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- // Copyright 2012 Dolphin Emulator Project
- // SPDX-License-Identifier: GPL-2.0-or-later
- #pragma once
- #include <cstring>
- #include <functional>
- #include <iterator>
- #include <string>
- #include <string_view>
- #include <type_traits>
- #include <vector>
- #include <fmt/format.h>
- #include "Common/BitField.h"
- #include "Common/CommonTypes.h"
- #include "Common/EnumMap.h"
- #include "Common/StringUtil.h"
- #include "Common/TypeUtils.h"
- #include "VideoCommon/AbstractShader.h"
- #include "VideoCommon/VideoCommon.h"
- /**
- * Common interface for classes that need to go through the shader generation path
- * (GenerateVertexShader, GenerateGeometryShader, GeneratePixelShader)
- * In particular, this includes the shader code generator (ShaderCode).
- * A different class (ShaderUid) can be used to uniquely identify each ShaderCode object.
- * More interesting things can be done with this, e.g. ShaderConstantProfile checks what shader
- * constants are being used. This can be used to optimize buffer management.
- * If the class does not use one or more of these methods (e.g. Uid class does not need code), the
- * method will be defined as a no-op by the base class, and the call
- * should be optimized out. The reason for this implementation is so that shader
- * selection/generation can be done in two passes, with only a cache lookup being
- * required if the shader has already been generated.
- */
- class ShaderGeneratorInterface
- {
- public:
- /*
- * Used when the shader generator would write a piece of ShaderCode.
- * Can be used like printf.
- * @note In the ShaderCode implementation, this does indeed write the parameter string to an
- * internal buffer. However, you're free to do whatever you like with the parameter.
- */
- void Write(const char*, ...)
- #ifdef __GNUC__
- __attribute__((format(printf, 2, 3)))
- #endif
- {
- }
- /*
- * Tells us that a specific constant range (including last_index) is being used by the shader
- */
- void SetConstantsUsed(unsigned int first_index, unsigned int last_index) {}
- };
- /*
- * Shader UID class used to uniquely identify the ShaderCode output written in the shader generator.
- * uid_data can be any struct of parameters that uniquely identify each shader code output.
- * Unless performance is not an issue, uid_data should be tightly packed to reduce memory footprint.
- * Shader generators will write to specific uid_data fields; ShaderUid methods will only read raw
- * u32 values from a union.
- * NOTE: Because LinearDiskCache reads and writes the storage associated with a ShaderUid instance,
- * ShaderUid must be trivially copyable.
- */
- template <class uid_data>
- class ShaderUid : public ShaderGeneratorInterface
- {
- public:
- static_assert(std::is_trivially_copyable_v<uid_data>,
- "uid_data must be a trivially copyable type");
- ShaderUid() { memset(GetUidData(), 0, GetUidDataSize()); }
- bool operator==(const ShaderUid& obj) const
- {
- return memcmp(GetUidData(), obj.GetUidData(), GetUidDataSize()) == 0;
- }
- // determines the storage order inside STL containers
- bool operator<(const ShaderUid& obj) const
- {
- return memcmp(GetUidData(), obj.GetUidData(), GetUidDataSize()) < 0;
- }
- // Returns a pointer to an internally stored object of the uid_data type.
- uid_data* GetUidData() { return &data; }
- // Returns a pointer to an internally stored object of the uid_data type.
- const uid_data* GetUidData() const { return &data; }
- // Returns the raw bytes that make up the shader UID.
- const u8* GetUidDataRaw() const { return reinterpret_cast<const u8*>(&data); }
- // Returns the size of the underlying UID data structure in bytes.
- size_t GetUidDataSize() const { return sizeof(data); }
- private:
- uid_data data{};
- };
- class ShaderCode : public ShaderGeneratorInterface
- {
- public:
- ShaderCode() { m_buffer.reserve(16384); }
- const std::string& GetBuffer() const { return m_buffer; }
- // Writes format strings using fmtlib format strings.
- template <typename... Args>
- void Write(fmt::format_string<Args...> format, Args&&... args)
- {
- fmt::format_to(std::back_inserter(m_buffer), format, std::forward<Args>(args)...);
- }
- protected:
- std::string m_buffer;
- };
- /**
- * Generates a shader constant profile which can be used to query which constants are used in a
- * shader
- */
- class ShaderConstantProfile : public ShaderGeneratorInterface
- {
- public:
- ShaderConstantProfile(int num_constants) { constant_usage.resize(num_constants); }
- void SetConstantsUsed(unsigned int first_index, unsigned int last_index)
- {
- for (unsigned int i = first_index; i < last_index + 1; ++i)
- constant_usage[i] = true;
- }
- bool ConstantIsUsed(unsigned int index) const
- {
- // TODO: Not ready for usage yet
- return true;
- // return constant_usage[index];
- }
- private:
- std::vector<bool> constant_usage; // TODO: Is vector<bool> appropriate here?
- };
- // Host config contains the settings which can influence generated shaders.
- union ShaderHostConfig
- {
- u32 bits;
- BitField<0, 1, bool, u32> msaa;
- BitField<1, 1, bool, u32> ssaa;
- BitField<2, 1, bool, u32> stereo;
- BitField<3, 1, bool, u32> wireframe;
- BitField<4, 1, bool, u32> per_pixel_lighting;
- BitField<5, 1, bool, u32> vertex_rounding;
- BitField<6, 1, bool, u32> fast_depth_calc;
- BitField<7, 1, bool, u32> bounding_box;
- BitField<8, 1, bool, u32> backend_dual_source_blend;
- BitField<9, 1, bool, u32> backend_geometry_shaders;
- BitField<10, 1, bool, u32> backend_early_z;
- BitField<11, 1, bool, u32> backend_bbox;
- BitField<12, 1, bool, u32> backend_gs_instancing;
- BitField<13, 1, bool, u32> backend_clip_control;
- BitField<14, 1, bool, u32> backend_ssaa;
- BitField<15, 1, bool, u32> backend_atomics;
- BitField<16, 1, bool, u32> backend_depth_clamp;
- BitField<17, 1, bool, u32> backend_reversed_depth_range;
- BitField<18, 1, bool, u32> backend_bitfield;
- BitField<19, 1, bool, u32> backend_dynamic_sampler_indexing;
- BitField<20, 1, bool, u32> backend_shader_framebuffer_fetch;
- BitField<21, 1, bool, u32> backend_logic_op;
- BitField<22, 1, bool, u32> backend_palette_conversion;
- BitField<23, 1, bool, u32> enable_validation_layer;
- BitField<24, 1, bool, u32> manual_texture_sampling;
- BitField<25, 1, bool, u32> manual_texture_sampling_custom_texture_sizes;
- BitField<26, 1, bool, u32> backend_sampler_lod_bias;
- BitField<27, 1, bool, u32> backend_dynamic_vertex_loader;
- BitField<28, 1, bool, u32> backend_vs_point_line_expand;
- BitField<29, 1, bool, u32> backend_gl_layer_in_fs;
- static ShaderHostConfig GetCurrent();
- };
- // Gets the filename of the specified type of cache object (e.g. vertex shader, pipeline).
- std::string GetDiskShaderCacheFileName(APIType api_type, const char* type, bool include_gameid,
- bool include_host_config, bool include_api = true);
- void WriteIsNanHeader(ShaderCode& out, APIType api_type);
- void WriteBitfieldExtractHeader(ShaderCode& out, APIType api_type,
- const ShaderHostConfig& host_config);
- void GenerateVSOutputMembers(ShaderCode& object, APIType api_type, u32 texgens,
- const ShaderHostConfig& host_config, std::string_view qualifier,
- ShaderStage stage);
- void AssignVSOutputMembers(ShaderCode& object, std::string_view a, std::string_view b, u32 texgens,
- const ShaderHostConfig& host_config);
- void GenerateLineOffset(ShaderCode& object, std::string_view indent0, std::string_view indent1,
- std::string_view pos_a, std::string_view pos_b, std::string_view sign);
- void GenerateVSLineExpansion(ShaderCode& object, std::string_view indent, u32 texgens);
- void GenerateVSPointExpansion(ShaderCode& object, std::string_view indent, u32 texgens);
- // We use the flag "centroid" to fix some MSAA rendering bugs. With MSAA, the
- // pixel shader will be executed for each pixel which has at least one passed sample.
- // So there may be rendered pixels where the center of the pixel isn't in the primitive.
- // As the pixel shader usually renders at the center of the pixel, this position may be
- // outside the primitive. This will lead to sampling outside the texture, sign changes, ...
- // As a workaround, we interpolate at the centroid of the coveraged pixel, which
- // is always inside the primitive.
- // Without MSAA, this flag is defined to have no effect.
- const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interface_block = false,
- bool in = false);
- // bitfieldExtract generator for BitField types
- template <auto ptr_to_bitfield_member>
- std::string BitfieldExtract(std::string_view source)
- {
- using BitFieldT = Common::MemberType<ptr_to_bitfield_member>;
- return fmt::format("bitfieldExtract({}({}), {}, {})", BitFieldT::IsSigned() ? "int" : "uint",
- source, static_cast<u32>(BitFieldT::StartBit()),
- static_cast<u32>(BitFieldT::NumBits()));
- }
- template <auto last_member>
- void WriteSwitch(ShaderCode& out, APIType ApiType, std::string_view variable,
- const Common::EnumMap<std::string_view, last_member>& values, int indent,
- bool break_)
- {
- using enum_type = decltype(last_member);
- // Generate a tree of if statements recursively
- // std::function must be used because auto won't capture before initialization and thus can't be
- // used recursively
- std::function<void(u32, u32, u32)> BuildTree = [&](u32 cur_indent, u32 low, u32 high) {
- // Each generated statement is for low <= x < high
- if (high == low + 1)
- {
- // Down to 1 case (low <= x < low + 1 means x == low)
- const enum_type key = static_cast<enum_type>(low);
- // Note that this indentation behaves poorly for multi-line code
- out.Write("{:{}}{} // {}\n", "", cur_indent, values[key], key);
- }
- else
- {
- u32 mid = low + ((high - low) / 2);
- out.Write("{:{}}if ({} < {}u) {{\n", "", cur_indent, variable, mid);
- BuildTree(cur_indent + 2, low, mid);
- out.Write("{:{}}}} else {{\n", "", cur_indent);
- BuildTree(cur_indent + 2, mid, high);
- out.Write("{:{}}}}\n", "", cur_indent);
- }
- };
- BuildTree(indent, 0, static_cast<u32>(last_member) + 1);
- }
- // Constant variable names
- #define I_COLORS "color"
- #define I_KCOLORS "k"
- #define I_ALPHA "alphaRef"
- #define I_TEXDIMS "texdim"
- #define I_ZBIAS "czbias"
- #define I_INDTEXSCALE "cindscale"
- #define I_INDTEXMTX "cindmtx"
- #define I_FOGCOLOR "cfogcolor"
- #define I_FOGI "cfogi"
- #define I_FOGF "cfogf"
- #define I_FOGRANGE "cfogrange"
- #define I_ZSLOPE "czslope"
- #define I_EFBSCALE "cefbscale"
- #define I_POSNORMALMATRIX "cpnmtx"
- #define I_PROJECTION "cproj"
- #define I_MATERIALS "cmtrl"
- #define I_LIGHTS "clights"
- #define I_TEXMATRICES "ctexmtx"
- #define I_TRANSFORMMATRICES "ctrmtx"
- #define I_NORMALMATRICES "cnmtx"
- #define I_POSTTRANSFORMMATRICES "cpostmtx"
- #define I_PIXELCENTERCORRECTION "cpixelcenter"
- #define I_VIEWPORT_SIZE "cviewport"
- #define I_CACHED_NORMAL "cnormal"
- #define I_CACHED_TANGENT "ctangent"
- #define I_CACHED_BINORMAL "cbinormal"
- #define I_STEREOPARAMS "cstereo"
- #define I_LINEPTPARAMS "clinept"
- #define I_TEXOFFSET "ctexoffset"
- static const char s_shader_uniforms[] = "\tuint components;\n"
- "\tuint xfmem_dualTexInfo;\n"
- "\tuint xfmem_numColorChans;\n"
- "\tuint missing_color_hex;\n"
- "\tfloat4 missing_color_value;\n"
- "\tfloat4 " I_POSNORMALMATRIX "[6];\n"
- "\tfloat4 " I_PROJECTION "[4];\n"
- "\tint4 " I_MATERIALS "[4];\n"
- "\tLight " I_LIGHTS "[8];\n"
- "\tfloat4 " I_TEXMATRICES "[24];\n"
- "\tfloat4 " I_TRANSFORMMATRICES "[64];\n"
- "\tfloat4 " I_NORMALMATRICES "[32];\n"
- "\tfloat4 " I_POSTTRANSFORMMATRICES "[64];\n"
- "\tfloat4 " I_PIXELCENTERCORRECTION ";\n"
- "\tfloat2 " I_VIEWPORT_SIZE ";\n"
- "\tuint4 xfmem_pack1[8];\n"
- "\tfloat4 " I_CACHED_NORMAL ";\n"
- "\tfloat4 " I_CACHED_TANGENT ";\n"
- "\tfloat4 " I_CACHED_BINORMAL ";\n"
- "\tuint vertex_stride;\n"
- "\tuint vertex_offset_rawnormal;\n"
- "\tuint vertex_offset_rawtangent;\n"
- "\tuint vertex_offset_rawbinormal;\n"
- "\tuint vertex_offset_rawpos;\n"
- "\tuint vertex_offset_posmtx;\n"
- "\tuint vertex_offset_rawcolor0;\n"
- "\tuint vertex_offset_rawcolor1;\n"
- "\tuint4 vertex_offset_rawtex[2];\n" // std140 is pain
- "\t#define xfmem_texMtxInfo(i) (xfmem_pack1[(i)].x)\n"
- "\t#define xfmem_postMtxInfo(i) (xfmem_pack1[(i)].y)\n"
- "\t#define xfmem_color(i) (xfmem_pack1[(i)].z)\n"
- "\t#define xfmem_alpha(i) (xfmem_pack1[(i)].w)\n";
- 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;
- std::string material_uniform_block;
- 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);
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