Multithreadded Shadergen: Second Pass over geometery Shadergen

This commit is contained in:
Scott Mansell
2016-01-16 23:49:39 +13:00
parent fa02f47729
commit 28c7113e41
7 changed files with 69 additions and 71 deletions

View File

@ -20,34 +20,40 @@ static void EmitVertex(T& out, const char* vertex, API_TYPE ApiType, bool first_
template <class T>
static void EndPrimitive(T& out, API_TYPE ApiType);
template <class T>
static void EmitVertex(T& out, geometry_shader_uid_data* uid_data, const char* vertex,
API_TYPE ApiType, bool first_vertex = false);
template <class T>
static void EndPrimitive(T& out, geometry_shader_uid_data* uid_data, API_TYPE ApiType);
template <class T>
static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
GeometryShaderUid GetGeometryShaderUid(u32 primitive_type)
{
T out;
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
geometry_shader_uid_data dummy_data;
geometry_shader_uid_data* uid_data = out.template GetUidData<geometry_shader_uid_data>();
if (uid_data == nullptr)
uid_data = &dummy_data;
memset(uid_data, 0, sizeof(*uid_data));
ShaderUid<geometry_shader_uid_data> out;
geometry_shader_uid_data* uid_data = out.GetUidData<geometry_shader_uid_data>();
memset(uid_data, 0, sizeof(geometry_shader_uid_data));
uid_data->primitive_type = primitive_type;
const unsigned int vertex_in = primitive_type + 1;
unsigned int vertex_out = primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4;
uid_data->wireframe = g_ActiveConfig.bWireFrame;
if (uid_data->wireframe)
vertex_out++;
uid_data->msaa = g_ActiveConfig.iMultisamples > 1;
uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA;
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
uid_data->numTexGens = xfmem.numTexGen.numTexGens;
uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
return out;
}
static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data,
const char* vertex, API_TYPE ApiType, bool first_vertex = false);
static void EndPrimitive(ShaderCode& out, const geometry_shader_uid_data* uid_data,
API_TYPE ApiType);
ShaderCode GenerateGeometryShaderCode(u32 primitive_type, API_TYPE ApiType,
const geometry_shader_uid_data* uid_data)
{
ShaderCode out;
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
const unsigned int vertex_in = primitive_type + 1;
unsigned int vertex_out = primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4;
if (uid_data->wireframe)
vertex_out++;
if (ApiType == API_OPENGL)
{
// Insert layout parameters
@ -80,11 +86,10 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
"\tint4 " I_TEXOFFSET ";\n"
"};\n");
uid_data->numTexGens = xfmem.numTexGen.numTexGens;
uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers<T>(out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting, "");
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
"");
out.Write("};\n");
if (ApiType == API_OPENGL)
@ -93,13 +98,13 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
out.Write("#define InstanceID gl_InvocationID\n");
out.Write("in VertexData {\n");
GenerateVSOutputMembers<T>(
GenerateVSOutputMembers<ShaderCode>(
out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true));
out.Write("} vs[%d];\n", vertex_in);
out.Write("out VertexData {\n");
GenerateVSOutputMembers<T>(
GenerateVSOutputMembers<ShaderCode>(
out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true));
@ -248,8 +253,8 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
}
out.Write("\t}\n");
EmitVertex<T>(out, uid_data, "l", ApiType, true);
EmitVertex<T>(out, uid_data, "r", ApiType);
EmitVertex(out, uid_data, "l", ApiType, true);
EmitVertex(out, uid_data, "r", ApiType);
}
else if (primitive_type == PRIMITIVE_POINTS)
{
@ -277,19 +282,19 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
}
out.Write("\t}\n");
EmitVertex<T>(out, uid_data, "ll", ApiType, true);
EmitVertex<T>(out, uid_data, "lr", ApiType);
EmitVertex<T>(out, uid_data, "ul", ApiType);
EmitVertex<T>(out, uid_data, "ur", ApiType);
EmitVertex(out, uid_data, "ll", ApiType, true);
EmitVertex(out, uid_data, "lr", ApiType);
EmitVertex(out, uid_data, "ul", ApiType);
EmitVertex(out, uid_data, "ur", ApiType);
}
else
{
EmitVertex<T>(out, uid_data, "f", ApiType, true);
EmitVertex(out, uid_data, "f", ApiType, true);
}
out.Write("\t}\n");
EndPrimitive<T>(out, uid_data, ApiType);
EndPrimitive(out, uid_data, ApiType);
if (uid_data->stereo && !g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("\t}\n");
@ -299,9 +304,8 @@ static T GenerateGeometryShader(u32 primitive_type, API_TYPE ApiType)
return out;
}
template <class T>
static void EmitVertex(T& out, geometry_shader_uid_data* uid_data, const char* vertex,
API_TYPE ApiType, bool first_vertex)
static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data,
const char* vertex, API_TYPE ApiType, bool first_vertex)
{
if (uid_data->wireframe && first_vertex)
out.Write("\tif (i == 0) first = %s;\n", vertex);
@ -321,24 +325,15 @@ static void EmitVertex(T& out, geometry_shader_uid_data* uid_data, const char* v
else
out.Write("\toutput.Append(ps);\n");
}
template <class T>
static void EndPrimitive(T& out, geometry_shader_uid_data* uid_data, API_TYPE ApiType)
static void EndPrimitive(ShaderCode& out, const geometry_shader_uid_data* uid_data,
API_TYPE ApiType)
{
if (uid_data->wireframe)
EmitVertex<T>(out, uid_data, "first", ApiType);
EmitVertex(out, uid_data, "first", ApiType);
if (ApiType == API_OPENGL)
out.Write("\tEndPrimitive();\n");
else
out.Write("\toutput.RestartStrip();\n");
}
GeometryShaderUid GetGeometryShaderUid(u32 primitive_type, API_TYPE ApiType)
{
return GenerateGeometryShader<GeometryShaderUid>(primitive_type, ApiType);
}
ShaderCode GenerateGeometryShaderCode(u32 primitive_type, API_TYPE ApiType)
{
return GenerateGeometryShader<ShaderCode>(primitive_type, ApiType);
}