Merge pull request #1706 from Armada651/line-width

VideoCommon: Merge LineGeometryShader into GeometryShaderGen.
This commit is contained in:
Ryan Houdek
2014-12-18 19:43:12 -06:00
47 changed files with 505 additions and 818 deletions

View File

@ -44,12 +44,10 @@
<ClCompile Include="D3DUtil.cpp" />
<ClCompile Include="FramebufferManager.cpp" />
<ClCompile Include="GeometryShaderCache.cpp" />
<ClCompile Include="LineGeometryShader.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="NativeVertexFormat.cpp" />
<ClCompile Include="PerfQuery.cpp" />
<ClCompile Include="PixelShaderCache.cpp" />
<ClCompile Include="PointGeometryShader.cpp" />
<ClCompile Include="PSTextureEncoder.cpp" />
<ClCompile Include="Render.cpp" />
<ClCompile Include="Television.cpp" />
@ -69,11 +67,9 @@
<ClInclude Include="FramebufferManager.h" />
<ClInclude Include="GeometryShaderCache.h" />
<ClInclude Include="Globals.h" />
<ClInclude Include="LineGeometryShader.h" />
<ClInclude Include="main.h" />
<ClInclude Include="PerfQuery.h" />
<ClInclude Include="PixelShaderCache.h" />
<ClInclude Include="PointGeometryShader.h" />
<ClInclude Include="PSTextureEncoder.h" />
<ClInclude Include="Render.h" />
<ClInclude Include="Television.h" />

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@ -33,9 +33,6 @@
<ClCompile Include="GeometryShaderCache.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="LineGeometryShader.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="NativeVertexFormat.cpp">
<Filter>Render</Filter>
</ClCompile>
@ -45,9 +42,6 @@
<ClCompile Include="PixelShaderCache.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="PointGeometryShader.cpp">
<Filter>Render</Filter>
</ClCompile>
<ClCompile Include="PSTextureEncoder.cpp">
<Filter>Render</Filter>
</ClCompile>
@ -99,18 +93,12 @@
<ClInclude Include="GeometryShaderCache.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="LineGeometryShader.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="PerfQuery.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="PixelShaderCache.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="PointGeometryShader.h">
<Filter>Render</Filter>
</ClInclude>
<ClInclude Include="PSTextureEncoder.h">
<Filter>Render</Filter>
</ClInclude>

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@ -350,6 +350,7 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
D3D::stateman->SetPixelShader(m_pshader);
D3D::stateman->SetVertexShader(m_vshader);
D3D::stateman->SetGeometryShader(nullptr);
D3D::stateman->SetInputLayout(m_InputLayout);
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

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@ -17,6 +17,8 @@
#include "VideoCommon/Debugger.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
@ -26,6 +28,7 @@ GeometryShaderCache::GSCache GeometryShaderCache::GeometryShaders;
const GeometryShaderCache::GSCacheEntry* GeometryShaderCache::last_entry;
GeometryShaderUid GeometryShaderCache::last_uid;
UidChecker<GeometryShaderUid,ShaderCode> GeometryShaderCache::geometry_uid_checker;
const GeometryShaderCache::GSCacheEntry GeometryShaderCache::pass_entry;
ID3D11GeometryShader* ClearGeometryShader = nullptr;
ID3D11GeometryShader* CopyGeometryShader = nullptr;
@ -37,6 +40,22 @@ ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader() { return Copy
ID3D11Buffer* gscbuf = nullptr;
ID3D11Buffer* &GeometryShaderCache::GetConstantBuffer()
{
// TODO: divide the global variables of the generated shaders into about 5 constant buffers to speed this up
if (GeometryShaderManager::dirty)
{
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(gscbuf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
memcpy(map.pData, &GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
D3D::context->Unmap(gscbuf, 0);
GeometryShaderManager::dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, sizeof(GeometryShaderConstants));
}
return gscbuf;
}
// this class will load the precompiled shaders into our cache
class GeometryShaderCacheInserter : public LinearDiskCacheReader<GeometryShaderUid, u8>
{
@ -113,6 +132,12 @@ const char copy_shader_code[] = {
void GeometryShaderCache::Init()
{
unsigned int gbsize = ROUND_UP(sizeof(GeometryShaderConstants), 16); // must be a multiple of 16
D3D11_BUFFER_DESC gbdesc = CD3D11_BUFFER_DESC(gbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
HRESULT hr = D3D::device->CreateBuffer(&gbdesc, nullptr, &gscbuf);
CHECK(hr == S_OK, "Create geometry shader constant buffer (size=%u)", gbsize);
D3D::SetDebugObjectName((ID3D11DeviceChild*)gscbuf, "geometry shader constant buffer used to emulate the GX pipeline");
// used when drawing clear quads
ClearGeometryShader = D3D::CompileAndCreateGeometryShader(clear_shader_code);
CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader");
@ -152,6 +177,8 @@ void GeometryShaderCache::Clear()
void GeometryShaderCache::Shutdown()
{
SAFE_RELEASE(gscbuf);
SAFE_RELEASE(ClearGeometryShader);
SAFE_RELEASE(CopyGeometryShader);
@ -160,14 +187,14 @@ void GeometryShaderCache::Shutdown()
g_gs_disk_cache.Close();
}
bool GeometryShaderCache::SetShader(u32 components)
bool GeometryShaderCache::SetShader(u32 primitive_type)
{
GeometryShaderUid uid;
GetGeometryShaderUid(uid, components, API_D3D);
GetGeometryShaderUid(uid, primitive_type, API_D3D);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code;
GenerateGeometryShaderCode(code, components, API_D3D);
GenerateGeometryShaderCode(code, primitive_type, API_D3D);
geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
}
@ -177,12 +204,20 @@ bool GeometryShaderCache::SetShader(u32 components)
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
return (last_entry->shader != nullptr);
return true;
}
}
last_uid = uid;
// Check if the shader is a pass-through shader
if (IsPassthroughGeometryShader(uid))
{
// Return the default pass-through shader
last_entry = &pass_entry;
return true;
}
// Check if the shader is already in the cache
GSCache::iterator iter;
iter = GeometryShaders.find(uid);
@ -196,7 +231,7 @@ bool GeometryShaderCache::SetShader(u32 components)
// Need to compile a new shader
ShaderCode code;
GenerateGeometryShaderCode(code, components, API_D3D);
GenerateGeometryShaderCode(code, primitive_type, API_D3D);
D3DBlob* pbytecode;
if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))

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@ -18,13 +18,14 @@ public:
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(u32 components); // TODO: Should be renamed to LoadShader
static bool SetShader(u32 primitive_type); // TODO: Should be renamed to LoadShader
static bool InsertByteCode(const GeometryShaderUid &uid, const void* bytecode, unsigned int bytecodelen);
static ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader();
static ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader();
static ID3D11GeometryShader* GetActiveShader() { return last_entry->shader; }
static ID3D11Buffer* &GetConstantBuffer();
private:
struct GSCacheEntry
@ -42,6 +43,7 @@ private:
static GSCache GeometryShaders;
static const GSCacheEntry* last_entry;
static GeometryShaderUid last_uid;
static const GSCacheEntry pass_entry;
static UidChecker<GeometryShaderUid, ShaderCode> geometry_uid_checker;
};

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@ -1,239 +0,0 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <sstream>
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/LineGeometryShader.h"
#include "VideoCommon/VertexShaderGen.h"
namespace DX11
{
struct LineGSParams
{
FLOAT LineWidth; // In units of 1/6 of an EFB pixel
FLOAT TexOffset;
FLOAT VpWidth; // Width and height of the viewport in EFB pixels
FLOAT VpHeight;
FLOAT TexOffsetEnable[8]; // For each tex coordinate, whether to apply offset to it (1 on, 0 off)
};
union LineGSParams_Padded
{
LineGSParams params;
// Constant buffers must be a multiple of 16 bytes in size.
u8 pad[(sizeof(LineGSParams) + 15) & ~15];
};
static const char LINE_GS_COMMON[] =
// The struct VS_OUTPUT used by the vertex shader goes here.
"// dolphin-emu line geometry shader common part\n"
"cbuffer cbParams : register(b0)\n"
"{\n"
"struct\n" // Should match LineGSParams above
"{\n"
"float LineWidth;\n"
"float TexOffset;\n"
"float VpWidth;\n"
"float VpHeight;\n"
"float TexOffsetEnable[8];\n"
"} Params;\n"
"}\n"
"[maxvertexcount(4)]\n"
"void main(line VS_OUTPUT input[2], inout TriangleStream<VS_OUTPUT> outStream)\n"
"{\n"
// Pretend input[0] is on the bottom and input[1] is on top.
// We generate vertices to the left and right.
"VS_OUTPUT l0 = input[0];\n"
"VS_OUTPUT r0 = l0;\n"
"VS_OUTPUT l1 = input[1];\n"
"VS_OUTPUT r1 = l1;\n"
// GameCube/Wii's line drawing algorithm is a little quirky. It does not
// use the correct line caps. Instead, the line caps are vertical or
// horizontal depending the slope of the line.
"float2 offset;\n"
"float2 to = abs(input[1].pos.xy - input[0].pos.xy);\n"
// FIXME: What does real hardware do when line is at a 45-degree angle?
// FIXME: Lines aren't drawn at the correct width. See Twilight Princess map.
"if (Params.VpHeight*to.y > Params.VpWidth*to.x) {\n"
// Line is more tall. Extend geometry left and right.
// Lerp Params.LineWidth/2 from [0..VpWidth] to [-1..1]
"offset = float2(Params.LineWidth/Params.VpWidth, 0);\n"
"} else {\n"
// Line is more wide. Extend geometry up and down.
// Lerp Params.LineWidth/2 from [0..VpHeight] to [1..-1]
"offset = float2(0, -Params.LineWidth/Params.VpHeight);\n"
"}\n"
"l0.pos.xy -= offset * input[0].pos.w;\n"
"r0.pos.xy += offset * input[0].pos.w;\n"
"l1.pos.xy -= offset * input[1].pos.w;\n"
"r1.pos.xy += offset * input[1].pos.w;\n"
"#ifndef NUM_TEXCOORDS\n"
"#error NUM_TEXCOORDS not defined\n"
"#endif\n"
// Apply TexOffset to all tex coordinates in the vertex.
// They can each be enabled separately.
"#if NUM_TEXCOORDS >= 1\n"
"r0.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\n"
"r1.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 2\n"
"r0.tex1.x += Params.TexOffset * Params.TexOffsetEnable[1];\n"
"r1.tex1.x += Params.TexOffset * Params.TexOffsetEnable[1];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 3\n"
"r0.tex2.x += Params.TexOffset * Params.TexOffsetEnable[2];\n"
"r1.tex2.x += Params.TexOffset * Params.TexOffsetEnable[2];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 4\n"
"r0.tex3.x += Params.TexOffset * Params.TexOffsetEnable[3];\n"
"r1.tex3.x += Params.TexOffset * Params.TexOffsetEnable[3];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 5\n"
"r0.tex4.x += Params.TexOffset * Params.TexOffsetEnable[4];\n"
"r1.tex4.x += Params.TexOffset * Params.TexOffsetEnable[4];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 6\n"
"r0.tex5.x += Params.TexOffset * Params.TexOffsetEnable[5];\n"
"r1.tex5.x += Params.TexOffset * Params.TexOffsetEnable[5];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 7\n"
"r0.tex6.x += Params.TexOffset * Params.TexOffsetEnable[6];\n"
"r1.tex6.x += Params.TexOffset * Params.TexOffsetEnable[6];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 8\n"
"r0.tex7.x += Params.TexOffset * Params.TexOffsetEnable[7];\n"
"r1.tex7.x += Params.TexOffset * Params.TexOffsetEnable[7];\n"
"#endif\n"
"outStream.Append(l0);\n"
"outStream.Append(r0);\n"
"outStream.Append(l1);\n"
"outStream.Append(r1);\n"
"}\n"
;
LineGeometryShader::LineGeometryShader()
: m_ready(false), m_paramsBuffer(nullptr)
{ }
void LineGeometryShader::Init()
{
m_ready = false;
HRESULT hr;
// Create constant buffer for uploading data to geometry shader
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(LineGSParams_Padded),
D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateBuffer(&bd, nullptr, &m_paramsBuffer);
CHECK(SUCCEEDED(hr), "create line geometry shader params buffer");
D3D::SetDebugObjectName(m_paramsBuffer, "line geometry shader params buffer");
m_ready = true;
}
void LineGeometryShader::Shutdown()
{
m_ready = false;
for (auto& it : m_shaders)
{
SAFE_RELEASE(it.second);
}
m_shaders.clear();
SAFE_RELEASE(m_paramsBuffer);
}
bool LineGeometryShader::SetShader(u32 components, float lineWidth,
float texOffset, float vpWidth, float vpHeight, const bool* texOffsetEnable)
{
if (!m_ready)
return false;
// Make sure geometry shader for "components" is available
ComboMap::iterator shaderIt = m_shaders.find(components);
if (shaderIt == m_shaders.end())
{
// Generate new shader. Warning: not thread-safe.
static char buffer[16384];
ShaderCode code;
code.SetBuffer(buffer);
GenerateVSOutputStruct<ShaderCode>(code, API_D3D);
code.Write("\n%s", LINE_GS_COMMON);
std::stringstream numTexCoordsStream;
numTexCoordsStream << xfmem.numTexGen.numTexGens;
INFO_LOG(VIDEO, "Compiling line geometry shader for components 0x%.08X (num texcoords %d)",
components, xfmem.numTexGen.numTexGens);
const std::string& numTexCoordsStr = numTexCoordsStream.str();
D3D_SHADER_MACRO macros[] = {
{ "NUM_TEXCOORDS", numTexCoordsStr.c_str() },
{ nullptr, nullptr }
};
ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), macros);
if (!newShader)
{
WARN_LOG(VIDEO, "Line geometry shader for components 0x%.08X failed to compile", components);
// Add dummy shader to prevent trying to compile again
m_shaders[components] = nullptr;
return false;
}
shaderIt = m_shaders.insert(std::make_pair(components, newShader)).first;
}
if (shaderIt != m_shaders.end())
{
if (shaderIt->second)
{
D3D11_MAPPED_SUBRESOURCE map;
HRESULT hr = D3D::context->Map(m_paramsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (SUCCEEDED(hr))
{
LineGSParams* params = (LineGSParams*)map.pData;
params->LineWidth = lineWidth;
params->TexOffset = texOffset;
params->VpWidth = vpWidth;
params->VpHeight = vpHeight;
for (int i = 0; i < 8; ++i)
params->TexOffsetEnable[i] = texOffsetEnable[i] ? 1.f : 0.f;
D3D::context->Unmap(m_paramsBuffer, 0);
}
else
ERROR_LOG(VIDEO, "Failed to map line gs params buffer");
DEBUG_LOG(VIDEO, "Line params: width %f, texOffset %f, vpWidth %f, vpHeight %f",
lineWidth, texOffset, vpWidth, vpHeight);
D3D::stateman->SetGeometryShader(shaderIt->second);
D3D::stateman->SetGeometryConstants(m_paramsBuffer);
return true;
}
else
return false;
}
else
return false;
}
}

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@ -1,42 +0,0 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include "VideoCommon/VideoCommon.h"
struct ID3D11Buffer;
struct ID3D11GeometryShader;
namespace DX11
{
// This class manages a collection of line geometry shaders, one for each
// vertex format.
class LineGeometryShader
{
public:
LineGeometryShader();
void Init();
void Shutdown();
// Returns true on success, false on failure
bool SetShader(u32 components, float lineWidth, float texOffset,
float vpWidth, float vpHeight, const bool* texOffsetEnable);
private:
bool m_ready;
ID3D11Buffer* m_paramsBuffer;
typedef std::map<u32, ID3D11GeometryShader*> ComboMap;
ComboMap m_shaders;
};
}

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@ -1084,6 +1084,7 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
#endif
{
D3D::stateman->SetVertexShader(m_vShader);
D3D::stateman->SetGeometryShader(nullptr);
D3D::stateman->PushBlendState(m_efbEncodeBlendState);
D3D::stateman->PushDepthState(m_efbEncodeDepthState);

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@ -432,7 +432,7 @@ public:
void PixelShaderCache::Init()
{
unsigned int cbsize = ((sizeof(PixelShaderConstants))&(~0xf))+0x10; // must be a multiple of 16
unsigned int cbsize = ROUND_UP(sizeof(PixelShaderConstants), 16); // must be a multiple of 16
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
D3D::device->CreateBuffer(&cbdesc, nullptr, &pscbuf);
CHECK(pscbuf!=nullptr, "Create pixel shader constant buffer");

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@ -1,233 +0,0 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <sstream>
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DShader.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/PointGeometryShader.h"
#include "VideoCommon/VertexShaderGen.h"
namespace DX11
{
struct PointGSParams
{
FLOAT PointSize; // In units of 1/6 of an EFB pixel
FLOAT TexOffset;
FLOAT VpWidth; // Width and height of viewport in EFB pixels
FLOAT VpHeight;
FLOAT TexOffsetEnable[8]; // For each tex coordinate, whether to apply offset to it (1 on, 0 off)
};
union PointGSParams_Padded
{
PointGSParams params;
// Constant buffers must be a multiple of 16 bytes in size.
u8 pad[(sizeof(PointGSParams) + 15) & ~15];
};
static const char POINT_GS_COMMON[] =
// The struct VS_OUTPUT used by the vertex shader goes here.
"// dolphin-emu point geometry shader common part\n"
"cbuffer cbParams : register(b0)\n"
"{\n"
"struct\n" // Should match PointGSParams above
"{\n"
"float PointSize;\n"
"float TexOffset;\n"
"float VpWidth;\n"
"float VpHeight;\n"
"float TexOffsetEnable[8];\n"
"} Params;\n"
"}\n"
"[maxvertexcount(4)]\n"
"void main(point VS_OUTPUT input[1], inout TriangleStream<VS_OUTPUT> outStream)\n"
"{\n"
"VS_OUTPUT ptLL = input[0];\n"
"VS_OUTPUT ptLR = ptLL;\n"
"VS_OUTPUT ptUL = ptLL;\n"
"VS_OUTPUT ptUR = ptLL;\n"
// Offset from center to upper right vertex
// Lerp Params.PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1]
"float2 offset = float2(Params.PointSize/Params.VpWidth, -Params.PointSize/Params.VpHeight) * input[0].pos.w;\n"
"ptLL.pos.xy += float2(-1,-1) * offset;\n"
"ptLR.pos.xy += float2(1,-1) * offset;\n"
"ptUL.pos.xy += float2(-1,1) * offset;\n"
"ptUR.pos.xy += offset;\n"
"float2 texOffset = float2(Params.TexOffset, Params.TexOffset);\n"
"#ifndef NUM_TEXCOORDS\n"
"#error NUM_TEXCOORDS not defined\n"
"#endif\n"
// Apply TexOffset to all tex coordinates in the vertex
// FIXME: The game may be able to enable TexOffset for some coords and
// disable for others, but where is that information stored?
"#if NUM_TEXCOORDS >= 1\n"
"ptLL.tex0.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[0];\n"
"ptLR.tex0.xy += texOffset * Params.TexOffsetEnable[0];\n"
"ptUR.tex0.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[0];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 2\n"
"ptLL.tex1.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[1];\n"
"ptLR.tex1.xy += texOffset * Params.TexOffsetEnable[1];\n"
"ptUR.tex1.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[1];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 3\n"
"ptLL.tex2.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[2];\n"
"ptLR.tex2.xy += texOffset * Params.TexOffsetEnable[2];\n"
"ptUR.tex2.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[2];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 4\n"
"ptLL.tex3.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[3];\n"
"ptLR.tex3.xy += texOffset * Params.TexOffsetEnable[3];\n"
"ptUR.tex3.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[3];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 5\n"
"ptLL.tex4.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[4];\n"
"ptLR.tex4.xy += texOffset * Params.TexOffsetEnable[4];\n"
"ptUR.tex4.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[4];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 6\n"
"ptLL.tex5.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[5];\n"
"ptLR.tex5.xy += texOffset * Params.TexOffsetEnable[5];\n"
"ptUR.tex5.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[5];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 7\n"
"ptLL.tex6.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[6];\n"
"ptLR.tex6.xy += texOffset * Params.TexOffsetEnable[6];\n"
"ptUR.tex6.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[6];\n"
"#endif\n"
"#if NUM_TEXCOORDS >= 8\n"
"ptLL.tex7.xy += float2(0,1) * texOffset * Params.TexOffsetEnable[7];\n"
"ptLR.tex7.xy += texOffset * Params.TexOffsetEnable[7];\n"
"ptUR.tex7.xy += float2(1,0) * texOffset * Params.TexOffsetEnable[7];\n"
"#endif\n"
"outStream.Append(ptLL);\n"
"outStream.Append(ptLR);\n"
"outStream.Append(ptUL);\n"
"outStream.Append(ptUR);\n"
"}\n"
;
PointGeometryShader::PointGeometryShader()
: m_ready(false), m_paramsBuffer(nullptr)
{ }
void PointGeometryShader::Init()
{
m_ready = false;
HRESULT hr;
// Create constant buffer for uploading data to geometry shader
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(PointGSParams_Padded),
D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
hr = D3D::device->CreateBuffer(&bd, nullptr, &m_paramsBuffer);
CHECK(SUCCEEDED(hr), "create point geometry shader params buffer");
D3D::SetDebugObjectName(m_paramsBuffer, "point geometry shader params buffer");
m_ready = true;
}
void PointGeometryShader::Shutdown()
{
m_ready = false;
for (auto& it : m_shaders)
{
SAFE_RELEASE(it.second);
}
m_shaders.clear();
SAFE_RELEASE(m_paramsBuffer);
}
bool PointGeometryShader::SetShader(u32 components, float pointSize,
float texOffset, float vpWidth, float vpHeight, const bool* texOffsetEnable)
{
if (!m_ready)
return false;
// Make sure geometry shader for "components" is available
ComboMap::iterator shaderIt = m_shaders.find(components);
if (shaderIt == m_shaders.end())
{
// Generate new shader. Warning: not thread-safe.
static char buffer[16384];
ShaderCode code;
code.SetBuffer(buffer);
GenerateVSOutputStruct<ShaderCode>(code, API_D3D);
code.Write("\n%s", POINT_GS_COMMON);
std::stringstream numTexCoordsStream;
numTexCoordsStream << xfmem.numTexGen.numTexGens;
INFO_LOG(VIDEO, "Compiling point geometry shader for components 0x%.08X (num texcoords %d)",
components, xfmem.numTexGen.numTexGens);
const std::string& numTexCoordsStr = numTexCoordsStream.str();
D3D_SHADER_MACRO macros[] = {
{ "NUM_TEXCOORDS", numTexCoordsStr.c_str() },
{ nullptr, nullptr }
};
ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), macros);
if (!newShader)
{
WARN_LOG(VIDEO, "Point geometry shader for components 0x%.08X failed to compile", components);
// Add dummy shader to prevent trying to compile again
m_shaders[components] = nullptr;
return false;
}
shaderIt = m_shaders.insert(std::make_pair(components, newShader)).first;
}
if (shaderIt != m_shaders.end())
{
if (shaderIt->second)
{
D3D11_MAPPED_SUBRESOURCE map;
HRESULT hr = D3D::context->Map(m_paramsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (SUCCEEDED(hr))
{
PointGSParams* params = (PointGSParams*)map.pData;
params->PointSize = pointSize;
params->TexOffset = texOffset;
params->VpWidth = vpWidth;
params->VpHeight = vpHeight;
for (int i = 0; i < 8; ++i)
params->TexOffsetEnable[i] = texOffsetEnable[i] ? 1.f : 0.f;
D3D::context->Unmap(m_paramsBuffer, 0);
}
else
ERROR_LOG(VIDEO, "Failed to map point gs params buffer");
DEBUG_LOG(VIDEO, "Point params: size %f, texOffset %f, vpWidth %f, vpHeight %f",
pointSize, texOffset, vpWidth, vpHeight);
D3D::stateman->SetGeometryShader(shaderIt->second);
D3D::stateman->SetGeometryConstants(m_paramsBuffer);
return true;
}
else
return false;
}
else
return false;
}
}

View File

@ -1,42 +0,0 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#pragma once
#include "VideoCommon/VideoCommon.h"
struct ID3D11Buffer;
struct ID3D11GeometryShader;
namespace DX11
{
// This class manages a collection of point geometry shaders, one for each
// vertex format.
class PointGeometryShader
{
public:
PointGeometryShader();
void Init();
void Shutdown();
// Returns true on success, false on failure
bool SetShader(u32 components, float pointSize, float texOffset,
float vpWidth, float vpHeight, const bool* texOffsetEnable);
private:
bool m_ready;
ID3D11Buffer* m_paramsBuffer;
typedef std::map<u32, ID3D11GeometryShader*> ComboMap;
ComboMap m_shaders;
};
}

View File

@ -1105,13 +1105,14 @@ void Renderer::ApplyState(bool bUseDstAlpha)
}
ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
ID3D11Buffer* pixelConstants = PixelShaderCache::GetConstantBuffer();
D3D::stateman->SetPixelConstants(pixelConstants, g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(), g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
D3D::stateman->SetVertexConstants(vertexConstants);
D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
D3D::stateman->SetPixelShader(PixelShaderCache::GetActiveShader());
D3D::stateman->SetVertexShader(VertexShaderCache::GetActiveShader());
D3D::stateman->SetGeometryShader(GeometryShaderCache::GetActiveShader());
}
void Renderer::RestoreState()
@ -1252,11 +1253,6 @@ void Renderer::SetDitherMode()
// TODO: Set dither mode to bpmem.blendmode.dither
}
void Renderer::SetLineWidth()
{
// TODO
}
void Renderer::SetSamplerState(int stage, int texindex)
{
const FourTexUnits &tex = bpmem.tex[texindex];

View File

@ -19,7 +19,6 @@ public:
void SetDepthMode() override;
void SetLogicOpMode() override;
void SetDitherMode() override;
void SetLineWidth() override;
void SetSamplerState(int stage,int texindex) override;
void SetInterlacingMode() override;
void SetViewport() override;

View File

@ -12,7 +12,6 @@
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/BoundingBox.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/MainBase.h"
@ -49,16 +48,10 @@ void VertexManager::CreateDeviceObjects()
m_currentBuffer = 0;
m_bufferCursor = MAX_BUFFER_SIZE;
m_lineShader.Init();
m_pointShader.Init();
}
void VertexManager::DestroyDeviceObjects()
{
m_pointShader.Shutdown();
m_lineShader.Shutdown();
for (int i = 0; i < MAX_BUFFER_COUNT; i++)
{
SAFE_RELEASE(m_buffers[i]);
@ -122,10 +115,6 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize);
}
static const float LINE_PT_TEX_OFFSETS[8] = {
0.f, 0.0625f, 0.125f, 0.25f, 0.5f, 1.f, 1.f, 1.f
};
void VertexManager::Draw(u32 stride)
{
u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;
@ -137,69 +126,28 @@ void VertexManager::Draw(u32 stride)
u32 baseVertex = m_vertexDrawOffset / stride;
u32 startIndex = m_indexDrawOffset / sizeof(u16);
if (current_primitive_type == PRIMITIVE_TRIANGLES)
switch (current_primitive_type)
{
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::stateman->SetGeometryConstants(VertexShaderCache::GetConstantBuffer());
D3D::stateman->SetGeometryShader(g_ActiveConfig.iStereoMode > 0 ? GeometryShaderCache::GetActiveShader() : nullptr);
D3D::stateman->Apply();
D3D::context->DrawIndexed(indices, startIndex, baseVertex);
INCSTAT(stats.thisFrame.numDrawCalls);
D3D::stateman->SetGeometryShader(nullptr);
}
else if (current_primitive_type == PRIMITIVE_LINES)
{
float lineWidth = float(bpmem.lineptwidth.linesize) / 6.f;
float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.lineoff];
float vpWidth = 2.0f * xfmem.viewport.wd;
float vpHeight = -2.0f * xfmem.viewport.ht;
bool texOffsetEnable[8];
for (int i = 0; i < 8; ++i)
texOffsetEnable[i] = bpmem.texcoords[i].s.line_offset;
if (m_lineShader.SetShader(components, lineWidth,
texOffset, vpWidth, vpHeight, texOffsetEnable))
{
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::stateman->Apply();
D3D::context->DrawIndexed(indices, startIndex, baseVertex);
INCSTAT(stats.thisFrame.numDrawCalls);
D3D::stateman->SetGeometryShader(nullptr);
}
}
else //if (current_primitive_type == PRIMITIVE_POINTS)
{
float pointSize = float(bpmem.lineptwidth.pointsize) / 6.f;
float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.pointoff];
float vpWidth = 2.0f * xfmem.viewport.wd;
float vpHeight = -2.0f * xfmem.viewport.ht;
bool texOffsetEnable[8];
for (int i = 0; i < 8; ++i)
texOffsetEnable[i] = bpmem.texcoords[i].s.point_offset;
if (m_pointShader.SetShader(components, pointSize,
texOffset, vpWidth, vpHeight, texOffsetEnable))
{
case PRIMITIVE_POINTS:
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::stateman->Apply();
D3D::context->DrawIndexed(indices, startIndex, baseVertex);
INCSTAT(stats.thisFrame.numDrawCalls);
D3D::stateman->SetGeometryShader(nullptr);
}
((DX11::Renderer*)g_renderer)->ApplyCullDisable();
break;
case PRIMITIVE_LINES:
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
((DX11::Renderer*)g_renderer)->ApplyCullDisable();
break;
case PRIMITIVE_TRIANGLES:
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
break;
}
D3D::stateman->Apply();
D3D::context->DrawIndexed(indices, startIndex, baseVertex);
INCSTAT(stats.thisFrame.numDrawCalls);
if (current_primitive_type != PRIMITIVE_TRIANGLES)
((DX11::Renderer*)g_renderer)->RestoreCull();
}
void VertexManager::vFlush(bool useDstAlpha)
@ -219,13 +167,10 @@ void VertexManager::vFlush(bool useDstAlpha)
return;
}
if (g_ActiveConfig.iStereoMode > 0)
if (!GeometryShaderCache::SetShader(current_primitive_type))
{
if (!GeometryShaderCache::SetShader(components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); });
return;
}
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); });
return;
}
if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)

View File

@ -4,8 +4,6 @@
#pragma once
#include "VideoBackends/D3D/LineGeometryShader.h"
#include "VideoBackends/D3D/PointGeometryShader.h"
#include "VideoCommon/VertexManagerBase.h"
namespace DX11
@ -40,9 +38,6 @@ private:
enum { MAX_BUFFER_COUNT = 2 };
ID3D11Buffer* m_buffers[MAX_BUFFER_COUNT];
LineGeometryShader m_lineShader;
PointGeometryShader m_pointShader;
std::vector<u8> LocalVBuffer;
std::vector<u16> LocalIBuffer;
};

View File

@ -115,7 +115,7 @@ void VertexShaderCache::Init()
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
unsigned int cbsize = ((sizeof(VertexShaderConstants))&(~0xf))+0x10; // must be a multiple of 16
unsigned int cbsize = ROUND_UP(sizeof(VertexShaderConstants), 16); // must be a multiple of 16
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &vscbuf);
CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);

View File

@ -282,6 +282,7 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
D3D::stateman->SetPixelShader(m_pShader);
D3D::stateman->SetVertexShader(m_vShader);
D3D::stateman->SetGeometryShader(nullptr);
D3D::stateman->PushBlendState(m_xfbEncodeBlendState);
D3D::stateman->PushDepthState(m_xfbEncodeDepthState);

View File

@ -28,6 +28,7 @@
#include "VideoCommon/BPStructs.h"
#include "VideoCommon/CommandProcessor.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/OpcodeDecoding.h"
@ -79,7 +80,7 @@ void InitBackendInfo()
g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsOversizedViewports = false;
g_Config.backend_info.bSupportsStereoscopy = true;
g_Config.backend_info.bSupportsGeometryShaders = true;
g_Config.backend_info.bSupports3DVision = true;
IDXGIFactory* factory;
@ -187,6 +188,7 @@ void VideoBackend::Video_Prepare()
OpcodeDecoder_Init();
VertexShaderManager::Init();
PixelShaderManager::Init();
GeometryShaderManager::Init();
CommandProcessor::Init();
PixelEngine::Init();
BBox::Init();
@ -205,6 +207,7 @@ void VideoBackend::Shutdown()
// VideoCommon
Fifo_Shutdown();
CommandProcessor::Shutdown();
GeometryShaderManager::Shutdown();
PixelShaderManager::Shutdown();
VertexShaderManager::Shutdown();
OpcodeDecoder_Shutdown();

View File

@ -13,6 +13,7 @@
#include "VideoCommon/Debugger.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
@ -71,11 +72,14 @@ void SHADER::SetProgramVariables()
GLint PSBlock_id = glGetUniformBlockIndex(glprogid, "PSBlock");
GLint VSBlock_id = glGetUniformBlockIndex(glprogid, "VSBlock");
GLint GSBlock_id = glGetUniformBlockIndex(glprogid, "GSBlock");
if (PSBlock_id != -1)
glUniformBlockBinding(glprogid, PSBlock_id, 1);
if (VSBlock_id != -1)
glUniformBlockBinding(glprogid, VSBlock_id, 2);
if (GSBlock_id != -1)
glUniformBlockBinding(glprogid, GSBlock_id, 3);
// Bind Texture Sampler
for (int a = 0; a <= 9; ++a)
@ -133,7 +137,7 @@ void SHADER::Bind()
void ProgramShaderCache::UploadConstants()
{
if (PixelShaderManager::dirty || VertexShaderManager::dirty)
if (PixelShaderManager::dirty || VertexShaderManager::dirty || GeometryShaderManager::dirty)
{
auto buffer = s_buffer->Map(s_ubo_buffer_size, s_ubo_align);
@ -143,14 +147,20 @@ void ProgramShaderCache::UploadConstants()
memcpy(buffer.first + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align),
&VertexShaderManager::constants, sizeof(VertexShaderConstants));
memcpy(buffer.first + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align) + ROUND_UP(sizeof(VertexShaderConstants), s_ubo_align),
&GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
s_buffer->Unmap(s_ubo_buffer_size);
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->m_buffer, buffer.second,
sizeof(PixelShaderConstants));
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->m_buffer, buffer.second + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align),
sizeof(VertexShaderConstants));
glBindBufferRange(GL_UNIFORM_BUFFER, 3, s_buffer->m_buffer, buffer.second + ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align) + ROUND_UP(sizeof(VertexShaderConstants), s_ubo_align),
sizeof(GeometryShaderConstants));
PixelShaderManager::dirty = false;
VertexShaderManager::dirty = false;
GeometryShaderManager::dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, s_ubo_buffer_size);
}
@ -161,10 +171,10 @@ GLuint ProgramShaderCache::GetCurrentProgram()
return CurrentProgram;
}
SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type)
{
SHADERUID uid;
GetShaderId(&uid, dstAlphaMode, components);
GetShaderId(&uid, dstAlphaMode, components, primitive_type);
// Check if the shader is already set
if (last_entry)
@ -201,8 +211,8 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
ShaderCode gcode;
GenerateVertexShaderCode(vcode, components, API_OPENGL);
GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
if (g_ActiveConfig.iStereoMode > 0)
GenerateGeometryShaderCode(gcode, components, API_OPENGL);
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders && !IsPassthroughGeometryShader(uid.guid))
GenerateGeometryShaderCode(gcode, primitive_type, API_OPENGL);
if (g_ActiveConfig.bEnableShaderDebugging)
{
@ -385,11 +395,11 @@ GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const char* code)
return result;
}
void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 components)
void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type)
{
GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL, components);
GetVertexShaderUid(uid->vuid, components, API_OPENGL);
GetGeometryShaderUid(uid->guid, components, API_OPENGL);
GetGeometryShaderUid(uid->guid, primitive_type, API_OPENGL);
if (g_ActiveConfig.bEnableShaderDebugging)
{
@ -402,7 +412,7 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");
ShaderCode gcode;
GenerateGeometryShaderCode(gcode, components, API_OPENGL);
GenerateGeometryShaderCode(gcode, primitive_type, API_OPENGL);
geometry_uid_checker.AddToIndexAndCheck(gcode, uid->guid, "Geometry", "g");
}
}
@ -419,7 +429,7 @@ void ProgramShaderCache::Init()
// then the UBO will fail.
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &s_ubo_align);
s_ubo_buffer_size = ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align) + ROUND_UP(sizeof(VertexShaderConstants), s_ubo_align);
s_ubo_buffer_size = ROUND_UP(sizeof(PixelShaderConstants), s_ubo_align) + ROUND_UP(sizeof(VertexShaderConstants), s_ubo_align) + ROUND_UP(sizeof(GeometryShaderConstants), s_ubo_align);
// We multiply by *4*4 because we need to get down to basic machine units.
// So multiply by four to get how many floats we have from vec4s

View File

@ -88,8 +88,8 @@ public:
static PCacheEntry GetShaderProgram();
static GLuint GetCurrentProgram();
static SHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
static void GetShaderId(SHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 components);
static SHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type);
static void GetShaderId(SHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 components, u32 primitive_type);
static bool CompileShader(SHADER &shader, const char* vcode, const char* pcode, const char* gcode = nullptr);
static GLuint CompileSingleShader(GLuint type, const char *code);

View File

@ -476,6 +476,7 @@ Renderer::Renderer()
g_Config.backend_info.bSupportsEarlyZ = GLExtensions::Supports("GL_ARB_shader_image_load_store");
g_Config.backend_info.bSupportsBBox = GLExtensions::Supports("GL_ARB_shader_storage_buffer_object");
g_Config.backend_info.bSupportsGSInstancing = GLExtensions::Supports("GL_ARB_gpu_shader5");
g_Config.backend_info.bSupportsGeometryShaders = (GLExtensions::Version() >= 320);
// Desktop OpenGL supports the binding layout if it supports 420pack
// OpenGL ES 3.1 supports it implicitly without an extension
@ -498,7 +499,7 @@ Renderer::Renderer()
{
g_ogl_config.eSupportedGLSLVersion = GLSLES_300;
g_ogl_config.bSupportsAEP = false;
g_Config.backend_info.bSupportsStereoscopy = false;
g_Config.backend_info.bSupportsGeometryShaders = false;
}
else
{
@ -506,7 +507,7 @@ Renderer::Renderer()
g_ogl_config.bSupportsAEP = GLExtensions::Supports("GL_ANDROID_extension_pack_es31a");
g_Config.backend_info.bSupportsBindingLayout = true;
g_Config.backend_info.bSupportsEarlyZ = true;
g_Config.backend_info.bSupportsStereoscopy = g_ogl_config.bSupportsAEP;
g_Config.backend_info.bSupportsGeometryShaders = g_ogl_config.bSupportsAEP;
}
}
else
@ -522,13 +523,13 @@ Renderer::Renderer()
{
g_ogl_config.eSupportedGLSLVersion = GLSL_130;
g_Config.backend_info.bSupportsEarlyZ = false; // layout keyword is only supported on glsl150+
g_Config.backend_info.bSupportsStereoscopy = false; // geometry shaders are only supported on glsl150+
g_Config.backend_info.bSupportsGeometryShaders = false; // geometry shaders are only supported on glsl150+
}
else if (strstr(g_ogl_config.glsl_version, "1.40"))
{
g_ogl_config.eSupportedGLSLVersion = GLSL_140;
g_Config.backend_info.bSupportsEarlyZ = false; // layout keyword is only supported on glsl150+
g_Config.backend_info.bSupportsStereoscopy = false; // geometry shaders are only supported on glsl150+
g_Config.backend_info.bSupportsGeometryShaders = false; // geometry shaders are only supported on glsl150+
}
else
{
@ -565,7 +566,7 @@ Renderer::Renderer()
bSuccess = false;
}
if (g_Config.iStereoMode > 0 && !g_Config.backend_info.bSupportsStereoscopy)
if (g_Config.iStereoMode > 0 && !g_Config.backend_info.bSupportsGeometryShaders)
OSD::AddMessage("Stereoscopic 3D isn't supported by your GPU, support for OpenGL 3.2 is required.", 10000);
if (!bSuccess)
@ -881,9 +882,6 @@ void Renderer::DrawDebugInfo()
GLsizei count = static_cast<GLsizei>(stats.efb_regions.size() * 2*6);
glDrawArrays(GL_LINES, 0, count);
// Restore Line Size
SetLineWidth();
// Clear stored regions
stats.efb_regions.clear();
}
@ -1901,17 +1899,6 @@ void Renderer::SetDitherMode()
glDisable(GL_DITHER);
}
void Renderer::SetLineWidth()
{
float fratio = xfmem.viewport.wd != 0 ?
((float)Renderer::GetTargetWidth() / EFB_WIDTH) : 1.0f;
if (bpmem.lineptwidth.linesize > 0)
// scale by ratio of widths
glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f);
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL && bpmem.lineptwidth.pointsize > 0)
glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
}
void Renderer::SetSamplerState(int stage, int texindex)
{
auto const& tex = bpmem.tex[texindex];

View File

@ -57,7 +57,6 @@ public:
void SetDepthMode() override;
void SetLogicOpMode() override;
void SetDitherMode() override;
void SetLineWidth() override;
void SetSamplerState(int stage,int texindex) override;
void SetInterlacingMode() override;
void SetViewport() override;

View File

@ -101,9 +101,11 @@ void VertexManager::Draw(u32 stride)
{
case PRIMITIVE_POINTS:
primitive_mode = GL_POINTS;
glDisable(GL_CULL_FACE);
break;
case PRIMITIVE_LINES:
primitive_mode = GL_LINES;
glDisable(GL_CULL_FACE);
break;
case PRIMITIVE_TRIANGLES:
primitive_mode = g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? GL_TRIANGLE_STRIP : GL_TRIANGLES;
@ -120,6 +122,9 @@ void VertexManager::Draw(u32 stride)
}
INCSTAT(stats.thisFrame.numDrawCalls);
if (current_primitive_type != PRIMITIVE_TRIANGLES)
((OGL::Renderer*)g_renderer)->SetGenerationMode();
}
void VertexManager::vFlush(bool useDstAlpha)
@ -142,11 +147,11 @@ void VertexManager::vFlush(bool useDstAlpha)
// the same pass as regular rendering.
if (useDstAlpha && dualSourcePossible)
{
ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, nativeVertexFmt->m_components);
ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, nativeVertexFmt->m_components, current_primitive_type);
}
else
{
ProgramShaderCache::SetShader(DSTALPHA_NONE, nativeVertexFmt->m_components);
ProgramShaderCache::SetShader(DSTALPHA_NONE, nativeVertexFmt->m_components, current_primitive_type);
}
// upload global constants
@ -160,7 +165,7 @@ void VertexManager::vFlush(bool useDstAlpha)
// run through vertex groups again to set alpha
if (useDstAlpha && !dualSourcePossible)
{
ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS, nativeVertexFmt->m_components);
ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS, nativeVertexFmt->m_components, current_primitive_type);
// only update alpha
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);

View File

@ -65,6 +65,7 @@ Make AA apply instantly during gameplay if possible
#include "VideoCommon/BPStructs.h"
#include "VideoCommon/CommandProcessor.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/LookUpTables.h"
@ -138,7 +139,7 @@ static void InitBackendInfo()
//g_Config.backend_info.bSupportsDualSourceBlend = true; // is gpu dependent and must be set in renderer
//g_Config.backend_info.bSupportsEarlyZ = true; // is gpu dependent and must be set in renderer
g_Config.backend_info.bSupportsOversizedViewports = true;
g_Config.backend_info.bSupportsStereoscopy = true;
g_Config.backend_info.bSupportsGeometryShaders = true;
g_Config.backend_info.bSupports3DVision = false;
g_Config.backend_info.Adapters.clear();
@ -202,6 +203,7 @@ void VideoBackend::Video_Prepare()
IndexGenerator::Init();
VertexShaderManager::Init();
PixelShaderManager::Init();
GeometryShaderManager::Init();
ProgramShaderCache::Init();
g_texture_cache = new TextureCache();
g_sampler_cache = new SamplerCache();
@ -243,6 +245,7 @@ void VideoBackend::Video_Cleanup()
ProgramShaderCache::Shutdown();
VertexShaderManager::Shutdown();
PixelShaderManager::Shutdown();
GeometryShaderManager::Shutdown();
delete g_perf_query;
g_perf_query = nullptr;
delete g_vertex_manager;