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52c82733f6
This adjusts the NaN replacement logic introduced in #9928 to work around the HLSL compiler optimizing away calls to isnan, which caused that functionality to not work with ubershaders on D3D11 and D3D12 (it did work with specialized shaders, despite a warning being logged for both; that warning is also now gone). Note that the `D3DCOMPILE_IEEE_STRICTNESS` flag did not solve this issue, despite the warning suggesting that it might. Suggested by @kayru and @jamiehayes.
204 lines
7.1 KiB
C++
204 lines
7.1 KiB
C++
// Copyright 2017 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/ShaderGenCommon.h"
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#include <fmt/format.h>
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#include "Common/FileUtil.h"
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#include "Core/ConfigManager.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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ShaderHostConfig ShaderHostConfig::GetCurrent()
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{
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ShaderHostConfig bits = {};
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bits.msaa = g_ActiveConfig.iMultisamples > 1;
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bits.ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA &&
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g_ActiveConfig.backend_info.bSupportsSSAA;
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bits.stereo = g_ActiveConfig.stereo_mode != StereoMode::Off;
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bits.wireframe = g_ActiveConfig.bWireFrame;
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bits.per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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bits.vertex_rounding = g_ActiveConfig.UseVertexRounding();
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bits.fast_depth_calc = g_ActiveConfig.bFastDepthCalc;
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bits.bounding_box = g_ActiveConfig.bBBoxEnable;
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bits.backend_dual_source_blend = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
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bits.backend_geometry_shaders = g_ActiveConfig.backend_info.bSupportsGeometryShaders;
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bits.backend_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ;
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bits.backend_bbox = g_ActiveConfig.backend_info.bSupportsBBox;
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bits.backend_gs_instancing = g_ActiveConfig.backend_info.bSupportsGSInstancing;
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bits.backend_clip_control = g_ActiveConfig.backend_info.bSupportsClipControl;
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bits.backend_ssaa = g_ActiveConfig.backend_info.bSupportsSSAA;
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bits.backend_atomics = g_ActiveConfig.backend_info.bSupportsFragmentStoresAndAtomics;
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bits.backend_depth_clamp = g_ActiveConfig.backend_info.bSupportsDepthClamp;
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bits.backend_reversed_depth_range = g_ActiveConfig.backend_info.bSupportsReversedDepthRange;
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bits.backend_bitfield = g_ActiveConfig.backend_info.bSupportsBitfield;
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bits.backend_dynamic_sampler_indexing =
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g_ActiveConfig.backend_info.bSupportsDynamicSamplerIndexing;
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bits.backend_shader_framebuffer_fetch = g_ActiveConfig.backend_info.bSupportsFramebufferFetch;
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bits.backend_logic_op = g_ActiveConfig.backend_info.bSupportsLogicOp;
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bits.backend_palette_conversion = g_ActiveConfig.backend_info.bSupportsPaletteConversion;
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bits.enable_validation_layer = g_ActiveConfig.bEnableValidationLayer;
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return bits;
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}
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std::string GetDiskShaderCacheFileName(APIType api_type, const char* type, bool include_gameid,
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bool include_host_config, bool include_api)
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{
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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std::string filename = File::GetUserPath(D_SHADERCACHE_IDX);
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if (include_api)
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{
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switch (api_type)
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{
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case APIType::D3D:
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filename += "D3D";
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break;
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case APIType::OpenGL:
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filename += "OpenGL";
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break;
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case APIType::Vulkan:
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filename += "Vulkan";
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break;
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default:
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break;
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}
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filename += '-';
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}
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filename += type;
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if (include_gameid)
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{
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filename += '-';
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filename += SConfig::GetInstance().GetGameID();
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}
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if (include_host_config)
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{
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// We're using 21 bits, so 6 hex characters.
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ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
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filename += fmt::format("-{:06X}", host_config.bits);
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}
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filename += ".cache";
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return filename;
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}
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void WriteIsNanHeader(ShaderCode& out, APIType api_type)
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{
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if (api_type == APIType::D3D)
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{
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out.Write("bool dolphin_isnan(float f) {{\n"
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" // Workaround for the HLSL compiler deciding that isnan can never be true and\n"
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" // optimising away the call, even though the value can actually be NaN\n"
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" // Just look for the bit pattern that indicates NaN instead\n"
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" return (asint(f) & 0x7FFFFFFF) > 0x7F800000;\n"
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"}}\n\n");
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// If isfinite is needed, (asint(f) & 0x7F800000) != 0x7F800000 can be used
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}
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else
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{
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out.Write("#define dolphin_isnan(f) isnan(f)\n");
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}
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}
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static void DefineOutputMember(ShaderCode& object, APIType api_type, std::string_view qualifier,
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std::string_view type, std::string_view name, int var_index,
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std::string_view semantic = {}, int semantic_index = -1)
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{
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object.Write("\t{} {} {}", qualifier, type, name);
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if (var_index != -1)
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object.Write("{}", var_index);
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if (api_type == APIType::D3D && !semantic.empty())
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{
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if (semantic_index != -1)
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object.Write(" : {}{}", semantic, semantic_index);
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else
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object.Write(" : {}", semantic);
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}
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object.Write(";\n");
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}
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void GenerateVSOutputMembers(ShaderCode& object, APIType api_type, u32 texgens,
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const ShaderHostConfig& host_config, std::string_view qualifier)
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{
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DefineOutputMember(object, api_type, qualifier, "float4", "pos", -1, "SV_Position");
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DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 0, "COLOR", 0);
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DefineOutputMember(object, api_type, qualifier, "float4", "colors_", 1, "COLOR", 1);
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for (unsigned int i = 0; i < texgens; ++i)
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DefineOutputMember(object, api_type, qualifier, "float3", "tex", i, "TEXCOORD", i);
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if (!host_config.fast_depth_calc)
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DefineOutputMember(object, api_type, qualifier, "float4", "clipPos", -1, "TEXCOORD", texgens);
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if (host_config.per_pixel_lighting)
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{
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DefineOutputMember(object, api_type, qualifier, "float3", "Normal", -1, "TEXCOORD",
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texgens + 1);
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DefineOutputMember(object, api_type, qualifier, "float3", "WorldPos", -1, "TEXCOORD",
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texgens + 2);
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}
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if (host_config.backend_geometry_shaders)
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{
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DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 0, "SV_ClipDistance", 0);
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DefineOutputMember(object, api_type, qualifier, "float", "clipDist", 1, "SV_ClipDistance", 1);
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}
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}
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void AssignVSOutputMembers(ShaderCode& object, std::string_view a, std::string_view b, u32 texgens,
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const ShaderHostConfig& host_config)
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{
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object.Write("\t{}.pos = {}.pos;\n", a, b);
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object.Write("\t{}.colors_0 = {}.colors_0;\n", a, b);
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object.Write("\t{}.colors_1 = {}.colors_1;\n", a, b);
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for (unsigned int i = 0; i < texgens; ++i)
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object.Write("\t{}.tex{} = {}.tex{};\n", a, i, b, i);
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if (!host_config.fast_depth_calc)
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object.Write("\t{}.clipPos = {}.clipPos;\n", a, b);
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if (host_config.per_pixel_lighting)
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{
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object.Write("\t{}.Normal = {}.Normal;\n", a, b);
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object.Write("\t{}.WorldPos = {}.WorldPos;\n", a, b);
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}
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if (host_config.backend_geometry_shaders)
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{
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object.Write("\t{}.clipDist0 = {}.clipDist0;\n", a, b);
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object.Write("\t{}.clipDist1 = {}.clipDist1;\n", a, b);
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}
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}
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const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interface_block, bool in)
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{
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if (!msaa)
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return "";
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// Without GL_ARB_shading_language_420pack support, the interpolation qualifier must be
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// "centroid in" and not "centroid", even within an interface block.
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if (in_glsl_interface_block && !g_ActiveConfig.backend_info.bSupportsBindingLayout)
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{
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if (!ssaa)
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return in ? "centroid in" : "centroid out";
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else
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return in ? "sample in" : "sample out";
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}
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else
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{
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if (!ssaa)
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return "centroid";
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else
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return "sample";
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}
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}
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