Completes the merge, deleting the Vulkan-specific fragment shader generator.

This commit is contained in:
Henrik Rydgård 2020-10-22 23:31:56 +02:00
parent 56ddd597c1
commit 020fb55a65
14 changed files with 38 additions and 680 deletions

View File

@ -1263,8 +1263,6 @@ set(GPU_VULKAN
GPU/Vulkan/DebugVisVulkan.h
GPU/Vulkan/DrawEngineVulkan.cpp
GPU/Vulkan/DrawEngineVulkan.h
GPU/Vulkan/FragmentShaderGeneratorVulkan.cpp
GPU/Vulkan/FragmentShaderGeneratorVulkan.h
GPU/Vulkan/FramebufferManagerVulkan.cpp
GPU/Vulkan/FramebufferManagerVulkan.h
GPU/Vulkan/GPU_Vulkan.cpp

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@ -5,6 +5,8 @@
#include "ext/glslang/SPIRV/GlslangToSpv.h"
#include "ShaderCommon.h"
void init_resources(TBuiltInResource &Resources) {
Resources.maxLights = 32;
Resources.maxClipPlanes = 6;
@ -98,4 +100,21 @@ void init_resources(TBuiltInResource &Resources) {
Resources.limits.generalSamplerIndexing = 1;
Resources.limits.generalVariableIndexing = 1;
Resources.limits.generalConstantMatrixVectorIndexing = 1;
}
}
void GLSLShaderCompat::SetupForVulkan() {
fragColor0 = "fragColor0";
fragColor1 = "fragColor1";
varying_fs = "in";
varying_vs = "out";
attribute = "in";
bitwiseOps = true;
framebufferFetchExtension = nullptr;
gles = false;
glslES30 = true;
glslVersionNumber = 450;
lastFragData = nullptr;
texture = "texture";
texelFetch = "texelFetch";
vulkan = true;
}

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@ -31,8 +31,6 @@ enum ShaderLanguage {
HLSL_DX9,
HLSL_D3D11,
HLSL_D3D11_LEVEL9,
TEST_GLSL_VULKAN,
};
enum DebugShaderType {
@ -156,4 +154,6 @@ struct GLSLShaderCompat {
const char *framebufferFetchExtension;
bool glslES30;
bool bitwiseOps;
void SetupForVulkan();
};

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@ -476,7 +476,6 @@
<ClInclude Include="Vulkan\DebugVisVulkan.h" />
<ClInclude Include="Vulkan\DepalettizeShaderVulkan.h" />
<ClInclude Include="Vulkan\DrawEngineVulkan.h" />
<ClInclude Include="Vulkan\FragmentShaderGeneratorVulkan.h" />
<ClInclude Include="Vulkan\FramebufferManagerVulkan.h" />
<ClInclude Include="Vulkan\GPU_Vulkan.h" />
<ClInclude Include="Vulkan\PipelineManagerVulkan.h" />
@ -667,7 +666,6 @@
<ClCompile Include="Vulkan\DebugVisVulkan.cpp" />
<ClCompile Include="Vulkan\DepalettizeShaderVulkan.cpp" />
<ClCompile Include="Vulkan\DrawEngineVulkan.cpp" />
<ClCompile Include="Vulkan\FragmentShaderGeneratorVulkan.cpp" />
<ClCompile Include="Vulkan\FramebufferManagerVulkan.cpp" />
<ClCompile Include="Vulkan\GPU_Vulkan.cpp" />
<ClCompile Include="Vulkan\PipelineManagerVulkan.cpp" />

View File

@ -150,9 +150,6 @@
<ClInclude Include="Vulkan\DrawEngineVulkan.h">
<Filter>Vulkan</Filter>
</ClInclude>
<ClInclude Include="Vulkan\FragmentShaderGeneratorVulkan.h">
<Filter>Vulkan</Filter>
</ClInclude>
<ClInclude Include="Vulkan\FramebufferManagerVulkan.h">
<Filter>Vulkan</Filter>
</ClInclude>
@ -416,9 +413,6 @@
<ClCompile Include="Vulkan\DrawEngineVulkan.cpp">
<Filter>Vulkan</Filter>
</ClCompile>
<ClCompile Include="Vulkan\FragmentShaderGeneratorVulkan.cpp">
<Filter>Vulkan</Filter>
</ClCompile>
<ClCompile Include="Vulkan\GPU_Vulkan.cpp">
<Filter>Vulkan</Filter>
</ClCompile>

View File

@ -1,610 +0,0 @@
// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <cstdio>
#include <sstream>
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Common/Log.h"
#include "Common/StringUtils.h"
#include "Core/Reporting.h"
#include "Core/Config.h"
#include "GPU/Common/GPUStateUtils.h"
#include "GPU/Common/ShaderId.h"
#include "GPU/Vulkan/FragmentShaderGeneratorVulkan.h"
#include "GPU/Vulkan/FramebufferManagerVulkan.h"
#include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Vulkan/PipelineManagerVulkan.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
static const char *vulkan_glsl_preamble =
"#version 450\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"#extension GL_ARB_conservative_depth : enable\n"
"#extension GL_ARB_shader_image_load_store : enable\n"
"#define splat3(x) vec3(x)\n\n";
#define WRITE p+=sprintf
bool GenerateFragmentShaderVulkanGLSL(const FShaderID &id, char *buffer, uint32_t vulkanVendorId, std::string *errorString) {
char *p = buffer;
const char *lastFragData = nullptr;
WRITE(p, "%s", vulkan_glsl_preamble);
bool lmode = id.Bit(FS_BIT_LMODE);
bool doTexture = id.Bit(FS_BIT_DO_TEXTURE);
bool enableFog = id.Bit(FS_BIT_ENABLE_FOG);
bool enableAlphaTest = id.Bit(FS_BIT_ALPHA_TEST);
bool alphaTestAgainstZero = id.Bit(FS_BIT_ALPHA_AGAINST_ZERO);
bool testForceToZero = id.Bit(FS_BIT_TEST_DISCARD_TO_ZERO);
bool enableColorTest = id.Bit(FS_BIT_COLOR_TEST);
bool colorTestAgainstZero = id.Bit(FS_BIT_COLOR_AGAINST_ZERO);
bool enableColorDoubling = id.Bit(FS_BIT_COLOR_DOUBLE);
bool doTextureProjection = id.Bit(FS_BIT_DO_TEXTURE_PROJ);
bool doTextureAlpha = id.Bit(FS_BIT_TEXALPHA);
bool doFlatShading = id.Bit(FS_BIT_FLATSHADE);
bool shaderDepal = id.Bit(FS_BIT_SHADER_DEPAL);
GEComparison alphaTestFunc = (GEComparison)id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3);
GEComparison colorTestFunc = (GEComparison)id.Bits(FS_BIT_COLOR_TEST_FUNC, 2);
bool needShaderTexClamp = id.Bit(FS_BIT_SHADER_TEX_CLAMP);
GETexFunc texFunc = (GETexFunc)id.Bits(FS_BIT_TEXFUNC, 3);
bool textureAtOffset = id.Bit(FS_BIT_TEXTURE_AT_OFFSET);
ReplaceBlendType replaceBlend = static_cast<ReplaceBlendType>(id.Bits(FS_BIT_REPLACE_BLEND, 3));
ReplaceAlphaType stencilToAlpha = static_cast<ReplaceAlphaType>(id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2));
GEBlendSrcFactor replaceBlendFuncA = (GEBlendSrcFactor)id.Bits(FS_BIT_BLENDFUNC_A, 4);
GEBlendDstFactor replaceBlendFuncB = (GEBlendDstFactor)id.Bits(FS_BIT_BLENDFUNC_B, 4);
GEBlendMode replaceBlendEq = (GEBlendMode)id.Bits(FS_BIT_BLENDEQ, 3);
StencilValueType replaceAlphaWithStencilType = (StencilValueType)id.Bits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4);
bool isModeClear = id.Bit(FS_BIT_CLEARMODE);
const char *shading = doFlatShading ? "flat" : "";
bool earlyFragmentTests = ((!enableAlphaTest && !enableColorTest) || testForceToZero) && !gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT);
bool useAdrenoBugWorkaround = id.Bit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL);
if (earlyFragmentTests) {
WRITE(p, "layout (early_fragment_tests) in;\n");
} else if (useAdrenoBugWorkaround && !gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT)) {
WRITE(p, "layout (depth_unchanged) out float gl_FragDepth;\n");
}
WRITE(p, "layout (std140, set = 0, binding = 3) uniform baseUBO {\n%s};\n", ub_baseStr);
if (doTexture) {
WRITE(p, "layout (binding = 0) uniform sampler2D tex;\n");
}
if (!isModeClear && replaceBlend > REPLACE_BLEND_STANDARD) {
if (replaceBlend == REPLACE_BLEND_COPY_FBO) {
WRITE(p, "layout (binding = 1) uniform sampler2D fbotex;\n");
}
}
if (shaderDepal) {
WRITE(p, "layout (binding = 2) uniform sampler2D pal;\n");
}
WRITE(p, "layout (location = 1) %s in vec4 v_color0;\n", shading);
if (lmode)
WRITE(p, "layout (location = 2) %s in vec3 v_color1;\n", shading);
if (enableFog) {
WRITE(p, "layout (location = 3) in float v_fogdepth;\n");
}
if (doTexture) {
WRITE(p, "layout (location = 0) in vec3 v_texcoord;\n");
}
if (enableAlphaTest && !alphaTestAgainstZero) {
WRITE(p, "int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }\n");
}
if (enableColorTest && !colorTestAgainstZero) {
WRITE(p, "ivec3 roundAndScaleTo255iv(in vec3 x) { return ivec3(floor(x * 255.0 + 0.5)); }\n");
}
WRITE(p, "layout (location = 0, index = 0) out vec4 fragColor0;\n");
if (stencilToAlpha == REPLACE_ALPHA_DUALSOURCE) {
WRITE(p, "layout (location = 0, index = 1) out vec4 fragColor1;\n");
}
// PowerVR needs a custom modulo function. For some reason, this has far higher precision than the builtin one.
if ((gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_BAD) && needShaderTexClamp) {
WRITE(p, "float mymod(float a, float b) { return a - b * floor(a / b); }\n");
}
WRITE(p, "void main() {\n");
if (isModeClear) {
// Clear mode does not allow any fancy shading.
WRITE(p, " vec4 v = v_color0;\n");
} else {
const char *secondary = "";
// Secondary color for specular on top of texture
if (lmode) {
WRITE(p, " vec4 s = vec4(v_color1, 0.0);\n");
secondary = " + s";
} else {
secondary = "";
}
if (doTexture) {
const char *texcoord = "v_texcoord";
// TODO: Not sure the right way to do this for projection.
// This path destroys resolution on older PowerVR no matter what I do, so we disable it on SGX 540 and lesser, and live with the consequences.
if (needShaderTexClamp && !(gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_TERRIBLE)) {
// We may be clamping inside a larger surface (tex = 64x64, buffer=480x272).
// We may also be wrapping in such a surface, or either one in a too-small surface.
// Obviously, clamping to a smaller surface won't work. But better to clamp to something.
std::string ucoord = "v_texcoord.x";
std::string vcoord = "v_texcoord.y";
if (doTextureProjection) {
ucoord = "(v_texcoord.x / v_texcoord.z)";
vcoord = "(v_texcoord.y / v_texcoord.z)";
}
std::string modulo = (gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_BAD) ? "mymod" : "mod";
if (id.Bit(FS_BIT_CLAMP_S)) {
ucoord = "clamp(" + ucoord + ", u_texclamp.z, u_texclamp.x - u_texclamp.z)";
} else {
ucoord = modulo + "(" + ucoord + ", u_texclamp.x)";
}
if (id.Bit(FS_BIT_CLAMP_T)) {
vcoord = "clamp(" + vcoord + ", u_texclamp.w, u_texclamp.y - u_texclamp.w)";
} else {
vcoord = modulo + "(" + vcoord + ", u_texclamp.y)";
}
if (textureAtOffset) {
ucoord = "(" + ucoord + " + u_texclampoff.x)";
vcoord = "(" + vcoord + " + u_texclampoff.y)";
}
WRITE(p, " vec2 fixedcoord = vec2(%s, %s);\n", ucoord.c_str(), vcoord.c_str());
texcoord = "fixedcoord";
// We already projected it.
doTextureProjection = false;
}
if (!shaderDepal) {
if (doTextureProjection) {
WRITE(p, " vec4 t = textureProj(tex, %s);\n", texcoord);
} else {
WRITE(p, " vec4 t = texture(tex, %s.xy);\n", texcoord);
}
} else {
if (doTextureProjection) {
// We don't use textureProj because we need to manually offset from the divided coordinate to do filtering here.
// On older hardware it has the advantage of higher resolution math, but such old hardware can't run Vulkan.
WRITE(p, " vec2 uv = %s.xy/%s.z;\n vec2 uv_round;\n", texcoord, texcoord);
} else {
WRITE(p, " vec2 uv = %s.xy;\n vec2 uv_round;\n", texcoord);
}
WRITE(p, " vec2 tsize = vec2(textureSize(tex, 0));\n");
WRITE(p, " vec2 fraction;\n");
WRITE(p, " bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0;\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " uv_round = uv * tsize - vec2(0.5, 0.5);\n");
WRITE(p, " fraction = fract(uv_round);\n");
WRITE(p, " uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize;\n"); // We want to take our four point samples at pixel centers.
WRITE(p, " } else {\n");
WRITE(p, " uv_round = uv;\n");
WRITE(p, " }\n");
WRITE(p, " vec4 t = texture(tex, uv_round);\n");
WRITE(p, " vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0));\n");
WRITE(p, " vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1));\n");
WRITE(p, " vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1));\n");
WRITE(p, " uint depalMask = (u_depal_mask_shift_off_fmt & 0xFF);\n");
WRITE(p, " uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFF;\n");
WRITE(p, " uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFF) << 4;\n");
WRITE(p, " uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3;\n");
WRITE(p, " uvec4 col; uint index0; uint index1; uint index2; uint index3;\n");
WRITE(p, " switch (depalFmt) {\n"); // We might want to include fmt in the shader ID if this is a performance issue.
WRITE(p, " case 0:\n"); // 565
WRITE(p, " col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index0 = (col.b << 11) | (col.g << 5) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index1 = (col.b << 11) | (col.g << 5) | (col.r);\n");
WRITE(p, " col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index2 = (col.b << 11) | (col.g << 5) | (col.r);\n");
WRITE(p, " col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index3 = (col.b << 11) | (col.g << 5) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " case 1:\n"); // 5551
WRITE(p, " col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
WRITE(p, " col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
WRITE(p, " col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " case 2:\n"); // 4444
WRITE(p, " col = uvec4(t.rgba * 15.99);\n");
WRITE(p, " index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = uvec4(t1.rgba * 15.99);\n");
WRITE(p, " index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
WRITE(p, " col = uvec4(t2.rgba * 15.99);\n");
WRITE(p, " index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
WRITE(p, " col = uvec4(t3.rgba * 15.99);\n");
WRITE(p, " index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " case 3:\n"); // 8888
WRITE(p, " col = uvec4(t.rgba * 255.99);\n");
WRITE(p, " index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = uvec4(t1.rgba * 255.99);\n");
WRITE(p, " index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
WRITE(p, " col = uvec4(t2.rgba * 255.99);\n");
WRITE(p, " index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
WRITE(p, " col = uvec4(t3.rgba * 255.99);\n");
WRITE(p, " index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " };\n");
WRITE(p, " index0 = ((index0 >> depalShift) & depalMask) | depalOffset;\n");
WRITE(p, " t = texelFetch(pal, ivec2(index0, 0), 0);\n");
WRITE(p, " if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) {\n");
WRITE(p, " index1 = ((index1 >> depalShift) & depalMask) | depalOffset;\n");
WRITE(p, " index2 = ((index2 >> depalShift) & depalMask) | depalOffset;\n");
WRITE(p, " index3 = ((index3 >> depalShift) & depalMask) | depalOffset;\n");
WRITE(p, " t1 = texelFetch(pal, ivec2(index1, 0), 0);\n");
WRITE(p, " t2 = texelFetch(pal, ivec2(index2, 0), 0);\n");
WRITE(p, " t3 = texelFetch(pal, ivec2(index3, 0), 0);\n");
WRITE(p, " t = mix(t, t1, fraction.x);\n");
WRITE(p, " t2 = mix(t2, t3, fraction.x);\n");
WRITE(p, " t = mix(t, t2, fraction.y);\n");
WRITE(p, " }\n");
}
if (texFunc != GE_TEXFUNC_REPLACE || !doTextureAlpha)
WRITE(p, " vec4 p = v_color0;\n");
if (doTextureAlpha) { // texfmt == RGBA
switch (texFunc) {
case GE_TEXFUNC_MODULATE:
WRITE(p, " vec4 v = p * t%s;\n", secondary);
break;
case GE_TEXFUNC_DECAL:
WRITE(p, " vec4 v = vec4(mix(p.rgb, t.rgb, t.a), p.a)%s;\n", secondary);
break;
case GE_TEXFUNC_BLEND:
WRITE(p, " vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a * t.a)%s;\n", secondary);
break;
case GE_TEXFUNC_REPLACE:
WRITE(p, " vec4 v = t%s;\n", secondary);
break;
case GE_TEXFUNC_ADD:
case GE_TEXFUNC_UNKNOWN1:
case GE_TEXFUNC_UNKNOWN2:
case GE_TEXFUNC_UNKNOWN3:
WRITE(p, " vec4 v = vec4(p.rgb + t.rgb, p.a * t.a)%s;\n", secondary);
break;
default:
WRITE(p, " vec4 v = p;\n"); break;
}
} else { // texfmt == RGB
switch (texFunc) {
case GE_TEXFUNC_MODULATE:
WRITE(p, " vec4 v = vec4(t.rgb * p.rgb, p.a)%s;\n", secondary);
break;
case GE_TEXFUNC_DECAL:
WRITE(p, " vec4 v = vec4(t.rgb, p.a)%s;\n", secondary);
break;
case GE_TEXFUNC_BLEND:
WRITE(p, " vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a)%s;\n", secondary);
break;
case GE_TEXFUNC_REPLACE:
WRITE(p, " vec4 v = vec4(t.rgb, p.a)%s;\n", secondary);
break;
case GE_TEXFUNC_ADD:
case GE_TEXFUNC_UNKNOWN1:
case GE_TEXFUNC_UNKNOWN2:
case GE_TEXFUNC_UNKNOWN3:
WRITE(p, " vec4 v = vec4(p.rgb + t.rgb, p.a)%s;\n", secondary); break;
default:
WRITE(p, " vec4 v = p;\n"); break;
}
}
if (enableColorDoubling) {
// This happens before fog is applied.
WRITE(p, " v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);\n");
}
} else {
// No texture mapping
WRITE(p, " vec4 v = v_color0 %s;\n", secondary);
}
if (enableFog) {
WRITE(p, " float fogCoef = clamp(v_fogdepth, 0.0, 1.0);\n");
WRITE(p, " v = mix(vec4(u_fogcolor, v.a), v, fogCoef);\n");
}
// Texture access is at half texels [0.5/256, 255.5/256], but colors are normalized [0, 255].
// So we have to scale to account for the difference.
std::string alphaTestXCoord = "0";
const char *discardStatement = testForceToZero ? "v.a = 0.0;" : "discard;";
if (enableAlphaTest) {
if (alphaTestAgainstZero) {
// When testing against 0 (extremely common), we can avoid some math.
// 0.002 is approximately half of 1.0 / 255.0.
if (alphaTestFunc == GE_COMP_NOTEQUAL || alphaTestFunc == GE_COMP_GREATER) {
WRITE(p, " if (v.a < 0.002) %s\n", discardStatement);
} else if (alphaTestFunc != GE_COMP_NEVER) {
// Anything else is a test for == 0. Happens sometimes, actually...
WRITE(p, " if (v.a > 0.002) %s\n", discardStatement);
} else {
// NEVER has been logged as used by games, although it makes little sense - statically failing.
// Maybe we could discard the drawcall, but it's pretty rare. Let's just statically discard here.
WRITE(p, " %s\n", discardStatement);
}
} else {
const char *alphaTestFuncs[] = { "#", "#", " != ", " == ", " >= ", " > ", " <= ", " < " };
if (alphaTestFuncs[alphaTestFunc][0] != '#') {
WRITE(p, " if ((roundAndScaleTo255i(v.a) & u_alphacolormask.a) %s int(u_alphacolorref.a)) %s\n", alphaTestFuncs[alphaTestFunc], discardStatement);
} else {
// This means NEVER. See above.
WRITE(p, " %s\n", discardStatement);
}
}
}
if (enableColorTest) {
if (colorTestAgainstZero) {
// When testing against 0 (common), we can avoid some math.
// Have my doubts that this special case is actually worth it, but whatever.
// 0.002 is approximately half of 1.0 / 255.0.
if (colorTestFunc == GE_COMP_NOTEQUAL) {
WRITE(p, " if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) %s\n", discardStatement);
} else if (colorTestFunc != GE_COMP_NEVER) {
// Anything else is a test for == 0.
WRITE(p, " if (v.r > 0.002 || v.g > 0.002 || v.b > 0.002) %s\n", discardStatement);
} else {
// NEVER has been logged as used by games, although it makes little sense - statically failing.
// Maybe we could discard the drawcall, but it's pretty rare. Let's just statically discard here.
WRITE(p, " %s\n", discardStatement);
}
} else {
const char *colorTestFuncs[] = { "#", "#", " != ", " == " };
if (colorTestFuncs[colorTestFunc][0] != '#') {
WRITE(p, " ivec3 v_scaled = roundAndScaleTo255iv(v.rgb);\n");
WRITE(p, " if ((v_scaled & u_alphacolormask.rgb) %s (u_alphacolorref.rgb & u_alphacolormask.rgb)) %s\n", colorTestFuncs[colorTestFunc], discardStatement);
} else {
WRITE(p, " %s\n", discardStatement);
}
}
}
if (replaceBlend == REPLACE_BLEND_2X_SRC) {
WRITE(p, " v.rgb = v.rgb * 2.0;\n");
}
if (replaceBlend == REPLACE_BLEND_PRE_SRC || replaceBlend == REPLACE_BLEND_PRE_SRC_2X_ALPHA) {
const char *srcFactor = nullptr;
switch (replaceBlendFuncA) {
case GE_SRCBLEND_DSTCOLOR: srcFactor = "ERROR"; break;
case GE_SRCBLEND_INVDSTCOLOR: srcFactor = "ERROR"; break;
case GE_SRCBLEND_SRCALPHA: srcFactor = "vec3(v.a)"; break;
case GE_SRCBLEND_INVSRCALPHA: srcFactor = "vec3(1.0 - v.a)"; break;
case GE_SRCBLEND_DSTALPHA: srcFactor = "ERROR"; break;
case GE_SRCBLEND_INVDSTALPHA: srcFactor = "ERROR"; break;
case GE_SRCBLEND_DOUBLESRCALPHA: srcFactor = "vec3(v.a * 2.0)"; break;
case GE_SRCBLEND_DOUBLEINVSRCALPHA: srcFactor = "vec3(1.0 - v.a * 2.0)"; break;
// PRE_SRC for REPLACE_BLEND_PRE_SRC_2X_ALPHA means "double the src."
// It's close to the same, but clamping can still be an issue.
case GE_SRCBLEND_DOUBLEDSTALPHA: srcFactor = "vec3(2.0)"; break;
case GE_SRCBLEND_DOUBLEINVDSTALPHA: srcFactor = "ERROR"; break;
case GE_SRCBLEND_FIXA: srcFactor = "u_blendFixA"; break;
default: srcFactor = "u_blendFixA"; break;
}
if (!strcmp(srcFactor, "ERROR")) {
*errorString = "Bad replaceblend src factor";
return false;
}
WRITE(p, " v.rgb = v.rgb * %s;\n", srcFactor);
}
if (replaceBlend == REPLACE_BLEND_COPY_FBO) {
WRITE(p, " lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);\n");
const char *srcFactor = "vec3(1.0)";
const char *dstFactor = "vec3(0.0)";
switch (replaceBlendFuncA) {
case GE_SRCBLEND_DSTCOLOR: srcFactor = "destColor.rgb"; break;
case GE_SRCBLEND_INVDSTCOLOR: srcFactor = "(vec3(1.0) - destColor.rgb)"; break;
case GE_SRCBLEND_SRCALPHA: srcFactor = "vec3(v.a)"; break;
case GE_SRCBLEND_INVSRCALPHA: srcFactor = "vec3(1.0 - v.a)"; break;
case GE_SRCBLEND_DSTALPHA: srcFactor = "vec3(destColor.a)"; break;
case GE_SRCBLEND_INVDSTALPHA: srcFactor = "vec3(1.0 - destColor.a)"; break;
case GE_SRCBLEND_DOUBLESRCALPHA: srcFactor = "vec3(v.a * 2.0)"; break;
case GE_SRCBLEND_DOUBLEINVSRCALPHA: srcFactor = "vec3(1.0 - v.a * 2.0)"; break;
case GE_SRCBLEND_DOUBLEDSTALPHA: srcFactor = "vec3(destColor.a * 2.0)"; break;
case GE_SRCBLEND_DOUBLEINVDSTALPHA: srcFactor = "vec3(1.0 - destColor.a * 2.0)"; break;
case GE_SRCBLEND_FIXA: srcFactor = "u_blendFixA"; break;
default: srcFactor = "u_blendFixA"; break;
}
switch (replaceBlendFuncB) {
case GE_DSTBLEND_SRCCOLOR: dstFactor = "v.rgb"; break;
case GE_DSTBLEND_INVSRCCOLOR: dstFactor = "(vec3(1.0) - v.rgb)"; break;
case GE_DSTBLEND_SRCALPHA: dstFactor = "vec3(v.a)"; break;
case GE_DSTBLEND_INVSRCALPHA: dstFactor = "vec3(1.0 - v.a)"; break;
case GE_DSTBLEND_DSTALPHA: dstFactor = "vec3(destColor.a)"; break;
case GE_DSTBLEND_INVDSTALPHA: dstFactor = "vec3(1.0 - destColor.a)"; break;
case GE_DSTBLEND_DOUBLESRCALPHA: dstFactor = "vec3(v.a * 2.0)"; break;
case GE_DSTBLEND_DOUBLEINVSRCALPHA: dstFactor = "vec3(1.0 - v.a * 2.0)"; break;
case GE_DSTBLEND_DOUBLEDSTALPHA: dstFactor = "vec3(destColor.a * 2.0)"; break;
case GE_DSTBLEND_DOUBLEINVDSTALPHA: dstFactor = "vec3(1.0 - destColor.a * 2.0)"; break;
case GE_DSTBLEND_FIXB: dstFactor = "u_blendFixB"; break;
default: dstFactor = "u_blendFixB"; break;
}
switch (replaceBlendEq) {
case GE_BLENDMODE_MUL_AND_ADD:
WRITE(p, " v.rgb = v.rgb * %s + destColor.rgb * %s;\n", srcFactor, dstFactor);
break;
case GE_BLENDMODE_MUL_AND_SUBTRACT:
WRITE(p, " v.rgb = v.rgb * %s - destColor.rgb * %s;\n", srcFactor, dstFactor);
break;
case GE_BLENDMODE_MUL_AND_SUBTRACT_REVERSE:
WRITE(p, " v.rgb = destColor.rgb * %s - v.rgb * %s;\n", dstFactor, srcFactor);
break;
case GE_BLENDMODE_MIN:
WRITE(p, " v.rgb = min(v.rgb, destColor.rgb);\n");
break;
case GE_BLENDMODE_MAX:
WRITE(p, " v.rgb = max(v.rgb, destColor.rgb);\n");
break;
case GE_BLENDMODE_ABSDIFF:
WRITE(p, " v.rgb = abs(v.rgb - destColor.rgb);\n");
break;
default:
*errorString = "Bad replace blend eq";
return false;
}
}
if (replaceBlend == REPLACE_BLEND_2X_ALPHA || replaceBlend == REPLACE_BLEND_PRE_SRC_2X_ALPHA) {
WRITE(p, " v.a = v.a * 2.0;\n");
}
}
std::string replacedAlpha = "0.0";
char replacedAlphaTemp[64] = "";
if (stencilToAlpha != REPLACE_ALPHA_NO) {
switch (replaceAlphaWithStencilType) {
case STENCIL_VALUE_UNIFORM:
replacedAlpha = "u_stencilReplaceValue";
break;
case STENCIL_VALUE_ZERO:
replacedAlpha = "0.0";
break;
case STENCIL_VALUE_ONE:
case STENCIL_VALUE_INVERT:
// In invert, we subtract by one, but we want to output one here.
replacedAlpha = "1.0";
break;
case STENCIL_VALUE_INCR_4:
case STENCIL_VALUE_DECR_4:
// We're adding/subtracting, just by the smallest value in 4-bit.
snprintf(replacedAlphaTemp, sizeof(replacedAlphaTemp), "%f", 1.0 / 15.0);
replacedAlpha = replacedAlphaTemp;
break;
case STENCIL_VALUE_INCR_8:
case STENCIL_VALUE_DECR_8:
// We're adding/subtracting, just by the smallest value in 8-bit.
snprintf(replacedAlphaTemp, sizeof(replacedAlphaTemp), "%f", 1.0 / 255.0);
replacedAlpha = replacedAlphaTemp;
break;
case STENCIL_VALUE_KEEP:
// Do nothing. We'll mask out the alpha using color mask.
break;
}
}
switch (stencilToAlpha) {
case REPLACE_ALPHA_DUALSOURCE:
WRITE(p, " fragColor0 = vec4(v.rgb, %s);\n", replacedAlpha.c_str());
WRITE(p, " fragColor1 = vec4(0.0, 0.0, 0.0, v.a);\n");
break;
case REPLACE_ALPHA_YES:
WRITE(p, " fragColor0 = vec4(v.rgb, %s);\n", replacedAlpha.c_str());
break;
case REPLACE_ALPHA_NO:
WRITE(p, " fragColor0 = v;\n");
break;
default:
*errorString = "Bad stencil-to-alpha type, corrupt ID?";
return false;
}
LogicOpReplaceType replaceLogicOpType = (LogicOpReplaceType)id.Bits(FS_BIT_REPLACE_LOGIC_OP_TYPE, 2);
switch (replaceLogicOpType) {
case LOGICOPTYPE_ONE:
WRITE(p, " fragColor0.rgb = vec3(1.0, 1.0, 1.0);\n");
break;
case LOGICOPTYPE_INVERT:
WRITE(p, " fragColor0.rgb = vec3(1.0, 1.0, 1.0) - fragColor0.rgb;\n");
break;
case LOGICOPTYPE_NORMAL:
break;
default:
*errorString = "Bad logic op type, corrupt ID?";
return false;
}
if (gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT)) {
const double scale = DepthSliceFactor() * 65535.0;
WRITE(p, " highp float z = gl_FragCoord.z;\n");
if (gstate_c.Supports(GPU_SUPPORTS_ACCURATE_DEPTH)) {
// We center the depth with an offset, but only its fraction matters.
// When (DepthSliceFactor() - 1) is odd, it will be 0.5, otherwise 0.
if (((int)(DepthSliceFactor() - 1.0f) & 1) == 1) {
WRITE(p, " z = (floor((z * %f) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / %f);\n", scale, scale);
} else {
WRITE(p, " z = floor(z * %f) * (1.0 / %f);\n", scale, scale);
}
} else {
WRITE(p, " z = (1.0/65535.0) * floor(z * 65535.0);\n");
}
WRITE(p, " gl_FragDepth = z;\n");
} else if (!earlyFragmentTests && useAdrenoBugWorkaround) {
// Adreno (and possibly MESA/others) apply early frag tests even with discard in the shader.
// Writing depth prevents the bug, even with depth_unchanged specified.
WRITE(p, " gl_FragDepth = gl_FragCoord.z;\n");
}
WRITE(p, "}\n");
return true;
}

View File

@ -1,23 +0,0 @@
#pragma once
// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
struct FShaderID;
bool GenerateFragmentShaderVulkanGLSL(const FShaderID &id, char *buffer, uint32_t vulkanVendorId, std::string *errorString);

View File

@ -39,7 +39,7 @@
#include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Vulkan/DrawEngineVulkan.h"
#include "GPU/Vulkan/FramebufferManagerVulkan.h"
#include "GPU/Vulkan/FragmentShaderGeneratorVulkan.h"
#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
#include "GPU/Vulkan/VertexShaderGeneratorVulkan.h"
VulkanFragmentShader::VulkanFragmentShader(VulkanContext *vulkan, FShaderID id, const char *code)
@ -168,6 +168,8 @@ ShaderManagerVulkan::ShaderManagerVulkan(Draw::DrawContext *draw, VulkanContext
static_assert(sizeof(ub_base) <= 512, "ub_base grew too big");
static_assert(sizeof(ub_lights) <= 512, "ub_lights grew too big");
static_assert(sizeof(ub_bones) <= 384, "ub_bones grew too big");
compat_.SetupForVulkan();
}
ShaderManagerVulkan::~ShaderManagerVulkan() {
@ -271,10 +273,11 @@ void ShaderManagerVulkan::GetShaders(int prim, u32 vertType, VulkanVertexShader
VulkanFragmentShader *fs = fsCache_.Get(FSID);
if (!fs) {
uint32_t vendorID = vulkan_->GetPhysicalDeviceProperties().properties.vendorID;
// uint32_t vendorID = vulkan_->GetPhysicalDeviceProperties().properties.vendorID;
// Fragment shader not in cache. Let's compile it.
std::string genErrorString;
bool success = GenerateFragmentShaderVulkanGLSL(FSID, codeBuffer_, vendorID, &genErrorString);
uint64_t uniformMask = 0; // Not used
bool success = GenerateFragmentShaderGLSL(FSID, codeBuffer_, compat_, &uniformMask, &genErrorString);
_assert_(success);
fs = new VulkanFragmentShader(vulkan_, FSID, codeBuffer_);
fsCache_.Insert(FSID, fs);
@ -399,6 +402,8 @@ bool ShaderManagerVulkan::LoadCache(FILE *f) {
vsCache_.Insert(id, vs);
}
uint32_t vendorID = vulkan_->GetPhysicalDeviceProperties().properties.vendorID;
GLSLShaderCompat compat{};
compat.SetupForVulkan();
for (int i = 0; i < header.numFragmentShaders; i++) {
FShaderID id;
if (fread(&id, sizeof(id), 1, f) != 1) {
@ -406,7 +411,8 @@ bool ShaderManagerVulkan::LoadCache(FILE *f) {
break;
}
std::string genErrorString;
if (!GenerateFragmentShaderVulkanGLSL(id, codeBuffer_, vendorID, &genErrorString)) {
uint64_t uniformMask = 0;
if (!GenerateFragmentShaderGLSL(id, codeBuffer_, compat, &uniformMask, &genErrorString)) {
return false;
}
VulkanFragmentShader *fs = new VulkanFragmentShader(vulkan_, id, codeBuffer_);

View File

@ -25,7 +25,7 @@
#include "GPU/Common/ShaderCommon.h"
#include "GPU/Common/ShaderId.h"
#include "GPU/Vulkan/VertexShaderGeneratorVulkan.h"
#include "GPU/Vulkan/FragmentShaderGeneratorVulkan.h"
#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
#include "GPU/Vulkan/VulkanUtil.h"
#include "Common/Math/lin/matrix4x4.h"
#include "GPU/Common/ShaderUniforms.h"
@ -131,6 +131,7 @@ private:
void Clear();
VulkanContext *vulkan_;
GLSLShaderCompat compat_{};
typedef DenseHashMap<FShaderID, VulkanFragmentShader *, nullptr> FSCache;
FSCache fsCache_;

View File

@ -22,7 +22,6 @@
#include "Core/Reporting.h"
#include "GPU/Common/StencilCommon.h"
#include "GPU/Vulkan/FramebufferManagerVulkan.h"
#include "GPU/Vulkan/FragmentShaderGeneratorVulkan.h"
#include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Vulkan/TextureCacheVulkan.h"
#include "GPU/Vulkan/VulkanUtil.h"

View File

@ -45,7 +45,6 @@
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Vulkan/TextureCacheVulkan.h"
#include "GPU/Vulkan/FramebufferManagerVulkan.h"
#include "GPU/Vulkan/FragmentShaderGeneratorVulkan.h"
#include "GPU/Vulkan/DepalettizeShaderVulkan.h"
#include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Vulkan/DrawEngineVulkan.h"

View File

@ -125,7 +125,6 @@ VULKAN_FILES := \
$(SRC)/Common/GPU/Vulkan/VulkanDebug.cpp \
$(SRC)/Common/GPU/Vulkan/VulkanImage.cpp \
$(SRC)/Common/GPU/Vulkan/VulkanMemory.cpp \
$(SRC)/GPU/Vulkan/FragmentShaderGeneratorVulkan.cpp \
$(SRC)/GPU/Vulkan/DrawEngineVulkan.cpp \
$(SRC)/GPU/Vulkan/FramebufferManagerVulkan.cpp \
$(SRC)/GPU/Vulkan/GPU_Vulkan.cpp \

View File

@ -639,7 +639,6 @@ SOURCES_C += \
SOURCES_CXX += \
$(GPUDIR)/Vulkan/DepalettizeShaderVulkan.cpp \
$(GPUDIR)/Vulkan/DrawEngineVulkan.cpp \
$(GPUDIR)/Vulkan/FragmentShaderGeneratorVulkan.cpp \
$(GPUDIR)/Vulkan/FramebufferManagerVulkan.cpp \
$(GPUDIR)/Vulkan/GPU_Vulkan.cpp \
$(GPUDIR)/Vulkan/PipelineManagerVulkan.cpp \

View File

@ -8,7 +8,6 @@
#include "GPU/Vulkan/VulkanContext.h"
#include "GPU/Vulkan/FragmentShaderGeneratorVulkan.h"
#include "GPU/Directx9/FragmentShaderGeneratorHLSL.h"
#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
@ -22,22 +21,6 @@
#include "GPU/D3D9/D3DCompilerLoader.h"
#include "GPU/D3D9/D3D9ShaderCompiler.h"
void SetupCompatForVulkan(GLSLShaderCompat &compat) {
compat.fragColor0 = "fragColor0";
compat.fragColor1 = "fragColor1";
compat.varying_fs = "in";
compat.varying_vs = "out";
compat.attribute = "in";
compat.bitwiseOps = true;
compat.framebufferFetchExtension = false;
compat.gles = false;
compat.glslES30 = true;
compat.glslVersionNumber = 450;
compat.lastFragData = nullptr;
compat.texture = "texture";
compat.texelFetch = "texelFetch";
compat.vulkan = true;
}
bool GenerateFShader(FShaderID id, char *buffer, ShaderLanguage lang, std::string *errorString) {
switch (lang) {
@ -48,11 +31,9 @@ bool GenerateFShader(FShaderID id, char *buffer, ShaderLanguage lang, std::strin
// TODO: Need a device :( Returning false here so it doesn't get tried.
return false;
case ShaderLanguage::GLSL_VULKAN:
return GenerateFragmentShaderVulkanGLSL(id, buffer, 0, errorString);
case ShaderLanguage::TEST_GLSL_VULKAN:
{
GLSLShaderCompat compat{};
SetupCompatForVulkan(compat);
compat.SetupForVulkan();
uint64_t uniformMask;
return GenerateFragmentShaderGLSL(id, buffer, compat, &uniformMask, errorString);
}
@ -104,9 +85,6 @@ bool TestCompileShader(const char *buffer, ShaderLanguage lang, bool vertex) {
return false;
case ShaderLanguage::GLSL_300:
return false;
case ShaderLanguage::TEST_GLSL_VULKAN:
// Temporary while testing the vulkan->glsl merge
return true;
default:
return false;
@ -146,7 +124,6 @@ bool TestShaderGenerators() {
LoadD3DCompilerDynamic();
ShaderLanguage languages[] = {
ShaderLanguage::TEST_GLSL_VULKAN,
ShaderLanguage::GLSL_VULKAN,
ShaderLanguage::HLSL_D3D11,
ShaderLanguage::GLSL_140,
@ -184,7 +161,8 @@ bool TestShaderGenerators() {
// We ignore the contents of the error string here, not even gonna try to compile if it errors.
}
// Temporary test: Compare GLSL-in-Vulkan-mode vs Vulkan
/*
// KEEPING FOR REUSE LATER: Defunct temporary test: Compare GLSL-in-Vulkan-mode vs Vulkan
if (generateSuccess[0] != generateSuccess[1]) {
printf("mismatching success! %s %s\n", genErrorString[0].c_str(), genErrorString[1].c_str());
printf("%s\n", buffer[0]);
@ -196,6 +174,7 @@ bool TestShaderGenerators() {
PrintDiff(buffer[0], buffer[1]);
return 1;
}
*/
// Now that we have the strings ready for easy comparison (buffer,4 in the watch window),
// let's try to compile them.