diff options
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/VertexShaderGen.cpp | 53 |
1 files changed, 31 insertions, 22 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index 8376d6b8ea..7725331193 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -85,11 +85,11 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da out.Write("%s", s_lighting_struct); // uniforms - if (api_type == APIType::OpenGL) - out.Write("layout(std140%s) uniform VSBlock {\n", - g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : ""); + if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) + out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n"); else out.Write("cbuffer VSBlock {\n"); + out.Write(s_shader_uniforms); out.Write("};\n"); @@ -97,34 +97,37 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, uid_data->pixel_lighting, ""); out.Write("};\n"); - if (api_type == APIType::OpenGL) + if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { - out.Write("in float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB); + out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawpos;\n", SHADER_POSITION_ATTRIB); if (uid_data->components & VB_HAS_POSMTXIDX) - out.Write("in int posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB); + out.Write("ATTRIBUTE_LOCATION(%d) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB); if (uid_data->components & VB_HAS_NRM0) - out.Write("in float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB); + out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB); if (uid_data->components & VB_HAS_NRM1) - out.Write("in float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB); + out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB); if (uid_data->components & VB_HAS_NRM2) - out.Write("in float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB); + out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB); if (uid_data->components & VB_HAS_COL0) - out.Write("in float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB); + out.Write("ATTRIBUTE_LOCATION(%d) in float4 color0;\n", SHADER_COLOR0_ATTRIB); if (uid_data->components & VB_HAS_COL1) - out.Write("in float4 color1; // ATTR%d,\n", SHADER_COLOR1_ATTRIB); + out.Write("ATTRIBUTE_LOCATION(%d) in float4 color1;\n", SHADER_COLOR1_ATTRIB); for (int i = 0; i < 8; ++i) { u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)); if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx) - out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, - SHADER_TEXTURE0_ATTRIB + i); + { + out.Write("ATTRIBUTE_LOCATION(%d) in float%d tex%d;\n", SHADER_TEXTURE0_ATTRIB + i, + hastexmtx ? 3 : 2, i); + } } - if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) + // We need to always use output blocks for Vulkan, but geometry shaders are also optional. + if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || api_type == APIType::Vulkan) { - out.Write("out VertexData {\n"); + out.Write("VARYING_LOCATION(0) out VertexData {\n"); GenerateVSOutputMembers( out, api_type, uid_data->numTexGens, uid_data->pixel_lighting, GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true)); @@ -180,7 +183,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i); } if (uid_data->components & VB_HAS_POSMTXIDX) - out.Write(" int posmtx : BLENDINDICES,\n"); + out.Write(" uint4 posmtx : BLENDINDICES,\n"); out.Write(" float4 rawpos : POSITION) {\n"); } @@ -189,13 +192,14 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da // transforms if (uid_data->components & VB_HAS_POSMTXIDX) { + out.Write("int posidx = int(posmtx.r);\n"); out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES - "[posmtx], rawpos), dot(" I_TRANSFORMMATRICES - "[posmtx+1], rawpos), dot(" I_TRANSFORMMATRICES "[posmtx+2], rawpos), 1);\n"); + "[posidx], rawpos), dot(" I_TRANSFORMMATRICES + "[posidx+1], rawpos), dot(" I_TRANSFORMMATRICES "[posidx+2], rawpos), 1);\n"); if (uid_data->components & VB_HAS_NRMALL) { - out.Write("int normidx = posmtx & 31;\n"); + out.Write("int normidx = posidx & 31;\n"); out.Write("float3 N0 = " I_NORMALMATRICES "[normidx].xyz, N1 = " I_NORMALMATRICES "[normidx+1].xyz, N2 = " I_NORMALMATRICES "[normidx+2].xyz;\n"); } @@ -461,9 +465,9 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da // get rasterized correctly. out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n"); - if (api_type == APIType::OpenGL) + if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { - if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) + if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || api_type == APIType::Vulkan) { AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, uid_data->pixel_lighting); } @@ -488,7 +492,12 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da out.Write("gl_ClipDistance[0] = o.clipDist0;\n"); out.Write("gl_ClipDistance[1] = o.clipDist1;\n"); } - out.Write("gl_Position = o.pos;\n"); + + // Vulkan NDC space has Y pointing down (right-handed NDC space). + if (api_type == APIType::Vulkan) + out.Write("gl_Position = float4(o.pos.x, -o.pos.y, o.pos.z, o.pos.w);\n"); + else + out.Write("gl_Position = o.pos;\n"); } else // D3D { |
