From 5475a8d6ebfcdf18083b140901a47e46271115d0 Mon Sep 17 00:00:00 2001 From: Lioncash Date: Mon, 19 Oct 2020 18:46:28 -0400 Subject: [PATCH] GeometryShaderGen: Migrate over to fmt Continues migration of the shader generators over to fmt. --- Source/Core/VideoCommon/GeometryShaderGen.cpp | 243 +++++++++--------- 1 file changed, 127 insertions(+), 116 deletions(-) diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp index fe7927dc4f..dd8dc6df38 100644 --- a/Source/Core/VideoCommon/GeometryShaderGen.cpp +++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp @@ -13,9 +13,18 @@ #include "VideoCommon/VideoConfig.h" #include "VideoCommon/XFMemory.h" -constexpr std::array primitives_ogl = { - {"points", "lines", "triangles", "triangles"}}; -constexpr std::array primitives_d3d = {{"point", "line", "triangle", "triangle"}}; +constexpr std::array primitives_ogl{ + "points", + "lines", + "triangles", + "triangles", +}; +constexpr std::array primitives_d3d{ + "point", + "line", + "triangle", + "triangle", +}; bool geometry_shader_uid_data::IsPassthrough() const { @@ -51,10 +60,10 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h const bool msaa = host_config.msaa; const bool ssaa = host_config.ssaa; const bool stereo = host_config.stereo; - const PrimitiveType primitive_type = static_cast(uid_data->primitive_type); - const unsigned primitive_type_index = static_cast(uid_data->primitive_type); - const unsigned vertex_in = std::min(static_cast(primitive_type_index) + 1, 3u); - unsigned vertex_out = primitive_type == PrimitiveType::TriangleStrip ? 3 : 4; + const auto primitive_type = static_cast(uid_data->primitive_type); + const auto primitive_type_index = static_cast(uid_data->primitive_type); + const auto vertex_in = std::min(static_cast(primitive_type_index) + 1, 3u); + u32 vertex_out = primitive_type == PrimitiveType::TriangleStrip ? 3 : 4; if (wireframe) vertex_out++; @@ -64,131 +73,133 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h // Insert layout parameters if (host_config.backend_gs_instancing) { - out.Write("layout(%s, invocations = %d) in;\n", primitives_ogl[primitive_type_index], - stereo ? 2 : 1); - out.Write("layout(%s_strip, max_vertices = %d) out;\n", wireframe ? "line" : "triangle", - vertex_out); + out.WriteFmt("layout({}, invocations = {}) in;\n", primitives_ogl[primitive_type_index], + stereo ? 2 : 1); + out.WriteFmt("layout({}_strip, max_vertices = {}) out;\n", wireframe ? "line" : "triangle", + vertex_out); } else { - out.Write("layout(%s) in;\n", primitives_ogl[primitive_type_index]); - out.Write("layout(%s_strip, max_vertices = %d) out;\n", wireframe ? "line" : "triangle", - stereo ? vertex_out * 2 : vertex_out); + out.WriteFmt("layout({}) in;\n", primitives_ogl[primitive_type_index]); + out.WriteFmt("layout({}_strip, max_vertices = {}) out;\n", wireframe ? "line" : "triangle", + stereo ? vertex_out * 2 : vertex_out); } } - out.Write("%s", s_lighting_struct); + out.WriteFmt("{}", s_lighting_struct); // uniforms if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) - out.Write("UBO_BINDING(std140, 3) uniform GSBlock {\n"); + out.WriteFmt("UBO_BINDING(std140, 3) uniform GSBlock {{\n"); else - out.Write("cbuffer GSBlock {\n"); + out.WriteFmt("cbuffer GSBlock {{\n"); - out.Write("\tfloat4 " I_STEREOPARAMS ";\n" - "\tfloat4 " I_LINEPTPARAMS ";\n" - "\tint4 " I_TEXOFFSET ";\n" - "};\n"); + out.WriteFmt("\tfloat4 " I_STEREOPARAMS ";\n" + "\tfloat4 " I_LINEPTPARAMS ";\n" + "\tint4 " I_TEXOFFSET ";\n" + "}};\n"); - out.Write("struct VS_OUTPUT {\n"); + out.WriteFmt("struct VS_OUTPUT {{\n"); GenerateVSOutputMembers(out, ApiType, uid_data->numTexGens, host_config, ""); - out.Write("};\n"); + out.WriteFmt("}};\n"); if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) { if (host_config.backend_gs_instancing) - out.Write("#define InstanceID gl_InvocationID\n"); + out.WriteFmt("#define InstanceID gl_InvocationID\n"); - out.Write("VARYING_LOCATION(0) in VertexData {\n"); + out.WriteFmt("VARYING_LOCATION(0) in VertexData {{\n"); GenerateVSOutputMembers(out, ApiType, uid_data->numTexGens, host_config, GetInterpolationQualifier(msaa, ssaa, true, true)); - out.Write("} vs[%d];\n", vertex_in); + out.WriteFmt("}} vs[{}];\n", vertex_in); - out.Write("VARYING_LOCATION(0) out VertexData {\n"); + out.WriteFmt("VARYING_LOCATION(0) out VertexData {{\n"); GenerateVSOutputMembers(out, ApiType, uid_data->numTexGens, host_config, GetInterpolationQualifier(msaa, ssaa, true, false)); if (stereo) - out.Write("\tflat int layer;\n"); + out.WriteFmt("\tflat int layer;\n"); - out.Write("} ps;\n"); + out.WriteFmt("}} ps;\n"); - out.Write("void main()\n{\n"); + out.WriteFmt("void main()\n{{\n"); } else // D3D { - out.Write("struct VertexData {\n"); - out.Write("\tVS_OUTPUT o;\n"); + out.WriteFmt("struct VertexData {{\n"); + out.WriteFmt("\tVS_OUTPUT o;\n"); if (stereo) - out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n"); + out.WriteFmt("\tuint layer : SV_RenderTargetArrayIndex;\n"); - out.Write("};\n"); + out.WriteFmt("}};\n"); if (host_config.backend_gs_instancing) { - out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out, stereo ? 2 : 1); - out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream output, in uint " - "InstanceID : SV_GSInstanceID)\n{\n", - primitives_d3d[primitive_type_index], vertex_in, wireframe ? "Line" : "Triangle"); + out.WriteFmt("[maxvertexcount({})]\n[instance({})]\n", vertex_out, stereo ? 2 : 1); + out.WriteFmt("void main({} VS_OUTPUT o[{}], inout {}Stream output, in uint " + "InstanceID : SV_GSInstanceID)\n{{\n", + primitives_d3d[primitive_type_index], vertex_in, + wireframe ? "Line" : "Triangle"); } else { - out.Write("[maxvertexcount(%d)]\n", stereo ? vertex_out * 2 : vertex_out); - out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream output)\n{\n", - primitives_d3d[primitive_type_index], vertex_in, wireframe ? "Line" : "Triangle"); + out.WriteFmt("[maxvertexcount({})]\n", stereo ? vertex_out * 2 : vertex_out); + out.WriteFmt("void main({} VS_OUTPUT o[{}], inout {}Stream output)\n{{\n", + primitives_d3d[primitive_type_index], vertex_in, + wireframe ? "Line" : "Triangle"); } - out.Write("\tVertexData ps;\n"); + out.WriteFmt("\tVertexData ps;\n"); } if (primitive_type == PrimitiveType::Lines) { if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) { - out.Write("\tVS_OUTPUT start, end;\n"); + out.WriteFmt("\tVS_OUTPUT start, end;\n"); AssignVSOutputMembers(out, "start", "vs[0]", uid_data->numTexGens, host_config); AssignVSOutputMembers(out, "end", "vs[1]", uid_data->numTexGens, host_config); } else { - out.Write("\tVS_OUTPUT start = o[0];\n"); - out.Write("\tVS_OUTPUT end = o[1];\n"); + out.WriteFmt("\tVS_OUTPUT start = o[0];\n" + "\tVS_OUTPUT end = o[1];\n"); } // GameCube/Wii's line drawing algorithm is a little quirky. It does not // use the correct line caps. Instead, the line caps are vertical or // horizontal depending the slope of the line. - out.Write("\tfloat2 offset;\n" - "\tfloat2 to = abs(end.pos.xy / end.pos.w - start.pos.xy / start.pos.w);\n" - // FIXME: What does real hardware do when line is at a 45-degree angle? - // FIXME: Lines aren't drawn at the correct width. See Twilight Princess map. - "\tif (" I_LINEPTPARAMS ".y * to.y > " I_LINEPTPARAMS ".x * to.x) {\n" - // Line is more tall. Extend geometry left and right. - // Lerp LineWidth/2 from [0..VpWidth] to [-1..1] - "\t\toffset = float2(" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".x, 0);\n" - "\t} else {\n" - // Line is more wide. Extend geometry up and down. - // Lerp LineWidth/2 from [0..VpHeight] to [1..-1] - "\t\toffset = float2(0, -" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".y);\n" - "\t}\n"); + out.WriteFmt("\tfloat2 offset;\n" + "\tfloat2 to = abs(end.pos.xy / end.pos.w - start.pos.xy / start.pos.w);\n" + // FIXME: What does real hardware do when line is at a 45-degree angle? + // FIXME: Lines aren't drawn at the correct width. See Twilight Princess map. + "\tif (" I_LINEPTPARAMS ".y * to.y > " I_LINEPTPARAMS ".x * to.x) {{\n" + // Line is more tall. Extend geometry left and right. + // Lerp LineWidth/2 from [0..VpWidth] to [-1..1] + "\t\toffset = float2(" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".x, 0);\n" + "\t}} else {{\n" + // Line is more wide. Extend geometry up and down. + // Lerp LineWidth/2 from [0..VpHeight] to [1..-1] + "\t\toffset = float2(0, -" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".y);\n" + "\t}}\n"); } else if (primitive_type == PrimitiveType::Points) { if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) { - out.Write("\tVS_OUTPUT center;\n"); + out.WriteFmt("\tVS_OUTPUT center;\n"); AssignVSOutputMembers(out, "center", "vs[0]", uid_data->numTexGens, host_config); } else { - out.Write("\tVS_OUTPUT center = o[0];\n"); + out.WriteFmt("\tVS_OUTPUT center = o[0];\n"); } // Offset from center to upper right vertex // Lerp PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1] - out.Write("\tfloat2 offset = float2(" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS - ".x, -" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS ".y) * center.pos.w;\n"); + out.WriteFmt("\tfloat2 offset = float2(" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS + ".x, -" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS ".y) * center.pos.w;\n"); } if (stereo) @@ -196,19 +207,19 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h // If the GPU supports invocation we don't need a for loop and can simply use the // invocation identifier to determine which layer we're rendering. if (host_config.backend_gs_instancing) - out.Write("\tint eye = InstanceID;\n"); + out.WriteFmt("\tint eye = InstanceID;\n"); else - out.Write("\tfor (int eye = 0; eye < 2; ++eye) {\n"); + out.WriteFmt("\tfor (int eye = 0; eye < 2; ++eye) {{\n"); } if (wireframe) - out.Write("\tVS_OUTPUT first;\n"); + out.WriteFmt("\tVS_OUTPUT first;\n"); - out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in); + out.WriteFmt("\tfor (int i = 0; i < {}; ++i) {{\n", vertex_in); if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) { - out.Write("\tVS_OUTPUT f;\n"); + out.WriteFmt("\tVS_OUTPUT f;\n"); AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, host_config); if (host_config.backend_depth_clamp && @@ -216,21 +227,21 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h { // On certain GPUs we have to consume the clip distance from the vertex shader // or else the other vertex shader outputs will get corrupted. - out.Write("\tf.clipDist0 = gl_in[i].gl_ClipDistance[0];\n"); - out.Write("\tf.clipDist1 = gl_in[i].gl_ClipDistance[1];\n"); + out.WriteFmt("\tf.clipDist0 = gl_in[i].gl_ClipDistance[0];\n" + "\tf.clipDist1 = gl_in[i].gl_ClipDistance[1];\n"); } } else { - out.Write("\tVS_OUTPUT f = o[i];\n"); + out.WriteFmt("\tVS_OUTPUT f = o[i];\n"); } if (stereo) { // Select the output layer - out.Write("\tps.layer = eye;\n"); + out.WriteFmt("\tps.layer = eye;\n"); if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) - out.Write("\tgl_Layer = eye;\n"); + out.WriteFmt("\tgl_Layer = eye;\n"); // For stereoscopy add a small horizontal offset in Normalized Device Coordinates proportional // to the depth of the vertex. We retrieve the depth value from the w-component of the projected @@ -239,56 +250,56 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h // the depth value. This results in objects at a distance smaller than the convergence // distance to seemingly appear in front of the screen. // This formula is based on page 13 of the "Nvidia 3D Vision Automatic, Best Practices Guide" - out.Write("\tfloat hoffset = (eye == 0) ? " I_STEREOPARAMS ".x : " I_STEREOPARAMS ".y;\n"); - out.Write("\tf.pos.x += hoffset * (f.pos.w - " I_STEREOPARAMS ".z);\n"); + out.WriteFmt("\tfloat hoffset = (eye == 0) ? " I_STEREOPARAMS ".x : " I_STEREOPARAMS ".y;\n"); + out.WriteFmt("\tf.pos.x += hoffset * (f.pos.w - " I_STEREOPARAMS ".z);\n"); } if (primitive_type == PrimitiveType::Lines) { - out.Write("\tVS_OUTPUT l = f;\n" - "\tVS_OUTPUT r = f;\n"); + out.WriteFmt("\tVS_OUTPUT l = f;\n" + "\tVS_OUTPUT r = f;\n"); - out.Write("\tl.pos.xy -= offset * l.pos.w;\n" - "\tr.pos.xy += offset * r.pos.w;\n"); + out.WriteFmt("\tl.pos.xy -= offset * l.pos.w;\n" + "\tr.pos.xy += offset * r.pos.w;\n"); - out.Write("\tif (" I_TEXOFFSET "[2] != 0) {\n"); - out.Write("\tfloat texOffset = 1.0 / float(" I_TEXOFFSET "[2]);\n"); + out.WriteFmt("\tif (" I_TEXOFFSET "[2] != 0) {{\n"); + out.WriteFmt("\tfloat texOffset = 1.0 / float(" I_TEXOFFSET "[2]);\n"); - for (unsigned int i = 0; i < uid_data->numTexGens; ++i) + for (u32 i = 0; i < uid_data->numTexGens; ++i) { - out.Write("\tif (((" I_TEXOFFSET "[0] >> %d) & 0x1) != 0)\n", i); - out.Write("\t\tr.tex%d.x += texOffset;\n", i); + out.WriteFmt("\tif (((" I_TEXOFFSET "[0] >> {}) & 0x1) != 0)\n", i); + out.WriteFmt("\t\tr.tex{}.x += texOffset;\n", i); } - out.Write("\t}\n"); + out.WriteFmt("\t}}\n"); EmitVertex(out, host_config, uid_data, "l", ApiType, wireframe, true); EmitVertex(out, host_config, uid_data, "r", ApiType, wireframe); } else if (primitive_type == PrimitiveType::Points) { - out.Write("\tVS_OUTPUT ll = f;\n" - "\tVS_OUTPUT lr = f;\n" - "\tVS_OUTPUT ul = f;\n" - "\tVS_OUTPUT ur = f;\n"); + out.WriteFmt("\tVS_OUTPUT ll = f;\n" + "\tVS_OUTPUT lr = f;\n" + "\tVS_OUTPUT ul = f;\n" + "\tVS_OUTPUT ur = f;\n"); - out.Write("\tll.pos.xy += float2(-1,-1) * offset;\n" - "\tlr.pos.xy += float2(1,-1) * offset;\n" - "\tul.pos.xy += float2(-1,1) * offset;\n" - "\tur.pos.xy += offset;\n"); + out.WriteFmt("\tll.pos.xy += float2(-1,-1) * offset;\n" + "\tlr.pos.xy += float2(1,-1) * offset;\n" + "\tul.pos.xy += float2(-1,1) * offset;\n" + "\tur.pos.xy += offset;\n"); - out.Write("\tif (" I_TEXOFFSET "[3] != 0) {\n"); - out.Write("\tfloat2 texOffset = float2(1.0 / float(" I_TEXOFFSET - "[3]), 1.0 / float(" I_TEXOFFSET "[3]));\n"); + out.WriteFmt("\tif (" I_TEXOFFSET "[3] != 0) {{\n"); + out.WriteFmt("\tfloat2 texOffset = float2(1.0 / float(" I_TEXOFFSET + "[3]), 1.0 / float(" I_TEXOFFSET "[3]));\n"); - for (unsigned int i = 0; i < uid_data->numTexGens; ++i) + for (u32 i = 0; i < uid_data->numTexGens; ++i) { - out.Write("\tif (((" I_TEXOFFSET "[1] >> %d) & 0x1) != 0) {\n", i); - out.Write("\t\tul.tex%d.xy += float2(0,1) * texOffset;\n", i); - out.Write("\t\tur.tex%d.xy += texOffset;\n", i); - out.Write("\t\tlr.tex%d.xy += float2(1,0) * texOffset;\n", i); - out.Write("\t}\n"); + out.WriteFmt("\tif (((" I_TEXOFFSET "[1] >> {}) & 0x1) != 0) {{\n", i); + out.WriteFmt("\t\tul.tex{}.xy += float2(0,1) * texOffset;\n", i); + out.WriteFmt("\t\tur.tex{}.xy += texOffset;\n", i); + out.WriteFmt("\t\tlr.tex{}.xy += float2(1,0) * texOffset;\n", i); + out.WriteFmt("\t}}\n"); } - out.Write("\t}\n"); + out.WriteFmt("\t}}\n"); EmitVertex(out, host_config, uid_data, "ll", ApiType, wireframe, true); EmitVertex(out, host_config, uid_data, "lr", ApiType, wireframe); @@ -300,14 +311,14 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& h EmitVertex(out, host_config, uid_data, "f", ApiType, wireframe, true); } - out.Write("\t}\n"); + out.WriteFmt("\t}}\n"); EndPrimitive(out, host_config, uid_data, ApiType, wireframe); if (stereo && !host_config.backend_gs_instancing) - out.Write("\t}\n"); + out.WriteFmt("\t}}\n"); - out.Write("}\n"); + out.WriteFmt("}}\n"); return out; } @@ -317,34 +328,34 @@ static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config, APIType ApiType, bool wireframe, bool first_vertex) { if (wireframe && first_vertex) - out.Write("\tif (i == 0) first = %s;\n", vertex); + out.WriteFmt("\tif (i == 0) first = {};\n", vertex); if (ApiType == APIType::OpenGL) { - out.Write("\tgl_Position = %s.pos;\n", vertex); + out.WriteFmt("\tgl_Position = {}.pos;\n", vertex); if (host_config.backend_depth_clamp) { - out.Write("\tgl_ClipDistance[0] = %s.clipDist0;\n", vertex); - out.Write("\tgl_ClipDistance[1] = %s.clipDist1;\n", vertex); + out.WriteFmt("\tgl_ClipDistance[0] = {}.clipDist0;\n", vertex); + out.WriteFmt("\tgl_ClipDistance[1] = {}.clipDist1;\n", vertex); } AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, host_config); } else if (ApiType == APIType::Vulkan) { // Vulkan NDC space has Y pointing down (right-handed NDC space). - out.Write("\tgl_Position = %s.pos;\n", vertex); - out.Write("\tgl_Position.y = -gl_Position.y;\n"); + out.WriteFmt("\tgl_Position = {}.pos;\n", vertex); + out.WriteFmt("\tgl_Position.y = -gl_Position.y;\n"); AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, host_config); } else { - out.Write("\tps.o = %s;\n", vertex); + out.WriteFmt("\tps.o = {};\n", vertex); } if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) - out.Write("\tEmitVertex();\n"); + out.WriteFmt("\tEmitVertex();\n"); else - out.Write("\toutput.Append(ps);\n"); + out.WriteFmt("\toutput.Append(ps);\n"); } static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config, @@ -354,9 +365,9 @@ static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config, EmitVertex(out, host_config, uid_data, "first", ApiType, wireframe); if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) - out.Write("\tEndPrimitive();\n"); + out.WriteFmt("\tEndPrimitive();\n"); else - out.Write("\toutput.RestartStrip();\n"); + out.WriteFmt("\toutput.RestartStrip();\n"); } void EnumerateGeometryShaderUids(const std::function& callback)