Duckstation/src/frontend-common/postprocessing_shadergen.cpp

191 lines
4.7 KiB
C++

#include "postprocessing_shadergen.h"
namespace FrontendCommon {
PostProcessingShaderGen::PostProcessingShaderGen(HostDisplay::RenderAPI render_api, bool supports_dual_source_blend)
: ShaderGen(render_api, supports_dual_source_blend)
{
}
PostProcessingShaderGen::~PostProcessingShaderGen() = default;
std::string PostProcessingShaderGen::GeneratePostProcessingVertexShader(const PostProcessingShader& shader)
{
std::stringstream ss;
WriteHeader(ss);
DeclareTexture(ss, "samp0", 0);
WriteUniformBuffer(ss, shader, shader.UsePushConstants());
DeclareVertexEntryPoint(ss, {}, 0, 1, {}, true);
ss << R"(
{
v_tex0 = float2(float((v_id << 1) & 2u), float(v_id & 2u));
v_pos = float4(v_tex0 * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);
#if API_OPENGL || API_OPENGL_ES || API_VULKAN
v_pos.y = -v_pos.y;
#endif
v_tex0 = src_rect.xy + (src_size * v_tex0);
}
)";
return ss.str();
}
std::string PostProcessingShaderGen::GeneratePostProcessingFragmentShader(const PostProcessingShader& shader)
{
std::stringstream ss;
WriteHeader(ss);
DeclareTexture(ss, "samp0", 0);
WriteUniformBuffer(ss, shader, shader.UsePushConstants());
// Rename main, since we need to set up globals
if (!m_glsl)
{
// TODO: vecn -> floatn
ss << R"(
#define main real_main
static float2 v_tex0;
static float4 v_pos;
static float4 o_col0;
// Wrappers for sampling functions.
#define texture(sampler, coords) sampler.Sample(sampler##_ss, coords)
#define textureOffset(sampler, coords, offset) sampler.Sample(sampler##_ss, coords, offset)
#define gl_FragCoord v_pos
)";
}
else
{
if (m_use_glsl_interface_blocks)
{
if (IsVulkan())
ss << "layout(location = 0) ";
ss << "in VertexData {\n";
ss << " float2 v_tex0;\n";
ss << "};\n";
}
else
{
ss << "in float2 v_tex0;\n";
}
if (m_use_glsl_binding_layout)
{
ss << "layout(location = 0) out float4 o_col0;\n";
}
else
{
ss << "out float4 o_col0;\n";
}
}
ss << R"(
float4 Sample() { return texture(samp0, v_tex0); }
float4 SampleLocation(float2 location) { return texture(samp0, location); }
#define SampleOffset(offset) textureOffset(samp0, v_tex0, offset)
float2 GetFragCoord()
{
return gl_FragCoord.xy;
}
float2 GetWindowResolution()
{
return window_resolution;
}
float2 GetResolution()
{
return resolution;
}
float2 GetInvResolution()
{
return rcp_resolution;
}
float2 GetCoordinates()
{
return v_tex0;
}
float GetTime()
{
return time;
}
void SetOutput(float4 color)
{
o_col0 = color;
}
#define GetOption(x) (x)
#define OptionEnabled(x) ((x) != 0)
)";
ss << shader.GetCode();
if (!m_glsl)
{
ss << R"(
#undef main
void main(in float2 v_tex0_ : TEXCOORD0, in float4 v_pos_ : SV_Position, out float4 o_col0_ : SV_Target)
{
v_pos = v_pos_;
v_tex0 = v_tex0_;
real_main();
o_col0_ = o_col0;
}
)";
}
return ss.str();
}
void PostProcessingShaderGen::WriteUniformBuffer(std::stringstream& ss, const PostProcessingShader& shader,
bool use_push_constants)
{
u32 pad_counter = 0;
WriteUniformBufferDeclaration(ss, use_push_constants);
ss << "{\n";
ss << " float4 src_rect;\n";
ss << " float2 src_size;\n";
ss << " float2 resolution;\n";
ss << " float2 rcp_resolution;\n";
ss << " float2 window_resolution;\n";
ss << " float2 rcp_window_resolution;\n";
ss << " float time;\n";
ss << " float ubo_pad" << (pad_counter++) << ";\n";
ss << "\n";
static constexpr std::array<const char*, PostProcessingShader::Option::MAX_VECTOR_COMPONENTS + 1> vector_size_suffix =
{{"", "", "2", "3", "4"}};
for (const PostProcessingShader::Option& option : shader.GetOptions())
{
switch (option.type)
{
case PostProcessingShader::Option::Type::Bool:
ss << " int " << option.name << ";\n";
for (u32 i = option.vector_size; i < PostProcessingShader::Option::MAX_VECTOR_COMPONENTS; i++)
ss << " int ubo_pad" << (pad_counter++) << ";\n";
break;
case PostProcessingShader::Option::Type::Int:
{
ss << " int" << vector_size_suffix[option.vector_size] << " " << option.name << ";\n";
for (u32 i = option.vector_size; i < PostProcessingShader::Option::MAX_VECTOR_COMPONENTS; i++)
ss << " int ubo_pad" << (pad_counter++) << ";\n";
}
break;
case PostProcessingShader::Option::Type::Float:
default:
{
ss << " float" << vector_size_suffix[option.vector_size] << " " << option.name << ";\n";
for (u32 i = option.vector_size; i < PostProcessingShader::Option::MAX_VECTOR_COMPONENTS; i++)
ss << " float ubo_pad" << (pad_counter++) << ";\n";
}
break;
}
}
ss << "};\n\n";
}
} // namespace FrontendCommon