GPU/HW: Use uniform blocks for all shaders + HLSL support in shadergen

This commit is contained in:
Connor McLaughlin 2019-11-03 15:18:51 +10:00
parent d5150ec790
commit 47849465d8
3 changed files with 364 additions and 154 deletions

View file

@ -281,7 +281,7 @@ void GPU_HW_OpenGL::CreateTextureBuffer()
bool GPU_HW_OpenGL::CompilePrograms()
{
GPU_HW_ShaderGen shadergen(GPU_HW_ShaderGen::Backend::OpenGL, m_resolution_scale, m_true_color);
GPU_HW_ShaderGen shadergen(GPU_HW_ShaderGen::API::OpenGL, m_resolution_scale, m_true_color);
for (u32 render_mode = 0; render_mode < 4; render_mode++)
{
@ -316,8 +316,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
if (textured)
{
prog.Bind();
prog.RegisterUniform("samp0");
prog.Uniform1i(0, 0);
prog.Uniform1i("samp0", 0);
}
}
}
@ -338,10 +337,10 @@ bool GPU_HW_OpenGL::CompilePrograms()
if (!prog.Link())
return false;
prog.BindUniformBlock("UBOBlock", 1);
prog.Bind();
prog.RegisterUniform("u_base_coords");
prog.RegisterUniform("samp0");
prog.Uniform1i(1, 0);
prog.Uniform1i("samp0", 0);
}
}
@ -355,11 +354,10 @@ bool GPU_HW_OpenGL::CompilePrograms()
if (!m_vram_write_program.Link())
return false;
m_vram_write_program.BindUniformBlock("UBOBlock", 1);
m_vram_write_program.Bind();
m_vram_write_program.RegisterUniform("u_base_coords");
m_vram_write_program.RegisterUniform("u_size");
m_vram_write_program.RegisterUniform("samp0");
m_vram_write_program.Uniform1i(2, 0);
m_vram_write_program.Uniform1i("samp0", 0);
return true;
}
@ -490,7 +488,11 @@ void GPU_HW_OpenGL::UpdateDisplay()
m_vram_downsample_texture->Bind();
glViewport(0, field_offset, display_width, display_height);
prog.Uniform3i(0, vram_offset_x, flipped_vram_offset_y, field_offset);
const u32 uniforms[4] = {vram_offset_x, flipped_vram_offset_y, field_offset};
UploadUniformBlock(uniforms, sizeof(uniforms));
m_batch_ubo_dirty = true;
glDrawArrays(GL_TRIANGLES, 0, 3);
m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, display_width, display_height,
@ -502,7 +504,11 @@ void GPU_HW_OpenGL::UpdateDisplay()
m_vram_texture->Bind();
glViewport(0, scaled_field_offset, scaled_display_width, scaled_display_height);
prog.Uniform3i(0, scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_field_offset);
const u32 uniforms[4] = {scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_field_offset};
UploadUniformBlock(uniforms, sizeof(uniforms));
m_batch_ubo_dirty = true;
glDrawArrays(GL_TRIANGLES, 0, 3);
m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, scaled_display_width,
@ -672,8 +678,11 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
m_vram_write_program.Bind();
glBindTexture(GL_TEXTURE_BUFFER, m_texture_buffer_r16ui_texture);
m_vram_write_program.Uniform2i(0, x, flipped_y);
m_vram_write_program.Uniform2i(1, width, height);
const u32 uniforms[4] = {x, flipped_y, width, height};
UploadUniformBlock(uniforms, sizeof(uniforms));
m_batch_ubo_dirty = true;
glDrawArrays(GL_TRIANGLES, 0, 3);
UpdateDrawingArea();

View file

@ -1,7 +1,7 @@
#include "gpu_hw_shadergen.h"
GPU_HW_ShaderGen::GPU_HW_ShaderGen(Backend backend, u32 resolution_scale, bool true_color)
: m_backend(backend), m_resolution_scale(resolution_scale), m_true_color(true_color)
GPU_HW_ShaderGen::GPU_HW_ShaderGen(API backend, u32 resolution_scale, bool true_color)
: m_backend(backend), m_resolution_scale(resolution_scale), m_true_color(true_color), m_glsl(backend != API::Direct3D)
{
}
@ -15,25 +15,75 @@ static void DefineMacro(std::stringstream& ss, const char* name, bool enabled)
ss << "/* #define " << name << " 0 */\n";
}
void GPU_HW_ShaderGen::GenerateShaderHeader(std::stringstream& ss)
void GPU_HW_ShaderGen::WriteHeader(std::stringstream& ss)
{
if (m_backend == API::OpenGL)
{
ss << "#version 330 core\n\n";
ss << "const int RESOLUTION_SCALE = " << m_resolution_scale << ";\n";
ss << "const ivec2 VRAM_SIZE = ivec2(" << GPU::VRAM_WIDTH << ", " << GPU::VRAM_HEIGHT << ") * RESOLUTION_SCALE;\n";
ss << "const vec2 RCP_VRAM_SIZE = vec2(1.0, 1.0) / vec2(VRAM_SIZE);\n";
ss << "#define API_OPENGL 1\n";
}
else if (m_backend == API::Direct3D)
{
ss << "#define API_DIRECT3D 1\n";
}
if (m_glsl)
{
ss << "#define GLSL 1\n";
ss << "#define float2 vec2\n";
ss << "#define float3 vec3\n";
ss << "#define float4 vec4\n";
ss << "#define int2 ivec2\n";
ss << "#define int3 ivec3\n";
ss << "#define int4 ivec4\n";
ss << "#define uint2 uvec2\n";
ss << "#define uint3 uvec3\n";
ss << "#define uint4 uvec4\n";
ss << "#define nointerpolation flat\n";
ss << "#define CONSTANT const\n";
ss << "#define SAMPLE_TEXTURE(name, coords) texture(name, coords)\n";
ss << "#define LOAD_TEXTURE(name, coords, mip) texelFetch(name, coords, mip)\n";
ss << "#define LOAD_TEXTURE_BUFFER(name, index) texelFetch(name, index)\n";
}
else
{
ss << "#define HLSL 1\n";
ss << "#define CONSTANT static const\n";
ss << "#define SAMPLE_TEXTURE(name, coords) name.Sample(name##_ss, coords)\n";
ss << "#define LOAD_TEXTURE(name, coords, mip) name.Load(int3(coords, mip))\n";
ss << "#define LOAD_TEXTURE_BUFFER(name, index) name.Load(name, index)\n";
}
ss << "\n";
}
void GPU_HW_ShaderGen::WriteCommonFunctions(std::stringstream& ss)
{
ss << "CONSTANT int RESOLUTION_SCALE = " << m_resolution_scale << ";\n";
ss << "CONSTANT int2 VRAM_SIZE = int2(" << GPU::VRAM_WIDTH << ", " << GPU::VRAM_HEIGHT << ") * RESOLUTION_SCALE;\n";
ss << "CONSTANT float2 RCP_VRAM_SIZE = float2(1.0, 1.0) / float2(VRAM_SIZE);\n";
ss << R"(
float fixYCoord(float y)
{
#if API_OPENGL
return 1.0 - RCP_VRAM_SIZE.y - y;
#else
return y;
#endif
}
int fixYCoord(int y)
{
#if API_OPENGL
return VRAM_SIZE.y - y - 1;
#else
return y;
#endif
}
uint RGBA8ToRGBA5551(vec4 v)
uint RGBA8ToRGBA5551(float4 v)
{
uint r = uint(v.r * 255.0) >> 3;
uint g = uint(v.g * 255.0) >> 3;
@ -42,7 +92,7 @@ uint RGBA8ToRGBA5551(vec4 v)
return (r) | (g << 5) | (b << 10) | (a << 15);
}
vec4 RGBA5551ToRGBA8(uint v)
float4 RGBA5551ToRGBA8(uint v)
{
uint r = (v & 31u);
uint g = ((v >> 5) & 31u);
@ -54,53 +104,196 @@ vec4 RGBA5551ToRGBA8(uint v)
g = (g << 3) | (g & 7u);
b = (b << 3) | (b & 7u);
return vec4(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0, float(a));
return float4(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0, float(a));
}
)";
}
void GPU_HW_ShaderGen::GenerateBatchUniformBuffer(std::stringstream& ss)
void GPU_HW_ShaderGen::DeclareUniformBuffer(std::stringstream& ss, const std::initializer_list<const char*>& members)
{
ss << R"(
uniform UBOBlock {
ivec2 u_pos_offset;
uvec2 u_texture_window_mask;
uvec2 u_texture_window_offset;
float u_src_alpha_factor;
float u_dst_alpha_factor;
};
)";
if (m_glsl)
ss << "uniform UBOBlock\n";
else
ss << "cbuffer UBOBlock : register(b0)\n";
ss << "{\n";
for (const char* member : members)
ss << member << ";\n";
ss << "};\n\n";
}
void GPU_HW_ShaderGen::DeclareTexture(std::stringstream& ss, const char* name, u32 index)
{
if (m_glsl)
{
ss << "uniform sampler2D " << name << ";\n";
}
else
{
ss << "Texture2D " << name << " : register(t" << index << ");\n";
ss << "SamplerState " << name << "_ss : register(s" << index << ");\n";
}
}
void GPU_HW_ShaderGen::DeclareTextureBuffer(std::stringstream& ss, const char* name, u32 index, bool is_int,
bool is_unsigned)
{
if (m_glsl)
{
ss << "uniform " << (is_int ? (is_unsigned ? "u" : "i") : "") << "samplerBuffer " << name << ";\n";
}
else
{
ss << "Buffer<" << (is_int ? (is_unsigned ? "uint4" : "int4") : "float4") << "> " << name << " : register(t"
<< index << ");\n";
}
}
void GPU_HW_ShaderGen::DeclareVertexEntryPoint(std::stringstream& ss,
const std::initializer_list<const char*>& attributes,
u32 num_color_outputs, u32 num_texcoord_outputs,
const std::initializer_list<const char*>& additional_outputs)
{
if (m_glsl)
{
for (const char* attribute : attributes)
ss << "in " << attribute << ";\n";
for (u32 i = 0; i < num_color_outputs; i++)
ss << "out float4 v_col" << i << ";\n";
for (u32 i = 0; i < num_texcoord_outputs; i++)
ss << "out float2 v_tex" << i << ";\n";
for (const char* output : additional_outputs)
ss << output << ";\n";
ss << "#define v_pos gl_Position\n\n";
ss << "void main()\n";
}
else
{
ss << "void main(\n";
u32 attribute_counter = 0;
for (const char* attribute : attributes)
{
ss << " in " << attribute << " : ATTR" << attribute_counter << ",\n";
attribute_counter++;
}
for (u32 i = 0; i < num_color_outputs; i++)
ss << " out float4 v_col" << i << " : COLOR" << i << ",\n";
for (u32 i = 0; i < num_texcoord_outputs; i++)
ss << " out float2 v_tex" << i << " : TEXCOORD" << i << ",\n";
u32 additional_counter = num_texcoord_outputs;
for (const char* output : additional_outputs)
{
ss << " " << output << " : TEXCOORD" << additional_counter << ",\n";
additional_counter++;
}
ss << " out float4 v_pos : SV_Position)\n";
}
}
void GPU_HW_ShaderGen::DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
const std::initializer_list<const char*>& additional_inputs,
bool declare_fragcoord, bool dual_color_output)
{
if (m_glsl)
{
for (u32 i = 0; i < num_color_inputs; i++)
ss << "in float4 v_col" << i << ";\n";
for (u32 i = 0; i < num_texcoord_inputs; i++)
ss << "in float2 v_tex" << i << ";\n";
for (const char* input : additional_inputs)
ss << input << ";\n";
if (declare_fragcoord)
ss << "#define v_pos gl_FragCoord\n";
ss << "out float4 o_col0;\n";
if (dual_color_output)
ss << "out float4 o_col1;\n";
ss << "\n";
ss << "void main()\n";
}
else
{
{
ss << "void main(\n";
for (u32 i = 0; i < num_color_inputs; i++)
ss << " in float4 v_col" << i << " : COLOR" << i << ",\n";
for (u32 i = 0; i < num_texcoord_inputs; i++)
ss << " in float2 v_tex" << i << " : TEXCOORD" << i << ",\n";
u32 additional_counter = num_texcoord_inputs;
for (const char* output : additional_inputs)
{
ss << " " << output << " : TEXCOORD" << additional_counter << ",\n";
additional_counter++;
}
if (declare_fragcoord)
ss << " in float4 v_pos : SV_Position,\n";
if (dual_color_output)
{
ss << " out float4 o_col0 : SV_Target0,\n";
ss << " out float4 o_col1 : SV_Target1)\n";
}
else
{
ss << " out float4 o_col0 : SV_Target)";
}
}
}
}
void GPU_HW_ShaderGen::WriteBatchUniformBuffer(std::stringstream& ss)
{
DeclareUniformBuffer(ss, {"int2 u_pos_offset", "uint2 u_texture_window_mask", "uint2 u_texture_window_offset",
"float u_src_alpha_factor", "float u_dst_alpha_factor"});
}
std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
{
std::stringstream ss;
GenerateShaderHeader(ss);
WriteHeader(ss);
DefineMacro(ss, "TEXTURED", textured);
GenerateBatchUniformBuffer(ss);
WriteCommonFunctions(ss);
WriteBatchUniformBuffer(ss);
if (textured)
{
DeclareVertexEntryPoint(ss, {"int2 a_pos", "float4 a_col0", "int a_texcoord", "int a_texpage"}, 1, 1,
{"nointerpolation out int4 v_texpage"});
}
else
{
DeclareVertexEntryPoint(ss, {"int2 a_pos", "float4 a_col0"}, 1, 0, {});
}
ss << R"(
in ivec2 a_pos;
in vec4 a_col0;
in int a_texcoord;
in int a_texpage;
out vec3 v_col0;
#if TEXTURED
out vec2 v_tex0;
flat out ivec4 v_texpage;
#endif
void main()
{
// 0..+1023 -> -1..1
float pos_x = (float(a_pos.x + u_pos_offset.x) / 512.0) - 1.0;
float pos_y = (float(a_pos.y + u_pos_offset.y) / -256.0) + 1.0;
gl_Position = vec4(pos_x, pos_y, 0.0, 1.0);
v_pos = float4(pos_x, pos_y, 0.0, 1.0);
v_col0 = a_col0.rgb;
v_col0 = a_col0;
#if TEXTURED
v_tex0 = vec2(float(a_texcoord & 0xFFFF), float(a_texcoord >> 16)) / vec2(255.0);
v_tex0 = float2(float(a_texcoord & 0xFFFF), float(a_texcoord >> 16)) / float2(255.0, 255.0);
// base_x,base_y,palette_x,palette_y
v_texpage.x = (a_texpage & 15) * 64 * RESOLUTION_SCALE;
@ -119,14 +312,14 @@ std::string GPU_HW_ShaderGen::GenerateBatchFragmentShader(GPU_HW::BatchRenderMod
{
const GPU::TextureMode actual_texture_mode = texture_mode & ~GPU::TextureMode::RawTextureBit;
const bool raw_texture = (texture_mode & GPU::TextureMode::RawTextureBit) == GPU::TextureMode::RawTextureBit;
const bool textured = (texture_mode != GPU::TextureMode::Disabled);
std::stringstream ss;
GenerateShaderHeader(ss);
GenerateBatchUniformBuffer(ss);
WriteHeader(ss);
DefineMacro(ss, "TRANSPARENCY", transparency != GPU_HW::BatchRenderMode::TransparencyDisabled);
DefineMacro(ss, "TRANSPARENCY_ONLY_OPAQUE", transparency == GPU_HW::BatchRenderMode::OnlyOpaque);
DefineMacro(ss, "TRANSPARENCY_ONLY_TRANSPARENCY", transparency == GPU_HW::BatchRenderMode::OnlyTransparent);
DefineMacro(ss, "TEXTURED", actual_texture_mode != GPU::TextureMode::Disabled);
DefineMacro(ss, "TEXTURED", textured);
DefineMacro(ss, "PALETTE",
actual_texture_mode == GPU::TextureMode::Palette4Bit ||
actual_texture_mode == GPU::TextureMode::Palette8Bit);
@ -136,64 +329,65 @@ std::string GPU_HW_ShaderGen::GenerateBatchFragmentShader(GPU_HW::BatchRenderMod
DefineMacro(ss, "DITHERING", dithering);
DefineMacro(ss, "TRUE_COLOR", m_true_color);
ss << "const int[16] s_dither_values = int[16]( ";
WriteCommonFunctions(ss);
WriteBatchUniformBuffer(ss);
DeclareTexture(ss, "samp0", 0);
if (m_glsl)
ss << "CONSTANT int[16] s_dither_values = int[16]( ";
else
ss << "CONSTANT int s_dither_values[] = {";
for (u32 i = 0; i < 16; i++)
{
if (i > 0)
ss << ", ";
ss << GPU::DITHER_MATRIX[i / 4][i % 4];
}
if (m_glsl)
ss << " );\n";
else
ss << "};\n";
ss << R"(
in vec3 v_col0;
#if TEXTURED
in vec2 v_tex0;
flat in ivec4 v_texpage;
uniform sampler2D samp0;
#endif
out vec4 o_col0;
ivec3 ApplyDithering(ivec3 icol)
int3 ApplyDithering(int2 coord, int3 icol)
{
ivec2 fc = (ivec2(gl_FragCoord.xy) / ivec2(RESOLUTION_SCALE, RESOLUTION_SCALE)) & ivec2(3, 3);
int2 fc = coord & int2(3, 3);
int offset = s_dither_values[fc.y * 4 + fc.x];
return icol + ivec3(offset, offset, offset);
return icol + int3(offset, offset, offset);
}
ivec3 TruncateTo15Bit(ivec3 icol)
int3 TruncateTo15Bit(int3 icol)
{
icol = clamp(icol, ivec3(0, 0, 0), ivec3(255, 255, 255));
return (icol & ivec3(~7, ~7, ~7)) | ((icol >> 3) & ivec3(7, 7, 7));
icol = clamp(icol, int3(0, 0, 0), int3(255, 255, 255));
return (icol & int3(~7, ~7, ~7)) | ((icol >> 3) & int3(7, 7, 7));
}
#if TEXTURED
ivec2 ApplyNativeTextureWindow(ivec2 coords)
int2 ApplyNativeTextureWindow(int2 coords)
{
uint x = (uint(coords.x) & ~(u_texture_window_mask.x * 8u)) | ((u_texture_window_offset.x & u_texture_window_mask.x) * 8u);
uint y = (uint(coords.y) & ~(u_texture_window_mask.y * 8u)) | ((u_texture_window_offset.y & u_texture_window_mask.y) * 8u);
return ivec2(int(x), int(y));
return int2(int(x), int(y));
}
ivec2 ApplyTextureWindow(ivec2 coords)
int2 ApplyTextureWindow(int2 coords)
{
if (RESOLUTION_SCALE == 1)
return ApplyNativeTextureWindow(coords);
ivec2 downscaled_coords = coords / ivec2(RESOLUTION_SCALE);
ivec2 coords_offset = coords % ivec2(RESOLUTION_SCALE);
return (ApplyNativeTextureWindow(downscaled_coords) * ivec2(RESOLUTION_SCALE)) + coords_offset;
int2 downscaled_coords = coords / int2(RESOLUTION_SCALE, RESOLUTION_SCALE);
int2 coords_offset = coords % int2(RESOLUTION_SCALE, RESOLUTION_SCALE);
return (ApplyNativeTextureWindow(downscaled_coords) * int2(RESOLUTION_SCALE, RESOLUTION_SCALE)) + coords_offset;
}
ivec4 SampleFromVRAM(vec2 coord)
int4 SampleFromVRAM(int4 texpage, float2 coord)
{
// from 0..1 to 0..255
ivec2 icoord = ivec2(coord * vec2(255 * RESOLUTION_SCALE));
int2 icoord = int2(coord * float2(float(255 * RESOLUTION_SCALE), float(255 * RESOLUTION_SCALE)));
icoord = ApplyTextureWindow(icoord);
// adjust for tightly packed palette formats
ivec2 index_coord = icoord;
int2 index_coord = icoord;
#if PALETTE_4_BIT
index_coord.x /= 4;
#elif PALETTE_8_BIT
@ -201,10 +395,10 @@ ivec4 SampleFromVRAM(vec2 coord)
#endif
// fixup coords
ivec2 vicoord = ivec2(v_texpage.x + index_coord.x, fixYCoord(v_texpage.y + index_coord.y));
int2 vicoord = int2(texpage.x + index_coord.x, fixYCoord(texpage.y + index_coord.y));
// load colour/palette
vec4 color = texelFetch(samp0, vicoord, 0);
float4 color = LOAD_TEXTURE(samp0, vicoord, 0);
// apply palette
#if PALETTE
@ -217,25 +411,35 @@ ivec4 SampleFromVRAM(vec2 coord)
uint vram_value = RGBA8ToRGBA5551(color);
int palette_index = int((vram_value >> (subpixel * 8)) & 0xFFu);
#endif
ivec2 palette_icoord = ivec2(v_texpage.z + (palette_index * RESOLUTION_SCALE), fixYCoord(v_texpage.w));
color = texelFetch(samp0, palette_icoord, 0);
int2 palette_icoord = int2(texpage.z + (palette_index * RESOLUTION_SCALE), fixYCoord(texpage.w));
color = LOAD_TEXTURE(samp0, palette_icoord, 0);
#endif
return ivec4(color * vec4(255.0, 255.0, 255.0, 255.0));
return int4(color * float4(255.0, 255.0, 255.0, 255.0));
}
#endif
)";
void main()
if (textured)
{
ivec3 vertcol = ivec3(v_col0 * vec3(255.0, 255.0, 255.0));
DeclareFragmentEntryPoint(ss, 1, 1, {"nointerpolation in int4 v_texpage"}, true, false);
}
else
{
DeclareFragmentEntryPoint(ss, 1, 0, {}, true, false);
}
ss << R"(
{
int3 vertcol = int3(v_col0.rgb * float3(255.0, 255.0, 255.0));
bool semitransparent;
bool new_mask_bit;
ivec3 icolor;
int3 icolor;
#if TEXTURED
ivec4 texcol = SampleFromVRAM(v_tex0);
if (texcol == ivec4(0.0, 0.0, 0.0, 0.0))
int4 texcol = SampleFromVRAM(v_texpage, v_tex0);
if (all(texcol == int4(0.0, 0.0, 0.0, 0.0)))
discard;
// Grab semitransparent bit from the texture color.
@ -254,7 +458,7 @@ void main()
// Apply dithering
#if DITHERING
icolor = ApplyDithering(icolor);
icolor = ApplyDithering(int2(v_pos.xy) / int2(RESOLUTION_SCALE, RESOLUTION_SCALE), icolor);
#endif
// Clip to 15-bit range
@ -263,7 +467,7 @@ void main()
#endif
// Normalize
vec3 color = vec3(icolor) / vec3(255.0, 255.0, 255.0);
float3 color = float3(icolor) / float3(255.0, 255.0, 255.0);
#if TRANSPARENCY
// Apply semitransparency. If not a semitransparent texel, destination alpha is ignored.
@ -272,17 +476,17 @@ void main()
#if TRANSPARENCY_ONLY_OPAQUE
discard;
#endif
o_col0 = vec4(color * u_src_alpha_factor, u_dst_alpha_factor);
o_col0 = float4(color * u_src_alpha_factor, u_dst_alpha_factor);
}
else
{
#if TRANSPARENCY_ONLY_TRANSPARENCY
discard;
#endif
o_col0 = vec4(color, 0.0);
o_col0 = float4(color, 0.0);
}
#else
o_col0 = vec4(color, 0.0);
o_col0 = float4(color, 0.0);
#endif
}
)";
@ -293,15 +497,12 @@ void main()
std::string GPU_HW_ShaderGen::GenerateScreenQuadVertexShader()
{
std::stringstream ss;
GenerateShaderHeader(ss);
WriteHeader(ss);
DeclareVertexEntryPoint(ss, {}, 0, 1, {});
ss << R"(
out vec2 v_tex0;
void main()
{
v_tex0 = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
gl_Position = vec4(v_tex0 * vec2(2.0f, -2.0f) + vec2(-1.0f, 1.0f), 0.0f, 1.0f);
v_tex0 = float2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
gl_Position = float4(v_tex0 * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);
gl_Position.y = -gl_Position.y;
}
)";
@ -312,15 +513,12 @@ void main()
std::string GPU_HW_ShaderGen::GenerateFillFragmentShader()
{
std::stringstream ss;
GenerateShaderHeader(ss);
WriteHeader(ss);
DeclareUniformBuffer(ss, {"float4 u_fill_color"});
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, false);
ss << R"(
uniform vec4 fill_color;
out vec4 o_col0;
void main()
{
o_col0 = fill_color;
ss << R"({
o_col0 = u_fill_color;
}
)";
@ -330,42 +528,35 @@ void main()
std::string GPU_HW_ShaderGen::GenerateDisplayFragmentShader(bool depth_24bit, bool interlaced)
{
std::stringstream ss;
GenerateShaderHeader(ss);
WriteHeader(ss);
DefineMacro(ss, "DEPTH_24BIT", depth_24bit);
DefineMacro(ss, "INTERLACED", interlaced);
WriteCommonFunctions(ss);
DeclareUniformBuffer(ss, {"int3 u_base_coords"});
DeclareTexture(ss, "samp0", 0);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, false);
ss << R"(
in vec2 v_tex0;
out vec4 o_col0;
uniform sampler2D samp0;
uniform ivec3 u_base_coords;
ivec2 GetCoords(vec2 fragcoord)
{
ivec2 icoords = ivec2(fragcoord);
int2 icoords = int2(v_pos.xy);
#if INTERLACED
if ((((icoords.y - u_base_coords.z) / RESOLUTION_SCALE) & 1) != 0)
discard;
#endif
return icoords;
}
void main()
{
ivec2 icoords = GetCoords(gl_FragCoord.xy);
#if DEPTH_24BIT
// compute offset in dwords from the start of the 24-bit values
ivec2 base = ivec2(u_base_coords.x, u_base_coords.y + icoords.y);
int2 base = int2(u_base_coords.x, u_base_coords.y + icoords.y);
int xoff = int(icoords.x);
int dword_index = (xoff / 2) + (xoff / 4);
// sample two adjacent dwords, or four 16-bit values as the 24-bit value will lie somewhere between these
uint s0 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + dword_index * 2 + 0, base.y), 0));
uint s1 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + dword_index * 2 + 1, base.y), 0));
uint s2 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + (dword_index + 1) * 2 + 0, base.y), 0));
uint s3 = RGBA8ToRGBA5551(texelFetch(samp0, ivec2(base.x + (dword_index + 1) * 2 + 1, base.y), 0));
uint s0 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2(base.x + dword_index * 2 + 0, base.y), 0));
uint s1 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2(base.x + dword_index * 2 + 1, base.y), 0));
uint s2 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2(base.x + (dword_index + 1) * 2 + 0, base.y), 0));
uint s3 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2(base.x + (dword_index + 1) * 2 + 1, base.y), 0));
// select the bit for this pixel depending on its offset in the 4-pixel block
uint r, g, b;
@ -396,10 +587,10 @@ void main()
}
// and normalize
o_col0 = vec4(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0, 1.0);
o_col0 = float4(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0, 1.0);
#else
// load and return
o_col0 = texelFetch(samp0, u_base_coords.xy + icoords, 0);
o_col0 = LOAD_TEXTURE(samp0, u_base_coords.xy + icoords, 0);
#endif
}
)";
@ -410,24 +601,20 @@ void main()
std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader()
{
std::stringstream ss;
GenerateShaderHeader(ss);
WriteHeader(ss);
WriteCommonFunctions(ss);
DeclareUniformBuffer(ss, {"int2 u_base_coords", "int2 u_size"});
DeclareTextureBuffer(ss, "samp0", 0, true, true);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, false);
ss << R"(
uniform ivec2 u_base_coords;
uniform ivec2 u_size;
uniform usamplerBuffer samp0;
out vec4 o_col0;
void main()
{
ivec2 coords = ivec2(gl_FragCoord.xy) / ivec2(RESOLUTION_SCALE, RESOLUTION_SCALE);
ivec2 offset = coords - u_base_coords;
int2 coords = int2(v_pos.xy) / int2(RESOLUTION_SCALE, RESOLUTION_SCALE);
int2 offset = coords - u_base_coords;
offset.y = u_size.y - offset.y - 1;
int buffer_offset = offset.y * u_size.x + offset.x;
uint value = texelFetch(samp0, buffer_offset).r;
uint value = LOAD_TEXTURE_BUFFER(samp0, buffer_offset).r;
o_col0 = RGBA5551ToRGBA8(value);
})";

View file

@ -1,34 +1,48 @@
#pragma once
#include "gpu_hw.h"
#include <sstream>
#include <string>
#include "gpu_hw.h"
class GPU_HW_ShaderGen
{
public:
enum class Backend
enum class API
{
OpenGL
OpenGL,
Direct3D
};
public:
GPU_HW_ShaderGen(Backend backend, u32 resolution_scale, bool true_color);
GPU_HW_ShaderGen(API backend, u32 resolution_scale, bool true_color);
~GPU_HW_ShaderGen();
void Init(Backend backend, u32 resolution_scale, bool true_color);
void Init(API backend, u32 resolution_scale, bool true_color);
std::string GenerateBatchVertexShader(bool textured);
std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode transparency, GPU::TextureMode texture_mode, bool dithering);
std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode transparency, GPU::TextureMode texture_mode,
bool dithering);
std::string GenerateScreenQuadVertexShader();
std::string GenerateFillFragmentShader();
std::string GenerateDisplayFragmentShader(bool depth_24bit, bool interlaced);
std::string GenerateVRAMWriteFragmentShader();
Backend m_backend;
API m_backend;
u32 m_resolution_scale;
bool m_true_color;
bool m_glsl;
private:
void GenerateShaderHeader(std::stringstream& ss);
void GenerateBatchUniformBuffer(std::stringstream& ss);
void WriteHeader(std::stringstream& ss);
void DeclareUniformBuffer(std::stringstream& ss, const std::initializer_list<const char*>& members);
void DeclareTexture(std::stringstream& ss, const char* name, u32 index);
void DeclareTextureBuffer(std::stringstream& ss, const char* name, u32 index, bool is_int, bool is_unsigned);
void DeclareVertexEntryPoint(std::stringstream& ss, const std::initializer_list<const char*>& attributes,
u32 num_color_outputs, u32 num_texcoord_outputs,
const std::initializer_list<const char*>& additional_outputs);
void DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
const std::initializer_list<const char*>& additional_inputs,
bool declare_fragcoord = false, bool dual_color_output = false);
void WriteCommonFunctions(std::stringstream& ss);
void WriteBatchUniformBuffer(std::stringstream& ss);
};