From be837912e10b0142776efce76a5337040820f72d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Sun, 1 Nov 2020 12:54:44 +0100 Subject: [PATCH] Delete the HLSL shader generator, switch to the newly generic one. --- CMakeLists.txt | 2 +- GPU/Common/ShaderCommon.h | 3 - GPU/D3D11/ShaderManagerD3D11.cpp | 6 +- GPU/Directx9/ShaderManagerDX9.cpp | 8 +- GPU/Directx9/ShaderManagerDX9.h | 2 +- GPU/Directx9/VertexShaderGeneratorHLSL.cpp | 712 --------------------- GPU/Directx9/VertexShaderGeneratorHLSL.h | 25 - GPU/GPU.vcxproj | 2 - GPU/GPU.vcxproj.filters | 6 - unittest/TestShaderGenerators.cpp | 54 +- 10 files changed, 16 insertions(+), 804 deletions(-) delete mode 100644 GPU/Directx9/VertexShaderGeneratorHLSL.cpp delete mode 100644 GPU/Directx9/VertexShaderGeneratorHLSL.h diff --git a/CMakeLists.txt b/CMakeLists.txt index 2164c02293..1932011ccf 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -1299,7 +1299,7 @@ set(GPU_D3D9 GPU/Directx9/TextureScalerDX9.cpp GPU/Directx9/TextureScalerDX9.h GPU/Directx9/VertexShaderGeneratorHLSL.cpp - GPU/Directx9/VertexShaderGeneratorHLSL.h + GPU/GLES/VertexShaderGeneratorGLES.h ) set(GPU_D3D11 diff --git a/GPU/Common/ShaderCommon.h b/GPU/Common/ShaderCommon.h index a12033376f..02f797b869 100644 --- a/GPU/Common/ShaderCommon.h +++ b/GPU/Common/ShaderCommon.h @@ -30,9 +30,6 @@ enum ShaderLanguage { GLSL_VULKAN, HLSL_D3D9, HLSL_D3D11, - - HLSL_D3D9_TEST, - HLSL_D3D11_TEST, }; inline bool ShaderLanguageIsOpenGL(ShaderLanguage lang) { diff --git a/GPU/D3D11/ShaderManagerD3D11.cpp b/GPU/D3D11/ShaderManagerD3D11.cpp index 9f13a9934f..ad3d0a04bc 100644 --- a/GPU/D3D11/ShaderManagerD3D11.cpp +++ b/GPU/D3D11/ShaderManagerD3D11.cpp @@ -35,7 +35,7 @@ #include "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/D3D11/ShaderManagerD3D11.h" -#include "GPU/Directx9/VertexShaderGeneratorHLSL.h" +#include "GPU/GLES/VertexShaderGeneratorGLES.h" #include "GPU/D3D11/D3D11Util.h" D3D11FragmentShader::D3D11FragmentShader(ID3D11Device *device, D3D_FEATURE_LEVEL featureLevel, FShaderID id, const char *code, bool useHWTransform) @@ -208,7 +208,9 @@ void ShaderManagerD3D11::GetShaders(int prim, u32 vertType, D3D11VertexShader ** if (vsIter == vsCache_.end()) { // Vertex shader not in cache. Let's compile it. std::string genErrorString; - GenerateVertexShaderHLSL(VSID, codeBuffer_, HLSL_D3D11, &genErrorString); + uint32_t attrMask; + uint64_t uniformMask; + GenerateVertexShaderGLSL(VSID, codeBuffer_, compat_, &attrMask, &uniformMask, &genErrorString); vs = new D3D11VertexShader(device_, featureLevel_, VSID, codeBuffer_, vertType, useHWTransform); vsCache_[VSID] = vs; } else { diff --git a/GPU/Directx9/ShaderManagerDX9.cpp b/GPU/Directx9/ShaderManagerDX9.cpp index 14ddf01540..0b0805d37a 100644 --- a/GPU/Directx9/ShaderManagerDX9.cpp +++ b/GPU/Directx9/ShaderManagerDX9.cpp @@ -580,7 +580,9 @@ VSShader *ShaderManagerDX9::ApplyShader(bool useHWTransform, bool useHWTessellat if (vsIter == vsCache_.end()) { // Vertex shader not in cache. Let's compile it. std::string genErrorString; - if (GenerateVertexShaderHLSL(VSID, codeBuffer_, HLSL_D3D9, &genErrorString)) { + uint32_t attrMask; + uint64_t uniformMask; + if (GenerateVertexShaderGLSL(VSID, codeBuffer_, compat_, &attrMask, &uniformMask, &genErrorString)) { vs = new VSShader(device_, VSID, codeBuffer_, useHWTransform); } if (!vs || vs->Failed()) { @@ -603,7 +605,9 @@ VSShader *ShaderManagerDX9::ApplyShader(bool useHWTransform, bool useHWTessellat // next time and we'll do this over and over... // Can still work with software transform. - bool success = GenerateVertexShaderHLSL(VSID, codeBuffer_, HLSL_D3D9, &genErrorString); + uint32_t attrMask; + uint64_t uniformMask; + bool success = GenerateVertexShaderGLSL(VSID, codeBuffer_, compat_, &attrMask, &uniformMask, &genErrorString); _assert_(success); vs = new VSShader(device_, VSID, codeBuffer_, false); } diff --git a/GPU/Directx9/ShaderManagerDX9.h b/GPU/Directx9/ShaderManagerDX9.h index 4f5be85150..1ac3ae0e48 100644 --- a/GPU/Directx9/ShaderManagerDX9.h +++ b/GPU/Directx9/ShaderManagerDX9.h @@ -21,7 +21,7 @@ #include #include "Common/Common.h" -#include "GPU/Directx9/VertexShaderGeneratorHLSL.h" +#include "GPU/GLES/VertexShaderGeneratorGLES.h" #include "GPU/Common/FragmentShaderGenerator.h" #include "GPU/Common/ShaderCommon.h" #include "GPU/Common/ShaderId.h" diff --git a/GPU/Directx9/VertexShaderGeneratorHLSL.cpp b/GPU/Directx9/VertexShaderGeneratorHLSL.cpp deleted file mode 100644 index 7e980f70be..0000000000 --- a/GPU/Directx9/VertexShaderGeneratorHLSL.cpp +++ /dev/null @@ -1,712 +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 -#include - -#include "Common/StringUtils.h" -#include "GPU/ge_constants.h" -#include "GPU/GPUState.h" -#include "Core/Config.h" - -#include "GPU/Directx9/VertexShaderGeneratorHLSL.h" -#include "GPU/Common/VertexDecoderCommon.h" -#include "GPU/Common/ShaderUniforms.h" - -#undef WRITE - -#define WRITE p+=sprintf - -extern const char *boneWeightAttrDeclHLSL[9]; -extern const char *boneWeightAttrInitHLSL[9]; - -extern const char *hlsl_preamble_vs; - -bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage lang, std::string *errorString) { - char *p = buffer; - - bool isModeThrough = id.Bit(VS_BIT_IS_THROUGH); - bool lmode = id.Bit(VS_BIT_LMODE); - bool doTexture = id.Bit(VS_BIT_DO_TEXTURE); - - GETexMapMode uvGenMode = static_cast(id.Bits(VS_BIT_UVGEN_MODE, 2)); - bool doTextureTransform = uvGenMode == GE_TEXMAP_TEXTURE_MATRIX; - - // this is only valid for some settings of uvGenMode - GETexProjMapMode uvProjMode = static_cast(id.Bits(VS_BIT_UVPROJ_MODE, 2)); - bool doShadeMapping = uvGenMode == GE_TEXMAP_ENVIRONMENT_MAP; - bool doFlatShading = id.Bit(VS_BIT_FLATSHADE); - - bool useHWTransform = id.Bit(VS_BIT_USE_HW_TRANSFORM); - bool hasColor = id.Bit(VS_BIT_HAS_COLOR) || !useHWTransform; - bool hasNormal = id.Bit(VS_BIT_HAS_NORMAL) && useHWTransform; - bool hasTexcoord = id.Bit(VS_BIT_HAS_TEXCOORD) || !useHWTransform; - bool enableFog = id.Bit(VS_BIT_ENABLE_FOG); - bool flipNormal = id.Bit(VS_BIT_NORM_REVERSE); - int ls0 = id.Bits(VS_BIT_LS0, 2); - int ls1 = id.Bits(VS_BIT_LS1, 2); - bool enableBones = id.Bit(VS_BIT_ENABLE_BONES) && !useHWTransform; - bool enableLighting = id.Bit(VS_BIT_LIGHTING_ENABLE); - int matUpdate = id.Bits(VS_BIT_MATERIAL_UPDATE, 3); - - bool doBezier = id.Bit(VS_BIT_BEZIER) && !enableBones && useHWTransform; - bool doSpline = id.Bit(VS_BIT_SPLINE) && !enableBones && useHWTransform; - if (doBezier || doSpline) { - if (!hasNormal) { - // Bad usage. - *errorString = "Invalid flags - tess requires normal."; - return false; - } - if (lang == HLSL_D3D9) { - *errorString = "D3D9: Tess not supported"; - return false; - } - } - bool hasColorTess = id.Bit(VS_BIT_HAS_COLOR_TESS); - bool hasTexcoordTess = id.Bit(VS_BIT_HAS_TEXCOORD_TESS); - bool hasNormalTess = id.Bit(VS_BIT_HAS_NORMAL_TESS); - bool flipNormalTess = id.Bit(VS_BIT_NORM_REVERSE_TESS); - - DoLightComputation doLight[4] = { LIGHT_OFF, LIGHT_OFF, LIGHT_OFF, LIGHT_OFF }; - if (useHWTransform) { - int shadeLight0 = doShadeMapping ? ls0 : -1; - int shadeLight1 = doShadeMapping ? ls1 : -1; - for (int i = 0; i < 4; i++) { - if (i == shadeLight0 || i == shadeLight1) - doLight[i] = LIGHT_SHADE; - if (enableLighting && id.Bit(VS_BIT_LIGHT0_ENABLE + i)) - doLight[i] = LIGHT_FULL; - } - } - - int numBoneWeights = 0; - int boneWeightScale = id.Bits(VS_BIT_WEIGHT_FMTSCALE, 2); - if (enableBones) { - numBoneWeights = 1 + id.Bits(VS_BIT_BONES, 3); - } - - // Output some compatibility defines - WRITE(p, "%s", hlsl_preamble_vs); - - if (lang == HLSL_D3D9) { - WRITE(p, "#pragma warning( disable : 3571 )\n"); - if (isModeThrough) { - WRITE(p, "mat4 u_proj_through : register(c%i);\n", CONST_VS_PROJ_THROUGH); - } else { - WRITE(p, "mat4 u_proj : register(c%i);\n", CONST_VS_PROJ); - // Add all the uniforms we'll need to transform properly. - } - - if (enableFog) { - WRITE(p, "vec2 u_fogcoef : register(c%i);\n", CONST_VS_FOGCOEF); - } - if (useHWTransform || !hasColor) - WRITE(p, "vec4 u_matambientalpha : register(c%i);\n", CONST_VS_MATAMBIENTALPHA); // matambient + matalpha - - if (useHWTransform) { - // When transforming by hardware, we need a great deal more uniforms... - WRITE(p, "mat3x4 u_world : register(c%i);\n", CONST_VS_WORLD); - WRITE(p, "mat3x4 u_view : register(c%i);\n", CONST_VS_VIEW); - if (doTextureTransform) - WRITE(p, "mat3x4 u_texmtx : register(c%i);\n", CONST_VS_TEXMTX); - if (enableBones) { - for (int i = 0; i < numBoneWeights; i++) { - WRITE(p, "mat3x4 u_bone%i : register(c%i);\n", i, CONST_VS_BONE0 + i * 3); - } - } - if (doTexture) { - WRITE(p, "vec4 u_uvscaleoffset : register(c%i);\n", CONST_VS_UVSCALEOFFSET); - } - for (int i = 0; i < 4; i++) { - if (doLight[i] != LIGHT_OFF) { - // This is needed for shade mapping - WRITE(p, "vec3 u_lightpos%i : register(c%i);\n", i, CONST_VS_LIGHTPOS + i); - } - if (doLight[i] == LIGHT_FULL) { - GELightType type = static_cast(id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2)); - GELightComputation comp = static_cast(id.Bits(VS_BIT_LIGHT0_COMP + 4 * i, 2)); - - if (type != GE_LIGHTTYPE_DIRECTIONAL) - WRITE(p, "vec3 u_lightatt%i : register(c%i);\n", i, CONST_VS_LIGHTATT + i); - - if (type == GE_LIGHTTYPE_SPOT || type == GE_LIGHTTYPE_UNKNOWN) { - WRITE(p, "vec3 u_lightdir%i : register(c%i);\n", i, CONST_VS_LIGHTDIR + i); - WRITE(p, "vec4 u_lightangle_spotCoef%i : register(c%i);\n", i, CONST_VS_LIGHTANGLE_SPOTCOEF + i); - } - WRITE(p, "vec3 u_lightambient%i : register(c%i);\n", i, CONST_VS_LIGHTAMBIENT + i); - WRITE(p, "vec3 u_lightdiffuse%i : register(c%i);\n", i, CONST_VS_LIGHTDIFFUSE + i); - - if (comp == GE_LIGHTCOMP_BOTH) { - WRITE(p, "vec3 u_lightspecular%i : register(c%i);\n", i, CONST_VS_LIGHTSPECULAR + i); - } - } - } - if (enableLighting) { - WRITE(p, "vec4 u_ambient : register(c%i);\n", CONST_VS_AMBIENT); - if ((matUpdate & 2) == 0 || !hasColor) - WRITE(p, "vec3 u_matdiffuse : register(c%i);\n", CONST_VS_MATDIFFUSE); - // if ((matUpdate & 4) == 0) - WRITE(p, "vec4 u_matspecular : register(c%i);\n", CONST_VS_MATSPECULAR); // Specular coef is contained in alpha - WRITE(p, "vec3 u_matemissive : register(c%i);\n", CONST_VS_MATEMISSIVE); - } - } - - if (!isModeThrough && gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) { - WRITE(p, "vec4 u_depthRange : register(c%i);\n", CONST_VS_DEPTHRANGE); - } - if (!isModeThrough) { - WRITE(p, "vec4 u_cullRangeMin : register(c%i);\n", CONST_VS_CULLRANGEMIN); - WRITE(p, "vec4 u_cullRangeMax : register(c%i);\n", CONST_VS_CULLRANGEMAX); - } - } else { - WRITE(p, "cbuffer base : register(b0) {\n%s};\n", ub_baseStr); - WRITE(p, "cbuffer lights: register(b1) {\n%s};\n", ub_vs_lightsStr); - WRITE(p, "cbuffer bones : register(b2) {\n%s};\n", ub_vs_bonesStr); - } - - bool scaleUV = !isModeThrough && (uvGenMode == GE_TEXMAP_TEXTURE_COORDS || uvGenMode == GE_TEXMAP_UNKNOWN); - - // And the "varyings". - bool texCoordInVec3 = false; - if (useHWTransform) { - WRITE(p, "struct VS_IN { \n"); - if ((doSpline || doBezier) && lang == HLSL_D3D11) { - WRITE(p, " uint instanceId : SV_InstanceID;\n"); - } - if (enableBones) { - WRITE(p, " %s", boneWeightAttrDeclHLSL[numBoneWeights]); - } - if (doTexture && hasTexcoord) { - WRITE(p, " vec2 texcoord : TEXCOORD0;\n"); - } - if (hasColor) { - WRITE(p, " vec4 color0 : COLOR0;\n"); - } - if (hasNormal) { - WRITE(p, " vec3 normal : NORMAL;\n"); - } - WRITE(p, " vec3 position : POSITION;\n"); - WRITE(p, "};\n"); - - } else { - WRITE(p, "struct VS_IN {\n"); - WRITE(p, " vec4 position : POSITION;\n"); - if (doTexture && hasTexcoord) { - if (doTextureTransform && !isModeThrough) { - texCoordInVec3 = true; - WRITE(p, " vec3 texcoord : TEXCOORD0;\n"); - } - else - WRITE(p, " vec2 texcoord : TEXCOORD0;\n"); - } - if (hasColor) { - WRITE(p, " vec4 color0 : COLOR0;\n"); - } - // only software transform supplies color1 as vertex data - if (lmode) { - WRITE(p, " vec3 color1 : COLOR1;\n"); - } - WRITE(p, "};\n"); - } - - WRITE(p, "struct VS_OUT {\n"); - if (doTexture) { - WRITE(p, " vec3 v_texcoord : TEXCOORD0;\n"); - } - const char *colorInterpolation = doFlatShading && lang == HLSL_D3D11 ? "nointerpolation " : ""; - WRITE(p, " %svec4 v_color0 : COLOR0;\n", colorInterpolation); - if (lmode) - WRITE(p, " vec3 v_color1 : COLOR1;\n"); - - if (enableFog) { - WRITE(p, " float v_fogdepth: TEXCOORD1;\n"); - } - if (lang == HLSL_D3D9) { - WRITE(p, " vec4 gl_Position : POSITION;\n"); - } else { - WRITE(p, " vec4 gl_Position : SV_Position;\n"); - } - WRITE(p, "};\n"); - - // Confirmed: Through mode gets through exactly the same in GL and D3D in Phantasy Star: Text is 38023.0 in the test scene. - - if (!isModeThrough && gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) { - // Apply the projection and viewport to get the Z buffer value, floor to integer, undo the viewport and projection. - // The Z range in D3D is different but we compensate for that using parameters. - WRITE(p, "\nvec4 depthRoundZVP(vec4 v) {\n"); - WRITE(p, " float z = v.z / v.w;\n"); - WRITE(p, " z = (z * u_depthRange.x + u_depthRange.y);\n"); - WRITE(p, " z = floor(z);\n"); - WRITE(p, " z = (z - u_depthRange.z) * u_depthRange.w;\n"); - WRITE(p, " return vec4(v.x, v.y, z * v.w, v.w);\n"); - WRITE(p, "}\n\n"); - } - - // Hardware tessellation - if (doSpline || doBezier) { - WRITE(p, "struct TessData {\n"); - WRITE(p, " vec3 pos; float pad1;\n"); - WRITE(p, " vec2 tex; vec2 pad2;\n"); - WRITE(p, " vec4 col;\n"); - WRITE(p, "};\n"); - WRITE(p, "StructuredBuffer tess_data : register(t0);\n"); - - WRITE(p, "struct TessWeight {\n"); - WRITE(p, " vec4 basis;\n"); - WRITE(p, " vec4 deriv;\n"); - WRITE(p, "};\n"); - WRITE(p, "StructuredBuffer tess_weights_u : register(t1);\n"); - WRITE(p, "StructuredBuffer tess_weights_v : register(t2);\n"); - - const char *init[3] = { "0.0, 0.0", "0.0, 0.0, 0.0", "0.0, 0.0, 0.0, 0.0" }; - for (int i = 2; i <= 4; i++) { - // Define 3 types vec2, vec3, vec4 - WRITE(p, "vec%d tess_sample(in vec%d points[16], mat4 weights) {\n", i, i); - WRITE(p, " vec%d pos = vec%d(%s);\n", i, i, init[i - 2]); - for (int v = 0; v < 4; ++v) { - for (int u = 0; u < 4; ++u) { - WRITE(p, " pos += weights[%i][%i] * points[%i];\n", v, u, v * 4 + u); - } - } - WRITE(p, " return pos;\n"); - WRITE(p, "}\n"); - } - - WRITE(p, "mat4 outerProduct(vec4 u, vec4 v) {\n"); - WRITE(p, " return mul((float4x1)v, (float1x4)u);\n"); - WRITE(p, "}\n"); - - WRITE(p, "struct Tess {\n"); - WRITE(p, " vec3 pos;\n"); - if (doTexture) - WRITE(p, " vec2 tex;\n"); - WRITE(p, " vec4 col;\n"); - if (hasNormalTess) - WRITE(p, " vec3 nrm;\n"); - WRITE(p, "};\n"); - - WRITE(p, "void tessellate(in VS_IN In, out Tess tess) {\n"); - WRITE(p, " vec3 position = In.position;\n"); - WRITE(p, " vec3 normal = In.normal;\n"); - WRITE(p, " ivec2 point_pos = ivec2(position.z, normal.z)%s;\n", doBezier ? " * 3" : ""); - WRITE(p, " ivec2 weight_idx = ivec2(position.xy);\n"); - // Load 4x4 control points - WRITE(p, " vec3 _pos[16];\n"); - WRITE(p, " vec2 _tex[16];\n"); - WRITE(p, " vec4 _col[16];\n"); - WRITE(p, " int index;\n"); - for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - WRITE(p, " index = (%i + point_pos.y) * int(u_spline_counts) + (%i + point_pos.x);\n", i, j); - WRITE(p, " _pos[%i] = tess_data[index].pos.xyz;\n", i * 4 + j); - if (doTexture && hasTexcoordTess) - WRITE(p, " _tex[%i] = tess_data[index].tex.xy;\n", i * 4 + j); - if (hasColorTess) - WRITE(p, " _col[%i] = tess_data[index].col;\n", i * 4 + j); - } - } - - // Basis polynomials as weight coefficients - WRITE(p, " vec4 basis_u = tess_weights_u[weight_idx.x].basis;\n"); - WRITE(p, " vec4 basis_v = tess_weights_v[weight_idx.y].basis;\n"); - WRITE(p, " mat4 basis = outerProduct(basis_u, basis_v);\n"); - - // Tessellate - WRITE(p, " tess.pos = tess_sample(_pos, basis);\n"); - if (doTexture) { - if (hasTexcoordTess) - WRITE(p, " tess.tex = tess_sample(_tex, basis);\n"); - else - WRITE(p, " tess.tex = normal.xy;\n"); - } - if (hasColorTess) - WRITE(p, " tess.col = tess_sample(_col, basis);\n"); - else - WRITE(p, " tess.col = u_matambientalpha;\n"); - if (hasNormalTess) { - // Derivatives as weight coefficients - WRITE(p, " vec4 deriv_u = tess_weights_u[weight_idx.x].deriv;\n"); - WRITE(p, " vec4 deriv_v = tess_weights_v[weight_idx.y].deriv;\n"); - - WRITE(p, " vec3 du = tess_sample(_pos, outerProduct(deriv_u, basis_v));\n"); - WRITE(p, " vec3 dv = tess_sample(_pos, outerProduct(basis_u, deriv_v));\n"); - WRITE(p, " tess.nrm = normalize(cross(du, dv));\n"); - } - WRITE(p, "}\n"); - } - - WRITE(p, "VS_OUT main(VS_IN In) {\n"); - WRITE(p, " VS_OUT Out;\n"); - if (doTexture && hasTexcoord) { - if (texCoordInVec3) { - WRITE(p, " vec3 texcoord = In.texcoord;\n"); - } else { - WRITE(p, " vec2 texcoord = In.texcoord;\n"); - } - } - if (hasColor) { - WRITE(p, " vec4 color0 = In.color0;\n"); - if (lmode && !useHWTransform) { - WRITE(p, " vec3 color1 = In.color1;\n"); - } - } - if (hasNormal) { - WRITE(p, " vec3 normal = In.normal;\n"); - } - if (useHWTransform) { - WRITE(p, " vec3 position = In.position;\n"); - } else { - WRITE(p, " vec4 position = In.position;\n"); - } - if (enableBones) { - WRITE(p, "%s", boneWeightAttrInitHLSL[numBoneWeights]); - } - - if (!useHWTransform) { - // Simple pass-through of vertex data to fragment shader - if (doTexture) { - if (texCoordInVec3) { - WRITE(p, " Out.v_texcoord = texcoord;\n"); - } else { - WRITE(p, " Out.v_texcoord = vec3(texcoord, 1.0);\n"); - } - } - if (hasColor) { - WRITE(p, " Out.v_color0 = color0;\n"); - if (lmode) - WRITE(p, " Out.v_color1 = color1;\n"); - } else { - WRITE(p, " Out.v_color0 = u_matambientalpha;\n"); - if (lmode) - WRITE(p, " Out.v_color1 = splat3(0.0);\n"); - } - if (enableFog) { - WRITE(p, " Out.v_fogdepth = position.w;\n"); - } - if (isModeThrough) { - WRITE(p, " vec4 outPos = mul(u_proj_through, vec4(position.xyz, 1.0));\n"); - } else { - if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) { - WRITE(p, " vec4 outPos = depthRoundZVP(mul(u_proj, vec4(position.xyz, 1.0)));\n"); - } else { - WRITE(p, " vec4 outPos = mul(u_proj, vec4(position.xyz, 1.0));\n"); - } - } - } else { - // Step 1: World Transform / Skinning - if (!enableBones) { - if (doSpline || doBezier) { - // Hardware tessellation - WRITE(p, " Tess tess;\n"); - WRITE(p, " tessellate(In, tess);\n"); - - WRITE(p, " vec3 worldpos = mul(vec4(tess.pos.xyz, 1.0), u_world).xyz;\n"); - if (hasNormalTess) - WRITE(p, " mediump vec3 worldnormal = normalize(mul(vec4(%stess.nrm, 0.0), u_world).xyz);\n", flipNormalTess ? "-" : ""); - else - WRITE(p, " mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);\n"); - } else { - // No skinning, just standard T&L. - WRITE(p, " vec3 worldpos = mul(vec4(position, 1.0), u_world).xyz;\n"); - if (hasNormal) - WRITE(p, " mediump vec3 worldnormal = normalize(mul(vec4(%snormal, 0.0), u_world).xyz);\n", flipNormal ? "-" : ""); - else - WRITE(p, " mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);\n"); - } - } else { - static const char * const boneWeightAttr[8] = { - "w1.x", "w1.y", "w1.z", "w1.w", - "w2.x", "w2.y", "w2.z", "w2.w", - }; - - WRITE(p, " mat3x4 skinMatrix = w1.x * u_bone0"); - for (int i = 1; i < numBoneWeights; i++) { - const char *weightAttr = boneWeightAttr[i]; - WRITE(p, " + %s * u_bone%d", weightAttr, i); - } - - WRITE(p, ";\n"); - - // Trying to simplify this results in bugs in LBP... - WRITE(p, " vec3 skinnedpos = mul(vec4(position, 1.0), skinMatrix).xyz;\n"); - WRITE(p, " vec3 worldpos = mul(vec4(skinnedpos, 1.0), u_world).xyz;\n"); - - if (hasNormal) { - WRITE(p, " mediump vec3 skinnednormal = mul(vec4(%snormal, 0.0), skinMatrix).xyz;\n", flipNormal ? "-" : ""); - } else { - WRITE(p, " mediump vec3 skinnednormal = mul(vec4(0.0, 0.0, %s1.0, 0.0), skinMatrix).xyz;\n", flipNormal ? "-" : ""); - } - WRITE(p, " mediump vec3 worldnormal = normalize(mul(vec4(skinnednormal, 0.0), u_world).xyz);\n"); - } - - WRITE(p, " vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);\n"); - - // Final view and projection transforms. - if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) { - WRITE(p, " vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));\n"); - } else { - WRITE(p, " vec4 outPos = mul(u_proj, viewPos);\n"); - } - - // TODO: Declare variables for dots for shade mapping if needed. - - const char *ambientStr = (matUpdate & 1) && hasColor ? "color0" : "u_matambientalpha"; - const char *diffuseStr = (matUpdate & 2) && hasColor ? "color0.rgb" : "u_matdiffuse"; - const char *specularStr = (matUpdate & 4) && hasColor ? "color0.rgb" : "u_matspecular.rgb"; - if (doBezier || doSpline) { - // TODO: Probably, should use hasColorTess but FF4 has a problem with drawing the background. - ambientStr = (matUpdate & 1) && hasColor ? "tess.col" : "u_matambientalpha"; - diffuseStr = (matUpdate & 2) && hasColor ? "tess.col.rgb" : "u_matdiffuse"; - specularStr = (matUpdate & 4) && hasColor ? "tess.col.rgb" : "u_matspecular.rgb"; - } - - bool diffuseIsZero = true; - bool specularIsZero = true; - bool distanceNeeded = false; - bool anySpots = false; - if (enableLighting) { - WRITE(p, " lowp vec4 lightSum0 = u_ambient * %s + vec4(u_matemissive, 0.0);\n", ambientStr); - - for (int i = 0; i < 4; i++) { - GELightType type = static_cast(id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2)); - GELightComputation comp = static_cast(id.Bits(VS_BIT_LIGHT0_COMP + 4 * i, 2)); - if (doLight[i] != LIGHT_FULL) - continue; - diffuseIsZero = false; - if (comp == GE_LIGHTCOMP_BOTH) - specularIsZero = false; - if (type != GE_LIGHTTYPE_DIRECTIONAL) - distanceNeeded = true; - if (type == GE_LIGHTTYPE_SPOT || type == GE_LIGHTTYPE_UNKNOWN) - anySpots = true; - } - - if (!specularIsZero) { - WRITE(p, " lowp vec3 lightSum1 = splat3(0.0);\n"); - } - if (!diffuseIsZero) { - WRITE(p, " vec3 toLight;\n"); - WRITE(p, " lowp vec3 diffuse;\n"); - } - if (distanceNeeded) { - WRITE(p, " float distance;\n"); - WRITE(p, " lowp float lightScale;\n"); - } - WRITE(p, " mediump float ldot;\n"); - if (anySpots) { - WRITE(p, " lowp float angle;\n"); - } - } - - // Calculate lights if needed. If shade mapping is enabled, lights may need to be - // at least partially calculated. - for (int i = 0; i < 4; i++) { - if (doLight[i] != LIGHT_FULL) - continue; - - GELightType type = static_cast(id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2)); - GELightComputation comp = static_cast(id.Bits(VS_BIT_LIGHT0_COMP + 4 * i, 2)); - - if (type == GE_LIGHTTYPE_DIRECTIONAL) { - // We prenormalize light positions for directional lights. - WRITE(p, " toLight = u_lightpos%i;\n", i); - } else { - WRITE(p, " toLight = u_lightpos%i - worldpos;\n", i); - WRITE(p, " distance = length(toLight);\n"); - WRITE(p, " toLight /= distance;\n"); - } - - bool doSpecular = comp == GE_LIGHTCOMP_BOTH; - bool poweredDiffuse = comp == GE_LIGHTCOMP_ONLYPOWDIFFUSE; - - WRITE(p, " ldot = dot(toLight, worldnormal);\n"); - if (poweredDiffuse) { - // pow(0.0, 0.0) may be undefined, but the PSP seems to treat it as 1.0. - // Seen in Tales of the World: Radiant Mythology (#2424.) - WRITE(p, " if (u_matspecular.a <= 0.0) {\n"); - WRITE(p, " ldot = 1.0;\n"); - WRITE(p, " } else {\n"); - WRITE(p, " ldot = pow(max(ldot, 0.0), u_matspecular.a);\n"); - WRITE(p, " }\n"); - } - - const char *timesLightScale = " * lightScale"; - - // Attenuation - switch (type) { - case GE_LIGHTTYPE_DIRECTIONAL: - timesLightScale = ""; - break; - case GE_LIGHTTYPE_POINT: - WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, vec3(1.0, distance, distance*distance)), 0.0, 1.0);\n", i); - break; - case GE_LIGHTTYPE_SPOT: - case GE_LIGHTTYPE_UNKNOWN: - WRITE(p, " angle = length(u_lightdir%i) == 0.0 ? 0.0 : dot(normalize(u_lightdir%i), toLight);\n", i, i); - WRITE(p, " if (angle >= u_lightangle_spotCoef%i.x) {\n", i); - WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef%i.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef%i.y));\n", i, i, i); - WRITE(p, " } else {\n"); - WRITE(p, " lightScale = 0.0;\n"); - WRITE(p, " }\n"); - break; - default: - // ILLEGAL - break; - } - - WRITE(p, " diffuse = (u_lightdiffuse%i * %s) * max(ldot, 0.0);\n", i, diffuseStr); - if (doSpecular) { - WRITE(p, " if (ldot >= 0.0) {\n"); - WRITE(p, " ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);\n"); - WRITE(p, " if (u_matspecular.a <= 0.0) {\n"); - WRITE(p, " ldot = 1.0;\n"); - WRITE(p, " } else {\n"); - WRITE(p, " ldot = pow(max(ldot, 0.0), u_matspecular.a);\n"); - WRITE(p, " }\n"); - WRITE(p, " if (ldot > 0.0)\n"); - WRITE(p, " lightSum1 += u_lightspecular%i * %s * ldot %s;\n", i, specularStr, timesLightScale); - WRITE(p, " }\n"); - } - WRITE(p, " lightSum0.rgb += (u_lightambient%i * %s.rgb + diffuse)%s;\n", i, ambientStr, timesLightScale); - } - - if (enableLighting) { - // Sum up ambient, emissive here. - if (lmode) { - WRITE(p, " Out.v_color0 = clamp(lightSum0, 0.0, 1.0);\n"); - // v_color1 only exists when lmode = 1. - if (specularIsZero) { - WRITE(p, " Out.v_color1 = splat3(0.0);\n"); - } else { - WRITE(p, " Out.v_color1 = clamp(lightSum1, 0.0, 1.0);\n"); - } - } else { - if (specularIsZero) { - WRITE(p, " Out.v_color0 = clamp(lightSum0, 0.0, 1.0);\n"); - } else { - WRITE(p, " Out.v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);\n"); - } - } - } else { - // Lighting doesn't affect color. - if (hasColor) { - if (doBezier || doSpline) - WRITE(p, " Out.v_color0 = tess.col;\n"); - else - WRITE(p, " Out.v_color0 = color0;\n"); - } else { - WRITE(p, " Out.v_color0 = u_matambientalpha;\n"); - } - if (lmode) - WRITE(p, " Out.v_color1 = splat3(0.0);\n"); - } - - // Step 3: UV generation - if (doTexture) { - switch (uvGenMode) { - case GE_TEXMAP_TEXTURE_COORDS: // Scale-offset. Easy. - case GE_TEXMAP_UNKNOWN: // Not sure what this is, but Riviera uses it. Treating as coords works. - if (scaleUV) { - if (hasTexcoord) { - if (doBezier || doSpline) - WRITE(p, " Out.v_texcoord = vec3(tess.tex.xy * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0);\n"); - else - WRITE(p, " Out.v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);\n"); - } else { - WRITE(p, " Out.v_texcoord = splat3(0.0);\n"); - } - } else { - if (hasTexcoord) { - WRITE(p, " Out.v_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0);\n"); - } else { - WRITE(p, " Out.v_texcoord = vec3(u_uvscaleoffset.zw, 0.0);\n"); - } - } - break; - - case GE_TEXMAP_TEXTURE_MATRIX: // Projection mapping. - { - std::string temp_tc; - switch (uvProjMode) { - case GE_PROJMAP_POSITION: // Use model space XYZ as source - temp_tc = "vec4(position, 1.0)"; - break; - case GE_PROJMAP_UV: // Use unscaled UV as source - { - if (hasTexcoord) { - temp_tc = StringFromFormat("vec4(texcoord.xy, 0.0, 1.0)"); - } else { - temp_tc = "vec4(0.0, 0.0, 0.0, 1.0)"; - } - } - break; - case GE_PROJMAP_NORMALIZED_NORMAL: // Use normalized transformed normal as source - if (hasNormal) - temp_tc = flipNormal ? "vec4(normalize(-normal), 1.0)" : "vec4(normalize(normal), 1.0)"; - else - temp_tc = "vec4(0.0, 0.0, 1.0, 1.0)"; - break; - case GE_PROJMAP_NORMAL: // Use non-normalized transformed normal as source - if (hasNormal) - temp_tc = flipNormal ? "vec4(-normal, 1.0)" : "vec4(normal, 1.0)"; - else - temp_tc = "vec4(0.0, 0.0, 1.0, 1.0)"; - break; - } - // Transform by texture matrix. XYZ as we are doing projection mapping. - WRITE(p, " Out.v_texcoord = mul(%s, u_texmtx).xyz * vec3(u_uvscaleoffset.xy, 1.0);\n", temp_tc.c_str()); - } - break; - - case GE_TEXMAP_ENVIRONMENT_MAP: // Shade mapping - use dots from light sources. - { - std::string lightFactor0 = StringFromFormat("(length(u_lightpos%i) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos%i), worldnormal))", ls0, ls0); - std::string lightFactor1 = StringFromFormat("(length(u_lightpos%i) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos%i), worldnormal))", ls1, ls1); - WRITE(p, " Out.v_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + %s, 1.0 + %s) * 0.5, 1.0);\n", lightFactor0.c_str(), lightFactor1.c_str()); - } - break; - - default: - // Should be unreachable. - _assert_(false); - return false; - } - } - - // Compute fogdepth - if (enableFog) { - WRITE(p, " Out.v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;\n"); - } - } - - if (!isModeThrough && gstate_c.Supports(GPU_SUPPORTS_VS_RANGE_CULLING)) { - WRITE(p, " vec3 projPos = outPos.xyz / outPos.w;\n"); - // Vertex range culling doesn't happen when depth is clamped, so only do this if in range. - WRITE(p, " if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {\n"); - const char *outMin = "projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z"; - const char *outMax = "projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z"; - WRITE(p, " if (%s || %s) {\n", outMin, outMax); - WRITE(p, " outPos.w = u_cullRangeMax.w;\n"); - WRITE(p, " }\n"); - WRITE(p, " }\n"); - } - WRITE(p, " Out.gl_Position = outPos;\n"); - - WRITE(p, " return Out;\n"); - WRITE(p, "}\n"); - return true; -} diff --git a/GPU/Directx9/VertexShaderGeneratorHLSL.h b/GPU/Directx9/VertexShaderGeneratorHLSL.h deleted file mode 100644 index 90900328d5..0000000000 --- a/GPU/Directx9/VertexShaderGeneratorHLSL.h +++ /dev/null @@ -1,25 +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/. - -#pragma once - -#include - -#include "GPU/Common/ShaderID.h" -#include "GPU/GLES/VertexShaderGeneratorGLES.h" - -bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage lang, std::string *errorString); diff --git a/GPU/GPU.vcxproj b/GPU/GPU.vcxproj index 09288fdf97..849173ac8d 100644 --- a/GPU/GPU.vcxproj +++ b/GPU/GPU.vcxproj @@ -390,7 +390,6 @@ - @@ -561,7 +560,6 @@ - diff --git a/GPU/GPU.vcxproj.filters b/GPU/GPU.vcxproj.filters index ee96efb190..9bb59502fc 100644 --- a/GPU/GPU.vcxproj.filters +++ b/GPU/GPU.vcxproj.filters @@ -267,9 +267,6 @@ Common - - DirectX9 - Common @@ -539,9 +536,6 @@ Common - - DirectX9 - Common diff --git a/unittest/TestShaderGenerators.cpp b/unittest/TestShaderGenerators.cpp index d0f1e4bc01..4b60ee8d56 100644 --- a/unittest/TestShaderGenerators.cpp +++ b/unittest/TestShaderGenerators.cpp @@ -11,7 +11,7 @@ #include "GPU/Common/FragmentShaderGenerator.h" -#include "GPU/Directx9/VertexShaderGeneratorHLSL.h" +#include "GPU/GLES/VertexShaderGeneratorGLES.h" #include "GPU/GLES/VertexShaderGeneratorGLES.h" #include "GPU/D3D11/D3D11Util.h" @@ -39,13 +39,11 @@ bool GenerateFShader(FShaderID id, char *buffer, ShaderLanguage lang, std::strin return GenerateFragmentShader(id, buffer, compat, &uniformMask, errorString); } case ShaderLanguage::HLSL_D3D9: - case ShaderLanguage::HLSL_D3D9_TEST: { ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D9); return GenerateFragmentShader(id, buffer, compat, &uniformMask, errorString); } case ShaderLanguage::HLSL_D3D11: - case ShaderLanguage::HLSL_D3D11_TEST: { ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D11); return GenerateFragmentShader(id, buffer, compat, &uniformMask, errorString); @@ -74,26 +72,16 @@ bool GenerateVShader(VShaderID id, char *buffer, ShaderLanguage lang, std::strin ShaderLanguageDesc compat(ShaderLanguage::GLSL_140); return GenerateVertexShaderGLSL(id, buffer, compat, &attrMask, &uniformMask, errorString); } - case ShaderLanguage::HLSL_D3D9_TEST: + case ShaderLanguage::HLSL_D3D9: { ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D9); return GenerateVertexShaderGLSL(id, buffer, compat, &attrMask, &uniformMask, errorString); } - case ShaderLanguage::HLSL_D3D11_TEST: + case ShaderLanguage::HLSL_D3D11: { ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D11); return GenerateVertexShaderGLSL(id, buffer, compat, &attrMask, &uniformMask, errorString); } - case ShaderLanguage::HLSL_D3D9: - { - //ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D9); - return GenerateVertexShaderHLSL(id, buffer, ShaderLanguage::HLSL_D3D9, errorString); - } - case ShaderLanguage::HLSL_D3D11: - { - //ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D11); - return GenerateVertexShaderHLSL(id, buffer, ShaderLanguage::HLSL_D3D11, errorString); - } default: return false; } @@ -103,12 +91,10 @@ bool TestCompileShader(const char *buffer, ShaderLanguage lang, bool vertex, std std::vector spirv; switch (lang) { case ShaderLanguage::HLSL_D3D11: - case ShaderLanguage::HLSL_D3D11_TEST: { auto output = CompileShaderToBytecodeD3D11(buffer, strlen(buffer), vertex ? "vs_4_0" : "ps_4_0", 0); return !output.empty(); } - case ShaderLanguage::HLSL_D3D9_TEST: case ShaderLanguage::HLSL_D3D9: { LPD3DBLOB blob = CompileShaderToByteCodeD3D9(buffer, vertex ? "vs_2_0" : "ps_2_0", errorMessage); @@ -164,9 +150,8 @@ bool TestShaderGenerators() { LoadD3DCompilerDynamic(); ShaderLanguage languages[] = { - ShaderLanguage::HLSL_D3D11_TEST, - ShaderLanguage::HLSL_D3D11, ShaderLanguage::HLSL_D3D9, + ShaderLanguage::HLSL_D3D11, ShaderLanguage::GLSL_VULKAN, ShaderLanguage::GLSL_140, ShaderLanguage::GLSL_300, @@ -213,19 +198,6 @@ bool TestShaderGenerators() { } } - // 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]); - printf("%s\n", buffer[1]); - return false; - } - if (generateSuccess[0] && strcmp(buffer[0], buffer[1])) { - printf("mismatching shaders!\n"); - PrintDiff(buffer[0], buffer[1]); - return false; - } - // Now that we have the strings ready for easy comparison (buffer,4 in the watch window), // let's try to compile them. for (int j = 0; j < numLanguages; j++) { @@ -273,24 +245,6 @@ bool TestShaderGenerators() { // We ignore the contents of the error string here, not even gonna try to compile if it errors. } - // KEEPING FOR REUSE LATER: Defunct temporary test. - /* - if (generateSuccess[0] != generateSuccess[1]) { - printf("mismatching success! %s %s\n", genErrorString[0].c_str(), genErrorString[1].c_str()); - printf("%s\n", buffer[0]); - printf("%s\n", buffer[1]); - return 1; - } - if (generateSuccess[0] && strcmp(buffer[0], buffer[1])) { - printf("mismatching shaders! a=glsl b=hlsl\n"); - PrintDiff(buffer[0], buffer[1]); - return 1; - } - if (generateSuccess[2] && strcmp(buffer[2], buffer[3])) { - printf("mismatching shaders! a=glsl b=hlsl\n"); - PrintDiff(buffer[2], buffer[3]); - return 1; - }*/ // Now that we have the strings ready for easy comparison (buffer,4 in the watch window), // let's try to compile them. for (int j = 0; j < numLanguages; j++) {