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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
VideoCommon: Add vertex shader point and line expansion
This commit is contained in:
@ -3,6 +3,7 @@
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#include "VideoCommon/UberShaderVertex.h"
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#include "VideoCommon/ConstantManager.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/UberShaderCommon.h"
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@ -35,6 +36,8 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
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const bool ssaa = host_config.ssaa;
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const bool per_pixel_lighting = host_config.per_pixel_lighting;
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const bool vertex_rounding = host_config.vertex_rounding;
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const bool vertex_loader =
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host_config.backend_dynamic_vertex_loader || host_config.backend_vs_point_line_expand;
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const u32 num_texgen = uid_data->num_texgens;
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ShaderCode out;
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@ -46,6 +49,13 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
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out.Write("{}", s_shader_uniforms);
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out.Write("}};\n");
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if (vertex_loader)
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{
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out.Write("UBO_BINDING(std140, 3) uniform GSBlock {{\n");
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out.Write("{}", s_geometry_shader_uniforms);
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out.Write("}};\n");
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}
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out.Write("struct VS_OUTPUT {{\n");
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GenerateVSOutputMembers(out, api_type, num_texgen, host_config, "", ShaderStage::Vertex);
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out.Write("}};\n\n");
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@ -54,7 +64,7 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
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WriteBitfieldExtractHeader(out, api_type, host_config);
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WriteLightingFunction(out);
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if (host_config.backend_dynamic_vertex_loader)
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if (vertex_loader)
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{
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out.Write(R"(
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SSBO_BINDING(1) readonly restrict buffer Vertices {{
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@ -73,17 +83,17 @@ SSBO_BINDING(1) readonly restrict buffer Vertices {{
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// D3D12 uses a root constant for this uniform, since it changes with every draw.
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// D3D11 doesn't currently support dynamic vertex loader, and we'll have to figure something
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// out for it if we want to support it in the future.
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out.Write("UBO_BINDING(std140, 3) uniform DX_Constants {{\n"
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out.Write("UBO_BINDING(std140, 4) uniform DX_Constants {{\n"
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" uint base_vertex;\n"
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"}};\n\n"
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"uint GetVertexBaseOffset() {{\n"
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" return (gl_VertexID + base_vertex) * vertex_stride;\n"
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"uint GetVertexBaseOffset(uint vertex_id) {{\n"
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" return (vertex_id + base_vertex) * vertex_stride;\n"
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"}}\n");
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}
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else
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{
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out.Write("uint GetVertexBaseOffset() {{\n"
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" return gl_VertexID * vertex_stride;\n"
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out.Write("uint GetVertexBaseOffset(uint vertex_id) {{\n"
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" return vertex_id * vertex_stride;\n"
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"}}\n");
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}
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@ -187,9 +197,17 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
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out.Write("VS_OUTPUT o;\n"
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"\n");
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if (host_config.backend_dynamic_vertex_loader)
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if (host_config.backend_vs_point_line_expand)
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{
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out.Write("uint vertex_base_offset = GetVertexBaseOffset();\n");
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out.Write("uint vertex_id = gl_VertexID;\n"
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"if (vs_expand != 0u) {{\n"
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" vertex_id = vertex_id >> 2;\n"
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"}}\n"
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"uint vertex_base_offset = GetVertexBaseOffset(vertex_id);\n");
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}
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else if (host_config.backend_dynamic_vertex_loader)
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{
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out.Write("uint vertex_base_offset = GetVertexBaseOffset(gl_VertexID);\n");
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}
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// rawpos is always needed
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LoadVertexAttribute(out, host_config, 0, "rawpos", "float4", "rawpos");
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@ -320,6 +338,88 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
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if (num_texgen > 0)
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GenVertexShaderTexGens(api_type, host_config, num_texgen, out);
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if (host_config.backend_vs_point_line_expand)
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{
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out.Write("if (vs_expand == {}u) {{ // Line\n", static_cast<u32>(VSExpand::Line));
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out.Write(" bool is_bottom = (gl_VertexID & 2) != 0;\n"
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" bool is_right = (gl_VertexID & 1) != 0;\n"
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" uint other_base_offset = vertex_base_offset;\n"
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" if (is_bottom) {{\n"
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" other_base_offset -= vertex_stride;\n"
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" }} else {{\n"
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" other_base_offset += vertex_stride;\n"
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" }}\n"
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" float4 other_rawpos = load_input_float4_rawpos(other_base_offset, "
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"vertex_offset_rawpos);\n"
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" float4 other_p0 = P0;\n"
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" float4 other_p1 = P1;\n"
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" float4 other_p2 = P2;\n"
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" if ((components & {}u) != 0u) {{ // VB_HAS_POSMTXIDX\n",
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VB_HAS_POSMTXIDX);
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out.Write(" uint other_posidx = int(load_input_uint4_ubyte4(other_base_offset, "
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"vertex_offset_posmtx).r);\n"
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" other_p0 = " I_TRANSFORMMATRICES "[other_posidx];\n"
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" other_p1 = " I_TRANSFORMMATRICES "[other_posidx+1];\n"
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" other_p2 = " I_TRANSFORMMATRICES "[other_posidx+2];\n"
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" }}\n"
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" float4 other_pos = float4(dot(other_p0, other_rawpos), "
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"dot(other_p1, other_rawpos), dot(other_p2, other_rawpos), 1.0);\n"
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" other_pos = float4(dot(" I_PROJECTION "[0], other_pos), dot(" I_PROJECTION
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"[1], other_pos), dot(" I_PROJECTION "[2], other_pos), dot(" I_PROJECTION
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"[3], other_pos));\n"
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"\n"
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" float sign = is_right ? 1.0f : -1.0f;\n"
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// GameCube/Wii's line drawing algorithm is a little quirky. It does not
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// use the correct line caps. Instead, the line caps are vertical or
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// horizontal depending the slope of the line.
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" float2 offset;\n"
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" float2 to = abs(o.pos.xy / o.pos.w - other_pos.xy / other_pos.w);\n"
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// FIXME: What does real hardware do when line is at a 45-degree angle?
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// FIXME: Lines aren't drawn at the correct width. See Twilight Princess map.
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" if (" I_LINEPTPARAMS ".y * to.y > " I_LINEPTPARAMS ".x * to.x) {{\n"
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// Line is more tall. Extend geometry left and right.
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// Lerp LineWidth/2 from [0..VpWidth] to [-1..1]
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" offset = float2(sign * " I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".x, 0);\n"
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" }} else {{\n"
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// Line is more wide. Extend geometry up and down.
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// Lerp LineWidth/2 from [0..VpHeight] to [1..-1]
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" offset = float2(0, sign * " I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".y);\n"
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" }}\n"
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"\n"
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" o.pos.xy += offset * o.pos.w;\n");
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if (num_texgen > 0)
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{
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out.Write(" if ((" I_TEXOFFSET "[2] != 0) && is_right) {{\n"
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" float texOffset = 1.0 / float(" I_TEXOFFSET "[2]);\n");
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for (u32 i = 0; i < num_texgen; i++)
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{
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out.Write(" if (((" I_TEXOFFSET "[0] >> {}) & 0x1) != 0)\n", i);
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out.Write(" o.tex{}.x += texOffset;\n", i);
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}
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out.Write(" }}\n");
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}
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out.Write("}} else if (vs_expand == {}u) {{ // Point\n", static_cast<u32>(VSExpand::Point));
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out.Write(" bool is_bottom = (gl_VertexID & 2) != 0;\n"
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" bool is_right = (gl_VertexID & 1) != 0;\n"
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" float2 sign = float2(is_right ? 1.0f : -1.0f, is_bottom ? 1.0f : -1.0f);\n"
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" float2 offset = sign * " I_LINEPTPARAMS ".ww / " I_LINEPTPARAMS ".xy;\n"
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" o.pos.xy += offset * o.pos.w;\n");
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if (num_texgen > 0)
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{
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out.Write(" if (" I_TEXOFFSET "[3] != 0) {{\n"
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" float texOffsetMagnitude = 1.0f / float(" I_TEXOFFSET "[3]);\n"
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" float2 texOffset = float2(is_right ? texOffsetMagnitude : 0.0f, "
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"is_bottom ? texOffsetMagnitude : 0.0f);");
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for (u32 i = 0; i < num_texgen; i++)
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{
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out.Write(" if (((" I_TEXOFFSET "[1] >> {}) & 0x1) != 0)\n", i);
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out.Write(" o.tex{}.xy += texOffset;\n", i);
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}
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out.Write(" }}\n");
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}
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out.Write("}}\n");
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}
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if (per_pixel_lighting)
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{
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out.Write("// When per-pixel lighting is enabled, the vertex colors are passed through\n"
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@ -574,7 +674,7 @@ static void GenVertexShaderTexGens(APIType api_type, const ShaderHostConfig& hos
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" {{\n");
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out.Write(" if ((components & ({}u /* VB_HAS_TEXMTXIDX0 */ << texgen)) != 0u) {{\n",
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VB_HAS_TEXMTXIDX0);
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if (host_config.backend_dynamic_vertex_loader)
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if (host_config.backend_dynamic_vertex_loader || host_config.backend_vs_point_line_expand)
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{
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out.Write(" int tmp = int(load_input_float3_rawtex(vertex_base_offset, "
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"vertex_offset_rawtex[texgen / 4][texgen % 4]).z);\n"
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@ -655,7 +755,7 @@ static void LoadVertexAttribute(ShaderCode& code, const ShaderHostConfig& host_c
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std::string_view name, std::string_view shader_type,
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std::string_view stored_type, std::string_view offset_name)
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{
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if (host_config.backend_dynamic_vertex_loader)
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if (host_config.backend_dynamic_vertex_loader || host_config.backend_vs_point_line_expand)
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{
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code.Write("{:{}}{} {} = load_input_{}_{}(vertex_base_offset, vertex_offset_{});\n", "", indent,
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shader_type, name, shader_type, stored_type,
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