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Merge pull request #10215 from OatmealDome/shader-logic-ops
VideoCommon: Support shader logic ops on Metal (Apple GPUs) and OpenGL ES
This commit is contained in:
@ -55,6 +55,9 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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const bool stereo = host_config.stereo;
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const bool use_dual_source = host_config.backend_dual_source_blend;
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const bool use_shader_blend = !use_dual_source && host_config.backend_shader_framebuffer_fetch;
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const bool use_shader_logic_op =
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!host_config.backend_logic_op && host_config.backend_shader_framebuffer_fetch;
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const bool use_framebuffer_fetch = use_shader_blend || use_shader_logic_op;
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const bool early_depth = uid_data->early_depth != 0;
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const bool per_pixel_depth = uid_data->per_pixel_depth != 0;
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const bool bounding_box = host_config.bounding_box;
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@ -71,37 +74,51 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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// Shader inputs/outputs in GLSL (HLSL is in main).
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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if (use_dual_source)
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#ifdef __APPLE__
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// Framebuffer fetch is only supported by Metal, so ensure that we're running Vulkan (MoltenVK)
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// if we want to use it.
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if (api_type == APIType::Vulkan)
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{
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n"
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"FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n");
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}
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else
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if (use_dual_source)
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n"
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"FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
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}
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}
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else if (use_shader_blend)
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{
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// QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an
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// intermediate value with multiple reads & modifications, so pull out the "real" output value
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// and use a temporary for calculations, then set the output value once at the end of the
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// shader
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
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else if (use_shader_blend)
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION(0) FRAGMENT_INOUT vec4 real_ocol0;\n");
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// Metal doesn't support a single unified variable for both input and output, so we declare
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// the output separately. The input will be defined later below.
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out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 real_ocol0;\n");
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}
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else
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 real_ocol0;\n");
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out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
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}
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if (use_framebuffer_fetch)
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{
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// Subpass inputs will be converted to framebuffer fetch by SPIRV-Cross.
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out.Write("INPUT_ATTACHMENT_BINDING(0, 0, 0) uniform subpassInput in_ocol0;\n");
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}
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}
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else
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#endif
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{
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out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
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bool has_broken_decoration =
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DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION);
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out.Write("{} {} vec4 {};\n",
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has_broken_decoration ? "FRAGMENT_OUTPUT_LOCATION(0)" :
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"FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0)",
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use_framebuffer_fetch ? "FRAGMENT_INOUT" : "out",
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use_shader_blend ? "real_ocol0" : "ocol0");
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if (use_dual_source)
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{
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out.Write("{} out vec4 ocol1;\n", has_broken_decoration ?
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"FRAGMENT_OUTPUT_LOCATION(1)" :
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"FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1)");
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}
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}
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if (per_pixel_depth)
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@ -511,11 +528,28 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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out.Write("void main()\n{{\n");
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out.Write(" float4 rawpos = gl_FragCoord;\n");
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if (use_framebuffer_fetch)
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{
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// Store off a copy of the initial framebuffer value.
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//
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// If FB_FETCH_VALUE isn't defined (i.e. no special keyword for fetching from the
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// framebuffer), we read from real_ocol0 or ocol0, depending if shader blending is enabled.
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out.Write("#ifdef FB_FETCH_VALUE\n"
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" float4 initial_ocol0 = FB_FETCH_VALUE;\n"
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"#else\n"
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" float4 initial_ocol0 = {};\n"
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"#endif\n",
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use_shader_blend ? "real_ocol0" : "ocol0");
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}
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if (use_shader_blend)
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{
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// Store off a copy of the initial fb value for blending
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out.Write(" float4 initial_ocol0 = FB_FETCH_VALUE;\n"
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" float4 ocol0;\n"
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// QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an
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// intermediate value with multiple reads & modifications, so we pull out the "real" output
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// value above and use a temporary for calculations, then set the output value once at the
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// end of the shader if we are using shader blending.
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out.Write(" float4 ocol0;\n"
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" float4 ocol1;\n");
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}
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}
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@ -1075,6 +1109,40 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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" }}\n"
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"\n");
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if (use_shader_logic_op)
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{
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static constexpr std::array<const char*, 16> logic_op_mode{
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"int4(0, 0, 0, 0)", // CLEAR
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"TevResult & fb_value", // AND
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"TevResult & ~fb_value", // AND_REVERSE
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"TevResult", // COPY
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"~TevResult & fb_value", // AND_INVERTED
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"fb_value", // NOOP
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"TevResult ^ fb_value", // XOR
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"TevResult | fb_value", // OR
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"~(TevResult | fb_value)", // NOR
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"~(TevResult ^ fb_value)", // EQUIV
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"~fb_value", // INVERT
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"TevResult | ~fb_value", // OR_REVERSE
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"~TevResult", // COPY_INVERTED
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"~TevResult | fb_value", // OR_INVERTED
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"~(TevResult & fb_value)", // NAND
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"int4(255, 255, 255, 255)", // SET
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};
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out.Write(" // Logic Ops\n"
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" if (logic_op_enable) {{\n"
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" int4 fb_value = iround(initial_ocol0 * 255.0);"
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" switch (logic_op_mode) {{\n");
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for (size_t i = 0; i < logic_op_mode.size(); i++)
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{
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out.Write(" case {}u: TevResult = {}; break;\n", i, logic_op_mode[i]);
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}
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out.Write(" }}\n"
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" }}\n");
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}
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// D3D requires that the shader outputs be uint when writing to a uint render target for logic op.
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if (api_type == APIType::D3D && uid_data->uint_output)
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{
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