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- // Copyright 2014 Dolphin Emulator Project
- // SPDX-License-Identifier: GPL-2.0-or-later
- #include "VideoCommon/GeometryShaderGen.h"
- #include <cmath>
- #include "Common/CommonTypes.h"
- #include "Common/EnumMap.h"
- #include "VideoCommon/DriverDetails.h"
- #include "VideoCommon/LightingShaderGen.h"
- #include "VideoCommon/VideoCommon.h"
- #include "VideoCommon/VideoConfig.h"
- #include "VideoCommon/XFMemory.h"
- constexpr Common::EnumMap<const char*, PrimitiveType::TriangleStrip> primitives_ogl{
- "points",
- "lines",
- "triangles",
- "triangles",
- };
- constexpr Common::EnumMap<const char*, PrimitiveType::TriangleStrip> primitives_d3d{
- "point",
- "line",
- "triangle",
- "triangle",
- };
- constexpr Common::EnumMap<u32, PrimitiveType::TriangleStrip> vertex_in_map{1u, 2u, 3u, 3u};
- constexpr Common::EnumMap<u32, PrimitiveType::TriangleStrip> vertex_out_map{4u, 4u, 4u, 3u};
- bool geometry_shader_uid_data::IsPassthrough() const
- {
- const bool stereo = g_ActiveConfig.stereo_mode != StereoMode::Off;
- const bool wireframe = g_ActiveConfig.bWireFrame;
- return primitive_type >= static_cast<u32>(PrimitiveType::Triangles) && !stereo && !wireframe;
- }
- GeometryShaderUid GetGeometryShaderUid(PrimitiveType primitive_type)
- {
- GeometryShaderUid out;
- geometry_shader_uid_data* const uid_data = out.GetUidData();
- uid_data->primitive_type = static_cast<u32>(primitive_type);
- uid_data->numTexGens = xfmem.numTexGen.numTexGens;
- return out;
- }
- static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
- const geometry_shader_uid_data* uid_data, const char* vertex,
- APIType api_type, bool wireframe, bool stereo, bool first_vertex = false);
- static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config,
- const geometry_shader_uid_data* uid_data, APIType api_type, bool wireframe,
- bool stereo);
- ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig& host_config,
- const geometry_shader_uid_data* uid_data)
- {
- ShaderCode out;
- // Non-uid template parameters will write to the dummy data (=> gets optimized out)
- const bool wireframe = host_config.wireframe;
- const bool msaa = host_config.msaa;
- const bool ssaa = host_config.ssaa;
- const bool stereo = host_config.stereo;
- const auto primitive_type = static_cast<PrimitiveType>(uid_data->primitive_type);
- const u32 vertex_in = vertex_in_map[primitive_type];
- u32 vertex_out = vertex_out_map[primitive_type];
- if (wireframe)
- vertex_out++;
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
- {
- // Insert layout parameters
- if (host_config.backend_gs_instancing)
- {
- out.Write("layout({}, invocations = {}) in;\n", primitives_ogl[primitive_type],
- stereo ? 2 : 1);
- out.Write("layout({}_strip, max_vertices = {}) out;\n", wireframe ? "line" : "triangle",
- vertex_out);
- }
- else
- {
- out.Write("layout({}) in;\n", primitives_ogl[primitive_type]);
- out.Write("layout({}_strip, max_vertices = {}) out;\n", wireframe ? "line" : "triangle",
- stereo ? vertex_out * 2 : vertex_out);
- }
- }
- out.Write("{}", s_lighting_struct);
- // uniforms
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
- out.Write("UBO_BINDING(std140, 4) uniform GSBlock {{\n");
- else
- out.Write("cbuffer GSBlock {{\n");
- out.Write("{}", s_geometry_shader_uniforms);
- out.Write("}};\n");
- out.Write("struct VS_OUTPUT {{\n");
- GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, "",
- ShaderStage::Geometry);
- out.Write("}};\n");
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
- {
- if (host_config.backend_gs_instancing)
- out.Write("#define InstanceID gl_InvocationID\n");
- out.Write("VARYING_LOCATION(0) in VertexData {{\n");
- GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config,
- GetInterpolationQualifier(msaa, ssaa, true, true),
- ShaderStage::Geometry);
- out.Write("}} vs[{}];\n", vertex_in);
- out.Write("VARYING_LOCATION(0) out VertexData {{\n");
- GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config,
- GetInterpolationQualifier(msaa, ssaa, true, false),
- ShaderStage::Geometry);
- out.Write("}} ps;\n");
- if (stereo && !host_config.backend_gl_layer_in_fs)
- out.Write("flat out int layer;");
- out.Write("void main()\n{{\n");
- }
- else // D3D
- {
- out.Write("struct VertexData {{\n");
- out.Write("\tVS_OUTPUT o;\n");
- if (stereo)
- {
- out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n");
- }
- out.Write("\tfloat4 posout : SV_Position;\n");
- out.Write("}};\n");
- if (host_config.backend_gs_instancing)
- {
- out.Write("[maxvertexcount({})]\n[instance({})]\n", vertex_out, stereo ? 2 : 1);
- out.Write("void main({} VS_OUTPUT o[{}], inout {}Stream<VertexData> output, in uint "
- "InstanceID : SV_GSInstanceID)\n{{\n",
- primitives_d3d[primitive_type], vertex_in, wireframe ? "Line" : "Triangle");
- }
- else
- {
- out.Write("[maxvertexcount({})]\n", stereo ? vertex_out * 2 : vertex_out);
- out.Write("void main({} VS_OUTPUT o[{}], inout {}Stream<VertexData> output)\n{{\n",
- primitives_d3d[primitive_type], vertex_in, wireframe ? "Line" : "Triangle");
- }
- out.Write("\tVertexData ps;\n");
- }
- if (primitive_type == PrimitiveType::Lines)
- {
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
- {
- out.Write("\tVS_OUTPUT start, end;\n");
- AssignVSOutputMembers(out, "start", "vs[0]", uid_data->numTexGens, host_config);
- AssignVSOutputMembers(out, "end", "vs[1]", uid_data->numTexGens, host_config);
- }
- else
- {
- out.Write("\tVS_OUTPUT start = o[0];\n"
- "\tVS_OUTPUT end = o[1];\n");
- }
- GenerateLineOffset(out, "\t", "\t\t", "end.pos", "start.pos", "");
- }
- else if (primitive_type == PrimitiveType::Points)
- {
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
- {
- out.Write("\tVS_OUTPUT center;\n");
- AssignVSOutputMembers(out, "center", "vs[0]", uid_data->numTexGens, host_config);
- }
- else
- {
- out.Write("\tVS_OUTPUT center = o[0];\n");
- }
- // Offset from center to upper right vertex
- // Lerp PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1]
- out.Write("\tfloat2 offset = float2(" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS
- ".x, -" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS ".y) * center.pos.w;\n");
- }
- if (stereo)
- {
- // If the GPU supports invocation we don't need a for loop and can simply use the
- // invocation identifier to determine which layer we're rendering.
- if (host_config.backend_gs_instancing)
- out.Write("\tint eye = InstanceID;\n");
- else
- out.Write("\tfor (int eye = 0; eye < 2; ++eye) {{\n");
- }
- if (wireframe)
- out.Write("\tVS_OUTPUT first;\n");
- // Avoid D3D warning about forced unrolling of single-iteration loop
- if (vertex_in > 1)
- out.Write("\tfor (int i = 0; i < {}; ++i) {{\n", vertex_in);
- else
- out.Write("\tint i = 0;\n");
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
- {
- out.Write("\tVS_OUTPUT f;\n");
- AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, host_config);
- if (host_config.backend_depth_clamp &&
- DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLIP_DISTANCE))
- {
- // On certain GPUs we have to consume the clip distance from the vertex shader
- // or else the other vertex shader outputs will get corrupted.
- out.Write("\tf.clipDist0 = gl_in[i].gl_ClipDistance[0];\n"
- "\tf.clipDist1 = gl_in[i].gl_ClipDistance[1];\n");
- }
- }
- else
- {
- out.Write("\tVS_OUTPUT f = o[i];\n");
- }
- if (stereo)
- {
- // For stereoscopy add a small horizontal offset in Normalized Device Coordinates proportional
- // to the depth of the vertex. We retrieve the depth value from the w-component of the projected
- // vertex which contains the negated z-component of the original vertex.
- // For negative parallax (out-of-screen effects) we subtract a convergence value from
- // the depth value. This results in objects at a distance smaller than the convergence
- // distance to seemingly appear in front of the screen.
- // This formula is based on page 13 of the "Nvidia 3D Vision Automatic, Best Practices Guide"
- out.Write("\tfloat hoffset = (eye == 0) ? " I_STEREOPARAMS ".x : " I_STEREOPARAMS ".y;\n");
- out.Write("\tf.pos.x += hoffset * (f.pos.w - " I_STEREOPARAMS ".z);\n");
- }
- if (primitive_type == PrimitiveType::Lines)
- {
- out.Write("\tVS_OUTPUT l = f;\n"
- "\tVS_OUTPUT r = f;\n");
- out.Write("\tl.pos.xy -= offset * l.pos.w;\n"
- "\tr.pos.xy += offset * r.pos.w;\n");
- out.Write("\tif (" I_TEXOFFSET "[2] != 0) {{\n");
- out.Write("\tfloat texOffset = 1.0 / float(" I_TEXOFFSET "[2]);\n");
- for (u32 i = 0; i < uid_data->numTexGens; ++i)
- {
- out.Write("\tif (((" I_TEXOFFSET "[0] >> {}) & 0x1) != 0)\n", i);
- out.Write("\t\tr.tex{}.x += texOffset;\n", i);
- }
- out.Write("\t}}\n");
- EmitVertex(out, host_config, uid_data, "l", api_type, wireframe, stereo, true);
- EmitVertex(out, host_config, uid_data, "r", api_type, wireframe, stereo);
- }
- else if (primitive_type == PrimitiveType::Points)
- {
- out.Write("\tVS_OUTPUT ll = f;\n"
- "\tVS_OUTPUT lr = f;\n"
- "\tVS_OUTPUT ul = f;\n"
- "\tVS_OUTPUT ur = f;\n");
- out.Write("\tll.pos.xy += float2(-1,-1) * offset;\n"
- "\tlr.pos.xy += float2(1,-1) * offset;\n"
- "\tul.pos.xy += float2(-1,1) * offset;\n"
- "\tur.pos.xy += offset;\n");
- out.Write("\tif (" I_TEXOFFSET "[3] != 0) {{\n");
- out.Write("\tfloat2 texOffset = float2(1.0 / float(" I_TEXOFFSET
- "[3]), 1.0 / float(" I_TEXOFFSET "[3]));\n");
- for (u32 i = 0; i < uid_data->numTexGens; ++i)
- {
- out.Write("\tif (((" I_TEXOFFSET "[1] >> {}) & 0x1) != 0) {{\n", i);
- out.Write("\t\tul.tex{}.xy += float2(0,1) * texOffset;\n", i);
- out.Write("\t\tur.tex{}.xy += texOffset;\n", i);
- out.Write("\t\tlr.tex{}.xy += float2(1,0) * texOffset;\n", i);
- out.Write("\t}}\n");
- }
- out.Write("\t}}\n");
- EmitVertex(out, host_config, uid_data, "ll", api_type, wireframe, stereo, true);
- EmitVertex(out, host_config, uid_data, "lr", api_type, wireframe, stereo);
- EmitVertex(out, host_config, uid_data, "ul", api_type, wireframe, stereo);
- EmitVertex(out, host_config, uid_data, "ur", api_type, wireframe, stereo);
- }
- else
- {
- EmitVertex(out, host_config, uid_data, "f", api_type, wireframe, stereo, true);
- }
- // Only close loop if previous code was in one (See D3D warning above)
- if (vertex_in > 1)
- out.Write("\t}}\n");
- EndPrimitive(out, host_config, uid_data, api_type, wireframe, stereo);
- if (stereo && !host_config.backend_gs_instancing)
- out.Write("\t}}\n");
- out.Write("}}\n");
- return out;
- }
- static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
- const geometry_shader_uid_data* uid_data, const char* vertex,
- APIType api_type, bool wireframe, bool stereo, bool first_vertex)
- {
- if (wireframe && first_vertex)
- out.Write("\tif (i == 0) first = {};\n", vertex);
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
- {
- // Vulkan NDC space has Y pointing down (right-handed NDC space).
- if (api_type == APIType::Vulkan)
- out.Write("\tgl_Position = float4({0}.pos.x, -{0}.pos.y, {0}.pos.z, {0}.pos.w);\n", vertex);
- else
- out.Write("\tgl_Position = {}.pos;\n", vertex);
- if (host_config.backend_depth_clamp)
- {
- out.Write("\tgl_ClipDistance[0] = {}.clipDist0;\n", vertex);
- out.Write("\tgl_ClipDistance[1] = {}.clipDist1;\n", vertex);
- }
- AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, host_config);
- }
- else
- {
- out.Write("\tps.o = {};\n", vertex);
- out.Write("\tps.posout = {}.pos;\n", vertex);
- }
- if (stereo)
- {
- // Select the output layer
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
- out.Write("\tgl_Layer = eye;\n");
- else
- {
- out.Write("\tps.layer = eye;\n");
- }
- if (!host_config.backend_gl_layer_in_fs)
- out.Write("\tlayer = eye;\n");
- }
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
- out.Write("\tEmitVertex();\n");
- else
- out.Write("\toutput.Append(ps);\n");
- }
- static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config,
- const geometry_shader_uid_data* uid_data, APIType api_type, bool wireframe,
- bool stereo)
- {
- if (wireframe)
- EmitVertex(out, host_config, uid_data, "first", api_type, wireframe, stereo);
- if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
- out.Write("\tEndPrimitive();\n");
- else
- out.Write("\toutput.RestartStrip();\n");
- }
- void EnumerateGeometryShaderUids(const std::function<void(const GeometryShaderUid&)>& callback)
- {
- GeometryShaderUid uid;
- const std::array<PrimitiveType, 3> primitive_lut = {
- {g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? PrimitiveType::TriangleStrip :
- PrimitiveType::Triangles,
- PrimitiveType::Lines, PrimitiveType::Points}};
- for (PrimitiveType primitive : primitive_lut)
- {
- geometry_shader_uid_data* const guid = uid.GetUidData();
- guid->primitive_type = static_cast<u32>(primitive);
- for (u32 texgens = 0; texgens <= 8; texgens++)
- {
- guid->numTexGens = texgens;
- callback(uid);
- }
- }
- }
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