// 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 #include "Common/StringUtils.h" #include "Common/GPU/OpenGL/GLFeatures.h" #include "Common/GPU/ShaderWriter.h" #include "Common/GPU/thin3d.h" #include "Core/Config.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" #include "GPU/Common/ShaderId.h" #include "GPU/Common/ShaderUniforms.h" #include "GPU/Common/GeometryShaderGenerator.h" #undef WRITE #define WRITE(p, ...) p.F(__VA_ARGS__) // TODO: Could support VK_NV_geometry_shader_passthrough, though the hardware that supports // it is already pretty fast at geometry shaders.. bool GenerateGeometryShader(const GShaderID &id, char *buffer, const ShaderLanguageDesc &compat, const Draw::Bugs bugs, std::string *errorString) { std::vector extensions; if (ShaderLanguageIsOpenGL(compat.shaderLanguage)) { if (gl_extensions.EXT_gpu_shader4) { extensions.push_back("#extension GL_EXT_gpu_shader4 : enable"); } } bool vertexRangeCulling = !id.Bit(GS_BIT_CURVE); bool clipClampedDepth = gstate_c.Use(GPU_USE_DEPTH_CLAMP); ShaderWriter p(buffer, compat, ShaderStage::Geometry, extensions); p.F("// %s\n", GeometryShaderDesc(id).c_str()); p.C("layout(triangles) in;\n"); if (clipClampedDepth && vertexRangeCulling && !gstate_c.Use(GPU_USE_CLIP_DISTANCE)) { p.C("layout(triangle_strip, max_vertices = 12) out;\n"); } else { p.C("layout(triangle_strip, max_vertices = 6) out;\n"); } if (compat.shaderLanguage == GLSL_VULKAN) { WRITE(p, "\n"); WRITE(p, "layout (std140, set = 0, binding = 3) uniform baseVars {\n%s};\n", ub_baseStr); } else if (compat.shaderLanguage == HLSL_D3D11) { WRITE(p, "cbuffer base : register(b0) {\n%s};\n", ub_baseStr); } std::vector varyings, outVaryings; if (id.Bit(GS_BIT_DO_TEXTURE)) { varyings.push_back(VaryingDef{ "vec3", "v_texcoord", Draw::SEM_TEXCOORD0, 0, "highp" }); outVaryings.push_back(VaryingDef{ "vec3", "v_texcoordOut", Draw::SEM_TEXCOORD0, 0, "highp" }); } varyings.push_back(VaryingDef{ "vec4", "v_color0", Draw::SEM_COLOR0, 1, "lowp" }); outVaryings.push_back(VaryingDef{ "vec4", "v_color0Out", Draw::SEM_COLOR0, 1, "lowp" }); if (id.Bit(GS_BIT_LMODE)) { varyings.push_back(VaryingDef{ "vec3", "v_color1", Draw::SEM_COLOR1, 2, "lowp" }); outVaryings.push_back(VaryingDef{ "vec3", "v_color1Out", Draw::SEM_COLOR1, 2, "lowp" }); } varyings.push_back(VaryingDef{ "float", "v_fogdepth", Draw::SEM_TEXCOORD1, 3, "highp" }); outVaryings.push_back(VaryingDef{ "float", "v_fogdepthOut", Draw::SEM_TEXCOORD1, 3, "highp" }); p.BeginGSMain(varyings, outVaryings); // Apply culling. if (vertexRangeCulling) { p.C(" bool anyInside = false;\n"); } // And apply manual clipping if necessary. if (!gstate_c.Use(GPU_USE_CLIP_DISTANCE)) { p.C(" float clip0[3];\n"); if (clipClampedDepth) { p.C(" float clip1[3];\n"); } } p.C(" for (int i = 0; i < 3; i++) {\n"); // TODO: 3 or gl_in.length()? which will be faster? p.C(" vec4 outPos = gl_in[i].gl_Position;\n"); p.C(" vec3 projPos = outPos.xyz / outPos.w;\n"); if (vertexRangeCulling) { p.C(" float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;\n"); // Vertex range culling doesn't happen when Z clips, note sign of w is important. p.C(" if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {\n"); const char *outMin = "projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y"; const char *outMax = "projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y"; p.F(" if ((%s) || (%s)) {\n", outMin, outMax); p.C(" return;\n"); // Cull! p.C(" }\n"); p.C(" }\n"); p.C(" if (u_cullRangeMin.w <= 0.0) {\n"); p.C(" if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {\n"); // When not clamping depth, cull the triangle of Z is outside the valid range (not based on clip Z.) p.C(" return;\n"); p.C(" }\n"); p.C(" } else {\n"); p.C(" if (projPos.z >= u_cullRangeMin.z) { anyInside = true; }\n"); p.C(" if (projPos.z <= u_cullRangeMax.z) { anyInside = true; }\n"); p.C(" }\n"); } if (!gstate_c.Use(GPU_USE_CLIP_DISTANCE)) { // This is basically the same value as gl_ClipDistance would take, z + w. if (vertexRangeCulling) { // We add a small amount to prevent error as in #15816 (PSP Z is only 16-bit fixed point, anyway.) p.F(" clip0[i] = projZ * outPos.w + outPos.w + %f;\n", 0.0625 / 65536.0); } else { // Let's not complicate the code overly for this case. We'll clipClampedDepth. p.C(" clip0[i] = 0.0;\n"); } // This one does happen for rectangles. if (clipClampedDepth) { if (ShaderLanguageIsOpenGL(compat.shaderLanguage)) { // On OpenGL/GLES, these values account for the -1 -> 1 range. p.C(" if (u_depthRange.y - u_depthRange.x >= 1.0) {\n"); p.C(" clip1[i] = outPos.w + outPos.z;\n"); } else { // Everywhere else, it's 0 -> 1, simpler. p.C(" if (u_depthRange.y >= 1.0) {\n"); p.C(" clip1[i] = outPos.z;\n"); } // This is similar, but for maxz when it's below 65535.0. -1/0 don't matter here. p.C(" } else if (u_depthRange.x + u_depthRange.y <= 65534.0) {\n"); p.C(" clip1[i] = outPos.w - outPos.z;\n"); p.C(" } else {\n"); p.C(" clip1[i] = 0.0;\n"); p.C(" }\n"); } } p.C(" } // for\n"); // Cull any triangle fully outside in the same direction when depth clamp enabled. // Basically simulate cull distances. if (vertexRangeCulling) { p.C(" if (u_cullRangeMin.w > 0.0 && !anyInside) {\n"); p.C(" return;\n"); p.C(" }\n"); } if (!gstate_c.Use(GPU_USE_CLIP_DISTANCE)) { // Clipping against one half-space cuts a triangle (17/27), culls (7/27), or creates two triangles (3/27). // We clip against two, so we can generate up to 4 triangles, a polygon with 6 points. p.C(" int indices[6];\n"); p.C(" float factors[6];\n"); p.C(" int ind = 0;\n"); // Pass 1 - clip against first half-space. p.C(" for (int i = 0; i < 3; i++) {\n"); // First, use this vertex if it doesn't need clipping. p.C(" if (clip0[i] >= 0.0) {\n"); p.C(" indices[ind] = i;\n"); p.C(" factors[ind] = 0.0;\n"); p.C(" ind++;\n"); p.C(" }\n"); // Next, we generate an interpolated vertex if signs differ. p.C(" int inext = i == 2 ? 0 : i + 1;\n"); p.C(" if (clip0[i] * clip0[inext] < 0.0) {\n"); p.C(" float t = clip0[i] < 0.0 ? clip0[i] / (clip0[i] - clip0[inext]) : 1.0 - (clip0[inext] / (clip0[inext] - clip0[i]));\n"); p.C(" indices[ind] = i;\n"); p.C(" factors[ind] = t;\n"); p.C(" ind++;\n"); p.C(" }\n"); p.C(" }\n"); // Pass 2 - further clip against clamped Z. if (clipClampedDepth) { p.C(" int count0 = ind;\n"); p.C(" int indices1[6];\n"); p.C(" float factors1[6];\n"); p.C(" ind = 0;\n"); // Let's start by interpolating the clip values. p.C(" float clip1after[4];\n"); p.C(" for (int i = 0; i < count0; i++) {\n"); p.C(" int idx = indices[i];\n"); p.C(" float factor = factors[i];\n"); p.C(" int next = idx == 2 ? 0 : idx + 1;\n"); p.C(" clip1after[i] = mix(clip1[idx], clip1[next], factor);\n"); p.C(" }\n"); // Alright, now time to clip, again. p.C(" for (int i = 0; i < count0; i++) {\n"); // First, use this vertex if it doesn't need clipping. p.C(" if (clip1after[i] >= 0.0) {\n"); p.C(" indices1[ind] = i;\n"); p.C(" factors1[ind] = 0.0;\n"); p.C(" ind++;\n"); p.C(" }\n"); // Next, we generate an interpolated vertex if signs differ. p.C(" int inext = i == count0 - 1 ? 0 : i + 1;\n"); p.C(" if (clip1after[i] * clip1after[inext] < 0.0) {\n"); p.C(" float t = clip1after[i] < 0.0 ? clip1after[i] / (clip1after[i] - clip1after[inext]) : 1.0 - (clip1after[inext] / (clip1after[inext] - clip1after[i]));\n"); p.C(" indices1[ind] = i;\n"); p.C(" factors1[ind] = t;\n"); p.C(" ind++;\n"); p.C(" }\n"); p.C(" }\n"); } p.C(" if (ind < 3) {\n"); p.C(" return;\n"); p.C(" }\n"); p.C(" int idx;\n"); p.C(" int next;\n"); p.C(" float factor;\n"); auto emitIndex = [&](const char *which) { if (clipClampedDepth) { // We have to interpolate between four vertices. p.F(" idx = indices1[%s];\n", which); p.F(" factor = factors1[%s];\n", which); p.C(" next = idx == count0 - 1 ? 0 : idx + 1;\n"); p.C(" gl_Position = mix(mix(gl_in[indices[idx]].gl_Position, gl_in[(indices[idx] + 1) % 3].gl_Position, factors[idx]), mix(gl_in[indices[next]].gl_Position, gl_in[(indices[next] + 1) % 3].gl_Position, factors[next]), factor);\n"); for (size_t i = 0; i < varyings.size(); i++) { const VaryingDef &in = varyings[i]; const VaryingDef &out = outVaryings[i]; p.F(" %s = mix(mix(%s[indices[idx]], %s[(indices[idx] + 1) % 3], factors[idx]), mix(%s[indices[next]], %s[(indices[next] + 1) % 3], factors[next]), factor);\n", out.name, in.name, in.name, in.name, in.name); } } else { p.F(" idx = indices[%s];\n", which); p.F(" factor = factors[%s];\n", which); p.C(" next = idx == 2 ? 0 : idx + 1;\n"); p.C(" gl_Position = mix(gl_in[idx].gl_Position, gl_in[next].gl_Position, factor);\n"); for (size_t i = 0; i < varyings.size(); i++) { const VaryingDef &in = varyings[i]; const VaryingDef &out = outVaryings[i]; p.F(" %s = mix(%s[idx], %s[next], factor);\n", out.name, in.name, in.name); } } p.C(" EmitVertex();\n"); }; // Alright, time to actually emit the first triangle. p.C(" for (int i = 0; i < 3; i++) {\n"); emitIndex("i"); p.C(" }\n"); // Did we end up with additional triangles? We'll do three points each for the rest. p.C(" for (int i = 3; i < ind; i++) {\n"); p.C(" EndPrimitive();\n"); // Point one, always index zero. emitIndex("0"); // After that, one less than i (basically a triangle fan.) emitIndex("(i - 1)"); // And the new vertex itself. emitIndex("i"); p.C(" }\n"); } else { const char *clipSuffix0 = compat.shaderLanguage == HLSL_D3D11 ? ".x" : "[0]"; const char *clipSuffix1 = compat.shaderLanguage == HLSL_D3D11 ? ".y" : "[1]"; p.C(" for (int i = 0; i < 3; i++) {\n"); // TODO: 3 or gl_in.length()? which will be faster? p.C(" vec4 outPos = gl_in[i].gl_Position;\n"); p.C(" vec3 projPos = outPos.xyz / outPos.w;\n"); p.C(" float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;\n"); if (clipClampedDepth) { // Copy the clip distance from the vertex shader. p.F(" gl_ClipDistance%s = gl_in[i].gl_ClipDistance%s;\n", clipSuffix0, clipSuffix0); p.F(" gl_ClipDistance%s = projZ * outPos.w + outPos.w;\n", clipSuffix1); } else { // We shouldn't need to worry about rectangles-as-triangles here, since we don't use geometry shaders for that. // We add a small amount to prevent error as in #15816 (PSP Z is only 16-bit fixed point, anyway.) p.F(" gl_ClipDistance%s = projZ * outPos.w + outPos.w + %f;\n", clipSuffix0, 0.0625 / 65536.0); } p.C(" gl_Position = outPos;\n"); if (gstate_c.Use(GPU_USE_CLIP_DISTANCE)) { } for (size_t i = 0; i < varyings.size(); i++) { const VaryingDef &in = varyings[i]; const VaryingDef &out = outVaryings[i]; p.F(" %s = %s[i];\n", out.name, in.name); } // Debug - null the red channel //p.C(" if (i == 0) v_color0Out.x = 0.0;\n"); p.C(" EmitVertex();\n"); p.C(" }\n"); } p.EndGSMain(); return true; }