Merge pull request #11300 from iwubcode/custom-shaders

VideoCommon: add a graphics mod action that allows you to modify the game's base rendering
This commit is contained in:
Admiral H. Curtiss
2023-08-22 02:18:40 +02:00
committed by GitHub
28 changed files with 2576 additions and 80 deletions

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@ -663,15 +663,18 @@
<ClInclude Include="VideoCommon\GeometryShaderGen.h" />
<ClInclude Include="VideoCommon\GeometryShaderManager.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Config\GraphicsMod.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Config\GraphicsModAsset.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Config\GraphicsModFeature.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Config\GraphicsModGroup.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Config\GraphicsTarget.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Config\GraphicsTargetGroup.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Constants.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\CustomPipelineAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\MoveAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\PrintAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\ScaleAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\SkipAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\CustomShaderCache.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\FBInfo.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModActionData.h" />
@ -1276,14 +1279,17 @@
<ClCompile Include="VideoCommon\GeometryShaderGen.cpp" />
<ClCompile Include="VideoCommon\GeometryShaderManager.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Config\GraphicsMod.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Config\GraphicsModAsset.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Config\GraphicsModFeature.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Config\GraphicsModGroup.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Config\GraphicsTarget.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Config\GraphicsTargetGroup.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\CustomPipelineAction.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\MoveAction.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\PrintAction.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\ScaleAction.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\SkipAction.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\CustomShaderCache.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\FBInfo.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModActionFactory.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModManager.cpp" />

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@ -64,6 +64,8 @@ add_library(videocommon
GeometryShaderManager.h
GraphicsModSystem/Config/GraphicsMod.cpp
GraphicsModSystem/Config/GraphicsMod.h
GraphicsModSystem/Config/GraphicsModAsset.cpp
GraphicsModSystem/Config/GraphicsModAsset.h
GraphicsModSystem/Config/GraphicsModFeature.cpp
GraphicsModSystem/Config/GraphicsModFeature.h
GraphicsModSystem/Config/GraphicsModGroup.cpp
@ -73,6 +75,8 @@ add_library(videocommon
GraphicsModSystem/Config/GraphicsTargetGroup.cpp
GraphicsModSystem/Config/GraphicsTargetGroup.h
GraphicsModSystem/Constants.h
GraphicsModSystem/Runtime/Actions/CustomPipelineAction.cpp
GraphicsModSystem/Runtime/Actions/CustomPipelineAction.h
GraphicsModSystem/Runtime/Actions/MoveAction.cpp
GraphicsModSystem/Runtime/Actions/MoveAction.h
GraphicsModSystem/Runtime/Actions/PrintAction.cpp
@ -81,6 +85,8 @@ add_library(videocommon
GraphicsModSystem/Runtime/Actions/ScaleAction.h
GraphicsModSystem/Runtime/Actions/SkipAction.cpp
GraphicsModSystem/Runtime/Actions/SkipAction.h
GraphicsModSystem/Runtime/CustomShaderCache.cpp
GraphicsModSystem/Runtime/CustomShaderCache.h
GraphicsModSystem/Runtime/FBInfo.cpp
GraphicsModSystem/Runtime/FBInfo.h
GraphicsModSystem/Runtime/GraphicsModAction.h

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@ -58,6 +58,8 @@ struct alignas(16) PixelShaderConstants
// For shader_framebuffer_fetch logic ops:
u32 logic_op_enable; // bool
LogicOp logic_op_mode;
// For custom shaders...
u32 time_ms;
};
struct alignas(16) VertexShaderConstants

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@ -178,6 +178,27 @@ bool GraphicsModConfig::DeserializeFromConfig(const picojson::value& value)
}
}
const auto& assets = value.get("assets");
if (assets.is<picojson::array>())
{
for (const auto& asset_val : assets.get<picojson::array>())
{
if (!asset_val.is<picojson::object>())
{
ERROR_LOG_FMT(
VIDEO, "Failed to load mod configuration file, specified asset is not a json object");
return false;
}
GraphicsModAssetConfig asset;
if (!asset.DeserializeFromConfig(asset_val.get<picojson::object>()))
{
return false;
}
m_assets.push_back(std::move(asset));
}
}
return true;
}

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@ -9,6 +9,7 @@
#include <picojson.h>
#include "VideoCommon/GraphicsModSystem/Config/GraphicsModAsset.h"
#include "VideoCommon/GraphicsModSystem/Config/GraphicsModFeature.h"
#include "VideoCommon/GraphicsModSystem/Config/GraphicsTargetGroup.h"
@ -30,6 +31,7 @@ struct GraphicsModConfig
std::vector<GraphicsTargetGroupConfig> m_groups;
std::vector<GraphicsModFeatureConfig> m_features;
std::vector<GraphicsModAssetConfig> m_assets;
static std::optional<GraphicsModConfig> Create(const std::string& file, Source source);
static std::optional<GraphicsModConfig> Create(const picojson::object* obj);

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@ -0,0 +1,52 @@
// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/GraphicsModSystem/Config/GraphicsModAsset.h"
#include "Common/Logging/Log.h"
bool GraphicsModAssetConfig::DeserializeFromConfig(const picojson::object& obj)
{
auto name_iter = obj.find("name");
if (name_iter == obj.end())
{
ERROR_LOG_FMT(VIDEO, "Failed to load mod configuration file, specified asset has no name");
return false;
}
if (!name_iter->second.is<std::string>())
{
ERROR_LOG_FMT(VIDEO, "Failed to load mod configuration file, specified asset has a name "
"that is not a string");
return false;
}
m_name = name_iter->second.to_str();
auto data_iter = obj.find("data");
if (data_iter == obj.end())
{
ERROR_LOG_FMT(VIDEO, "Failed to load mod configuration file, specified asset '{}' has no data",
m_name);
return false;
}
if (!data_iter->second.is<picojson::object>())
{
ERROR_LOG_FMT(VIDEO,
"Failed to load mod configuration file, specified asset '{}' has data "
"that is not an object",
m_name);
return false;
}
for (const auto& [key, value] : data_iter->second.get<picojson::object>())
{
if (!value.is<std::string>())
{
ERROR_LOG_FMT(VIDEO,
"Failed to load mod configuration file, specified asset '{}' has data "
"with a value for key '{}' that is not a string",
m_name, key);
}
m_map[key] = value.to_str();
}
return true;
}

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@ -0,0 +1,18 @@
// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <string>
#include <picojson.h>
#include "VideoCommon/Assets/DirectFilesystemAssetLibrary.h"
struct GraphicsModAssetConfig
{
std::string m_name;
VideoCommon::DirectFilesystemAssetLibrary::AssetMap m_map;
bool DeserializeFromConfig(const picojson::object& obj);
};

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@ -0,0 +1,449 @@
// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/GraphicsModSystem/Runtime/Actions/CustomPipelineAction.h"
#include <algorithm>
#include <array>
#include <fmt/format.h>
#include "Common/FileUtil.h"
#include "Common/Logging/Log.h"
#include "Common/StringUtil.h"
#include "Core/System.h"
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/Assets/CustomAssetLoader.h"
#include "VideoCommon/Assets/DirectFilesystemAssetLibrary.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/TextureCacheBase.h"
namespace
{
bool IsQualifier(std::string_view value)
{
static std::array<std::string_view, 7> qualifiers = {"attribute", "const", "highp", "lowp",
"mediump", "uniform", "varying"};
return std::find(qualifiers.begin(), qualifiers.end(), value) != qualifiers.end();
}
bool IsBuiltInMacro(std::string_view value)
{
static std::array<std::string_view, 5> built_in = {"__LINE__", "__FILE__", "__VERSION__",
"GL_core_profile", "GL_compatibility_profile"};
return std::find(built_in.begin(), built_in.end(), value) != built_in.end();
}
std::vector<std::string> GlobalConflicts(std::string_view source)
{
std::string_view last_identifier = "";
std::vector<std::string> global_result;
u32 scope = 0;
for (u32 i = 0; i < source.size(); i++)
{
// If we're out of global scope, we don't care
// about any of the details
if (scope > 0)
{
if (source[i] == '{')
{
scope++;
}
else if (source[i] == '}')
{
scope--;
}
continue;
}
const auto parse_identifier = [&]() {
const u32 start = i;
for (; i < source.size(); i++)
{
if (!Common::IsAlpha(source[i]) && source[i] != '_' && !std::isdigit(source[i]))
break;
}
u32 end = i;
i--; // unwind
return source.substr(start, end - start);
};
if (Common::IsAlpha(source[i]) || source[i] == '_')
{
const std::string_view identifier = parse_identifier();
if (IsQualifier(identifier))
continue;
if (IsBuiltInMacro(identifier))
continue;
last_identifier = identifier;
}
else if (source[i] == '#')
{
const auto parse_until_end_of_preprocessor = [&]() {
bool continue_until_next_newline = false;
for (; i < source.size(); i++)
{
if (source[i] == '\n')
{
if (continue_until_next_newline)
continue_until_next_newline = false;
else
break;
}
else if (source[i] == '\\')
{
continue_until_next_newline = true;
}
}
};
i++;
const std::string_view identifier = parse_identifier();
if (identifier == "define")
{
i++;
// skip whitespace
while (source[i] == ' ')
{
i++;
}
global_result.push_back(std::string{parse_identifier()});
parse_until_end_of_preprocessor();
}
else
{
parse_until_end_of_preprocessor();
}
}
else if (source[i] == '{')
{
scope++;
}
else if (source[i] == '(')
{
// Unlikely the user will be using layouts but...
if (last_identifier == "layout")
continue;
// Since we handle equality, we can assume the identifier
// before '(' is a function definition
global_result.push_back(std::string{last_identifier});
}
else if (source[i] == '=')
{
global_result.push_back(std::string{last_identifier});
i++;
for (; i < source.size(); i++)
{
if (source[i] == ';')
break;
}
}
else if (source[i] == '/')
{
if ((i + 1) >= source.size())
continue;
if (source[i + 1] == '/')
{
// Go to end of line...
for (; i < source.size(); i++)
{
if (source[i] == '\n')
break;
}
}
else if (source[i + 1] == '*')
{
// Multiline, look for first '*/'
for (; i < source.size(); i++)
{
if (source[i] == '/' && source[i - 1] == '*')
break;
}
}
}
}
// Sort the conflicts from largest to smallest string
// this way we can ensure smaller strings that are a substring
// of the larger string are able to be replaced appropriately
std::sort(global_result.begin(), global_result.end(),
[](const std::string& first, const std::string& second) {
return first.size() > second.size();
});
return global_result;
}
void WriteDefines(ShaderCode* out, const std::vector<std::string>& texture_code_names,
u32 texture_unit)
{
for (std::size_t i = 0; i < texture_code_names.size(); i++)
{
const auto& code_name = texture_code_names[i];
out->Write("#define {}_UNIT_{{0}} {}\n", code_name, texture_unit);
out->Write(
"#define {0}_COORD_{{0}} float3(data.texcoord[data.texmap_to_texcoord_index[{1}]].xy, "
"{2})\n",
code_name, texture_unit, i + 1);
}
}
} // namespace
std::unique_ptr<CustomPipelineAction>
CustomPipelineAction::Create(const picojson::value& json_data,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
{
std::vector<CustomPipelineAction::PipelinePassPassDescription> pipeline_passes;
const auto& passes_json = json_data.get("passes");
if (passes_json.is<picojson::array>())
{
for (const auto& passes_json_val : passes_json.get<picojson::array>())
{
CustomPipelineAction::PipelinePassPassDescription pipeline_pass;
if (!passes_json_val.is<picojson::object>())
{
ERROR_LOG_FMT(VIDEO,
"Failed to load custom pipeline action, 'passes' has an array value that "
"is not an object!");
return nullptr;
}
auto pass = passes_json_val.get<picojson::object>();
if (!pass.contains("pixel_material_asset"))
{
ERROR_LOG_FMT(VIDEO,
"Failed to load custom pipeline action, 'passes' value missing required "
"field 'pixel_material_asset'");
return nullptr;
}
auto pixel_material_asset_json = pass["pixel_material_asset"];
if (!pixel_material_asset_json.is<std::string>())
{
ERROR_LOG_FMT(VIDEO, "Failed to load custom pipeline action, 'passes' field "
"'pixel_material_asset' is not a string!");
return nullptr;
}
pipeline_pass.m_pixel_material_asset = pixel_material_asset_json.to_str();
pipeline_passes.push_back(std::move(pipeline_pass));
}
}
if (pipeline_passes.empty())
{
ERROR_LOG_FMT(VIDEO, "Failed to load custom pipeline action, must specify at least one pass");
return nullptr;
}
if (pipeline_passes.size() > 1)
{
ERROR_LOG_FMT(
VIDEO,
"Failed to load custom pipeline action, multiple passes are not currently supported");
return nullptr;
}
return std::make_unique<CustomPipelineAction>(std::move(library), std::move(pipeline_passes));
}
CustomPipelineAction::CustomPipelineAction(
std::shared_ptr<VideoCommon::CustomAssetLibrary> library,
std::vector<PipelinePassPassDescription> pass_descriptions)
: m_library(std::move(library)), m_passes_config(std::move(pass_descriptions))
{
m_passes.resize(m_passes_config.size());
}
CustomPipelineAction::~CustomPipelineAction() = default;
void CustomPipelineAction::OnDrawStarted(GraphicsModActionData::DrawStarted* draw_started)
{
if (!draw_started) [[unlikely]]
return;
if (!draw_started->custom_pixel_shader) [[unlikely]]
return;
if (!m_valid)
return;
if (m_passes.empty()) [[unlikely]]
return;
// For now assume a single pass
auto& pass = m_passes[0];
if (!pass.m_pixel_shader.m_asset) [[unlikely]]
return;
const auto shader_data = pass.m_pixel_shader.m_asset->GetData();
if (shader_data)
{
if (pass.m_pixel_shader.m_asset->GetLastLoadedTime() > pass.m_pixel_shader.m_cached_write_time)
{
const auto material = pass.m_pixel_material.m_asset->GetData();
if (!material)
return;
pass.m_pixel_shader.m_cached_write_time = pass.m_pixel_shader.m_asset->GetLastLoadedTime();
for (const auto& prop : material->properties)
{
if (!shader_data->m_properties.contains(prop.m_code_name))
{
ERROR_LOG_FMT(VIDEO,
"Custom pipeline has material asset '{}' that has property '{}'"
"that is not on shader asset '{}'",
pass.m_pixel_material.m_asset->GetAssetId(), prop.m_code_name,
pass.m_pixel_shader.m_asset->GetAssetId());
return;
}
}
// Calculate shader details
std::string color_shader_data =
ReplaceAll(shader_data->m_shader_source, "custom_main", CUSTOM_PIXELSHADER_COLOR_FUNC);
const auto global_conflicts = GlobalConflicts(color_shader_data);
color_shader_data = ReplaceAll(color_shader_data, "\r\n", "\n");
color_shader_data = ReplaceAll(color_shader_data, "{", "{{");
color_shader_data = ReplaceAll(color_shader_data, "}", "}}");
// First replace global conflicts with dummy strings
// This avoids the problem where a shorter word
// is in a longer word, ex two functions: 'execute' and 'execute_fast'
for (std::size_t i = 0; i < global_conflicts.size(); i++)
{
const std::string& identifier = global_conflicts[i];
color_shader_data =
ReplaceAll(color_shader_data, identifier, fmt::format("_{0}_DOLPHIN_TEMP_{0}_", i));
}
// Now replace the temporaries with the actual value
for (std::size_t i = 0; i < global_conflicts.size(); i++)
{
const std::string& identifier = global_conflicts[i];
color_shader_data = ReplaceAll(color_shader_data, fmt::format("_{0}_DOLPHIN_TEMP_{0}_", i),
fmt::format("{}_{{0}}", identifier));
}
for (const auto& texture_code_name : m_texture_code_names)
{
color_shader_data =
ReplaceAll(color_shader_data, fmt::format("{}_COORD", texture_code_name),
fmt::format("{}_COORD_{{0}}", texture_code_name));
color_shader_data = ReplaceAll(color_shader_data, fmt::format("{}_UNIT", texture_code_name),
fmt::format("{}_UNIT_{{0}}", texture_code_name));
}
m_last_generated_shader_code = ShaderCode{};
WriteDefines(&m_last_generated_shader_code, m_texture_code_names, draw_started->texture_unit);
m_last_generated_shader_code.Write("{}", color_shader_data);
}
CustomPixelShader custom_pixel_shader;
custom_pixel_shader.custom_shader = m_last_generated_shader_code.GetBuffer();
*draw_started->custom_pixel_shader = custom_pixel_shader;
}
}
void CustomPipelineAction::OnTextureCreate(GraphicsModActionData::TextureCreate* create)
{
if (!create->custom_textures) [[unlikely]]
return;
if (!create->additional_dependencies) [[unlikely]]
return;
if (m_passes_config.empty()) [[unlikely]]
return;
if (m_passes.empty()) [[unlikely]]
return;
m_valid = true;
auto& loader = Core::System::GetInstance().GetCustomAssetLoader();
// For now assume a single pass
const auto& pass_config = m_passes_config[0];
auto& pass = m_passes[0];
if (!pass.m_pixel_material.m_asset)
{
pass.m_pixel_material.m_asset =
loader.LoadMaterial(pass_config.m_pixel_material_asset, m_library);
pass.m_pixel_material.m_cached_write_time = pass.m_pixel_material.m_asset->GetLastLoadedTime();
}
create->additional_dependencies->push_back(VideoCommon::CachedAsset<VideoCommon::CustomAsset>{
pass.m_pixel_material.m_asset, pass.m_pixel_material.m_asset->GetLastLoadedTime()});
const auto material_data = pass.m_pixel_material.m_asset->GetData();
if (!material_data)
return;
if (!pass.m_pixel_shader.m_asset || pass.m_pixel_material.m_asset->GetLastLoadedTime() >
pass.m_pixel_material.m_cached_write_time)
{
pass.m_pixel_shader.m_asset = loader.LoadPixelShader(material_data->shader_asset, m_library);
// Note: the asset timestamp will be updated in the draw command
}
create->additional_dependencies->push_back(VideoCommon::CachedAsset<VideoCommon::CustomAsset>{
pass.m_pixel_shader.m_asset, pass.m_pixel_shader.m_asset->GetLastLoadedTime()});
m_texture_code_names.clear();
std::vector<VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>> game_assets;
for (const auto& property : material_data->properties)
{
if (property.m_type == VideoCommon::MaterialProperty::Type::Type_TextureAsset)
{
if (property.m_value)
{
if (auto* value = std::get_if<std::string>(&*property.m_value))
{
auto asset = loader.LoadGameTexture(*value, m_library);
if (asset)
{
const auto loaded_time = asset->GetLastLoadedTime();
game_assets.push_back(VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>{
std::move(asset), loaded_time});
m_texture_code_names.push_back(property.m_code_name);
}
}
}
}
}
// Note: we swap here instead of doing a clear + append of the member
// variable so that any loaded assets from previous iterations
// won't be let go
std::swap(pass.m_game_textures, game_assets);
for (auto& game_texture : pass.m_game_textures)
{
if (game_texture.m_asset)
{
auto data = game_texture.m_asset->GetData();
if (data)
{
if (create->texture_width != data->m_levels[0].width ||
create->texture_height != data->m_levels[0].height)
{
ERROR_LOG_FMT(VIDEO,
"Custom pipeline for texture '{}' has asset '{}' that does not match "
"the width/height of the texture loaded. Texture {}x{} vs asset {}x{}",
create->texture_name, game_texture.m_asset->GetAssetId(),
create->texture_width, create->texture_height, data->m_levels[0].width,
data->m_levels[0].height);
m_valid = false;
}
}
else
{
m_valid = false;
}
}
}
// TODO: compare game textures and shader requirements
create->custom_textures->insert(create->custom_textures->end(), pass.m_game_textures.begin(),
pass.m_game_textures.end());
}

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@ -0,0 +1,54 @@
// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include <string>
#include <string_view>
#include <vector>
#include <picojson.h>
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/Assets/CustomAssetLibrary.h"
#include "VideoCommon/Assets/MaterialAsset.h"
#include "VideoCommon/Assets/ShaderAsset.h"
#include "VideoCommon/Assets/TextureAsset.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModAction.h"
#include "VideoCommon/ShaderGenCommon.h"
class CustomPipelineAction final : public GraphicsModAction
{
public:
struct PipelinePassPassDescription
{
std::string m_pixel_material_asset;
};
static std::unique_ptr<CustomPipelineAction>
Create(const picojson::value& json_data,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
CustomPipelineAction(std::shared_ptr<VideoCommon::CustomAssetLibrary> library,
std::vector<PipelinePassPassDescription> pass_descriptions);
~CustomPipelineAction();
void OnDrawStarted(GraphicsModActionData::DrawStarted*) override;
void OnTextureCreate(GraphicsModActionData::TextureCreate*) override;
private:
std::shared_ptr<VideoCommon::CustomAssetLibrary> m_library;
std::vector<PipelinePassPassDescription> m_passes_config;
struct PipelinePass
{
VideoCommon::CachedAsset<VideoCommon::MaterialAsset> m_pixel_material;
VideoCommon::CachedAsset<VideoCommon::PixelShaderAsset> m_pixel_shader;
std::vector<VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>> m_game_textures;
};
std::vector<PipelinePass> m_passes;
ShaderCode m_last_generated_shader_code;
bool m_valid = true;
std::vector<std::string> m_texture_code_names;
};

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@ -0,0 +1,376 @@
// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h"
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/VideoConfig.h"
CustomShaderCache::CustomShaderCache()
{
m_api_type = g_ActiveConfig.backend_info.api_type;
m_host_config.bits = ShaderHostConfig::GetCurrent().bits;
m_async_shader_compiler = g_gfx->CreateAsyncShaderCompiler();
m_async_shader_compiler->StartWorkerThreads(1); // TODO
m_async_uber_shader_compiler = g_gfx->CreateAsyncShaderCompiler();
m_async_uber_shader_compiler->StartWorkerThreads(1); // TODO
m_frame_end_handler =
AfterFrameEvent::Register([this] { RetrieveAsyncShaders(); }, "RetreiveAsyncShaders");
}
CustomShaderCache::~CustomShaderCache()
{
if (m_async_shader_compiler)
m_async_shader_compiler->StopWorkerThreads();
if (m_async_uber_shader_compiler)
m_async_uber_shader_compiler->StopWorkerThreads();
}
void CustomShaderCache::RetrieveAsyncShaders()
{
m_async_shader_compiler->RetrieveWorkItems();
m_async_uber_shader_compiler->RetrieveWorkItems();
}
void CustomShaderCache::Reload()
{
while (m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork())
{
m_async_shader_compiler->RetrieveWorkItems();
}
while (m_async_uber_shader_compiler->HasPendingWork() ||
m_async_uber_shader_compiler->HasCompletedWork())
{
m_async_uber_shader_compiler->RetrieveWorkItems();
}
m_ps_cache = {};
m_uber_ps_cache = {};
m_pipeline_cache = {};
m_uber_pipeline_cache = {};
}
std::optional<const AbstractPipeline*>
CustomShaderCache::GetPipelineAsync(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
if (auto holder = m_pipeline_cache.GetHolder(uid, custom_shaders))
{
if (holder->pending)
return std::nullopt;
return holder->value.get();
}
AsyncCreatePipeline(uid, custom_shaders, pipeline_config);
return std::nullopt;
}
std::optional<const AbstractPipeline*>
CustomShaderCache::GetPipelineAsync(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
if (auto holder = m_uber_pipeline_cache.GetHolder(uid, custom_shaders))
{
if (holder->pending)
return std::nullopt;
return holder->value.get();
}
AsyncCreatePipeline(uid, custom_shaders, pipeline_config);
return std::nullopt;
}
void CustomShaderCache::AsyncCreatePipeline(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
class PipelineWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PipelineWorkItem(CustomShaderCache* shader_cache, const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders, PipelineIterator iterator,
const AbstractPipelineConfig& pipeline_config)
: m_shader_cache(shader_cache), m_uid(uid), m_iterator(iterator),
m_custom_shaders(custom_shaders), m_config(pipeline_config)
{
SetStagesReady();
}
void SetStagesReady()
{
m_stages_ready = true;
PixelShaderUid ps_uid = m_uid.ps_uid;
ClearUnusedPixelShaderUidBits(m_shader_cache->m_api_type, m_shader_cache->m_host_config,
&ps_uid);
if (auto holder = m_shader_cache->m_ps_cache.GetHolder(ps_uid, m_custom_shaders))
{
// If the pixel shader is no longer pending compilation
// and the shader compilation succeeded, set
// the pipeline to use the new pixel shader.
// Otherwise, use the existing shader.
if (!holder->pending && holder->value.get())
{
m_config.pixel_shader = holder->value.get();
}
m_stages_ready &= !holder->pending;
}
else
{
m_stages_ready &= false;
m_shader_cache->QueuePixelShaderCompile(ps_uid, m_custom_shaders);
}
}
bool Compile() override
{
if (m_stages_ready)
{
m_pipeline = g_gfx->CreatePipeline(m_config);
}
return true;
}
void Retrieve() override
{
if (m_stages_ready)
{
m_shader_cache->NotifyPipelineFinished(m_iterator, std::move(m_pipeline));
}
else
{
// Re-queue for next frame.
auto wi = m_shader_cache->m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
m_shader_cache, m_uid, m_custom_shaders, m_iterator, m_config);
m_shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), 0);
}
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractPipeline> m_pipeline;
VideoCommon::GXPipelineUid m_uid;
PipelineIterator m_iterator;
AbstractPipelineConfig m_config;
CustomShaderInstance m_custom_shaders;
bool m_stages_ready;
};
auto list_iter = m_pipeline_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
this, uid, custom_shaders, list_iter, pipeline_config);
m_async_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
void CustomShaderCache::AsyncCreatePipeline(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
class PipelineWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PipelineWorkItem(CustomShaderCache* shader_cache, const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders, UberPipelineIterator iterator,
const AbstractPipelineConfig& pipeline_config)
: m_shader_cache(shader_cache), m_uid(uid), m_iterator(iterator),
m_custom_shaders(custom_shaders), m_config(pipeline_config)
{
SetStagesReady();
}
void SetStagesReady()
{
m_stages_ready = true;
UberShader::PixelShaderUid ps_uid = m_uid.ps_uid;
ClearUnusedPixelShaderUidBits(m_shader_cache->m_api_type, m_shader_cache->m_host_config,
&ps_uid);
if (auto holder = m_shader_cache->m_uber_ps_cache.GetHolder(ps_uid, m_custom_shaders))
{
if (!holder->pending && holder->value.get())
{
m_config.pixel_shader = holder->value.get();
}
m_stages_ready &= !holder->pending;
}
else
{
m_stages_ready &= false;
m_shader_cache->QueuePixelShaderCompile(ps_uid, m_custom_shaders);
}
}
bool Compile() override
{
if (m_stages_ready)
{
if (m_config.pixel_shader == nullptr || m_config.vertex_shader == nullptr)
return false;
m_pipeline = g_gfx->CreatePipeline(m_config);
}
return true;
}
void Retrieve() override
{
if (m_stages_ready)
{
m_shader_cache->NotifyPipelineFinished(m_iterator, std::move(m_pipeline));
}
else
{
// Re-queue for next frame.
auto wi = m_shader_cache->m_async_uber_shader_compiler->CreateWorkItem<PipelineWorkItem>(
m_shader_cache, m_uid, m_custom_shaders, m_iterator, m_config);
m_shader_cache->m_async_uber_shader_compiler->QueueWorkItem(std::move(wi), 0);
}
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractPipeline> m_pipeline;
VideoCommon::GXUberPipelineUid m_uid;
UberPipelineIterator m_iterator;
AbstractPipelineConfig m_config;
CustomShaderInstance m_custom_shaders;
bool m_stages_ready;
};
auto list_iter = m_uber_pipeline_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_uber_shader_compiler->CreateWorkItem<PipelineWorkItem>(
this, uid, custom_shaders, list_iter, pipeline_config);
m_async_uber_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
void CustomShaderCache::NotifyPipelineFinished(PipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline)
{
iterator->second.pending = false;
iterator->second.value = std::move(pipeline);
}
void CustomShaderCache::NotifyPipelineFinished(UberPipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline)
{
iterator->second.pending = false;
iterator->second.value = std::move(pipeline);
}
void CustomShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders)
{
class PixelShaderWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PixelShaderWorkItem(CustomShaderCache* shader_cache, const PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders, PixelShaderIterator iter)
: m_shader_cache(shader_cache), m_uid(uid), m_custom_shaders(custom_shaders), m_iter(iter)
{
}
bool Compile() override
{
m_shader = m_shader_cache->CompilePixelShader(m_uid, m_custom_shaders);
return true;
}
void Retrieve() override
{
m_shader_cache->NotifyPixelShaderFinished(m_iter, std::move(m_shader));
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractShader> m_shader;
PixelShaderUid m_uid;
CustomShaderInstance m_custom_shaders;
PixelShaderIterator m_iter;
};
auto list_iter = m_ps_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(
this, uid, custom_shaders, list_iter);
m_async_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
void CustomShaderCache::QueuePixelShaderCompile(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders)
{
class PixelShaderWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PixelShaderWorkItem(CustomShaderCache* shader_cache, const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders, UberPixelShaderIterator iter)
: m_shader_cache(shader_cache), m_uid(uid), m_custom_shaders(custom_shaders), m_iter(iter)
{
}
bool Compile() override
{
m_shader = m_shader_cache->CompilePixelShader(m_uid, m_custom_shaders);
return true;
}
void Retrieve() override
{
m_shader_cache->NotifyPixelShaderFinished(m_iter, std::move(m_shader));
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractShader> m_shader;
UberShader::PixelShaderUid m_uid;
CustomShaderInstance m_custom_shaders;
UberPixelShaderIterator m_iter;
};
auto list_iter = m_uber_ps_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_uber_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(
this, uid, custom_shaders, list_iter);
m_async_uber_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
std::unique_ptr<AbstractShader>
CustomShaderCache::CompilePixelShader(const PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders) const
{
const ShaderCode source_code = GeneratePixelShaderCode(
m_api_type, m_host_config, uid.GetUidData(), custom_shaders.pixel_contents);
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
"Custom Pixel Shader");
}
std::unique_ptr<AbstractShader>
CustomShaderCache::CompilePixelShader(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders) const
{
const ShaderCode source_code =
GenPixelShader(m_api_type, m_host_config, uid.GetUidData(), custom_shaders.pixel_contents);
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
"Custom Uber Pixel Shader");
}
void CustomShaderCache::NotifyPixelShaderFinished(PixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader)
{
iterator->second.pending = false;
iterator->second.value = std::move(shader);
}
void CustomShaderCache::NotifyPixelShaderFinished(UberPixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader)
{
iterator->second.pending = false;
iterator->second.value = std::move(shader);
}

View File

@ -0,0 +1,144 @@
// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <list>
#include <map>
#include <memory>
#include <optional>
#include <string>
#include <string_view>
#include "VideoCommon/AbstractPipeline.h"
#include "VideoCommon/AbstractShader.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/GXPipelineTypes.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/UberShaderPixel.h"
#include "VideoCommon/VideoEvents.h"
struct CustomShaderInstance
{
CustomPixelShaderContents pixel_contents;
bool operator==(const CustomShaderInstance& other) const = default;
};
class CustomShaderCache
{
public:
CustomShaderCache();
~CustomShaderCache();
CustomShaderCache(const CustomShaderCache&) = delete;
CustomShaderCache(CustomShaderCache&&) = delete;
CustomShaderCache& operator=(const CustomShaderCache&) = delete;
CustomShaderCache& operator=(CustomShaderCache&&) = delete;
// Changes the shader host config. Shaders should be reloaded afterwards.
void SetHostConfig(const ShaderHostConfig& host_config) { m_host_config.bits = host_config.bits; }
// Retrieves all pending shaders/pipelines from the async compiler.
void RetrieveAsyncShaders();
// Reloads/recreates all shaders and pipelines.
void Reload();
// The optional will be empty if this pipeline is now background compiling.
std::optional<const AbstractPipeline*>
GetPipelineAsync(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
std::optional<const AbstractPipeline*>
GetPipelineAsync(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
private:
// Configuration bits.
APIType m_api_type = APIType::Nothing;
ShaderHostConfig m_host_config = {};
std::unique_ptr<VideoCommon::AsyncShaderCompiler> m_async_shader_compiler;
std::unique_ptr<VideoCommon::AsyncShaderCompiler> m_async_uber_shader_compiler;
void AsyncCreatePipeline(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
void AsyncCreatePipeline(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
// Shader/Pipeline cache helper
template <typename Uid, typename ValueType>
struct Cache
{
struct CacheHolder
{
std::unique_ptr<ValueType> value = nullptr;
bool pending = true;
};
using CacheElement = std::pair<CustomShaderInstance, CacheHolder>;
using CacheList = std::list<CacheElement>;
std::map<Uid, CacheList> uid_to_cachelist;
const CacheHolder* GetHolder(const Uid& uid, const CustomShaderInstance& custom_shaders) const
{
if (auto uuid_it = uid_to_cachelist.find(uid); uuid_it != uid_to_cachelist.end())
{
for (const auto& [custom_shader_val, holder] : uuid_it->second)
{
if (custom_shaders == custom_shader_val)
{
return &holder;
}
}
}
return nullptr;
}
typename CacheList::iterator InsertElement(const Uid& uid,
const CustomShaderInstance& custom_shaders)
{
CacheList& cachelist = uid_to_cachelist[uid];
CacheElement e{custom_shaders, CacheHolder{}};
return cachelist.emplace(cachelist.begin(), std::move(e));
}
};
Cache<PixelShaderUid, AbstractShader> m_ps_cache;
Cache<UberShader::PixelShaderUid, AbstractShader> m_uber_ps_cache;
Cache<VideoCommon::GXPipelineUid, AbstractPipeline> m_pipeline_cache;
Cache<VideoCommon::GXUberPipelineUid, AbstractPipeline> m_uber_pipeline_cache;
using PipelineIterator = Cache<VideoCommon::GXPipelineUid, AbstractPipeline>::CacheList::iterator;
using UberPipelineIterator =
Cache<VideoCommon::GXUberPipelineUid, AbstractPipeline>::CacheList::iterator;
using PixelShaderIterator = Cache<PixelShaderUid, AbstractShader>::CacheList::iterator;
using UberPixelShaderIterator =
Cache<UberShader::PixelShaderUid, AbstractShader>::CacheList::iterator;
void NotifyPipelineFinished(PipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline);
void NotifyPipelineFinished(UberPipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline);
std::unique_ptr<AbstractShader>
CompilePixelShader(const PixelShaderUid& uid, const CustomShaderInstance& custom_shaders) const;
void NotifyPixelShaderFinished(PixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader);
std::unique_ptr<AbstractShader>
CompilePixelShader(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders) const;
void NotifyPixelShaderFinished(UberPixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader);
void QueuePixelShaderCompile(const PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders);
void QueuePixelShaderCompile(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders);
Common::EventHook m_frame_end_handler;
};

View File

@ -3,18 +3,23 @@
#pragma once
#include <array>
#include <optional>
#include <string_view>
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/Matrix.h"
#include "VideoCommon/Assets/TextureAsset.h"
#include "VideoCommon/PixelShaderGen.h"
namespace GraphicsModActionData
{
struct DrawStarted
{
u32 texture_unit;
bool* skip;
std::optional<CustomPixelShader>* custom_pixel_shader;
};
struct EFB

View File

@ -3,6 +3,7 @@
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionFactory.h"
#include "VideoCommon/GraphicsModSystem/Runtime/Actions/CustomPipelineAction.h"
#include "VideoCommon/GraphicsModSystem/Runtime/Actions/MoveAction.h"
#include "VideoCommon/GraphicsModSystem/Runtime/Actions/PrintAction.h"
#include "VideoCommon/GraphicsModSystem/Runtime/Actions/ScaleAction.h"
@ -11,7 +12,7 @@
namespace GraphicsModActionFactory
{
std::unique_ptr<GraphicsModAction> Create(std::string_view name, const picojson::value& json_data,
std::string_view path)
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
{
if (name == "print")
{
@ -29,6 +30,10 @@ std::unique_ptr<GraphicsModAction> Create(std::string_view name, const picojson:
{
return ScaleAction::Create(json_data);
}
else if (name == "custom_pipeline")
{
return CustomPipelineAction::Create(json_data, std::move(library));
}
return nullptr;
}

View File

@ -8,10 +8,11 @@
#include <picojson.h>
#include "VideoCommon/Assets/CustomAssetLibrary.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModAction.h"
namespace GraphicsModActionFactory
{
std::unique_ptr<GraphicsModAction> Create(std::string_view name, const picojson::value& json_data,
std::string_view path);
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
}

View File

@ -13,7 +13,9 @@
#include "Core/ConfigManager.h"
#include "VideoCommon/Assets/DirectFilesystemAssetLibrary.h"
#include "VideoCommon/GraphicsModSystem/Config/GraphicsMod.h"
#include "VideoCommon/GraphicsModSystem/Config/GraphicsModAsset.h"
#include "VideoCommon/GraphicsModSystem/Config/GraphicsModGroup.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionFactory.h"
#include "VideoCommon/TextureInfo.h"
@ -187,6 +189,8 @@ void GraphicsModManager::Load(const GraphicsModGroupConfig& config)
const auto& mods = config.GetMods();
auto filesystem_library = std::make_shared<VideoCommon::DirectFilesystemAssetLibrary>();
std::map<std::string, std::vector<GraphicsTargetConfig>> group_to_targets;
for (const auto& mod : mods)
{
@ -208,6 +212,29 @@ void GraphicsModManager::Load(const GraphicsModGroupConfig& config)
group_to_targets[internal_group].push_back(target);
}
}
std::string base_path;
SplitPath(mod.GetAbsolutePath(), &base_path, nullptr, nullptr);
for (const GraphicsModAssetConfig& asset : mod.m_assets)
{
auto asset_map = asset.m_map;
for (auto& [k, v] : asset_map)
{
if (v.is_absolute())
{
WARN_LOG_FMT(VIDEO,
"Specified graphics mod asset '{}' for mod '{}' has an absolute path, you "
"shouldn't release this to users.",
asset.m_name, mod.m_title);
}
else
{
v = std::filesystem::path{base_path} / v;
}
}
filesystem_library->SetAssetIDMapData(asset.m_name, std::move(asset_map));
}
}
for (const auto& mod : mods)
@ -215,12 +242,11 @@ void GraphicsModManager::Load(const GraphicsModGroupConfig& config)
for (const GraphicsModFeatureConfig& feature : mod.m_features)
{
const auto create_action =
[](const std::string_view& action_name, const picojson::value& json_data,
GraphicsModConfig mod_config) -> std::unique_ptr<GraphicsModAction> {
std::string base_path;
SplitPath(mod_config.GetAbsolutePath(), &base_path, nullptr, nullptr);
auto action = GraphicsModActionFactory::Create(action_name, json_data, base_path);
[filesystem_library](const std::string_view& action_name,
const picojson::value& json_data,
GraphicsModConfig mod_config) -> std::unique_ptr<GraphicsModAction> {
auto action =
GraphicsModActionFactory::Create(action_name, json_data, std::move(filesystem_library));
if (action == nullptr)
{
return nullptr;

View File

@ -175,3 +175,180 @@ void GetLightingShaderUid(LightingUidData& uid_data)
}
}
}
void GenerateCustomLightingHeaderDetails(ShaderCode* out, u32 enablelighting, u32 light_mask)
{
u32 light_count = 0;
for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
{
if ((enablelighting & (1 << j)) != 0) // Color lights
{
for (int i = 0; i < 8; ++i)
{
if ((light_mask & (1 << (i + 8 * j))) != 0)
{
light_count++;
}
}
}
if ((enablelighting & (1 << (j + 2))) != 0) // Alpha lights
{
for (int i = 0; i < 8; ++i)
{
if ((light_mask & (1 << (i + 8 * (j + 2)))) != 0)
{
light_count++;
}
}
}
}
if (light_count > 0)
{
out->Write("\tCustomShaderLightData[{}] light;\n", light_count);
}
else
{
// Cheat so shaders compile
out->Write("\tCustomShaderLightData[1] light;\n", light_count);
}
out->Write("\tint light_count;\n");
}
void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData& uid_data,
std::string_view in_color_name)
{
auto generate_lighting = [](ShaderCode* out, const LightingUidData& uid_data, int index,
int litchan_index, u32 channel_index, u32 custom_light_index,
bool alpha) {
const auto attnfunc =
static_cast<AttenuationFunc>((uid_data.attnfunc >> (2 * litchan_index)) & 0x3);
const std::string_view light_type = alpha ? "alpha" : "color";
const std::string name = fmt::format("lights_chan{}_{}", channel_index, light_type);
out->Write("\t{{\n");
out->Write("\t\tcustom_data.{}[{}].direction = " LIGHT_DIR ".xyz;\n", name, custom_light_index,
LIGHT_DIR_PARAMS(index));
out->Write("\t\tcustom_data.{}[{}].position = " LIGHT_POS ".xyz;\n", name, custom_light_index,
LIGHT_POS_PARAMS(index));
out->Write("\t\tcustom_data.{}[{}].cosatt = " LIGHT_COSATT ";\n", name, custom_light_index,
LIGHT_COSATT_PARAMS(index));
out->Write("\t\tcustom_data.{}[{}].distatt = " LIGHT_DISTATT ";\n", name, custom_light_index,
LIGHT_DISTATT_PARAMS(index));
out->Write("\t\tcustom_data.{}[{}].attenuation_type = {};\n", name, custom_light_index,
static_cast<u32>(attnfunc));
if (alpha)
{
out->Write("\t\tcustom_data.{}[{}].color = float3(" LIGHT_COL
") / float3(255.0, 255.0, 255.0);\n",
name, custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb"));
}
else
{
out->Write("\t\tcustom_data.{}[{}].color = " LIGHT_COL " / float3(255.0, 255.0, 255.0);\n",
name, custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb"));
}
out->Write("\t}}\n");
};
for (u32 i = 0; i < 8; i++)
{
for (u32 channel_index = 0; channel_index < NUM_XF_COLOR_CHANNELS; channel_index++)
{
out->Write("\tcustom_data.lights_chan{}_color[{}].direction = float3(0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_color[{}].position = float3(0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_color[{}].color = float3(0, 0, 0);\n", channel_index,
i);
out->Write("\tcustom_data.lights_chan{}_color[{}].cosatt = float4(0, 0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_color[{}].distatt = float4(0, 0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_color[{}].attenuation_type = 0;\n", channel_index, i);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].direction = float3(0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].position = float3(0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].color = float3(0, 0, 0);\n", channel_index,
i);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].cosatt = float4(0, 0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].distatt = float4(0, 0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].attenuation_type = 0;\n", channel_index, i);
}
}
for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
{
const bool colormatsource = !!(uid_data.matsource & (1 << j));
if (colormatsource) // from vertex
out->Write("custom_data.base_material[{}] = {}{};\n", j, in_color_name, j);
else // from color
out->Write("custom_data.base_material[{}] = {}[{}] / 255.0;\n", j, I_MATERIALS, j + 2);
if ((uid_data.enablelighting & (1 << j)) != 0)
{
if ((uid_data.ambsource & (1 << j)) != 0) // from vertex
out->Write("custom_data.ambient_lighting[{}] = {}{};\n", j, in_color_name, j);
else // from color
out->Write("custom_data.ambient_lighting[{}] = {}[{}] / 255.0;\n", j, I_MATERIALS, j);
}
else
{
out->Write("custom_data.ambient_lighting[{}] = float4(1, 1, 1, 1);\n", j);
}
// check if alpha is different
const bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2)));
if (alphamatsource != colormatsource)
{
if (alphamatsource) // from vertex
out->Write("custom_data.base_material[{}].w = {}{}.w;\n", j, in_color_name, j);
else // from color
out->Write("custom_data.base_material[{}].w = {}[{}].w / 255.0;\n", j, I_MATERIALS, j + 2);
}
if ((uid_data.enablelighting & (1 << (j + 2))) != 0)
{
if ((uid_data.ambsource & (1 << (j + 2))) != 0) // from vertex
out->Write("custom_data.ambient_lighting[{}].w = {}{}.w;\n", j, in_color_name, j);
else // from color
out->Write("custom_data.ambient_lighting[{}].w = {}[{}].w / 255.0;\n", j, I_MATERIALS, j);
}
else
{
out->Write("custom_data.ambient_lighting[{}].w = 1;\n", j);
}
u32 light_count = 0;
if ((uid_data.enablelighting & (1 << j)) != 0) // Color lights
{
for (int i = 0; i < 8; ++i)
{
if ((uid_data.light_mask & (1 << (i + 8 * j))) != 0)
{
generate_lighting(out, uid_data, i, j, j, light_count, false);
light_count++;
}
}
}
out->Write("\tcustom_data.light_chan{}_color_count = {};\n", j, light_count);
light_count = 0;
if ((uid_data.enablelighting & (1 << (j + 2))) != 0) // Alpha lights
{
for (int i = 0; i < 8; ++i)
{
if ((uid_data.light_mask & (1 << (i + 8 * (j + 2)))) != 0)
{
generate_lighting(out, uid_data, i, j + 2, j, light_count, true);
light_count++;
}
}
}
out->Write("\tcustom_data.light_chan{}_alpha_count = {};\n", j, light_count);
}
}

View File

@ -47,3 +47,7 @@ constexpr char s_lighting_struct[] = "struct Light {\n"
void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data,
std::string_view in_color_name, std::string_view dest);
void GetLightingShaderUid(LightingUidData& uid_data);
void GenerateCustomLightingHeaderDetails(ShaderCode* out, u32 enablelighting, u32 light_mask);
void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData& uid_data,
std::string_view in_color_name);

View File

@ -3,6 +3,7 @@
#include "VideoCommon/PixelShaderGen.h"
#include <algorithm>
#include <cmath>
#include <cstdio>
#include <fmt/format.h>
@ -130,6 +131,17 @@ constexpr Common::EnumMap<const char*, TevColorArg::Zero> tev_c_input_table{
"int3(0,0,0)", // ZERO
};
constexpr Common::EnumMap<const char*, TevColorArg::Zero> tev_c_input_type{
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC",
};
constexpr Common::EnumMap<const char*, TevAlphaArg::Zero> tev_a_input_table{
"prev.a", // APREV,
"c0.a", // A0,
@ -141,6 +153,13 @@ constexpr Common::EnumMap<const char*, TevAlphaArg::Zero> tev_a_input_table{
"0", // ZERO
};
constexpr Common::EnumMap<const char*, TevAlphaArg::Zero> tev_a_input_type{
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC",
};
constexpr Common::EnumMap<const char*, RasColorChan::Zero> tev_ras_table{
"iround(col0 * 255.0)",
"iround(col1 * 255.0)",
@ -387,6 +406,7 @@ void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
"\tbool blend_subtract_alpha;\n"
"\tbool logic_op_enable;\n"
"\tuint logic_op_mode;\n"
"\tuint time_ms;\n"
"}};\n\n");
out.Write("#define bpmem_combiners(i) (bpmem_pack1[(i)].xy)\n"
"#define bpmem_tevind(i) (bpmem_pack1[(i)].z)\n"
@ -732,8 +752,131 @@ uint WrapCoord(int coord, uint wrap, int size) {{
}
}
void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_stages, bool per_pixel_lighting,
const pixel_shader_uid_data* uid_data)
{
out->Write("\tCustomShaderData custom_data;\n");
if (per_pixel_lighting)
{
out->Write("\tcustom_data.position = WorldPos;\n");
out->Write("\tcustom_data.normal = Normal;\n");
}
else
{
out->Write("\tcustom_data.position = float3(0, 0, 0);\n");
out->Write("\tcustom_data.normal = float3(0, 0, 0);\n");
}
if (uid_data->genMode_numtexgens == 0) [[unlikely]]
{
out->Write("\tcustom_data.texcoord[0] = float3(0, 0, 0);\n");
}
else
{
for (u32 i = 0; i < uid_data->genMode_numtexgens; ++i)
{
out->Write("\tif (tex{0}.z == 0.0)\n", i);
out->Write("\t{{\n");
out->Write("\t\tcustom_data.texcoord[{0}] = tex{0};\n", i);
out->Write("\t}}\n");
out->Write("\telse {{\n");
out->Write("\t\tcustom_data.texcoord[{0}] = float3(tex{0}.xy / tex{0}.z, 0);\n", i);
out->Write("\t}}\n");
}
}
for (u32 i = 0; i < 8; i++)
{
// Shader compilation complains if every index isn't initialized
out->Write("\tcustom_data.texmap_to_texcoord_index[{0}] = 0;\n", i);
}
for (u32 i = 0; i < uid_data->genMode_numindstages; ++i)
{
if ((uid_data->nIndirectStagesUsed & (1U << i)) != 0)
{
u32 texcoord = uid_data->GetTevindirefCoord(i);
const u32 texmap = uid_data->GetTevindirefMap(i);
// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
// not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
// This affects the Mario portrait in Luigi's Mansion, where the developers forgot to set
// the number of tex gens to 2 (bug 11462).
if (texcoord >= uid_data->genMode_numtexgens)
texcoord = 0;
out->Write("\tcustom_data.texmap_to_texcoord_index[{}] = {};\n", texmap, texcoord);
}
}
out->Write("\tcustom_data.texcoord_count = {};\n", uid_data->genMode_numtexgens);
// Try and do a best guess on what the texcoord index is
// Note: one issue with this would be textures that are used
// multiple times in the same draw but with different texture coordinates.
// In that scenario, only the last texture coordinate would be defined.
// This issue can be seen in how Rogue Squadron 2 does bump mapping
for (u32 i = 0; i < num_stages; i++)
{
auto& tevstage = uid_data->stagehash[i];
// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
// not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
u32 texcoord = tevstage.tevorders_texcoord;
const bool has_tex_coord = texcoord < uid_data->genMode_numtexgens;
if (!has_tex_coord)
texcoord = 0;
out->Write("\tcustom_data.texmap_to_texcoord_index[{}] = {};\n", tevstage.tevorders_texmap,
texcoord);
}
GenerateCustomLightingImplementation(out, uid_data->lighting, "colors_");
for (u32 i = 0; i < 16; i++)
{
// Shader compilation complains if every struct isn't initialized
// Color Input
for (u32 j = 0; j < 4; j++)
{
out->Write("\tcustom_data.tev_stages[{}].input_color[{}].input_type = "
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
i, j);
out->Write("\tcustom_data.tev_stages[{}].input_color[{}].value = "
"float3(0, 0, 0);\n",
i, j);
}
// Alpha Input
for (u32 j = 0; j < 4; j++)
{
out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].input_type = "
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
i, j);
out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].value = "
"float(0);\n",
i, j);
}
// Texmap
out->Write("\tcustom_data.tev_stages[{}].texmap = 0u;\n", i);
// Output
out->Write("\tcustom_data.tev_stages[{}].output_color = "
"float4(0, 0, 0, 0);\n",
i);
}
// Actual data will be filled out in the tev stage code, just set the
// stage count for now
out->Write("\tcustom_data.tev_stage_count = {};\n", num_stages);
// Time
out->Write("\tcustom_data.time_ms = time_ms;\n");
}
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
APIType api_type, bool stereo);
APIType api_type, bool stereo, bool has_custom_shaders);
static void WriteTevRegular(ShaderCode& out, std::string_view components, TevBias bias, TevOp op,
bool clamp, TevScale scale);
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType api_type,
@ -746,7 +889,8 @@ static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid
static void WriteBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data);
ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& host_config,
const pixel_shader_uid_data* uid_data)
const pixel_shader_uid_data* uid_data,
const CustomPixelShaderContents& custom_details)
{
ShaderCode out;
@ -762,8 +906,17 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
// Stuff that is shared between ubershaders and pixelgen.
WriteBitfieldExtractHeader(out, api_type, host_config);
WritePixelShaderCommonHeader(out, api_type, host_config, uid_data->bounding_box);
// Custom shader details
WriteCustomShaderStructDef(&out, uid_data->genMode_numtexgens);
for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
{
const auto& shader_details = custom_details.shaders[i];
out.Write(fmt::runtime(shader_details.custom_shader), i);
}
out.Write("\n#define sampleTextureWrapper(texmap, uv, layer) "
"sampleTexture(texmap, samp[texmap], uv, layer)\n");
@ -892,6 +1045,14 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
out.Write("void main()\n{{\n");
out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
bool has_custom_shaders = false;
if (std::any_of(custom_details.shaders.begin(), custom_details.shaders.end(),
[](const std::optional<CustomPixelShader>& ps) { return ps.has_value(); }))
{
WriteCustomShaderStructImpl(&out, numStages, per_pixel_lighting, uid_data);
has_custom_shaders = true;
}
if (use_framebuffer_fetch)
{
// Store off a copy of the initial framebuffer value.
@ -1013,7 +1174,7 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
for (u32 i = 0; i < numStages; i++)
{
// Build the equation for this stage
WriteStage(out, uid_data, i, api_type, stereo);
WriteStage(out, uid_data, i, api_type, stereo, has_custom_shaders);
}
{
@ -1146,7 +1307,21 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
// Write the color and alpha values to the framebuffer
// If using shader blend, we still use the separate alpha
WriteColor(out, api_type, uid_data, !uid_data->no_dual_src || uid_data->blend_enable);
const bool use_dual_source = !uid_data->no_dual_src || uid_data->blend_enable;
WriteColor(out, api_type, uid_data, use_dual_source);
for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
{
const auto& shader_details = custom_details.shaders[i];
if (!shader_details.custom_shader.empty())
{
out.Write("\t{{\n");
out.Write("\t\tcustom_data.final_color = ocol0;\n");
out.Write("\t\tocol0.xyz = {}_{}(custom_data).xyz;\n", CUSTOM_PIXELSHADER_COLOR_FUNC, i);
out.Write("\t}}\n\n");
}
}
if (uid_data->blend_enable)
WriteBlend(out, uid_data);
@ -1162,7 +1337,7 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
}
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
APIType api_type, bool stereo)
APIType api_type, bool stereo, bool has_custom_shaders)
{
using Common::EnumMap;
@ -1556,6 +1731,58 @@ static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, i
out.Write(", -1024, 1023)");
out.Write(";\n");
if (has_custom_shaders)
{
// Color input
out.Write(
"\tcustom_data.tev_stages[{}].input_color[0].value = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_input_table[cc.a]);
out.Write("\tcustom_data.tev_stages[{}].input_color[0].input_type = {};\n", n,
tev_c_input_type[cc.a]);
out.Write(
"\tcustom_data.tev_stages[{}].input_color[1].value = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_input_table[cc.b]);
out.Write("\tcustom_data.tev_stages[{}].input_color[1].input_type = {};\n", n,
tev_c_input_type[cc.b]);
out.Write(
"\tcustom_data.tev_stages[{}].input_color[2].value = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_input_table[cc.c]);
out.Write("\tcustom_data.tev_stages[{}].input_color[2].input_type = {};\n", n,
tev_c_input_type[cc.c]);
out.Write(
"\tcustom_data.tev_stages[{}].input_color[3].value = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_input_table[cc.d]);
out.Write("\tcustom_data.tev_stages[{}].input_color[3].input_type = {};\n", n,
tev_c_input_type[cc.d]);
// Alpha input
out.Write("\tcustom_data.tev_stages[{}].input_alpha[0].value = {} / float(255.0);\n", n,
tev_a_input_table[ac.a]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[0].input_type = {};\n", n,
tev_a_input_type[ac.a]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[1].value = {} / float(255.0);\n", n,
tev_a_input_table[ac.b]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[1].input_type = {};\n", n,
tev_a_input_type[ac.b]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[2].value = {} / float(255.0);\n", n,
tev_a_input_table[ac.c]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[2].input_type = {};\n", n,
tev_a_input_type[ac.c]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[3].value = {} / float(255.0);\n", n,
tev_a_input_table[ac.d]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[3].input_type = {};\n", n,
tev_a_input_type[ac.d]);
// Texmap
out.Write("\tcustom_data.tev_stages[{}].texmap = {}u;\n", n, stage.tevorders_texmap);
// Output
out.Write("\tcustom_data.tev_stages[{}].output_color.rgb = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_output_table[cc.dest]);
out.Write("\tcustom_data.tev_stages[{}].output_color.a = {} / float(255.0);\n", n,
tev_a_output_table[ac.dest]);
}
}
static void WriteTevRegular(ShaderCode& out, std::string_view components, TevBias bias, TevOp op,

View File

@ -158,8 +158,12 @@ struct pixel_shader_uid_data
using PixelShaderUid = ShaderUid<pixel_shader_uid_data>;
void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_stages, bool per_pixel_lighting,
const pixel_shader_uid_data* uid_data);
ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& host_config,
const pixel_shader_uid_data* uid_data);
const pixel_shader_uid_data* uid_data,
const CustomPixelShaderContents& custom_details);
void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
const ShaderHostConfig& host_config, bool bounding_box);
void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& host_config,

View File

@ -449,7 +449,7 @@ ShaderCache::CompileVertexUberShader(const UberShader::VertexShaderUid& uid) con
std::unique_ptr<AbstractShader> ShaderCache::CompilePixelShader(const PixelShaderUid& uid) const
{
const ShaderCode source_code =
GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData());
GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData(), {});
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer());
}
@ -457,7 +457,7 @@ std::unique_ptr<AbstractShader>
ShaderCache::CompilePixelUberShader(const UberShader::PixelShaderUid& uid) const
{
const ShaderCode source_code =
UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData(), {});
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
fmt::to_string(*uid.GetUidData()));
}

View File

@ -10,6 +10,7 @@
#include "Core/ConfigManager.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
ShaderHostConfig ShaderHostConfig::GetCurrent()
{
@ -362,3 +363,90 @@ const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interfa
return "sample";
}
}
void WriteCustomShaderStructDef(ShaderCode* out, u32 numtexgens)
{
// Bump this when there are breaking changes to the API
out->Write("#define CUSTOM_SHADER_API_VERSION 1;\n");
// CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE "enum" values
out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_NONE = {};\n",
static_cast<u32>(AttenuationFunc::None));
out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_POINT = {};\n",
static_cast<u32>(AttenuationFunc::Spec));
out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_DIR = {};\n",
static_cast<u32>(AttenuationFunc::Dir));
out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_SPOT = {};\n",
static_cast<u32>(AttenuationFunc::Spot));
out->Write("struct CustomShaderLightData\n");
out->Write("{{\n");
out->Write("\tfloat3 position;\n");
out->Write("\tfloat3 direction;\n");
out->Write("\tfloat3 color;\n");
out->Write("\tuint attenuation_type;\n");
out->Write("\tfloat4 cosatt;\n");
out->Write("\tfloat4 distatt;\n");
out->Write("}};\n\n");
// CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE "enum" values
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV = 0;\n");
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR = 1;\n");
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX = 2;\n");
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS = 3;\n");
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST = 4;\n");
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC = 5;\n");
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED = 6;\n");
out->Write("struct CustomShaderTevStageInputColor\n");
out->Write("{{\n");
out->Write("\tuint input_type;\n");
out->Write("\tfloat3 value;\n");
out->Write("}};\n\n");
out->Write("struct CustomShaderTevStageInputAlpha\n");
out->Write("{{\n");
out->Write("\tuint input_type;\n");
out->Write("\tfloat value;\n");
out->Write("}};\n\n");
out->Write("struct CustomShaderTevStage\n");
out->Write("{{\n");
out->Write("\tCustomShaderTevStageInputColor[4] input_color;\n");
out->Write("\tCustomShaderTevStageInputAlpha[4] input_alpha;\n");
out->Write("\tuint texmap;\n");
out->Write("\tfloat4 output_color;\n");
out->Write("}};\n\n");
// Custom structure for data we pass to custom shader hooks
out->Write("struct CustomShaderData\n");
out->Write("{{\n");
out->Write("\tfloat3 position;\n");
out->Write("\tfloat3 normal;\n");
if (numtexgens == 0)
{
// Cheat so shaders compile
out->Write("\tfloat3[1] texcoord;\n");
}
else
{
out->Write("\tfloat3[{}] texcoord;\n", numtexgens);
}
out->Write("\tuint texcoord_count;\n");
out->Write("\tuint[8] texmap_to_texcoord_index;\n");
out->Write("\tCustomShaderLightData[8] lights_chan0_color;\n");
out->Write("\tCustomShaderLightData[8] lights_chan0_alpha;\n");
out->Write("\tCustomShaderLightData[8] lights_chan1_color;\n");
out->Write("\tCustomShaderLightData[8] lights_chan1_alpha;\n");
out->Write("\tfloat4[2] ambient_lighting;\n");
out->Write("\tfloat4[2] base_material;\n");
out->Write("\tuint light_chan0_color_count;\n");
out->Write("\tuint light_chan0_alpha_count;\n");
out->Write("\tuint light_chan1_color_count;\n");
out->Write("\tuint light_chan1_alpha_count;\n");
out->Write("\tCustomShaderTevStage[16] tev_stages;\n");
out->Write("\tuint tev_stage_count;\n");
out->Write("\tfloat4 final_color;\n");
out->Write("\tuint time_ms;\n");
out->Write("}};\n\n");
}

View File

@ -7,6 +7,7 @@
#include <functional>
#include <iterator>
#include <string>
#include <string_view>
#include <type_traits>
#include <vector>
@ -327,3 +328,21 @@ static const char s_geometry_shader_uniforms[] = "\tfloat4 " I_STEREOPARAMS ";\n
"\tfloat4 " I_LINEPTPARAMS ";\n"
"\tint4 " I_TEXOFFSET ";\n"
"\tuint vs_expand;\n";
constexpr std::string_view CUSTOM_PIXELSHADER_COLOR_FUNC = "customShaderColor";
struct CustomPixelShader
{
std::string custom_shader;
bool operator==(const CustomPixelShader& other) const = default;
};
struct CustomPixelShaderContents
{
std::vector<CustomPixelShader> shaders;
bool operator==(const CustomPixelShaderContents& other) const = default;
};
void WriteCustomShaderStructDef(ShaderCode* out, u32 numtexgens);

View File

@ -17,6 +17,260 @@
namespace UberShader
{
namespace
{
void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_texgen, bool per_pixel_lighting)
{
out->Write("\tCustomShaderData custom_data;\n");
if (per_pixel_lighting)
{
out->Write("\tcustom_data.position = WorldPos;\n");
out->Write("\tcustom_data.normal = Normal;\n");
}
else
{
out->Write("\tcustom_data.position = float3(0, 0, 0);\n");
out->Write("\tcustom_data.normal = float3(0, 0, 0);\n");
}
if (num_texgen == 0) [[unlikely]]
{
out->Write("\tcustom_data.texcoord[0] = float3(0, 0, 0);\n");
}
else
{
for (u32 i = 0; i < num_texgen; ++i)
{
out->Write("\tif (tex{0}.z == 0.0)\n", i);
out->Write("\t{{\n");
out->Write("\t\tcustom_data.texcoord[{0}] = tex{0};\n", i);
out->Write("\t}}\n");
out->Write("\telse {{\n");
out->Write("\t\tcustom_data.texcoord[{0}] = float3(tex{0}.xy / tex{0}.z, 0);\n", i);
out->Write("\t}}\n");
}
}
out->Write("\tcustom_data.texcoord_count = {};\n", num_texgen);
for (u32 i = 0; i < 8; i++)
{
// Shader compilation complains if every index isn't initialized
out->Write("\tcustom_data.texmap_to_texcoord_index[{0}] = {0};\n", i);
}
for (u32 i = 0; i < NUM_XF_COLOR_CHANNELS; i++)
{
out->Write("\tcustom_data.base_material[{}] = vec4(0, 0, 0, 1);\n", i);
out->Write("\tcustom_data.ambient_lighting[{}] = vec4(0, 0, 0, 1);\n", i);
// Shader compilation errors can throw if not everything is initialized
for (u32 light_count_index = 0; light_count_index < 8; light_count_index++)
{
// Color
out->Write("\tcustom_data.lights_chan{}_color[{}].direction = float3(0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_color[{}].position = float3(0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_color[{}].color = float3(0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_color[{}].cosatt = float4(0, 0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_color[{}].distatt = float4(0, 0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_color[{}].attenuation_type = 0;\n", i,
light_count_index);
// Alpha
out->Write("\tcustom_data.lights_chan{}_alpha[{}].direction = float3(0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].position = float3(0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].color = float3(0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].cosatt = float4(0, 0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].distatt = float4(0, 0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].attenuation_type = 0;\n", i,
light_count_index);
}
out->Write("\tcustom_data.light_chan{}_color_count = 0;\n", i);
out->Write("\tcustom_data.light_chan{}_alpha_count = 0;\n", i);
}
if (num_texgen > 0) [[likely]]
{
out->Write("\n");
out->Write("\tfor(uint stage = 0u; stage <= num_stages; stage++)\n");
out->Write("\t{{\n");
out->Write("\t\tStageState ss;\n");
out->Write("\t\tss.order = bpmem_tevorder(stage>>1);\n");
out->Write("\t\tif ((stage & 1u) == 1u)\n");
out->Write("\t\t\tss.order = ss.order >> {};\n\n",
int(TwoTevStageOrders().enable_tex_odd.StartBit() -
TwoTevStageOrders().enable_tex_even.StartBit()));
out->Write("\t\tuint texmap = {};\n",
BitfieldExtract<&TwoTevStageOrders::texcoord_even>("ss.order"));
// Shader compilation is weird, shader arrays can't use indexing by variable
// to set values unless the variable is an index in a for loop.
// So instead we have to do this if check nonsense
for (u32 i = 0; i < 8; i++)
{
out->Write("\t\tif (texmap == {})\n", i);
out->Write("\t\t{{\n");
out->Write("\t\t\tcustom_data.texmap_to_texcoord_index[{}] = selectTexCoordIndex(texmap);\n",
i);
out->Write("\t\t}}\n");
}
out->Write("\t}}\n");
}
out->Write("\tuint light_count = 0;\n");
out->Write("\tfor (uint chan = 0u; chan < {}u; chan++)\n", NUM_XF_COLOR_CHANNELS);
out->Write("\t{{\n");
out->Write("\t\tuint colorreg = xfmem_color(chan);\n");
out->Write("\t\tuint alphareg = xfmem_alpha(chan);\n");
for (const auto& color_type : std::array<std::string_view, 2>{"colorreg", "alphareg"})
{
if (color_type == "colorreg")
{
out->Write("\t\tcustom_data.base_material[0] = " I_MATERIALS "[2u] / 255.0; \n");
out->Write("\t\tif ({} != 0u)\n", BitfieldExtract<&LitChannel::enablelighting>(color_type));
out->Write("\t\t\tcustom_data.base_material[0] = colors_0; \n");
}
else
{
out->Write("custom_data.base_material[1].w = " I_MATERIALS "[3u].w / 255.0; \n");
out->Write("\t\tif ({} != 0u)\n", BitfieldExtract<&LitChannel::enablelighting>(color_type));
out->Write("\t\t\tcustom_data.base_material[1].w = colors_1.w; \n");
}
out->Write("\t\tif ({} != 0u)\n", BitfieldExtract<&LitChannel::enablelighting>(color_type));
out->Write("\t\t{{\n");
out->Write("\t\t\tuint light_mask = {} | ({} << 4u);\n",
BitfieldExtract<&LitChannel::lightMask0_3>(color_type),
BitfieldExtract<&LitChannel::lightMask4_7>(color_type));
out->Write("\t\t\tuint attnfunc = {};\n", BitfieldExtract<&LitChannel::attnfunc>(color_type));
out->Write("\t\t\tfor (uint light_index = 0u; light_index < 8u; light_index++)\n");
out->Write("\t\t\t{{\n");
out->Write("\t\t\t\tif ((light_mask & (1u << light_index)) != 0u)\n");
out->Write("\t\t\t\t{{\n");
// Shader compilation is weird, shader arrays can't use indexing by variable
// to set values unless the variable is an index in a for loop.
// So instead we have to do this if check nonsense
for (u32 light_count_index = 0; light_count_index < 8; light_count_index++)
{
out->Write("\t\t\t\t\tif (light_index == {})\n", light_count_index);
out->Write("\t\t\t\t\t{{\n");
if (color_type == "colorreg")
{
for (u32 channel_index = 0; channel_index < NUM_XF_COLOR_CHANNELS; channel_index++)
{
out->Write("\t\t\t\t\t\tif (chan == {})\n", channel_index);
out->Write("\t\t\t\t\t\t{{\n");
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].direction = " I_LIGHTS
"[light_index].dir.xyz;\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].position = " I_LIGHTS
"[light_index].pos.xyz;\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].cosatt = " I_LIGHTS
"[light_index].cosatt;\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].distatt = " I_LIGHTS
"[light_index].distatt;\n",
channel_index, light_count_index);
out->Write(
"\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].attenuation_type = attnfunc;\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].color = " I_LIGHTS
"[light_index].color.rgb / float3(255.0, 255.0, 255.0);\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.light_chan{}_color_count += 1;\n", channel_index);
out->Write("\t\t\t\t\t\t}}\n");
}
}
else
{
for (u32 channel_index = 0; channel_index < NUM_XF_COLOR_CHANNELS; channel_index++)
{
out->Write("\t\t\t\t\t\tif (chan == {})\n", channel_index);
out->Write("\t\t\t\t\t\t{{\n");
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].direction = " I_LIGHTS
"[light_index].dir.xyz;\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].position = " I_LIGHTS
"[light_index].pos.xyz;\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].cosatt = " I_LIGHTS
"[light_index].cosatt;\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].distatt = " I_LIGHTS
"[light_index].distatt;\n",
channel_index, light_count_index);
out->Write(
"\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].attenuation_type = attnfunc;\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].color = float3(" I_LIGHTS
"[light_index].color.a) / float3(255.0, 255.0, 255.0);\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.light_chan{}_alpha_count += 1;\n", channel_index);
out->Write("\t\t\t\t\t\t}}\n");
}
}
out->Write("\t\t\t\t\t}}\n");
}
out->Write("\t\t\t\t}}\n");
out->Write("\t\t\t}}\n");
out->Write("\t\t}}\n");
}
out->Write("\t}}\n");
for (u32 i = 0; i < 16; i++)
{
// Shader compilation complains if every struct isn't initialized
// Color Input
for (u32 j = 0; j < 4; j++)
{
out->Write("\tcustom_data.tev_stages[{}].input_color[{}].input_type = "
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
i, j);
out->Write("\tcustom_data.tev_stages[{}].input_color[{}].value = "
"float3(0, 0, 0);\n",
i, j);
}
// Alpha Input
for (u32 j = 0; j < 4; j++)
{
out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].input_type = "
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
i, j);
out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].value = "
"float(0);\n",
i, j);
}
// Texmap
out->Write("\tcustom_data.tev_stages[{}].texmap = 0u;\n", i);
// Output
out->Write("\tcustom_data.tev_stages[{}].output_color = "
"float4(0, 0, 0, 0);\n",
i);
}
// Actual data will be filled out in the tev stage code, just set the
// stage count for now
out->Write("\tcustom_data.tev_stage_count = num_stages;\n");
// Time
out->Write("\tcustom_data.time_ms = time_ms;\n");
}
} // namespace
PixelShaderUid GetPixelShaderUid()
{
PixelShaderUid out;
@ -56,7 +310,8 @@ void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& hos
}
ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
const pixel_ubershader_uid_data* uid_data)
const pixel_ubershader_uid_data* uid_data,
const CustomPixelShaderContents& custom_details)
{
const bool per_pixel_lighting = host_config.per_pixel_lighting;
const bool msaa = host_config.msaa;
@ -76,6 +331,12 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
out.Write("// {}\n", *uid_data);
WriteBitfieldExtractHeader(out, api_type, host_config);
WritePixelShaderCommonHeader(out, api_type, host_config, bounding_box);
WriteCustomShaderStructDef(&out, numTexgen);
for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
{
const auto& shader_details = custom_details.shaders[i];
out.Write(fmt::runtime(shader_details.custom_shader), i);
}
if (per_pixel_lighting)
WriteLightingFunction(out);
@ -228,6 +489,68 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
}
out.Write("}}\n\n");
out.Write("uint selectTexCoordIndex(uint texmap)");
out.Write("{{\n");
if (api_type == APIType::D3D)
{
out.Write(" switch (texmap) {{\n");
for (u32 i = 0; i < numTexgen; i++)
{
out.Write(" case {}u:\n"
" return {};\n",
i, i);
}
out.Write(" default:\n"
" return 0;\n"
" }}\n");
}
else
{
out.Write(" if (texmap >= {}u) {{\n", numTexgen);
out.Write(" return 0;\n"
" }}\n");
if (numTexgen > 4)
out.Write(" if (texmap < 4u) {{\n");
if (numTexgen > 2)
out.Write(" if (texmap < 2u) {{\n");
if (numTexgen > 1)
out.Write(" return (texmap == 0u) ? 0 : 1;\n");
else
out.Write(" return 0;\n");
if (numTexgen > 2)
{
out.Write(" }} else {{\n"); // >= 2 < min(4, numTexgen)
if (numTexgen > 3)
out.Write(" return (texmap == 2u) ? 2 : 3;\n");
else
out.Write(" return 2;\n");
out.Write(" }}\n");
}
if (numTexgen > 4)
{
out.Write(" }} else {{\n"); // >= 4 < min(8, numTexgen)
if (numTexgen > 6)
out.Write(" if (texmap < 6u) {{\n");
if (numTexgen > 5)
out.Write(" return (texmap == 4u) ? 4 : 5;\n");
else
out.Write(" return 4;\n");
if (numTexgen > 6)
{
out.Write(" }} else {{\n"); // >= 6 < min(8, numTexgen)
if (numTexgen > 7)
out.Write(" return (texmap == 6u) ? 6 : 7;\n");
else
out.Write(" return 6;\n");
out.Write(" }}\n");
}
out.Write(" }}\n");
}
}
out.Write("}}\n\n");
}
// =====================
@ -316,43 +639,43 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
// TEV's Special Lerp
// ======================
const auto WriteTevLerp = [&out](std::string_view components) {
out.Write(
"// TEV's Linear Interpolate, plus bias, add/subtract and scale\n"
"int{0} tevLerp{0}(int{0} A, int{0} B, int{0} C, int{0} D, uint bias, bool op, "
"uint scale) {{\n"
" // Scale C from 0..255 to 0..256\n"
" C += C >> 7;\n"
"\n"
" // Add bias to D\n"
" if (bias == 1u) D += 128;\n"
" else if (bias == 2u) D -= 128;\n"
"\n"
" int{0} lerp = (A << 8) + (B - A)*C;\n"
" if (scale != 3u) {{\n"
" lerp = lerp << scale;\n"
" D = D << scale;\n"
" }}\n"
"\n"
" // TODO: Is this rounding bias still added when the scale is divide by 2? Currently we "
"do not apply it.\n"
" if (scale != 3u)\n"
" lerp = lerp + (op ? 127 : 128);\n"
"\n"
" int{0} result = lerp >> 8;\n"
"\n"
" // Add/Subtract D\n"
" if (op) // Subtract\n"
" result = D - result;\n"
" else // Add\n"
" result = D + result;\n"
"\n"
" // Most of the Scale was moved inside the lerp for improved precision\n"
" // But we still do the divide by 2 here\n"
" if (scale == 3u)\n"
" result = result >> 1;\n"
" return result;\n"
"}}\n\n",
components);
out.Write("// TEV's Linear Interpolate, plus bias, add/subtract and scale\n"
"int{0} tevLerp{0}(int{0} A, int{0} B, int{0} C, int{0} D, uint bias, bool op, "
"uint scale) {{\n"
" // Scale C from 0..255 to 0..256\n"
" C += C >> 7;\n"
"\n"
" // Add bias to D\n"
" if (bias == 1u) D += 128;\n"
" else if (bias == 2u) D -= 128;\n"
"\n"
" int{0} lerp = (A << 8) + (B - A)*C;\n"
" if (scale != 3u) {{\n"
" lerp = lerp << scale;\n"
" D = D << scale;\n"
" }}\n"
"\n"
" // TODO: Is this rounding bias still added when the scale is divide by 2? "
"Currently we "
"do not apply it.\n"
" if (scale != 3u)\n"
" lerp = lerp + (op ? 127 : 128);\n"
"\n"
" int{0} result = lerp >> 8;\n"
"\n"
" // Add/Subtract D\n"
" if (op) // Subtract\n"
" result = D - result;\n"
" else // Add\n"
" result = D + result;\n"
"\n"
" // Most of the Scale was moved inside the lerp for improved precision\n"
" // But we still do the divide by 2 here\n"
" if (scale == 3u)\n"
" result = result >> 1;\n"
" return result;\n"
"}}\n\n",
components);
};
WriteTevLerp(""); // int
WriteTevLerp("3"); // int3
@ -437,6 +760,25 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
"return int3(0, 0, 0);", // ZERO
};
static constexpr Common::EnumMap<std::string_view, TevColorArg::Zero> tev_c_input_type{
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
};
static constexpr Common::EnumMap<std::string_view, TevAlphaArg::Zero> tev_a_input_table{
"return s.Reg[0].a;", // APREV,
"return s.Reg[1].a;", // A0,
@ -448,6 +790,17 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
"return 0;", // ZERO
};
static constexpr Common::EnumMap<std::string_view, TevAlphaArg::Zero> tev_a_input_type{
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
};
static constexpr Common::EnumMap<std::string_view, TevOutput::Color2> tev_regs_lookup_table{
"return s.Reg[0];",
"return s.Reg[1];",
@ -489,6 +842,16 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
out.Write("}}\n"
"\n");
out.Write("// Helper function for Custom Shader Input Type\n"
"uint getColorInputType(uint index) {{\n");
WriteSwitch(out, api_type, "index", tev_c_input_type, 2, false);
out.Write("}}\n"
"\n"
"uint getAlphaInputType(uint index) {{\n");
WriteSwitch(out, api_type, "index", tev_a_input_type, 2, false);
out.Write("}}\n"
"\n");
// Since the fixed-point texture coodinate variables aren't global, we need to pass
// them to the select function. This applies to all backends.
if (numTexgen > 0)
@ -505,6 +868,17 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
out.Write("void main()\n{{\n");
out.Write(" float4 rawpos = gl_FragCoord;\n");
out.Write(" uint num_stages = {};\n\n",
BitfieldExtract<&GenMode::numtevstages>("bpmem_genmode"));
bool has_custom_shader_details = false;
if (std::any_of(custom_details.shaders.begin(), custom_details.shaders.end(),
[](const std::optional<CustomPixelShader>& ps) { return ps.has_value(); }))
{
WriteCustomShaderStructImpl(&out, numTexgen, per_pixel_lighting);
has_custom_shader_details = true;
}
if (use_framebuffer_fetch)
{
// Store off a copy of the initial framebuffer value.
@ -563,9 +937,6 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
" // o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
}
out.Write(" uint num_stages = {};\n\n",
BitfieldExtract<&GenMode::numtevstages>("bpmem_genmode"));
out.Write(" // Main tev loop\n");
out.Write(" for(uint stage = 0u; stage <= num_stages; stage++)\n"
@ -618,9 +989,9 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
// indirect texture stage is enabled). If the matrix is off, the result doesn't matter; if the
// indirect texture stage is disabled, the result is undefined (and produces a glitchy pattern
// on hardware, different from this).
// For the undefined case, we just skip applying the indirect operation, which is close enough.
// Viewtiful Joe hits the undefined case (bug 12525).
// Wrapping and add to previous still apply in this case (and when the stage is disabled).
// For the undefined case, we just skip applying the indirect operation, which is close
// enough. Viewtiful Joe hits the undefined case (bug 12525). Wrapping and add to previous
// still apply in this case (and when the stage is disabled).
out.Write(" if (bpmem_iref(bt) != 0u) {{\n");
out.Write(" int3 indcoord;\n");
LookupIndirectTexture("indcoord", "bt");
@ -826,7 +1197,8 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
" alpha_B = selectAlphaInput(s, ss, {0}colors_0, {0}colors_1, alpha_b) & 255;\n"
" }};\n"
" int alpha_C = selectAlphaInput(s, ss, {0}colors_0, {0}colors_1, alpha_c) & 255;\n"
" int alpha_D = selectAlphaInput(s, ss, {0}colors_0, {0}colors_1, alpha_d); // 10 bits "
" int alpha_D = selectAlphaInput(s, ss, {0}colors_0, {0}colors_1, alpha_d); // 10 "
"bits "
"+ sign\n"
"\n", // TODO: do we need to sign extend?
color_input_prefix);
@ -857,9 +1229,81 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
"\n"
" // Write result to the correct input register of the next stage\n");
WriteSwitch(out, api_type, "alpha_dest", tev_a_set_table, 6, true);
out.Write(" }}\n"
" }} // Main TEV loop\n"
"\n");
if (has_custom_shader_details)
{
for (u32 stage_index = 0; stage_index < 16; stage_index++)
{
out.Write("\tif (stage == {}u) {{\n", stage_index);
// Color input
out.Write("\t\tcustom_data.tev_stages[{}].input_color[0].value = color_A / float3(255.0, "
"255.0, 255.0);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_color[0].input_type = "
"getColorInputType(color_a);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_color[1].value = color_B / float3(255.0, "
"255.0, 255.0);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_color[1].input_type = "
"getColorInputType(color_b);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_color[2].value = color_C / float3(255.0, "
"255.0, 255.0);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_color[2].input_type = "
"getColorInputType(color_c);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_color[3].value = color_D / float3(255.0, "
"255.0, 255.0);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_color[3].input_type = "
"getColorInputType(color_c);\n",
stage_index);
// Alpha input
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[0].value = alpha_A / float(255.0);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[0].input_type = "
"getAlphaInputType(alpha_a);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[1].value = alpha_B / float(255.0);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[1].input_type = "
"getAlphaInputType(alpha_b);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[2].value = alpha_C / float(255.0);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[2].input_type = "
"getAlphaInputType(alpha_c);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[3].value = alpha_D / float(255.0);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[3].input_type = "
"getAlphaInputType(alpha_d);\n",
stage_index);
if (numTexgen != 0)
{
// Texmap
out.Write("\t\tif (texture_enabled) {{\n");
out.Write("\t\t\tuint sampler_num = {};\n",
BitfieldExtract<&TwoTevStageOrders::texmap_even>("ss.order"));
out.Write("\t\tcustom_data.tev_stages[{}].texmap = sampler_num;\n", stage_index);
out.Write("\t\t}}\n");
}
// Output
out.Write("\t\tcustom_data.tev_stages[{}].output_color.rgb = color / float3(255.0, 255.0, "
"255.0);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].output_color.a = alpha / float(255.0);\n",
stage_index);
out.Write("\t}}\n");
}
}
out.Write(" }}\n");
out.Write(" }} // Main TEV loop\n");
out.Write("\n");
// Select the output color and alpha registers from the last stage.
out.Write(" int4 TevResult;\n");
@ -942,8 +1386,8 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
{
// Instead of using discard, fetch the framebuffer's color value and use it as the output
// for this fragment.
out.Write(
" #define discard_fragment {{ real_ocol0 = float4(initial_ocol0.xyz, 1.0); return; }}\n");
out.Write(" #define discard_fragment {{ real_ocol0 = float4(initial_ocol0.xyz, 1.0); "
"return; }}\n");
}
else
{
@ -1109,8 +1553,8 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
" }}\n");
}
// Some backends require that the shader outputs be uint when writing to a uint render target for
// logic op.
// Some backends require that the shader outputs be uint when writing to a uint render target
// for logic op.
if (uid_data->uint_output)
{
out.Write(" if (bpmem_rgba6_format)\n"
@ -1142,6 +1586,19 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
}
}
for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
{
const auto& shader_details = custom_details.shaders[i];
if (!shader_details.custom_shader.empty())
{
out.Write("\t{{\n");
out.Write("\t\tcustom_data.final_color = ocol0;\n");
out.Write("\t\tocol0.xyz = {}_{}(custom_data).xyz;\n", CUSTOM_PIXELSHADER_COLOR_FUNC, i);
out.Write("\t}}\n\n");
}
}
if (bounding_box)
{
out.Write(" if (bpmem_bounding_box) {{\n"
@ -1209,13 +1666,13 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
WriteSwitch(out, api_type, "blend_dst_factor", blendDstFactor, 4, true);
WriteSwitch(out, api_type, "blend_dst_factor_alpha", blendDstFactorAlpha, 4, true);
out.Write(
" float4 blend_result;\n"
" if (blend_subtract)\n"
" blend_result.rgb = initial_ocol0.rgb * blend_dst.rgb - ocol0.rgb * blend_src.rgb;\n"
" else\n"
" blend_result.rgb = initial_ocol0.rgb * blend_dst.rgb + ocol0.rgb * "
"blend_src.rgb;\n");
out.Write(" float4 blend_result;\n"
" if (blend_subtract)\n"
" blend_result.rgb = initial_ocol0.rgb * blend_dst.rgb - ocol0.rgb * "
"blend_src.rgb;\n"
" else\n"
" blend_result.rgb = initial_ocol0.rgb * blend_dst.rgb + ocol0.rgb * "
"blend_src.rgb;\n");
out.Write(" if (blend_subtract_alpha)\n"
" blend_result.a = initial_ocol0.a * blend_dst.a - ocol0.a * blend_src.a;\n"

View File

@ -29,7 +29,8 @@ using PixelShaderUid = ShaderUid<pixel_ubershader_uid_data>;
PixelShaderUid GetPixelShaderUid();
ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
const pixel_ubershader_uid_data* uid_data);
const pixel_ubershader_uid_data* uid_data,
const CustomPixelShaderContents& custom_details);
void EnumeratePixelShaderUids(const std::function<void(const PixelShaderUid&)>& callback);
void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& host_config,

View File

@ -15,6 +15,7 @@
#include "Core/ConfigManager.h"
#include "Core/DolphinAnalytics.h"
#include "Core/HW/SystemTimers.h"
#include "Core/System.h"
#include "VideoCommon/AbstractGfx.h"
@ -23,12 +24,14 @@
#include "VideoCommon/DataReader.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionData.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/OpcodeDecoding.h"
#include "VideoCommon/PerfQueryBase.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureCacheBase.h"
@ -105,7 +108,10 @@ VertexManagerBase::~VertexManagerBase() = default;
bool VertexManagerBase::Initialize()
{
m_frame_end_event = AfterFrameEvent::Register([this] { OnEndFrame(); }, "VertexManagerBase");
m_after_present_event = AfterPresentEvent::Register(
[this](PresentInfo& pi) { m_ticks_elapsed = pi.emulated_timestamp; }, "VertexManagerBase");
m_index_generator.Init();
m_custom_shader_cache = std::make_unique<CustomShaderCache>();
m_cpu_cull.Init();
return true;
}
@ -523,10 +529,18 @@ void VertexManagerBase::Flush()
auto& geometry_shader_manager = system.GetGeometryShaderManager();
auto& vertex_shader_manager = system.GetVertexShaderManager();
if (g_ActiveConfig.bGraphicMods)
{
const double seconds_elapsed =
static_cast<double>(m_ticks_elapsed) / SystemTimers::GetTicksPerSecond();
pixel_shader_manager.constants.time_ms = seconds_elapsed * 1000;
}
CalculateBinormals(VertexLoaderManager::GetCurrentVertexFormat());
// Calculate ZSlope for zfreeze
const auto used_textures = UsedTextures();
std::vector<std::string> texture_names;
std::vector<u32> texture_units;
if (!m_cull_all)
{
if (!g_ActiveConfig.bGraphicMods)
@ -543,7 +557,12 @@ void VertexManagerBase::Flush()
const auto cache_entry = g_texture_cache->Load(TextureInfo::FromStage(i));
if (cache_entry)
{
texture_names.push_back(cache_entry->texture_info_name);
if (std::find(texture_names.begin(), texture_names.end(),
cache_entry->texture_info_name) == texture_names.end())
{
texture_names.push_back(cache_entry->texture_info_name);
texture_units.push_back(i);
}
}
}
}
@ -562,13 +581,24 @@ void VertexManagerBase::Flush()
if (!m_cull_all)
{
for (const auto& texture_name : texture_names)
CustomPixelShaderContents custom_pixel_shader_contents;
std::optional<CustomPixelShader> custom_pixel_shader;
std::vector<std::string> custom_pixel_texture_names;
for (int i = 0; i < texture_names.size(); i++)
{
const std::string& texture_name = texture_names[i];
const u32 texture_unit = texture_units[i];
bool skip = false;
GraphicsModActionData::DrawStarted draw_started{&skip};
GraphicsModActionData::DrawStarted draw_started{texture_unit, &skip, &custom_pixel_shader};
for (const auto& action : g_graphics_mod_manager->GetDrawStartedActions(texture_name))
{
action->OnDrawStarted(&draw_started);
if (custom_pixel_shader)
{
custom_pixel_shader_contents.shaders.push_back(*custom_pixel_shader);
custom_pixel_texture_names.push_back(texture_name);
}
custom_pixel_shader = std::nullopt;
}
if (skip == true)
return;
@ -610,7 +640,65 @@ void VertexManagerBase::Flush()
UpdatePipelineObject();
if (m_current_pipeline_object)
{
g_gfx->SetPipeline(m_current_pipeline_object);
const AbstractPipeline* current_pipeline = m_current_pipeline_object;
if (!custom_pixel_shader_contents.shaders.empty())
{
CustomShaderInstance custom_shaders;
custom_shaders.pixel_contents = std::move(custom_pixel_shader_contents);
switch (g_ActiveConfig.iShaderCompilationMode)
{
case ShaderCompilationMode::Synchronous:
case ShaderCompilationMode::AsynchronousSkipRendering:
{
if (auto pipeline = m_custom_shader_cache->GetPipelineAsync(
m_current_pipeline_config, custom_shaders, m_current_pipeline_object->m_config))
{
current_pipeline = *pipeline;
}
}
break;
case ShaderCompilationMode::SynchronousUberShaders:
{
// D3D has issues compiling large custom ubershaders
// use specialized shaders instead
if (g_ActiveConfig.backend_info.api_type == APIType::D3D)
{
if (auto pipeline = m_custom_shader_cache->GetPipelineAsync(
m_current_pipeline_config, custom_shaders, m_current_pipeline_object->m_config))
{
current_pipeline = *pipeline;
}
}
else
{
if (auto pipeline = m_custom_shader_cache->GetPipelineAsync(
m_current_uber_pipeline_config, custom_shaders,
m_current_pipeline_object->m_config))
{
current_pipeline = *pipeline;
}
}
}
break;
case ShaderCompilationMode::AsynchronousUberShaders:
{
if (auto pipeline = m_custom_shader_cache->GetPipelineAsync(
m_current_pipeline_config, custom_shaders, m_current_pipeline_object->m_config))
{
current_pipeline = *pipeline;
}
else if (auto uber_pipeline = m_custom_shader_cache->GetPipelineAsync(
m_current_uber_pipeline_config, custom_shaders,
m_current_pipeline_object->m_config))
{
current_pipeline = *uber_pipeline;
}
}
break;
};
}
g_gfx->SetPipeline(current_pipeline);
if (PerfQueryBase::ShouldEmulate())
g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
@ -1006,3 +1094,9 @@ void VertexManagerBase::OnEndFrame()
// state changes the specialized shader will not take over.
InvalidatePipelineObject();
}
void VertexManagerBase::NotifyCustomShaderCacheOfHostChange(const ShaderHostConfig& host_config)
{
m_custom_shader_cache->SetHostConfig(host_config);
m_custom_shader_cache->Reload();
}

View File

@ -15,6 +15,7 @@
#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/VideoEvents.h"
class CustomShaderCache;
class DataReader;
class NativeVertexFormat;
class PointerWrap;
@ -128,6 +129,7 @@ public:
m_current_pipeline_object = nullptr;
m_pipeline_config_changed = true;
}
void NotifyCustomShaderCacheOfHostChange(const ShaderHostConfig& host_config);
// Utility pipeline drawing (e.g. EFB copies, post-processing, UI).
virtual void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size);
@ -230,7 +232,11 @@ private:
std::vector<u32> m_scheduled_command_buffer_kicks;
bool m_allow_background_execution = true;
std::unique_ptr<CustomShaderCache> m_custom_shader_cache;
u64 m_ticks_elapsed;
Common::EventHook m_frame_end_event;
Common::EventHook m_after_present_event;
};
extern std::unique_ptr<VertexManagerBase> g_vertex_manager;

View File

@ -353,6 +353,7 @@ void CheckForConfigChanges()
{
OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
g_vertex_manager->InvalidatePipelineObject();
g_vertex_manager->NotifyCustomShaderCacheOfHostChange(new_host_config);
g_shader_cache->SetHostConfig(new_host_config);
g_shader_cache->Reload();
g_framebuffer_manager->RecompileShaders();