}_alpha[{}].position = float3(0, 0, 0);\n", i,
+ light_count_index);
+ out->Write("\tcustom_data.lights_chan{}_alpha[{}].color = float3(0, 0, 0);\n", i,
+ light_count_index);
+ out->Write("\tcustom_data.lights_chan{}_alpha[{}].cosatt = float4(0, 0, 0, 0);\n", i,
+ light_count_index);
+ out->Write("\tcustom_data.lights_chan{}_alpha[{}].distatt = float4(0, 0, 0, 0);\n", i,
+ light_count_index);
+ out->Write("\tcustom_data.lights_chan{}_alpha[{}].attenuation_type = 0;\n", i,
+ light_count_index);
+ }
+
+ out->Write("\tcustom_data.light_chan{}_color_count = 0;\n", i);
+ out->Write("\tcustom_data.light_chan{}_alpha_count = 0;\n", i);
+ }
+
+ if (num_texgen > 0) [[likely]]
+ {
+ out->Write("\n");
+ out->Write("\tfor(uint stage = 0u; stage <= num_stages; stage++)\n");
+ out->Write("\t{{\n");
+ out->Write("\t\tStageState ss;\n");
+ out->Write("\t\tss.order = bpmem_tevorder(stage>>1);\n");
+ out->Write("\t\tif ((stage & 1u) == 1u)\n");
+ out->Write("\t\t\tss.order = ss.order >> {};\n\n",
+ int(TwoTevStageOrders().enable_tex_odd.StartBit() -
+ TwoTevStageOrders().enable_tex_even.StartBit()));
+ out->Write("\t\tuint texmap = {};\n",
+ BitfieldExtract<&TwoTevStageOrders::texcoord_even>("ss.order"));
+ // Shader compilation is weird, shader arrays can't use indexing by variable
+ // to set values unless the variable is an index in a for loop.
+ // So instead we have to do this if check nonsense
+ for (u32 i = 0; i < 8; i++)
+ {
+ out->Write("\t\tif (texmap == {})\n", i);
+ out->Write("\t\t{{\n");
+ out->Write("\t\t\tcustom_data.texmap_to_texcoord_index[{}] = selectTexCoordIndex(texmap);\n",
+ i);
+ out->Write("\t\t}}\n");
+ }
+ out->Write("\t}}\n");
+ }
+
+ out->Write("\tuint light_count = 0;\n");
+ out->Write("\tfor (uint chan = 0u; chan < {}u; chan++)\n", NUM_XF_COLOR_CHANNELS);
+ out->Write("\t{{\n");
+ out->Write("\t\tuint colorreg = xfmem_color(chan);\n");
+ out->Write("\t\tuint alphareg = xfmem_alpha(chan);\n");
+ for (const auto& color_type : std::array<std::string_view, 2>{"colorreg", "alphareg"})
+ {
+ if (color_type == "colorreg")
+ {
+ out->Write("\t\tcustom_data.base_material[0] = " I_MATERIALS "[2u] / 255.0; \n");
+ out->Write("\t\tif ({} != 0u)\n", BitfieldExtract<&LitChannel::enablelighting>(color_type));
+ out->Write("\t\t\tcustom_data.base_material[0] = colors_0; \n");
+ }
+ else
+ {
+ out->Write("custom_data.base_material[1].w = " I_MATERIALS "[3u].w / 255.0; \n");
+ out->Write("\t\tif ({} != 0u)\n", BitfieldExtract<&LitChannel::enablelighting>(color_type));
+ out->Write("\t\t\tcustom_data.base_material[1].w = colors_1.w; \n");
+ }
+ out->Write("\t\tif ({} != 0u)\n", BitfieldExtract<&LitChannel::enablelighting>(color_type));
+ out->Write("\t\t{{\n");
+ out->Write("\t\t\tuint light_mask = {} | ({} << 4u);\n",
+ BitfieldExtract<&LitChannel::lightMask0_3>(color_type),
+ BitfieldExtract<&LitChannel::lightMask4_7>(color_type));
+ out->Write("\t\t\tuint attnfunc = {};\n", BitfieldExtract<&LitChannel::attnfunc>(color_type));
+ out->Write("\t\t\tfor (uint light_index = 0u; light_index < 8u; light_index++)\n");
+ out->Write("\t\t\t{{\n");
+ out->Write("\t\t\t\tif ((light_mask & (1u << light_index)) != 0u)\n");
+ out->Write("\t\t\t\t{{\n");
+ // Shader compilation is weird, shader arrays can't use indexing by variable
+ // to set values unless the variable is an index in a for loop.
+ // So instead we have to do this if check nonsense
+ for (u32 light_count_index = 0; light_count_index < 8; light_count_index++)
+ {
+ out->Write("\t\t\t\t\tif (light_index == {})\n", light_count_index);
+ out->Write("\t\t\t\t\t{{\n");
+ if (color_type == "colorreg")
+ {
+ for (u32 channel_index = 0; channel_index < NUM_XF_COLOR_CHANNELS; channel_index++)
+ {
+ out->Write("\t\t\t\t\t\tif (chan == {})\n", channel_index);
+ out->Write("\t\t\t\t\t\t{{\n");
+ out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].direction = " I_LIGHTS
+ "[light_index].dir.xyz;\n",
+ channel_index, light_count_index);
+ out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].position = " I_LIGHTS
+ "[light_index].pos.xyz;\n",
+ channel_index, light_count_index);
+ out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].cosatt = " I_LIGHTS
+ "[light_index].cosatt;\n",
+ channel_index, light_count_index);
+ out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].distatt = " I_LIGHTS
+ "[light_index].distatt;\n",
+ channel_index, light_count_index);
+ out->Write(
+ "\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].attenuation_type = attnfunc;\n",
+ channel_index, light_count_index);
+ out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].color = " I_LIGHTS
+ "[light_index].color.rgb / float3(255.0, 255.0, 255.0);\n",
+ channel_index, light_count_index);
+ out->Write("\t\t\t\t\t\t\tcustom_data.light_chan{}_color_count += 1;\n", channel_index);
+ out->Write("\t\t\t\t\t\t}}\n");
+ }
+ }
+ else
+ {
+ for (u32 channel_index = 0; channel_index < NUM_XF_COLOR_CHANNELS; channel_index++)
+ {
+ out->Write("\t\t\t\t\t\tif (chan == {})\n", channel_index);
+ out->Write("\t\t\t\t\t\t{{\n");
+ out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].direction = " I_LIGHTS
+ "[light_index].dir.xyz;\n",
+ channel_index, light_count_index);
+ out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].position = " I_LIGHTS
+ "[light_index].pos.xyz;\n",
+ channel_index, light_count_index);
+ out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].cosatt = " I_LIGHTS
+ "[light_index].cosatt;\n",
+ channel_index, light_count_index);
+ out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].distatt = " I_LIGHTS
+ "[light_index].distatt;\n",
+ channel_index, light_count_index);
+ out->Write(
+ "\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].attenuation_type = attnfunc;\n",
+ channel_index, light_count_index);
+ out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].color = float3(" I_LIGHTS
+ "[light_index].color.a) / float3(255.0, 255.0, 255.0);\n",
+ channel_index, light_count_index);
+ out->Write("\t\t\t\t\t\t\tcustom_data.light_chan{}_alpha_count += 1;\n", channel_index);
+ out->Write("\t\t\t\t\t\t}}\n");
+ }
+ }
+
+ out->Write("\t\t\t\t\t}}\n");
+ }
+ out->Write("\t\t\t\t}}\n");
+ out->Write("\t\t\t}}\n");
+ out->Write("\t\t}}\n");
+ }
+ out->Write("\t}}\n");
+
+ for (u32 i = 0; i < 16; i++)
+ {
+ // Shader compilation complains if every struct isn't initialized
+
+ // Color Input
+ for (u32 j = 0; j < 4; j++)
+ {
+ out->Write("\tcustom_data.tev_stages[{}].input_color[{}].input_type = "
+ "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
+ i, j);
+ out->Write("\tcustom_data.tev_stages[{}].input_color[{}].value = "
+ "float3(0, 0, 0);\n",
+ i, j);
+ }
+
+ // Alpha Input
+ for (u32 j = 0; j < 4; j++)
+ {
+ out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].input_type = "
+ "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
+ i, j);
+ out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].value = "
+ "float(0);\n",
+ i, j);
+ }
+
+ // Texmap
+ out->Write("\tcustom_data.tev_stages[{}].texmap = 0u;\n", i);
+
+ // Output
+ out->Write("\tcustom_data.tev_stages[{}].output_color = "
+ "float4(0, 0, 0, 0);\n",
+ i);
+ }
+
+ // Actual data will be filled out in the tev stage code, just set the
+ // stage count for now
+ out->Write("\tcustom_data.tev_stage_count = num_stages;\n");
+
+ // Time
+ out->Write("\tcustom_data.time_ms = time_ms;\n");
+}
+} // namespace
PixelShaderUid GetPixelShaderUid()
{
PixelShaderUid out;
@@ -56,7 +310,8 @@ void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& hos
}
ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
- const pixel_ubershader_uid_data* uid_data)
+ const pixel_ubershader_uid_data* uid_data,
+ const CustomPixelShaderContents& custom_details)
{
const bool per_pixel_lighting = host_config.per_pixel_lighting;
const bool msaa = host_config.msaa;
@@ -76,6 +331,12 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
out.Write("// {}\n", *uid_data);
WriteBitfieldExtractHeader(out, api_type, host_config);
WritePixelShaderCommonHeader(out, api_type, host_config, bounding_box);
+ WriteCustomShaderStructDef(&out, numTexgen);
+ for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
+ {
+ const auto& shader_details = custom_details.shaders[i];
+ out.Write(fmt::runtime(shader_details.custom_shader), i);
+ }
if (per_pixel_lighting)
WriteLightingFunction(out);
@@ -228,6 +489,68 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
}
out.Write("}}\n\n");
+
+ out.Write("uint selectTexCoordIndex(uint texmap)");
+ out.Write("{{\n");
+
+ if (api_type == APIType::D3D)
+ {
+ out.Write(" switch (texmap) {{\n");
+ for (u32 i = 0; i < numTexgen; i++)
+ {
+ out.Write(" case {}u:\n"
+ " return {};\n",
+ i, i);
+ }
+ out.Write(" default:\n"
+ " return 0;\n"
+ " }}\n");
+ }
+ else
+ {
+ out.Write(" if (texmap >= {}u) {{\n", numTexgen);
+ out.Write(" return 0;\n"
+ " }}\n");
+ if (numTexgen > 4)
+ out.Write(" if (texmap < 4u) {{\n");
+ if (numTexgen > 2)
+ out.Write(" if (texmap < 2u) {{\n");
+ if (numTexgen > 1)
+ out.Write(" return (texmap == 0u) ? 0 : 1;\n");
+ else
+ out.Write(" return 0;\n");
+ if (numTexgen > 2)
+ {
+ out.Write(" }} else {{\n"); // >= 2 < min(4, numTexgen)
+ if (numTexgen > 3)
+ out.Write(" return (texmap == 2u) ? 2 : 3;\n");
+ else
+ out.Write(" return 2;\n");
+ out.Write(" }}\n");
+ }
+ if (numTexgen > 4)
+ {
+ out.Write(" }} else {{\n"); // >= 4 < min(8, numTexgen)
+ if (numTexgen > 6)
+ out.Write(" if (texmap < 6u) {{\n");
+ if (numTexgen > 5)
+ out.Write(" return (texmap == 4u) ? 4 : 5;\n");
+ else
+ out.Write(" return 4;\n");
+ if (numTexgen > 6)
+ {
+ out.Write(" }} else {{\n"); // >= 6 < min(8, numTexgen)
+ if (numTexgen > 7)
+ out.Write(" return (texmap == 6u) ? 6 : 7;\n");
+ else
+ out.Write(" return 6;\n");
+ out.Write(" }}\n");
+ }
+ out.Write(" }}\n");
+ }
+ }
+
+ out.Write("}}\n\n");
}
// =====================
@@ -316,43 +639,43 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
// TEV's Special Lerp
// ======================
const auto WriteTevLerp = [&out](std::string_view components) {
- out.Write(
- "// TEV's Linear Interpolate, plus bias, add/subtract and scale\n"
- "int{0} tevLerp{0}(int{0} A, int{0} B, int{0} C, int{0} D, uint bias, bool op, "
- "uint scale) {{\n"
- " // Scale C from 0..255 to 0..256\n"
- " C += C >> 7;\n"
- "\n"
- " // Add bias to D\n"
- " if (bias == 1u) D += 128;\n"
- " else if (bias == 2u) D -= 128;\n"
- "\n"
- " int{0} lerp = (A << 8) + (B - A)*C;\n"
- " if (scale != 3u) {{\n"
- " lerp = lerp << scale;\n"
- " D = D << scale;\n"
- " }}\n"
- "\n"
- " // TODO: Is this rounding bias still added when the scale is divide by 2? Currently we "
- "do not apply it.\n"
- " if (scale != 3u)\n"
- " lerp = lerp + (op ? 127 : 128);\n"
- "\n"
- " int{0} result = lerp >> 8;\n"
- "\n"
- " // Add/Subtract D\n"
- " if (op) // Subtract\n"
- " result = D - result;\n"
- " else // Add\n"
- " result = D + result;\n"
- "\n"
- " // Most of the Scale was moved inside the lerp for improved precision\n"
- " // But we still do the divide by 2 here\n"
- " if (scale == 3u)\n"
- " result = result >> 1;\n"
- " return result;\n"
- "}}\n\n",
- components);
+ out.Write("// TEV's Linear Interpolate, plus bias, add/subtract and scale\n"
+ "int{0} tevLerp{0}(int{0} A, int{0} B, int{0} C, int{0} D, uint bias, bool op, "
+ "uint scale) {{\n"
+ " // Scale C from 0..255 to 0..256\n"
+ " C += C >> 7;\n"
+ "\n"
+ " // Add bias to D\n"
+ " if (bias == 1u) D += 128;\n"
+ " else if (bias == 2u) D -= 128;\n"
+ "\n"
+ " int{0} lerp = (A << 8) + (B - A)*C;\n"
+ " if (scale != 3u) {{\n"
+ " lerp = lerp << scale;\n"
+ " D = D << scale;\n"
+ " }}\n"
+ "\n"
+ " // TODO: Is this rounding bias still added when the scale is divide by 2? "
+ "Currently we "
+ "do not apply it.\n"
+ " if (scale != 3u)\n"
+ " lerp = lerp + (op ? 127 : 128);\n"
+ "\n"
+ " int{0} result = lerp >> 8;\n"
+ "\n"
+ " // Add/Subtract D\n"
+ " if (op) // Subtract\n"
+ " result = D - result;\n"
+ " else // Add\n"
+ " result = D + result;\n"
+ "\n"
+ " // Most of the Scale was moved inside the lerp for improved precision\n"
+ " // But we still do the divide by 2 here\n"
+ " if (scale == 3u)\n"
+ " result = result >> 1;\n"
+ " return result;\n"
+ "}}\n\n",
+ components);
};
WriteTevLerp(""); // int
WriteTevLerp("3"); // int3
@@ -437,6 +760,25 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
"return int3(0, 0, 0);", // ZERO
};
+ static constexpr Common::EnumMap<std::string_view, TevColorArg::Zero> tev_c_input_type{
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
+ };
+
static constexpr Common::EnumMap<std::string_view, TevAlphaArg::Zero> tev_a_input_table{
"return s.Reg[0].a;", // APREV,
"return s.Reg[1].a;", // A0,
@@ -448,6 +790,17 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
"return 0;", // ZERO
};
+ static constexpr Common::EnumMap<std::string_view, TevAlphaArg::Zero> tev_a_input_type{
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST;",
+ "return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
+ };
+
static constexpr Common::EnumMap<std::string_view, TevOutput::Color2> tev_regs_lookup_table{
"return s.Reg[0];",
"return s.Reg[1];",
@@ -489,6 +842,16 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
out.Write("}}\n"
"\n");
+ out.Write("// Helper function for Custom Shader Input Type\n"
+ "uint getColorInputType(uint index) {{\n");
+ WriteSwitch(out, api_type, "index", tev_c_input_type, 2, false);
+ out.Write("}}\n"
+ "\n"
+ "uint getAlphaInputType(uint index) {{\n");
+ WriteSwitch(out, api_type, "index", tev_a_input_type, 2, false);
+ out.Write("}}\n"
+ "\n");
+
// Since the fixed-point texture coodinate variables aren't global, we need to pass
// them to the select function. This applies to all backends.
if (numTexgen > 0)
@@ -505,6 +868,17 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
out.Write("void main()\n{{\n");
out.Write(" float4 rawpos = gl_FragCoord;\n");
+ out.Write(" uint num_stages = {};\n\n",
+ BitfieldExtract<&GenMode::numtevstages>("bpmem_genmode"));
+
+ bool has_custom_shader_details = false;
+ if (std::any_of(custom_details.shaders.begin(), custom_details.shaders.end(),
+ [](const std::optional<CustomPixelShader>& ps) { return ps.has_value(); }))
+ {
+ WriteCustomShaderStructImpl(&out, numTexgen, per_pixel_lighting);
+ has_custom_shader_details = true;
+ }
+
if (use_framebuffer_fetch)
{
// Store off a copy of the initial framebuffer value.
@@ -563,9 +937,6 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
" // o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
}
- out.Write(" uint num_stages = {};\n\n",
- BitfieldExtract<&GenMode::numtevstages>("bpmem_genmode"));
-
out.Write(" // Main tev loop\n");
out.Write(" for(uint stage = 0u; stage <= num_stages; stage++)\n"
@@ -618,9 +989,9 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
// indirect texture stage is enabled). If the matrix is off, the result doesn't matter; if the
// indirect texture stage is disabled, the result is undefined (and produces a glitchy pattern
// on hardware, different from this).
- // For the undefined case, we just skip applying the indirect operation, which is close enough.
- // Viewtiful Joe hits the undefined case (bug 12525).
- // Wrapping and add to previous still apply in this case (and when the stage is disabled).
+ // For the undefined case, we just skip applying the indirect operation, which is close
+ // enough. Viewtiful Joe hits the undefined case (bug 12525). Wrapping and add to previous
+ // still apply in this case (and when the stage is disabled).
out.Write(" if (bpmem_iref(bt) != 0u) {{\n");
out.Write(" int3 indcoord;\n");
LookupIndirectTexture("indcoord", "bt");
@@ -826,7 +1197,8 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
" alpha_B = selectAlphaInput(s, ss, {0}colors_0, {0}colors_1, alpha_b) & 255;\n"
" }};\n"
" int alpha_C = selectAlphaInput(s, ss, {0}colors_0, {0}colors_1, alpha_c) & 255;\n"
- " int alpha_D = selectAlphaInput(s, ss, {0}colors_0, {0}colors_1, alpha_d); // 10 bits "
+ " int alpha_D = selectAlphaInput(s, ss, {0}colors_0, {0}colors_1, alpha_d); // 10 "
+ "bits "
"+ sign\n"
"\n", // TODO: do we need to sign extend?
color_input_prefix);
@@ -857,9 +1229,81 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
"\n"
" // Write result to the correct input register of the next stage\n");
WriteSwitch(out, api_type, "alpha_dest", tev_a_set_table, 6, true);
- out.Write(" }}\n"
- " }} // Main TEV loop\n"
- "\n");
+ if (has_custom_shader_details)
+ {
+ for (u32 stage_index = 0; stage_index < 16; stage_index++)
+ {
+ out.Write("\tif (stage == {}u) {{\n", stage_index);
+ // Color input
+ out.Write("\t\tcustom_data.tev_stages[{}].input_color[0].value = color_A / float3(255.0, "
+ "255.0, 255.0);\n",
+ stage_index);
+ out.Write("\t\tcustom_data.tev_stages[{}].input_color[0].input_type = "
+ "getColorInputType(color_a);\n",
+ stage_index);
+ out.Write("\t\tcustom_data.tev_stages[{}].input_color[1].value = color_B / float3(255.0, "
+ "255.0, 255.0);\n",
+ stage_index);
+ out.Write("\t\tcustom_data.tev_stages[{}].input_color[1].input_type = "
+ "getColorInputType(color_b);\n",
+ stage_index);
+ out.Write("\t\tcustom_data.tev_stages[{}].input_color[2].value = color_C / float3(255.0, "
+ "255.0, 255.0);\n",
+ stage_index);
+ out.Write("\t\tcustom_data.tev_stages[{}].input_color[2].input_type = "
+ "getColorInputType(color_c);\n",
+ stage_index);
+ out.Write("\t\tcustom_data.tev_stages[{}].input_color[3].value = color_D / float3(255.0, "
+ "255.0, 255.0);\n",
+ stage_index);
+ out.Write("\t\tcustom_data.tev_stages[{}].input_color[3].input_type = "
+ "getColorInputType(color_c);\n",
+ stage_index);
+
+ // Alpha input
+ out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[0].value = alpha_A / float(255.0);\n",
+ stage_index);
+ out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[0].input_type = "
+ "getAlphaInputType(alpha_a);\n",
+ stage_index);
+ out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[1].value = alpha_B / float(255.0);\n",
+ stage_index);
+ out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[1].input_type = "
+ "getAlphaInputType(alpha_b);\n",
+ stage_index);
+ out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[2].value = alpha_C / float(255.0);\n",
+ stage_index);
+ out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[2].input_type = "
+ "getAlphaInputType(alpha_c);\n",
+ stage_index);
+ out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[3].value = alpha_D / float(255.0);\n",
+ stage_index);
+ out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[3].input_type = "
+ "getAlphaInputType(alpha_d);\n",
+ stage_index);
+
+ if (numTexgen != 0)
+ {
+ // Texmap
+ out.Write("\t\tif (texture_enabled) {{\n");
+ out.Write("\t\t\tuint sampler_num = {};\n",
+ BitfieldExtract<&TwoTevStageOrders::texmap_even>("ss.order"));
+ out.Write("\t\tcustom_data.tev_stages[{}].texmap = sampler_num;\n", stage_index);
+ out.Write("\t\t}}\n");
+ }
+
+ // Output
+ out.Write("\t\tcustom_data.tev_stages[{}].output_color.rgb = color / float3(255.0, 255.0, "
+ "255.0);\n",
+ stage_index);
+ out.Write("\t\tcustom_data.tev_stages[{}].output_color.a = alpha / float(255.0);\n",
+ stage_index);
+ out.Write("\t}}\n");
+ }
+ }
+ out.Write(" }}\n");
+ out.Write(" }} // Main TEV loop\n");
+ out.Write("\n");
// Select the output color and alpha registers from the last stage.
out.Write(" int4 TevResult;\n");
@@ -942,8 +1386,8 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
{
// Instead of using discard, fetch the framebuffer's color value and use it as the output
// for this fragment.
- out.Write(
- " #define discard_fragment {{ real_ocol0 = float4(initial_ocol0.xyz, 1.0); return; }}\n");
+ out.Write(" #define discard_fragment {{ real_ocol0 = float4(initial_ocol0.xyz, 1.0); "
+ "return; }}\n");
}
else
{
@@ -1109,8 +1553,8 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
" }}\n");
}
- // Some backends require that the shader outputs be uint when writing to a uint render target for
- // logic op.
+ // Some backends require that the shader outputs be uint when writing to a uint render target
+ // for logic op.
if (uid_data->uint_output)
{
out.Write(" if (bpmem_rgba6_format)\n"
@@ -1142,6 +1586,19 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
}
}
+ for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
+ {
+ const auto& shader_details = custom_details.shaders[i];
+
+ if (!shader_details.custom_shader.empty())
+ {
+ out.Write("\t{{\n");
+ out.Write("\t\tcustom_data.final_color = ocol0;\n");
+ out.Write("\t\tocol0.xyz = {}_{}(custom_data).xyz;\n", CUSTOM_PIXELSHADER_COLOR_FUNC, i);
+ out.Write("\t}}\n\n");
+ }
+ }
+
if (bounding_box)
{
out.Write(" if (bpmem_bounding_box) {{\n"
@@ -1209,13 +1666,13 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
WriteSwitch(out, api_type, "blend_dst_factor", blendDstFactor, 4, true);
WriteSwitch(out, api_type, "blend_dst_factor_alpha", blendDstFactorAlpha, 4, true);
- out.Write(
- " float4 blend_result;\n"
- " if (blend_subtract)\n"
- " blend_result.rgb = initial_ocol0.rgb * blend_dst.rgb - ocol0.rgb * blend_src.rgb;\n"
- " else\n"
- " blend_result.rgb = initial_ocol0.rgb * blend_dst.rgb + ocol0.rgb * "
- "blend_src.rgb;\n");
+ out.Write(" float4 blend_result;\n"
+ " if (blend_subtract)\n"
+ " blend_result.rgb = initial_ocol0.rgb * blend_dst.rgb - ocol0.rgb * "
+ "blend_src.rgb;\n"
+ " else\n"
+ " blend_result.rgb = initial_ocol0.rgb * blend_dst.rgb + ocol0.rgb * "
+ "blend_src.rgb;\n");
out.Write(" if (blend_subtract_alpha)\n"
" blend_result.a = initial_ocol0.a * blend_dst.a - ocol0.a * blend_src.a;\n"
diff --git a/Source/Core/VideoCommon/UberShaderPixel.h b/Source/Core/VideoCommon/UberShaderPixel.h
index aa3d6c7625..80560688ca 100644
--- a/Source/Core/VideoCommon/UberShaderPixel.h
+++ b/Source/Core/VideoCommon/UberShaderPixel.h
@@ -29,7 +29,8 @@ using PixelShaderUid = ShaderUid<pixel_ubershader_uid_data>;
PixelShaderUid GetPixelShaderUid();
ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
- const pixel_ubershader_uid_data* uid_data);
+ const pixel_ubershader_uid_data* uid_data,
+ const CustomPixelShaderContents& custom_details);
void EnumeratePixelShaderUids(const std::function<void(const PixelShaderUid&)>& callback);
void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& host_config,
diff --git a/Source/Core/VideoCommon/VertexManagerBase.cpp b/Source/Core/VideoCommon/VertexManagerBase.cpp
index 0b184e1da9..564eb684dc 100644
--- a/Source/Core/VideoCommon/VertexManagerBase.cpp
+++ b/Source/Core/VideoCommon/VertexManagerBase.cpp
@@ -15,6 +15,7 @@
#include "Core/ConfigManager.h"
#include "Core/DolphinAnalytics.h"
+#include "Core/HW/SystemTimers.h"
#include "Core/System.h"
#include "VideoCommon/AbstractGfx.h"
@@ -23,12 +24,14 @@
#include "VideoCommon/DataReader.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/GeometryShaderManager.h"
+#include "VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionData.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/OpcodeDecoding.h"
#include "VideoCommon/PerfQueryBase.h"
+#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureCacheBase.h"
@@ -105,7 +108,10 @@ VertexManagerBase::~VertexManagerBase() = default;
bool VertexManagerBase::Initialize()
{
m_frame_end_event = AfterFrameEvent::Register([this] { OnEndFrame(); }, "VertexManagerBase");
+ m_after_present_event = AfterPresentEvent::Register(
+ [this](PresentInfo& pi) { m_ticks_elapsed = pi.emulated_timestamp; }, "VertexManagerBase");
m_index_generator.Init();
+ m_custom_shader_cache = std::make_unique<CustomShaderCache>();
m_cpu_cull.Init();
return true;
}
@@ -523,10 +529,18 @@ void VertexManagerBase::Flush()
auto& geometry_shader_manager = system.GetGeometryShaderManager();
auto& vertex_shader_manager = system.GetVertexShaderManager();
+ if (g_ActiveConfig.bGraphicMods)
+ {
+ const double seconds_elapsed =
+ static_cast<double>(m_ticks_elapsed) / SystemTimers::GetTicksPerSecond();
+ pixel_shader_manager.constants.time_ms = seconds_elapsed * 1000;
+ }
+
CalculateBinormals(VertexLoaderManager::GetCurrentVertexFormat());
// Calculate ZSlope for zfreeze
const auto used_textures = UsedTextures();
std::vector<std::string> texture_names;
+ std::vector<u32> texture_units;
if (!m_cull_all)
{
if (!g_ActiveConfig.bGraphicMods)
@@ -543,7 +557,12 @@ void VertexManagerBase::Flush()
const auto cache_entry = g_texture_cache->Load(TextureInfo::FromStage(i));
if (cache_entry)
{
- texture_names.push_back(cache_entry->texture_info_name);
+ if (std::find(texture_names.begin(), texture_names.end(),
+ cache_entry->texture_info_name) == texture_names.end())
+ {
+ texture_names.push_back(cache_entry->texture_info_name);
+ texture_units.push_back(i);
+ }
}
}
}
@@ -562,13 +581,24 @@ void VertexManagerBase::Flush()
if (!m_cull_all)
{
- for (const auto& texture_name : texture_names)
+ CustomPixelShaderContents custom_pixel_shader_contents;
+ std::optional<CustomPixelShader> custom_pixel_shader;
+ std::vector<std::string> custom_pixel_texture_names;
+ for (int i = 0; i < texture_names.size(); i++)
{
+ const std::string& texture_name = texture_names[i];
+ const u32 texture_unit = texture_units[i];
bool skip = false;
- GraphicsModActionData::DrawStarted draw_started{&skip};
+ GraphicsModActionData::DrawStarted draw_started{texture_unit, &skip, &custom_pixel_shader};
for (const auto& action : g_graphics_mod_manager->GetDrawStartedActions(texture_name))
{
action->OnDrawStarted(&draw_started);
+ if (custom_pixel_shader)
+ {
+ custom_pixel_shader_contents.shaders.push_back(*custom_pixel_shader);
+ custom_pixel_texture_names.push_back(texture_name);
+ }
+ custom_pixel_shader = std::nullopt;
}
if (skip == true)
return;
@@ -610,7 +640,65 @@ void VertexManagerBase::Flush()
UpdatePipelineObject();
if (m_current_pipeline_object)
{
- g_gfx->SetPipeline(m_current_pipeline_object);
+ const AbstractPipeline* current_pipeline = m_current_pipeline_object;
+ if (!custom_pixel_shader_contents.shaders.empty())
+ {
+ CustomShaderInstance custom_shaders;
+ custom_shaders.pixel_contents = std::move(custom_pixel_shader_contents);
+
+ switch (g_ActiveConfig.iShaderCompilationMode)
+ {
+ case ShaderCompilationMode::Synchronous:
+ case ShaderCompilationMode::AsynchronousSkipRendering:
+ {
+ if (auto pipeline = m_custom_shader_cache->GetPipelineAsync(
+ m_current_pipeline_config, custom_shaders, m_current_pipeline_object->m_config))
+ {
+ current_pipeline = *pipeline;
+ }
+ }
+ break;
+ case ShaderCompilationMode::SynchronousUberShaders:
+ {
+ // D3D has issues compiling large custom ubershaders
+ // use specialized shaders instead
+ if (g_ActiveConfig.backend_info.api_type == APIType::D3D)
+ {
+ if (auto pipeline = m_custom_shader_cache->GetPipelineAsync(
+ m_current_pipeline_config, custom_shaders, m_current_pipeline_object->m_config))
+ {
+ current_pipeline = *pipeline;
+ }
+ }
+ else
+ {
+ if (auto pipeline = m_custom_shader_cache->GetPipelineAsync(
+ m_current_uber_pipeline_config, custom_shaders,
+ m_current_pipeline_object->m_config))
+ {
+ current_pipeline = *pipeline;
+ }
+ }
+ }
+ break;
+ case ShaderCompilationMode::AsynchronousUberShaders:
+ {
+ if (auto pipeline = m_custom_shader_cache->GetPipelineAsync(
+ m_current_pipeline_config, custom_shaders, m_current_pipeline_object->m_config))
+ {
+ current_pipeline = *pipeline;
+ }
+ else if (auto uber_pipeline = m_custom_shader_cache->GetPipelineAsync(
+ m_current_uber_pipeline_config, custom_shaders,
+ m_current_pipeline_object->m_config))
+ {
+ current_pipeline = *uber_pipeline;
+ }
+ }
+ break;
+ };
+ }
+ g_gfx->SetPipeline(current_pipeline);
if (PerfQueryBase::ShouldEmulate())
g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
@@ -1006,3 +1094,9 @@ void VertexManagerBase::OnEndFrame()
// state changes the specialized shader will not take over.
InvalidatePipelineObject();
}
+
+void VertexManagerBase::NotifyCustomShaderCacheOfHostChange(const ShaderHostConfig& host_config)
+{
+ m_custom_shader_cache->SetHostConfig(host_config);
+ m_custom_shader_cache->Reload();
+}
diff --git a/Source/Core/VideoCommon/VertexManagerBase.h b/Source/Core/VideoCommon/VertexManagerBase.h
index 775d8e2787..ebb857ff21 100644
--- a/Source/Core/VideoCommon/VertexManagerBase.h
+++ b/Source/Core/VideoCommon/VertexManagerBase.h
@@ -15,6 +15,7 @@
#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/VideoEvents.h"
+class CustomShaderCache;
class DataReader;
class NativeVertexFormat;
class PointerWrap;
@@ -128,6 +129,7 @@ public:
m_current_pipeline_object = nullptr;
m_pipeline_config_changed = true;
}
+ void NotifyCustomShaderCacheOfHostChange(const ShaderHostConfig& host_config);
// Utility pipeline drawing (e.g. EFB copies, post-processing, UI).
virtual void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size);
@@ -230,7 +232,11 @@ private:
std::vector<u32> m_scheduled_command_buffer_kicks;
bool m_allow_background_execution = true;
+ std::unique_ptr<CustomShaderCache> m_custom_shader_cache;
+ u64 m_ticks_elapsed;
+
Common::EventHook m_frame_end_event;
+ Common::EventHook m_after_present_event;
};
extern std::unique_ptr<VertexManagerBase> g_vertex_manager;
diff --git a/Source/Core/VideoCommon/VideoConfig.cpp b/Source/Core/VideoCommon/VideoConfig.cpp
index 83dc5eb53e..02db6db9f7 100644
--- a/Source/Core/VideoCommon/VideoConfig.cpp
+++ b/Source/Core/VideoCommon/VideoConfig.cpp
@@ -353,6 +353,7 @@ void CheckForConfigChanges()
{
OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
g_vertex_manager->InvalidatePipelineObject();
+ g_vertex_manager->NotifyCustomShaderCacheOfHostChange(new_host_config);
g_shader_cache->SetHostConfig(new_host_config);
g_shader_cache->Reload();
g_framebuffer_manager->RecompileShaders();