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https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-13 13:35:14 +01:00
gl_shader_gen: accept an option to generate separable shaders
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@ -61,6 +61,37 @@ layout (std140) uniform shader_data {
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};
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};
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)";
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)";
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static std::string GetVertexInterfaceDeclaration(bool is_output, bool separable_shader) {
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std::string out;
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auto append_variable = [&](const char* var, int location) {
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if (separable_shader) {
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out += "layout (location=" + std::to_string(location) + ") ";
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}
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out += std::string(is_output ? "out " : "in ") + var + ";\n";
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};
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append_variable("vec4 primary_color", ATTRIBUTE_COLOR);
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append_variable("vec2 texcoord0", ATTRIBUTE_TEXCOORD0);
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append_variable("vec2 texcoord1", ATTRIBUTE_TEXCOORD1);
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append_variable("vec2 texcoord2", ATTRIBUTE_TEXCOORD2);
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append_variable("float texcoord0_w", ATTRIBUTE_TEXCOORD0_W);
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append_variable("vec4 normquat", ATTRIBUTE_NORMQUAT);
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append_variable("vec3 view", ATTRIBUTE_VIEW);
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if (is_output && separable_shader) {
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// gl_PerVertex redeclaration is required for separate shader object
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out += R"(
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out gl_PerVertex {
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vec4 gl_Position;
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float gl_ClipDistance[2];
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};
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)";
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}
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return out;
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}
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PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
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PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
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PicaShaderConfig res;
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PicaShaderConfig res;
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@ -206,11 +237,11 @@ static std::string SampleTexture(const PicaShaderConfig& config, unsigned textur
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// Only unit 0 respects the texturing type
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// Only unit 0 respects the texturing type
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switch (state.texture0_type) {
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switch (state.texture0_type) {
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case TexturingRegs::TextureConfig::Texture2D:
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case TexturingRegs::TextureConfig::Texture2D:
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return "texture(tex[0], texcoord[0])";
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return "texture(tex0, texcoord0)";
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case TexturingRegs::TextureConfig::Projection2D:
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case TexturingRegs::TextureConfig::Projection2D:
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return "textureProj(tex[0], vec3(texcoord[0], texcoord0_w))";
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return "textureProj(tex0, vec3(texcoord0, texcoord0_w))";
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case TexturingRegs::TextureConfig::TextureCube:
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case TexturingRegs::TextureConfig::TextureCube:
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return "texture(tex_cube, vec3(texcoord[0], texcoord0_w))";
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return "texture(tex_cube, vec3(texcoord0, texcoord0_w))";
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case TexturingRegs::TextureConfig::Shadow2D:
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case TexturingRegs::TextureConfig::Shadow2D:
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case TexturingRegs::TextureConfig::ShadowCube:
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case TexturingRegs::TextureConfig::ShadowCube:
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NGLOG_CRITICAL(HW_GPU, "Unhandled shadow texture");
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NGLOG_CRITICAL(HW_GPU, "Unhandled shadow texture");
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@ -220,15 +251,15 @@ static std::string SampleTexture(const PicaShaderConfig& config, unsigned textur
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LOG_CRITICAL(HW_GPU, "Unhandled texture type %x",
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LOG_CRITICAL(HW_GPU, "Unhandled texture type %x",
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static_cast<int>(state.texture0_type));
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static_cast<int>(state.texture0_type));
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UNIMPLEMENTED();
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UNIMPLEMENTED();
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return "texture(tex[0], texcoord[0])";
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return "texture(tex0, texcoord0)";
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}
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}
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case 1:
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case 1:
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return "texture(tex[1], texcoord[1])";
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return "texture(tex1, texcoord1)";
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case 2:
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case 2:
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if (state.texture2_use_coord1)
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if (state.texture2_use_coord1)
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return "texture(tex[2], texcoord[1])";
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return "texture(tex2, texcoord1)";
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else
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else
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return "texture(tex[2], texcoord[2])";
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return "texture(tex2, texcoord2)";
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case 3:
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case 3:
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if (state.proctex.enable) {
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if (state.proctex.enable) {
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return "ProcTex()";
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return "ProcTex()";
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@ -1019,7 +1050,12 @@ float ProcTexNoiseCoef(vec2 x) {
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}
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}
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out += "vec4 ProcTex() {\n";
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out += "vec4 ProcTex() {\n";
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out += "vec2 uv = abs(texcoord[" + std::to_string(config.state.proctex.coord) + "]);\n";
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if (config.state.proctex.coord < 3) {
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out += "vec2 uv = abs(texcoord" + std::to_string(config.state.proctex.coord) + ");\n";
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} else {
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NGLOG_CRITICAL(Render_OpenGL, "Unexpected proctex.coord >= 3");
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out += "vec2 uv = abs(texcoord0);\n";
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}
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// Get shift offset before noise generation
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// Get shift offset before noise generation
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out += "float u_shift = ";
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out += "float u_shift = ";
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@ -1084,23 +1120,24 @@ float ProcTexNoiseCoef(vec2 x) {
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}
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}
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}
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}
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std::string GenerateFragmentShader(const PicaShaderConfig& config) {
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std::string GenerateFragmentShader(const PicaShaderConfig& config, bool separable_shader) {
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const auto& state = config.state;
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const auto& state = config.state;
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std::string out = R"(
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std::string out = "#version 330 core\n";
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#version 330 core
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if (separable_shader) {
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out += "#extension GL_ARB_separate_shader_objects : enable\n";
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}
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in vec4 primary_color;
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out += GetVertexInterfaceDeclaration(false, separable_shader);
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in vec2 texcoord[3];
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in float texcoord0_w;
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in vec4 normquat;
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in vec3 view;
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out += R"(
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in vec4 gl_FragCoord;
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in vec4 gl_FragCoord;
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out vec4 color;
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out vec4 color;
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uniform sampler2D tex[3];
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform samplerCube tex_cube;
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uniform samplerCube tex_cube;
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uniform samplerBuffer lighting_lut;
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uniform samplerBuffer lighting_lut;
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uniform samplerBuffer fog_lut;
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uniform samplerBuffer fog_lut;
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@ -1228,8 +1265,11 @@ vec4 secondary_fragment_color = vec4(0.0);
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return out;
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return out;
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}
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}
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std::string GenerateVertexShader() {
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std::string GenerateTrivialVertexShader(bool separable_shader) {
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std::string out = "#version 330 core\n";
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std::string out = "#version 330 core\n";
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if (separable_shader) {
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out += "#extension GL_ARB_separate_shader_objects : enable\n";
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}
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out += "layout(location = " + std::to_string((int)ATTRIBUTE_POSITION) +
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out += "layout(location = " + std::to_string((int)ATTRIBUTE_POSITION) +
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") in vec4 vert_position;\n";
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") in vec4 vert_position;\n";
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@ -1246,14 +1286,7 @@ std::string GenerateVertexShader() {
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") in vec4 vert_normquat;\n";
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") in vec4 vert_normquat;\n";
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out += "layout(location = " + std::to_string((int)ATTRIBUTE_VIEW) + ") in vec3 vert_view;\n";
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out += "layout(location = " + std::to_string((int)ATTRIBUTE_VIEW) + ") in vec3 vert_view;\n";
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out += R"(
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out += GetVertexInterfaceDeclaration(true, separable_shader);
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out vec4 primary_color;
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out vec2 texcoord[3];
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out float texcoord0_w;
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out vec4 normquat;
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out vec3 view;
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)";
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out += UniformBlockDef;
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out += UniformBlockDef;
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@ -1261,9 +1294,9 @@ out vec3 view;
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void main() {
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void main() {
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primary_color = vert_color;
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primary_color = vert_color;
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texcoord[0] = vert_texcoord0;
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texcoord0 = vert_texcoord0;
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texcoord[1] = vert_texcoord1;
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texcoord1 = vert_texcoord1;
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texcoord[2] = vert_texcoord2;
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texcoord2 = vert_texcoord2;
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texcoord0_w = vert_texcoord0_w;
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texcoord0_w = vert_texcoord0_w;
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normquat = vert_normquat;
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normquat = vert_normquat;
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view = vert_view;
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view = vert_view;
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@ -9,7 +9,9 @@
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#include <functional>
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#include <functional>
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#include <string>
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#include <string>
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#include <type_traits>
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#include <type_traits>
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#include "common/hash.h"
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#include "video_core/regs.h"
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#include "video_core/regs.h"
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#include "video_core/shader/shader.h"
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namespace GLShader {
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namespace GLShader {
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@ -132,18 +134,21 @@ struct PicaShaderConfig : Common::HashableStruct<PicaShaderConfigState> {
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};
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};
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/**
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/**
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* Generates the GLSL vertex shader program source code for the current Pica state
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* Generates the GLSL vertex shader program source code that accepts vertices from software shader
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* and directly passes them to the fragment shader.
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* @param separable_shader generates shader that can be used for separate shader object
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* @returns String of the shader source code
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* @returns String of the shader source code
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*/
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*/
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std::string GenerateVertexShader();
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std::string GenerateTrivialVertexShader(bool separable_shader);
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/**
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/**
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* Generates the GLSL fragment shader program source code for the current Pica state
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* Generates the GLSL fragment shader program source code for the current Pica state
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* @param config ShaderCacheKey object generated for the current Pica state, used for the shader
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* @param config ShaderCacheKey object generated for the current Pica state, used for the shader
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* configuration (NOTE: Use state in this struct only, not the Pica registers!)
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* configuration (NOTE: Use state in this struct only, not the Pica registers!)
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* @param separable_shader generates shader that can be used for separate shader object
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* @returns String of the shader source code
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* @returns String of the shader source code
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*/
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*/
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std::string GenerateFragmentShader(const PicaShaderConfig& config);
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std::string GenerateFragmentShader(const PicaShaderConfig& config, bool separable_shader);
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} // namespace GLShader
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} // namespace GLShader
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