ShaderGen: Remove host state from shader uids

This commit is contained in:
Stenzek
2017-06-24 18:18:53 +10:00
parent c207a1072d
commit 82c27182a8
8 changed files with 139 additions and 154 deletions

View File

@ -18,10 +18,12 @@ static const char* primitives_ogl[] = {"points", "lines", "triangles"};
static const char* primitives_d3d[] = {"point", "line", "triangle"};
template <class T>
static void EmitVertex(T& out, const char* vertex, APIType ApiType, bool first_vertex = false);
template <class T>
static void EndPrimitive(T& out, APIType ApiType);
bool geometry_shader_uid_data::IsPassthrough() const
{
const bool stereo = g_ActiveConfig.iStereoMode > 0;
const bool wireframe = g_ActiveConfig.bWireFrame;
return primitive_type == PRIMITIVE_TRIANGLES && !stereo && !wireframe;
}
GeometryShaderUid GetGeometryShaderUid(u32 primitive_type)
{
@ -30,30 +32,31 @@ GeometryShaderUid GetGeometryShaderUid(u32 primitive_type)
memset(uid_data, 0, sizeof(geometry_shader_uid_data));
uid_data->primitive_type = primitive_type;
uid_data->wireframe = g_ActiveConfig.bWireFrame;
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, APIType ApiType, bool first_vertex = false);
static void EndPrimitive(ShaderCode& out, const geometry_shader_uid_data* uid_data,
APIType ApiType);
const char* vertex, APIType ApiType, bool wireframe, bool pixel_lighting,
bool first_vertex = false);
static void EndPrimitive(ShaderCode& out, const geometry_shader_uid_data* uid_data, APIType ApiType,
bool wireframe, bool pixel_lighting);
ShaderCode GenerateGeometryShaderCode(APIType ApiType, 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 = g_ActiveConfig.bWireFrame;
const bool pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
const bool msaa = g_ActiveConfig.IsMSAAEnabled();
const bool ssaa = g_ActiveConfig.IsSSAAEnabled();
const bool stereo = g_ActiveConfig.IsStereoEnabled();
const unsigned int vertex_in = uid_data->primitive_type + 1;
unsigned int vertex_out = uid_data->primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4;
if (uid_data->wireframe)
if (wireframe)
vertex_out++;
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
@ -62,16 +65,15 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
{
out.Write("layout(%s, invocations = %d) in;\n", primitives_ogl[uid_data->primitive_type],
uid_data->stereo ? 2 : 1);
out.Write("layout(%s_strip, max_vertices = %d) out;\n",
uid_data->wireframe ? "line" : "triangle", vertex_out);
stereo ? 2 : 1);
out.Write("layout(%s_strip, max_vertices = %d) out;\n", wireframe ? "line" : "triangle",
vertex_out);
}
else
{
out.Write("layout(%s) in;\n", primitives_ogl[uid_data->primitive_type]);
out.Write("layout(%s_strip, max_vertices = %d) out;\n",
uid_data->wireframe ? "line" : "triangle",
uid_data->stereo ? vertex_out * 2 : vertex_out);
out.Write("layout(%s_strip, max_vertices = %d) out;\n", wireframe ? "line" : "triangle",
stereo ? vertex_out * 2 : vertex_out);
}
}
@ -89,8 +91,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
"};\n");
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
"");
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, pixel_lighting, "");
out.Write("};\n");
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
@ -99,17 +100,15 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
out.Write("#define InstanceID gl_InvocationID\n");
out.Write("VARYING_LOCATION(0) in VertexData {\n");
GenerateVSOutputMembers<ShaderCode>(
out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true));
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, pixel_lighting,
GetInterpolationQualifier(msaa, ssaa, true, true));
out.Write("} vs[%d];\n", vertex_in);
out.Write("VARYING_LOCATION(0) out VertexData {\n");
GenerateVSOutputMembers<ShaderCode>(
out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, false));
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, pixel_lighting,
GetInterpolationQualifier(msaa, ssaa, true, false));
if (uid_data->stereo)
if (stereo)
out.Write("\tflat int layer;\n");
out.Write("} ps;\n");
@ -121,25 +120,25 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
out.Write("struct VertexData {\n");
out.Write("\tVS_OUTPUT o;\n");
if (uid_data->stereo)
if (stereo)
out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n");
out.Write("};\n");
if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
{
out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out, uid_data->stereo ? 2 : 1);
out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out, stereo ? 2 : 1);
out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output, in uint "
"InstanceID : SV_GSInstanceID)\n{\n",
primitives_d3d[uid_data->primitive_type], vertex_in,
uid_data->wireframe ? "Line" : "Triangle");
wireframe ? "Line" : "Triangle");
}
else
{
out.Write("[maxvertexcount(%d)]\n", uid_data->stereo ? vertex_out * 2 : vertex_out);
out.Write("[maxvertexcount(%d)]\n", stereo ? vertex_out * 2 : vertex_out);
out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output)\n{\n",
primitives_d3d[uid_data->primitive_type], vertex_in,
uid_data->wireframe ? "Line" : "Triangle");
wireframe ? "Line" : "Triangle");
}
out.Write("\tVertexData ps;\n");
@ -150,8 +149,8 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
out.Write("\tVS_OUTPUT start, end;\n");
AssignVSOutputMembers(out, "start", "vs[0]", uid_data->numTexGens, uid_data->pixel_lighting);
AssignVSOutputMembers(out, "end", "vs[1]", uid_data->numTexGens, uid_data->pixel_lighting);
AssignVSOutputMembers(out, "start", "vs[0]", uid_data->numTexGens, pixel_lighting);
AssignVSOutputMembers(out, "end", "vs[1]", uid_data->numTexGens, pixel_lighting);
}
else
{
@ -181,7 +180,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
out.Write("\tVS_OUTPUT center;\n");
AssignVSOutputMembers(out, "center", "vs[0]", uid_data->numTexGens, uid_data->pixel_lighting);
AssignVSOutputMembers(out, "center", "vs[0]", uid_data->numTexGens, pixel_lighting);
}
else
{
@ -194,7 +193,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
".x, -" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS ".y) * center.pos.w;\n");
}
if (uid_data->stereo)
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.
@ -204,7 +203,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
out.Write("\tfor (int eye = 0; eye < 2; ++eye) {\n");
}
if (uid_data->wireframe)
if (wireframe)
out.Write("\tVS_OUTPUT first;\n");
out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in);
@ -212,7 +211,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
out.Write("\tVS_OUTPUT f;\n");
AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, uid_data->pixel_lighting);
AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, pixel_lighting);
if (g_ActiveConfig.backend_info.bSupportsDepthClamp &&
DriverDetails::HasBug(DriverDetails::BUG_BROKEN_CLIP_DISTANCE))
@ -228,7 +227,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
out.Write("\tVS_OUTPUT f = o[i];\n");
}
if (uid_data->stereo)
if (stereo)
{
// Select the output layer
out.Write("\tps.layer = eye;\n");
@ -264,8 +263,8 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
}
out.Write("\t}\n");
EmitVertex(out, uid_data, "l", ApiType, true);
EmitVertex(out, uid_data, "r", ApiType);
EmitVertex(out, uid_data, "l", ApiType, wireframe, pixel_lighting, true);
EmitVertex(out, uid_data, "r", ApiType, wireframe, pixel_lighting);
}
else if (uid_data->primitive_type == PRIMITIVE_POINTS)
{
@ -293,21 +292,21 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
}
out.Write("\t}\n");
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);
EmitVertex(out, uid_data, "ll", ApiType, wireframe, pixel_lighting, true);
EmitVertex(out, uid_data, "lr", ApiType, wireframe, pixel_lighting);
EmitVertex(out, uid_data, "ul", ApiType, wireframe, pixel_lighting);
EmitVertex(out, uid_data, "ur", ApiType, wireframe, pixel_lighting);
}
else
{
EmitVertex(out, uid_data, "f", ApiType, true);
EmitVertex(out, uid_data, "f", ApiType, wireframe, pixel_lighting, true);
}
out.Write("\t}\n");
EndPrimitive(out, uid_data, ApiType);
EndPrimitive(out, uid_data, ApiType, wireframe, pixel_lighting);
if (uid_data->stereo && !g_ActiveConfig.backend_info.bSupportsGSInstancing)
if (stereo && !g_ActiveConfig.backend_info.bSupportsGSInstancing)
out.Write("\t}\n");
out.Write("}\n");
@ -316,9 +315,10 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
}
static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data,
const char* vertex, APIType ApiType, bool first_vertex)
const char* vertex, APIType ApiType, bool wireframe, bool pixel_lighting,
bool first_vertex)
{
if (uid_data->wireframe && first_vertex)
if (wireframe && first_vertex)
out.Write("\tif (i == 0) first = %s;\n", vertex);
if (ApiType == APIType::OpenGL)
@ -329,14 +329,14 @@ static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data
out.Write("\tgl_ClipDistance[0] = %s.clipDist0;\n", vertex);
out.Write("\tgl_ClipDistance[1] = %s.clipDist1;\n", vertex);
}
AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, uid_data->pixel_lighting);
AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, pixel_lighting);
}
else if (ApiType == APIType::Vulkan)
{
// Vulkan NDC space has Y pointing down (right-handed NDC space).
out.Write("\tgl_Position = %s.pos;\n", vertex);
out.Write("\tgl_Position.y = -gl_Position.y;\n");
AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, uid_data->pixel_lighting);
AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, pixel_lighting);
}
else
{
@ -349,10 +349,11 @@ static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data
out.Write("\toutput.Append(ps);\n");
}
static void EndPrimitive(ShaderCode& out, const geometry_shader_uid_data* uid_data, APIType ApiType)
static void EndPrimitive(ShaderCode& out, const geometry_shader_uid_data* uid_data, APIType ApiType,
bool wireframe, bool pixel_lighting)
{
if (uid_data->wireframe)
EmitVertex(out, uid_data, "first", ApiType);
if (wireframe)
EmitVertex(out, uid_data, "first", ApiType, wireframe, pixel_lighting);
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
out.Write("\tEndPrimitive();\n");