dolphin/Source/Core/VideoCommon/FramebufferShaderGen.cpp
Lioncash 86f8768268 VideoCommon/ShaderGenCommon: Make template functions regular functions
These are only ever used with ShaderCode instances and nothing else.
Given that, we can convert these helper functions to expect that type of
object as an argument and remove the need for templates, improving
compiler throughput a marginal amount, as the template instantiation
process doesn't need to be performed.

We can also move the definitions of these functions into the cpp file,
which allows us to remove a few inclusions from the ShaderGenCommon
header. This uncovered a few instances of indirect inclusions being
relied upon in other source files.

One other benefit is this allows changes to be made to the definitions
of the functions without needing to recompile all translation units that
make use of these functions, making change testing a little quicker.

Moving the definitions into the cpp file also allows us to completely
hide DefineOutputMember() from external view, given it's only ever used
inside of GenerateVSOutputMembers().
2020-05-25 21:12:29 -04:00

740 lines
22 KiB
C++

// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoCommon/FramebufferShaderGen.h"
#include <sstream>
#include <string_view>
#include "Common/Logging/Log.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/TextureDecoder.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace FramebufferShaderGen
{
namespace
{
APIType GetAPIType()
{
return g_ActiveConfig.backend_info.api_type;
}
void EmitUniformBufferDeclaration(std::ostringstream& ss)
{
if (GetAPIType() == APIType::D3D)
ss << "cbuffer PSBlock : register(b0)\n";
else
ss << "UBO_BINDING(std140, 1) uniform PSBlock\n";
}
void EmitSamplerDeclarations(std::ostringstream& ss, u32 start = 0, u32 end = 1,
bool multisampled = false)
{
switch (GetAPIType())
{
case APIType::D3D:
{
for (u32 i = start; i < end; i++)
{
ss << (multisampled ? "Texture2DMSArray<float4>" : "Texture2DArray<float4>") << " tex" << i
<< " : register(t" << i << ");\n";
ss << "SamplerState"
<< " samp" << i << " : register(s" << i << ");\n";
}
}
break;
case APIType::OpenGL:
case APIType::Vulkan:
{
for (u32 i = start; i < end; i++)
{
ss << "SAMPLER_BINDING(" << i << ") uniform "
<< (multisampled ? "sampler2DMSArray" : "sampler2DArray") << " samp" << i << ";\n";
}
}
break;
default:
break;
}
}
void EmitSampleTexture(std::ostringstream& ss, u32 n, std::string_view coords)
{
switch (GetAPIType())
{
case APIType::D3D:
ss << "tex" << n << ".Sample(samp" << n << ", " << coords << ')';
break;
case APIType::OpenGL:
case APIType::Vulkan:
ss << "texture(samp" << n << ", " << coords << ')';
break;
default:
break;
}
}
// Emits a texel fetch/load instruction. Assumes that "coords" is a 4-element vector, with z
// containing the layer, and w containing the mipmap level.
void EmitTextureLoad(std::ostringstream& ss, u32 n, std::string_view coords)
{
switch (GetAPIType())
{
case APIType::D3D:
ss << "tex" << n << ".Load(" << coords << ')';
break;
case APIType::OpenGL:
case APIType::Vulkan:
ss << "texelFetch(samp" << n << ", (" << coords << ").xyz, (" << coords << ").w)";
break;
default:
break;
}
}
void EmitVertexMainDeclaration(std::ostringstream& ss, u32 num_tex_inputs, u32 num_color_inputs,
bool position_input, u32 num_tex_outputs, u32 num_color_outputs,
std::string_view extra_inputs = {})
{
switch (GetAPIType())
{
case APIType::D3D:
{
ss << "void main(";
for (u32 i = 0; i < num_tex_inputs; i++)
ss << "in float3 rawtex" << i << " : TEXCOORD" << i << ", ";
for (u32 i = 0; i < num_color_inputs; i++)
ss << "in float4 rawcolor" << i << " : COLOR" << i << ", ";
if (position_input)
ss << "in float4 rawpos : POSITION, ";
ss << extra_inputs;
for (u32 i = 0; i < num_tex_outputs; i++)
ss << "out float3 v_tex" << i << " : TEXCOORD" << i << ", ";
for (u32 i = 0; i < num_color_outputs; i++)
ss << "out float4 v_col" << i << " : COLOR" << i << ", ";
ss << "out float4 opos : SV_Position)\n";
}
break;
case APIType::OpenGL:
case APIType::Vulkan:
{
for (u32 i = 0; i < num_tex_inputs; i++)
{
ss << "ATTRIBUTE_LOCATION(" << (SHADER_TEXTURE0_ATTRIB + i) << ") in float3 rawtex" << i
<< ";\n";
}
for (u32 i = 0; i < num_color_inputs; i++)
{
ss << "ATTRIBUTE_LOCATION(" << (SHADER_COLOR0_ATTRIB + i) << ") in float4 rawcolor" << i
<< ";\n";
}
if (position_input)
ss << "ATTRIBUTE_LOCATION(" << SHADER_POSITION_ATTRIB << ") in float4 rawpos;\n";
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
ss << "VARYING_LOCATION(0) out VertexData {\n";
for (u32 i = 0; i < num_tex_outputs; i++)
ss << " float3 v_tex" << i << ";\n";
for (u32 i = 0; i < num_color_outputs; i++)
ss << " float4 v_col" << i << ";\n";
ss << "};\n";
}
else
{
for (u32 i = 0; i < num_tex_outputs; i++)
ss << "VARYING_LOCATION(" << i << ") out float3 v_tex" << i << ";\n";
for (u32 i = 0; i < num_color_outputs; i++)
ss << "VARYING_LOCATION(" << (num_tex_inputs + i) << ") out float4 v_col" << i << ";\n";
}
ss << "#define opos gl_Position\n";
ss << extra_inputs << '\n';
ss << "void main()\n";
}
break;
default:
break;
}
}
void EmitPixelMainDeclaration(std::ostringstream& ss, u32 num_tex_inputs, u32 num_color_inputs,
std::string_view output_type = "float4",
std::string_view extra_vars = {}, bool emit_frag_coord = false)
{
switch (GetAPIType())
{
case APIType::D3D:
{
ss << "void main(";
for (u32 i = 0; i < num_tex_inputs; i++)
ss << "in float3 v_tex" << i << " : TEXCOORD" << i << ", ";
for (u32 i = 0; i < num_color_inputs; i++)
ss << "in float4 v_col" << i << " : COLOR" << i << ", ";
if (emit_frag_coord)
ss << "in float4 frag_coord : SV_Position, ";
ss << extra_vars << "out " << output_type << " ocol0 : SV_Target)\n";
}
break;
case APIType::OpenGL:
case APIType::Vulkan:
{
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
ss << "VARYING_LOCATION(0) in VertexData {\n";
for (u32 i = 0; i < num_tex_inputs; i++)
ss << " in float3 v_tex" << i << ";\n";
for (u32 i = 0; i < num_color_inputs; i++)
ss << " in float4 v_col" << i << ";\n";
ss << "};\n";
}
else
{
for (u32 i = 0; i < num_tex_inputs; i++)
ss << "VARYING_LOCATION(" << i << ") in float3 v_tex" << i << ";\n";
for (u32 i = 0; i < num_color_inputs; i++)
ss << "VARYING_LOCATION(" << (num_tex_inputs + i) << ") in float4 v_col" << i << ";\n";
}
ss << "FRAGMENT_OUTPUT_LOCATION(0) out " << output_type << " ocol0;\n";
ss << extra_vars << "\n";
if (emit_frag_coord)
ss << "#define frag_coord gl_FragCoord\n";
ss << "void main()\n";
}
break;
default:
break;
}
}
} // Anonymous namespace
std::string GenerateScreenQuadVertexShader()
{
std::ostringstream ss;
EmitVertexMainDeclaration(ss, 0, 0, false, 1, 0,
GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " :
"#define id gl_VertexID\n");
ss << "{\n"
" v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n"
" opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n";
// NDC space is flipped in Vulkan. We also flip in GL so that (0,0) is in the lower-left.
if (GetAPIType() == APIType::Vulkan || GetAPIType() == APIType::OpenGL)
ss << " opos.y = -opos.y;\n";
ss << "}\n";
return ss.str();
}
std::string GeneratePassthroughGeometryShader(u32 num_tex, u32 num_colors)
{
std::ostringstream ss;
if (GetAPIType() == APIType::D3D)
{
ss << "struct VS_OUTPUT\n"
"{\n";
for (u32 i = 0; i < num_tex; i++)
ss << " float3 tex" << i << " : TEXCOORD" << i << ";\n";
for (u32 i = 0; i < num_colors; i++)
ss << " float4 color" << i << " : COLOR" << i << ";\n";
ss << " float4 position : SV_Position;\n"
"};\n";
ss << "struct GS_OUTPUT\n"
"{";
for (u32 i = 0; i < num_tex; i++)
ss << " float3 tex" << i << " : TEXCOORD" << i << ";\n";
for (u32 i = 0; i < num_colors; i++)
ss << " float4 color" << i << " : COLOR" << i << ";\n";
ss << " float4 position : SV_Position;\n"
" uint slice : SV_RenderTargetArrayIndex;\n"
"};\n\n";
ss << "[maxvertexcount(6)]\n"
"void main(triangle VS_OUTPUT vso[3], inout TriangleStream<GS_OUTPUT> output)\n"
"{\n"
" for (uint slice = 0; slice < 2u; slice++)\n"
" {\n"
" for (int i = 0; i < 3; i++)\n"
" {\n"
" GS_OUTPUT gso;\n"
" gso.position = vso[i].position;\n";
for (u32 i = 0; i < num_tex; i++)
ss << " gso.tex" << i << " = float3(vso[i].tex" << i << ".xy, float(slice));\n";
for (u32 i = 0; i < num_colors; i++)
ss << " gso.color" << i << " = vso[i].color" << i << ";\n";
ss << " gso.slice = slice;\n"
" output.Append(gso);\n"
" }\n"
" output.RestartStrip();\n"
" }\n"
"}\n";
}
else if (GetAPIType() == APIType::OpenGL || GetAPIType() == APIType::Vulkan)
{
ss << "layout(triangles) in;\n"
"layout(triangle_strip, max_vertices = 6) out;\n";
if (num_tex > 0 || num_colors > 0)
{
ss << "VARYING_LOCATION(0) in VertexData {\n";
for (u32 i = 0; i < num_tex; i++)
ss << " float3 v_tex" << i << ";\n";
for (u32 i = 0; i < num_colors; i++)
ss << " float4 v_col" << i << ";\n";
ss << "} v_in[];\n";
ss << "VARYING_LOCATION(0) out VertexData {\n";
for (u32 i = 0; i < num_tex; i++)
ss << " float3 v_tex" << i << ";\n";
for (u32 i = 0; i < num_colors; i++)
ss << " float4 v_col" << i << ";\n";
ss << "} v_out;\n";
}
ss << "\n"
"void main()\n"
"{\n"
" for (int j = 0; j < 2; j++)\n"
" {\n"
" gl_Layer = j;\n";
// We have to explicitly unroll this loop otherwise the GL compiler gets cranky.
for (u32 v = 0; v < 3; v++)
{
ss << " gl_Position = gl_in[" << v << "].gl_Position;\n";
for (u32 i = 0; i < num_tex; i++)
ss << " v_out.v_tex" << i << " = float3(v_in[" << v << "].v_tex" << i
<< ".xy, float(j));\n";
for (u32 i = 0; i < num_colors; i++)
ss << " v_out.v_col" << i << " = v_in[" << v << "].v_col" << i << ";\n";
ss << " EmitVertex();\n\n";
}
ss << " EndPrimitive();\n"
" }\n"
"}\n";
}
return ss.str();
}
std::string GenerateTextureCopyVertexShader()
{
std::ostringstream ss;
EmitUniformBufferDeclaration(ss);
ss << "{"
" float2 src_offset;\n"
" float2 src_size;\n"
"};\n\n";
EmitVertexMainDeclaration(ss, 0, 0, false, 1, 0,
GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " :
"#define id gl_VertexID");
ss << "{\n"
" v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n"
" opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n"
" v_tex0 = float3(src_offset + (src_size * v_tex0.xy), 0.0f);\n";
// NDC space is flipped in Vulkan. We also flip in GL so that (0,0) is in the lower-left.
if (GetAPIType() == APIType::Vulkan || GetAPIType() == APIType::OpenGL)
ss << " opos.y = -opos.y;\n";
ss << "}\n";
return ss.str();
}
std::string GenerateTextureCopyPixelShader()
{
std::ostringstream ss;
EmitSamplerDeclarations(ss, 0, 1, false);
EmitPixelMainDeclaration(ss, 1, 0);
ss << "{\n"
" ocol0 = ";
EmitSampleTexture(ss, 0, "v_tex0");
ss << ";\n"
"}\n";
return ss.str();
}
std::string GenerateColorPixelShader()
{
std::ostringstream ss;
EmitPixelMainDeclaration(ss, 0, 1);
ss << "{\n"
" ocol0 = v_col0;\n"
"}\n";
return ss.str();
}
std::string GenerateResolveDepthPixelShader(u32 samples)
{
std::ostringstream ss;
EmitSamplerDeclarations(ss, 0, 1, true);
EmitPixelMainDeclaration(ss, 1, 0, "float",
GetAPIType() == APIType::D3D ? "in float4 ipos : SV_Position, " : "");
ss << "{\n"
" int layer = int(v_tex0.z);\n";
if (GetAPIType() == APIType::D3D)
ss << " int3 coords = int3(int2(ipos.xy), layer);\n";
else
ss << " int3 coords = int3(int2(gl_FragCoord.xy), layer);\n";
// Take the minimum of all depth samples.
if (GetAPIType() == APIType::D3D)
ss << " ocol0 = tex0.Load(coords, 0).r;\n";
else
ss << " ocol0 = texelFetch(samp0, coords, 0).r;\n";
ss << " for (int i = 1; i < " << samples << "; i++)\n";
if (GetAPIType() == APIType::D3D)
ss << " ocol0 = min(ocol0, tex0.Load(coords, i).r);\n";
else
ss << " ocol0 = min(ocol0, texelFetch(samp0, coords, i).r);\n";
ss << "}\n";
return ss.str();
}
std::string GenerateClearVertexShader()
{
std::ostringstream ss;
EmitUniformBufferDeclaration(ss);
ss << "{\n"
" float4 clear_color;\n"
" float clear_depth;\n"
"};\n";
EmitVertexMainDeclaration(ss, 0, 0, false, 0, 1,
GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " :
"#define id gl_VertexID\n");
ss << "{\n"
" float2 coord = float2(float((id << 1) & 2), float(id & 2));\n"
" opos = float4(coord * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), clear_depth, 1.0f);\n"
" v_col0 = clear_color;\n";
// NDC space is flipped in Vulkan
if (GetAPIType() == APIType::Vulkan)
ss << " opos.y = -opos.y;\n";
ss << "}\n";
return ss.str();
}
std::string GenerateEFBPokeVertexShader()
{
std::ostringstream ss;
EmitVertexMainDeclaration(ss, 0, 1, true, 0, 1);
ss << "{\n"
" v_col0 = rawcolor0;\n"
" opos = float4(rawpos.xyz, 1.0f);\n";
if (g_ActiveConfig.backend_info.bSupportsLargePoints)
ss << " gl_PointSize = rawpos.w;\n";
// NDC space is flipped in Vulkan.
if (GetAPIType() == APIType::Vulkan)
ss << " opos.y = -opos.y;\n";
ss << "}\n";
return ss.str();
}
std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samples)
{
std::ostringstream ss;
EmitSamplerDeclarations(ss, 0, 1, samples > 1);
EmitPixelMainDeclaration(
ss, 1, 0, "float4",
GetAPIType() == APIType::D3D ?
(g_ActiveConfig.bSSAA ?
"in float4 ipos : SV_Position, in uint isample : SV_SampleIndex, " :
"in float4 ipos : SV_Position, ") :
"");
ss << "{\n"
" int layer = int(v_tex0.z);\n";
if (GetAPIType() == APIType::D3D)
ss << " int3 coords = int3(int2(ipos.xy), layer);\n";
else
ss << " int3 coords = int3(int2(gl_FragCoord.xy), layer);\n";
if (samples == 1)
{
// No MSAA at all.
if (GetAPIType() == APIType::D3D)
ss << " float4 val = tex0.Load(int4(coords, 0));\n";
else
ss << " float4 val = texelFetch(samp0, coords, 0);\n";
}
else if (g_ActiveConfig.bSSAA)
{
// Sample shading, shader runs once per sample
if (GetAPIType() == APIType::D3D)
ss << " float4 val = tex0.Load(coords, isample);";
else
ss << " float4 val = texelFetch(samp0, coords, gl_SampleID);";
}
else
{
// MSAA without sample shading, average out all samples.
ss << " float4 val = float4(0.0f, 0.0f, 0.0f, 0.0f);\n";
ss << " for (int i = 0; i < " << samples << "; i++)\n";
if (GetAPIType() == APIType::D3D)
ss << " val += tex0.Load(coords, i);\n";
else
ss << " val += texelFetch(samp0, coords, i);\n";
ss << " val /= float(" << samples << ");\n";
}
switch (convtype)
{
case EFBReinterpretType::RGB8ToRGBA6:
ss << " int4 src8 = int4(round(val * 255.f));\n"
" int4 dst6;\n"
" dst6.r = src8.r >> 2;\n"
" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
" dst6.a = src8.b & 0x3F;\n"
" ocol0 = float4(dst6) / 63.f;\n";
break;
case EFBReinterpretType::RGB8ToRGB565:
ss << " ocol0 = val;\n";
break;
case EFBReinterpretType::RGBA6ToRGB8:
ss << " int4 src6 = int4(round(val * 63.f));\n"
" int4 dst8;\n"
" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
" dst8.a = 255;\n"
" ocol0 = float4(dst8) / 255.f;\n";
break;
case EFBReinterpretType::RGBA6ToRGB565:
ss << " ocol0 = val;\n";
break;
case EFBReinterpretType::RGB565ToRGB8:
ss << " ocol0 = val;\n";
break;
case EFBReinterpretType::RGB565ToRGBA6:
//
ss << " ocol0 = val;\n";
break;
}
ss << "}\n";
return ss.str();
}
std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureFormat to_format)
{
std::ostringstream ss;
EmitSamplerDeclarations(ss, 0, 1, false);
EmitPixelMainDeclaration(ss, 1, 0, "float4", "", true);
ss << "{\n"
" int layer = int(v_tex0.z);\n"
" int4 coords = int4(int2(frag_coord.xy), layer, 0);\n";
// Convert to a 32-bit value encompassing all channels, filling the most significant bits with
// zeroes.
ss << " uint raw_value;\n";
switch (from_format)
{
case TextureFormat::I8:
case TextureFormat::C8:
{
ss << " float4 temp_value = ";
EmitTextureLoad(ss, 0, "coords");
ss << ";\n"
" raw_value = uint(temp_value.r * 255.0);\n";
}
break;
case TextureFormat::IA8:
{
ss << " float4 temp_value = ";
EmitTextureLoad(ss, 0, "coords");
ss << ";\n"
" raw_value = uint(temp_value.r * 255.0) | (uint(temp_value.a * 255.0) << 8);\n";
}
break;
case TextureFormat::I4:
{
ss << " float4 temp_value = ";
EmitTextureLoad(ss, 0, "coords");
ss << ";\n"
" raw_value = uint(temp_value.r * 15.0);\n";
}
break;
case TextureFormat::IA4:
{
ss << " float4 temp_value = ";
EmitTextureLoad(ss, 0, "coords");
ss << ";\n"
" raw_value = uint(temp_value.r * 15.0) | (uint(temp_value.a * 15.0) << 4);\n";
}
break;
case TextureFormat::RGB565:
{
ss << " float4 temp_value = ";
EmitTextureLoad(ss, 0, "coords");
ss << ";\n"
" raw_value = uint(temp_value.b * 31.0) | (uint(temp_value.g * 63.0) << 5) |\n"
" (uint(temp_value.r * 31.0) << 11);\n";
}
break;
case TextureFormat::RGB5A3:
{
ss << " float4 temp_value = ";
EmitTextureLoad(ss, 0, "coords");
ss << ";\n";
// 0.8784 = 224 / 255 which is the maximum alpha value that can be represented in 3 bits
ss << " if (temp_value.a > 0.878f) {\n"
" raw_value = (uint(temp_value.b * 31.0)) | (uint(temp_value.g * 31.0) << 5) |\n"
" (uint(temp_value.r * 31.0) << 10) | 0x8000u;\n"
" } else {\n"
" raw_value = (uint(temp_value.b * 15.0)) | (uint(temp_value.g * 15.0) << 4) |\n"
" (uint(temp_value.r * 15.0) << 8) | (uint(temp_value.a * 7.0) << 12);\n"
" }\n";
}
break;
default:
WARN_LOG(VIDEO, "From format %u is not supported", static_cast<u32>(from_format));
return "{}\n";
}
// Now convert it to its new representation.
switch (to_format)
{
case TextureFormat::I8:
case TextureFormat::C8:
{
ss << " float orgba = float(raw_value & 0xFFu) / 255.0;\n"
" ocol0 = float4(orgba, orgba, orgba, orgba);\n";
}
break;
case TextureFormat::IA8:
{
ss << " float orgb = float(raw_value & 0xFFu) / 255.0;\n"
" ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 8) & 0xFFu) / 255.0);\n";
}
break;
case TextureFormat::IA4:
{
ss << " float orgb = float(raw_value & 0xFu) / 15.0;\n"
" ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 4) & 0xFu) / 15.0);\n";
}
break;
case TextureFormat::RGB565:
{
ss << " ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n"
" float((raw_value >> 5) & 0x1Fu) / 31.0,\n"
" float(raw_value & 0x1Fu) / 31.0, 1.0);\n";
}
break;
case TextureFormat::RGB5A3:
{
ss << " if ((raw_value & 0x8000u) != 0u) {\n"
" ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n"
" float((raw_value >> 5) & 0x1Fu) / 31.0,\n"
" float(raw_value & 0x1Fu) / 31.0, 1.0);\n"
" } else {\n"
" ocol0 = float4(float((raw_value >> 8) & 0x0Fu) / 15.0,\n"
" float((raw_value >> 4) & 0x0Fu) / 15.0,\n"
" float(raw_value & 0x0Fu) / 15.0,\n"
" float((raw_value >> 12) & 0x07u) / 7.0);\n"
" }\n";
}
break;
default:
WARN_LOG(VIDEO, "To format %u is not supported", static_cast<u32>(to_format));
return "{}\n";
}
ss << "}\n";
return ss.str();
}
std::string GenerateEFBRestorePixelShader()
{
std::ostringstream ss;
EmitSamplerDeclarations(ss, 0, 2, false);
EmitPixelMainDeclaration(ss, 1, 0, "float4",
GetAPIType() == APIType::D3D ? "out float depth : SV_Depth, " : "");
ss << "{\n"
" ocol0 = ";
EmitSampleTexture(ss, 0, "v_tex0");
ss << ";\n";
ss << " " << (GetAPIType() == APIType::D3D ? "depth" : "gl_FragDepth") << " = ";
EmitSampleTexture(ss, 1, "v_tex0");
ss << ".r;\n"
"}\n";
return ss.str();
}
std::string GenerateImGuiVertexShader()
{
std::ostringstream ss;
// Uniform buffer contains the viewport size, and we transform in the vertex shader.
EmitUniformBufferDeclaration(ss);
ss << "{\n"
"float2 u_rcp_viewport_size_mul2;\n"
"};\n\n";
EmitVertexMainDeclaration(ss, 1, 1, true, 1, 1);
ss << "{\n"
" v_tex0 = float3(rawtex0.xy, 0.0);\n"
" v_col0 = rawcolor0;\n"
" opos = float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0,"
" 1.0 - rawpos.y * u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n";
// NDC space is flipped in Vulkan.
if (GetAPIType() == APIType::Vulkan)
ss << " opos.y = -opos.y;\n";
ss << "}\n";
return ss.str();
}
std::string GenerateImGuiPixelShader()
{
std::ostringstream ss;
EmitSamplerDeclarations(ss, 0, 1, false);
EmitPixelMainDeclaration(ss, 1, 1);
ss << "{\n"
" ocol0 = ";
EmitSampleTexture(ss, 0, "float3(v_tex0.xy, 0.0)");
ss << " * v_col0;\n"
"}\n";
return ss.str();
}
} // namespace FramebufferShaderGen