diff --git a/CMakeLists.txt b/CMakeLists.txt index adfad87ca3..2164c02293 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -1235,8 +1235,6 @@ set(GPU_GLES GPU/GLES/DepthBufferGLES.cpp GPU/GLES/GPU_GLES.cpp GPU/GLES/GPU_GLES.h - GPU/GLES/FragmentShaderGeneratorGLES.cpp - GPU/GLES/FragmentShaderGeneratorGLES.h GPU/GLES/FragmentTestCacheGLES.cpp GPU/GLES/FragmentTestCacheGLES.h GPU/GLES/FramebufferManagerGLES.cpp @@ -1300,8 +1298,6 @@ set(GPU_D3D9 GPU/Directx9/TextureCacheDX9.h GPU/Directx9/TextureScalerDX9.cpp GPU/Directx9/TextureScalerDX9.h - GPU/Directx9/FragmentShaderGeneratorHLSL.cpp - GPU/Directx9/FragmentShaderGeneratorHLSL.h GPU/Directx9/VertexShaderGeneratorHLSL.cpp GPU/Directx9/VertexShaderGeneratorHLSL.h ) @@ -1342,6 +1338,8 @@ set(GPU_SOURCES ${GPU_NEON} GPU/Common/DepalettizeShaderCommon.cpp GPU/Common/DepalettizeShaderCommon.h + GPU/Common/FragmentShaderGenerator.cpp + GPU/Common/FragmentShaderGenerator.h GPU/Common/FramebufferManagerCommon.cpp GPU/Common/FramebufferManagerCommon.h GPU/Common/GPUDebugInterface.cpp diff --git a/Common/GPU/D3D9/D3D9ShaderCompiler.cpp b/Common/GPU/D3D9/D3D9ShaderCompiler.cpp index b54bb215c1..e8585f15f3 100644 --- a/Common/GPU/D3D9/D3D9ShaderCompiler.cpp +++ b/Common/GPU/D3D9/D3D9ShaderCompiler.cpp @@ -1,18 +1,18 @@ -#ifdef _WIN32 - #include "ppsspp_config.h" +#ifdef _WIN32 + #include "Common/CommonWindows.h" #include "Common/GPU/D3D9/D3DCompilerLoader.h" #include "Common/GPU/D3D9/D3D9ShaderCompiler.h" #include "Common/CommonFuncs.h" #include "Common/SysError.h" +#include "Common/Log.h" +#include "Common/StringUtils.h" struct ID3DXConstantTable; -namespace DX9 { - -bool CompilePixelShader(LPDIRECT3DDEVICE9 device, const char *code, LPDIRECT3DPIXELSHADER9 *pShader, ID3DXConstantTable **pShaderTable, std::string &errorMessage) { +LPD3DBLOB CompileShaderToByteCodeD3D9(const char *code, const char *target, std::string *errorMessage) { LPD3DBLOB pShaderCode = nullptr; LPD3DBLOB pErrorMsg = nullptr; @@ -23,77 +23,58 @@ bool CompilePixelShader(LPDIRECT3DDEVICE9 device, const char *code, LPDIRECT3DPI nullptr, nullptr, "main", - "ps_2_0", + target, 0, 0, &pShaderCode, &pErrorMsg); if (pErrorMsg) { - errorMessage = (CHAR *)pErrorMsg->GetBufferPointer(); + *errorMessage = std::string((CHAR *)pErrorMsg->GetBufferPointer()); + + OutputDebugStringUTF8(LineNumberString(std::string(code)).c_str()); + OutputDebugStringUTF8(errorMessage->c_str()); + pErrorMsg->Release(); - } else if (FAILED(hr)) { - errorMessage = GetStringErrorMsg(hr); - } else { - errorMessage = ""; - } - - if (FAILED(hr) || !pShaderCode) { - if (pShaderCode) + if (pShaderCode) { pShaderCode->Release(); - return false; + pShaderCode = nullptr; + } + } else if (FAILED(hr)) { + *errorMessage = GetStringErrorMsg(hr); + if (pShaderCode) { + pShaderCode->Release(); + pShaderCode = nullptr; + } + } else { + *errorMessage = ""; } - // Create pixel shader. - device->CreatePixelShader( (DWORD*)pShaderCode->GetBufferPointer(), - pShader ); - - pShaderCode->Release(); - - return true; + return pShaderCode; } -bool CompileVertexShader(LPDIRECT3DDEVICE9 device, const char *code, LPDIRECT3DVERTEXSHADER9 *pShader, ID3DXConstantTable **pShaderTable, std::string &errorMessage) { - LPD3DBLOB pShaderCode = nullptr; - LPD3DBLOB pErrorMsg = nullptr; - - // Compile pixel shader. - HRESULT hr = dyn_D3DCompile(code, - (UINT)strlen(code), - nullptr, - nullptr, - nullptr, - "main", - "vs_2_0", - 0, - 0, - &pShaderCode, - &pErrorMsg); - - if (pErrorMsg) { - errorMessage = (CHAR *)pErrorMsg->GetBufferPointer(); - pErrorMsg->Release(); - } else if (FAILED(hr)) { - errorMessage = GetStringErrorMsg(hr); +bool CompilePixelShaderD3D9(LPDIRECT3DDEVICE9 device, const char *code, LPDIRECT3DPIXELSHADER9 *pShader, std::string *errorMessage) { + LPD3DBLOB pShaderCode = CompileShaderToByteCodeD3D9(code, "ps_2_0", errorMessage); + if (pShaderCode) { + // Create pixel shader. + device->CreatePixelShader((DWORD*)pShaderCode->GetBufferPointer(), pShader); + pShaderCode->Release(); + return true; } else { - errorMessage = ""; - } - - if (FAILED(hr) || !pShaderCode) { - if (pShaderCode) - pShaderCode->Release(); return false; } - - // Create pixel shader. - device->CreateVertexShader( (DWORD*)pShaderCode->GetBufferPointer(), - pShader ); - - pShaderCode->Release(); - - return true; } -} // namespace +bool CompileVertexShaderD3D9(LPDIRECT3DDEVICE9 device, const char *code, LPDIRECT3DVERTEXSHADER9 *pShader, std::string *errorMessage) { + LPD3DBLOB pShaderCode = CompileShaderToByteCodeD3D9(code, "vs_2_0", errorMessage); + if (pShaderCode) { + // Create vertex shader. + device->CreateVertexShader((DWORD*)pShaderCode->GetBufferPointer(), pShader); + pShaderCode->Release(); + return true; + } else { + return false; + } +} #endif diff --git a/Common/GPU/D3D9/D3D9ShaderCompiler.h b/Common/GPU/D3D9/D3D9ShaderCompiler.h index 6c4aaf75a2..1de2a158d0 100644 --- a/Common/GPU/D3D9/D3D9ShaderCompiler.h +++ b/Common/GPU/D3D9/D3D9ShaderCompiler.h @@ -1,6 +1,7 @@ #pragma once #include "Common/CommonWindows.h" +#include "Common/GPU/D3D9/D3DCompilerLoader.h" #include #include @@ -8,9 +9,7 @@ struct ID3DXConstantTable; -namespace DX9 { +LPD3DBLOB CompileShaderToByteCodeD3D9(const char *code, const char *target, std::string *errorMessage); -bool CompilePixelShader(LPDIRECT3DDEVICE9 device, const char *code, LPDIRECT3DPIXELSHADER9 *pShader, ID3DXConstantTable **pShaderTable, std::string &errorMessage); -bool CompileVertexShader(LPDIRECT3DDEVICE9 device, const char *code, LPDIRECT3DVERTEXSHADER9 *pShader, ID3DXConstantTable **pShaderTable, std::string &errorMessage); - -} // namespace DX9 +bool CompilePixelShaderD3D9(LPDIRECT3DDEVICE9 device, const char *code, LPDIRECT3DPIXELSHADER9 *pShader, std::string *errorMessage); +bool CompileVertexShaderD3D9(LPDIRECT3DDEVICE9 device, const char *code, LPDIRECT3DVERTEXSHADER9 *pShader, std::string *errorMessage); diff --git a/Common/GPU/OpenGL/GLFeatures.cpp b/Common/GPU/OpenGL/GLFeatures.cpp index 7048b6198a..ad4df92819 100644 --- a/Common/GPU/OpenGL/GLFeatures.cpp +++ b/Common/GPU/OpenGL/GLFeatures.cpp @@ -354,6 +354,8 @@ void CheckGLExtensions() { gl_extensions.EXT_draw_instanced = g_set_gl_extensions.count("GL_EXT_draw_instanced") != 0; gl_extensions.ARB_draw_instanced = g_set_gl_extensions.count("GL_ARB_draw_instanced") != 0; gl_extensions.ARB_cull_distance = g_set_gl_extensions.count("GL_ARB_cull_distance") != 0; + gl_extensions.ARB_depth_clamp = g_set_gl_extensions.count("GL_ARB_depth_clamp") != 0; + gl_extensions.ARB_uniform_buffer_object = g_set_gl_extensions.count("GL_ARB_uniform_buffer_object") != 0; if (gl_extensions.IsGLES) { gl_extensions.OES_texture_npot = g_set_gl_extensions.count("GL_OES_texture_npot") != 0; @@ -498,10 +500,10 @@ void CheckGLExtensions() { } if (gl_extensions.VersionGEThan(3, 1)) { gl_extensions.ARB_draw_instanced = true; - // ARB_uniform_buffer_object = true; + gl_extensions.ARB_uniform_buffer_object = true; } if (gl_extensions.VersionGEThan(3, 2)) { - // ARB_depth_clamp = true; + gl_extensions.ARB_depth_clamp = true; } if (gl_extensions.VersionGEThan(3, 3)) { gl_extensions.ARB_blend_func_extended = true; @@ -541,6 +543,8 @@ void CheckGLExtensions() { #ifdef __APPLE__ if (!gl_extensions.IsGLES && !gl_extensions.IsCoreContext) { // Apple doesn't allow OpenGL 3.x+ in compatibility contexts. + // TODO: But are we still ever creating these on Apple? Would really + // like to kill this ForceGL2 flag. gl_extensions.ForceGL2 = true; } #endif diff --git a/Common/GPU/OpenGL/GLFeatures.h b/Common/GPU/OpenGL/GLFeatures.h index 0c4a619b45..884b0a3df3 100644 --- a/Common/GPU/OpenGL/GLFeatures.h +++ b/Common/GPU/OpenGL/GLFeatures.h @@ -64,6 +64,8 @@ struct GLExtensions { bool ARB_draw_instanced; bool ARB_buffer_storage; bool ARB_cull_distance; + bool ARB_depth_clamp; + bool ARB_uniform_buffer_object; // EXT bool EXT_swap_control_tear; diff --git a/Common/GPU/OpenGL/GLQueueRunner.cpp b/Common/GPU/OpenGL/GLQueueRunner.cpp index 1d5c024379..c01eb0ed70 100644 --- a/Common/GPU/OpenGL/GLQueueRunner.cpp +++ b/Common/GPU/OpenGL/GLQueueRunner.cpp @@ -279,7 +279,7 @@ void GLQueueRunner::RunInitSteps(const std::vector &steps, bool ski glGetShaderiv(shader, GL_COMPILE_STATUS, &success); if (!success) { std::string infoLog = GetInfoLog(shader, glGetShaderiv, glGetShaderInfoLog); -#ifdef __ANDROID__ +#if PPSSPP_PLATFORM(ANDROID) ERROR_LOG(G3D, "Error in shader compilation! %s\n", infoLog.c_str()); ERROR_LOG(G3D, "Shader source:\n%s\n", (const char *)code); #endif diff --git a/Common/GPU/Vulkan/VulkanContext.cpp b/Common/GPU/Vulkan/VulkanContext.cpp index 10a98517ad..bf77c2720f 100644 --- a/Common/GPU/Vulkan/VulkanContext.cpp +++ b/Common/GPU/Vulkan/VulkanContext.cpp @@ -923,6 +923,11 @@ static std::string surface_transforms_to_string(VkSurfaceTransformFlagsKHR trans bool VulkanContext::InitSwapchain() { VkResult res = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_devices_[physical_device_], surface_, &surfCapabilities_); + if (res == VK_ERROR_SURFACE_LOST_KHR) { + // Not much to do. + ERROR_LOG(G3D, "VK: Surface lost in InitSwapchain"); + return false; + } _dbg_assert_(res == VK_SUCCESS); uint32_t presentModeCount; res = vkGetPhysicalDeviceSurfacePresentModesKHR(physical_devices_[physical_device_], surface_, &presentModeCount, nullptr); @@ -1172,24 +1177,43 @@ EShLanguage FindLanguage(const VkShaderStageFlagBits shader_type) { // Compile a given string containing GLSL into SPV for use by VK // Return value of false means an error was encountered. -bool GLSLtoSPV(const VkShaderStageFlagBits shader_type, - const char *pshader, - std::vector &spirv, std::string *errorMessage) { +bool GLSLtoSPV(const VkShaderStageFlagBits shader_type, const char *sourceCode, GLSLVariant variant, + std::vector &spirv, std::string *errorMessage) { glslang::TProgram program; const char *shaderStrings[1]; - EProfile profile = ECoreProfile; - int defaultVersion = 450; TBuiltInResource Resources; init_resources(Resources); - // Enable SPIR-V and Vulkan rules when parsing GLSL - EShMessages messages = (EShMessages)(EShMsgSpvRules | EShMsgVulkanRules); + int defaultVersion; + EShMessages messages; + EProfile profile; + + switch (variant) { + case GLSLVariant::VULKAN: + // Enable SPIR-V and Vulkan rules when parsing GLSL + messages = (EShMessages)(EShMsgSpvRules | EShMsgVulkanRules); + defaultVersion = 450; + profile = ECoreProfile; + break; + case GLSLVariant::GL140: + messages = (EShMessages)(EShMsgDefault); + defaultVersion = 140; + profile = ECompatibilityProfile; + break; + case GLSLVariant::GLES300: + messages = (EShMessages)(EShMsgDefault); + defaultVersion = 300; + profile = EEsProfile; + break; + default: + return false; + } EShLanguage stage = FindLanguage(shader_type); glslang::TShader shader(stage); - shaderStrings[0] = pshader; + shaderStrings[0] = sourceCode; shader.setStrings(shaderStrings, 1); if (!shader.parse(&Resources, defaultVersion, profile, false, true, messages)) { diff --git a/Common/GPU/Vulkan/VulkanContext.h b/Common/GPU/Vulkan/VulkanContext.h index db467eff93..3798066c65 100644 --- a/Common/GPU/Vulkan/VulkanContext.h +++ b/Common/GPU/Vulkan/VulkanContext.h @@ -367,7 +367,14 @@ void TransitionImageLayout2(VkCommandBuffer cmd, VkImage image, int baseMip, int // GLSL compiler void init_glslang(); void finalize_glslang(); -bool GLSLtoSPV(const VkShaderStageFlagBits shader_type, const char *pshader, std::vector &spirv, std::string *errorMessage = nullptr); + +enum class GLSLVariant { + VULKAN, + GL140, + GLES300, +}; + +bool GLSLtoSPV(const VkShaderStageFlagBits shader_type, const char *sourceCode, GLSLVariant variant, std::vector &spirv, std::string *errorMessage); const char *VulkanResultToString(VkResult res); std::string FormatDriverVersion(const VkPhysicalDeviceProperties &props); diff --git a/Common/GPU/Vulkan/thin3d_vulkan.cpp b/Common/GPU/Vulkan/thin3d_vulkan.cpp index a27ebec428..d097e283f2 100644 --- a/Common/GPU/Vulkan/thin3d_vulkan.cpp +++ b/Common/GPU/Vulkan/thin3d_vulkan.cpp @@ -215,7 +215,9 @@ bool VKShaderModule::Compile(VulkanContext *vulkan, ShaderLanguage language, con // We'll need this to free it later. source_ = (const char *)data; std::vector spirv; - if (!GLSLtoSPV(vkstage_, source_.c_str(), spirv)) { + std::string errorMessage; + if (!GLSLtoSPV(vkstage_, source_.c_str(), GLSLVariant::VULKAN, spirv, &errorMessage)) { + INFO_LOG(G3D, "Shader compile to module failed: %s", errorMessage.c_str()); return false; } diff --git a/Common/Net/Resolve.cpp b/Common/Net/Resolve.cpp index aac2cdb6fd..37fde61481 100644 --- a/Common/Net/Resolve.cpp +++ b/Common/Net/Resolve.cpp @@ -24,10 +24,12 @@ #include #endif +#include "Common/Log.h" #include "Common/TimeUtil.h" namespace net { + void Init() { #ifdef _WIN32 @@ -45,7 +47,6 @@ void Shutdown() } bool DNSResolve(const std::string &host, const std::string &service, addrinfo **res, std::string &error, DNSType type) { - #if PPSSPP_PLATFORM(SWITCH) // Force IPv4 lookups. if (type == DNSType::IPV6) { diff --git a/Core/HLE/sceKernelModule.cpp b/Core/HLE/sceKernelModule.cpp index 26df43f4ff..a59c545bab 100644 --- a/Core/HLE/sceKernelModule.cpp +++ b/Core/HLE/sceKernelModule.cpp @@ -234,7 +234,6 @@ enum NativeModuleStatus { class PSPModule : public KernelObject { public: - PSPModule() : textStart(0), textEnd(0), libstub(0), libstubend(0), memoryBlockAddr(0), isFake(false), modulePtr(0) {} ~PSPModule() { if (memoryBlockAddr) { // If it's either below user memory, or using a high kernel bit, it's in kernel. @@ -431,20 +430,19 @@ public: std::vector exportedVars; std::vector importedVars; std::set impExpModuleNames; - // Keep track of the code region so we can throw out analysis results // when unloaded. - u32 textStart; - u32 textEnd; + u32 textStart = 0; + u32 textEnd = 0; // Keep track of the libstub pointers so we can recheck on load state. - u32 libstub; - u32 libstubend; + u32 libstub = 0; + u32 libstubend = 0; - u32 memoryBlockAddr; - u32 memoryBlockSize; - u32 modulePtr; - bool isFake; + u32 memoryBlockAddr = 0; + u32 memoryBlockSize = 0; + u32 modulePtr = 0; + bool isFake = false; }; KernelObject *__KernelModuleObject() diff --git a/Core/HW/SasAudio.cpp b/Core/HW/SasAudio.cpp index ea66611e0f..15db6c4d50 100644 --- a/Core/HW/SasAudio.cpp +++ b/Core/HW/SasAudio.cpp @@ -331,15 +331,7 @@ void ADSREnvelope::SetSimpleEnvelope(u32 ADSREnv1, u32 ADSREnv2) { } } -SasInstance::SasInstance() - : maxVoices(PSP_SAS_VOICES_MAX), - sampleRate(44100), - outputMode(PSP_SAS_OUTPUTMODE_MIXED), - mixBuffer(0), - sendBuffer(0), - sendBufferDownsampled(0), - sendBufferProcessed(0), - grainSize(0) { +SasInstance::SasInstance() { #ifdef AUDIO_TO_FILE audioDump = fopen("D:\\audio.raw", "wb"); #endif diff --git a/Core/HW/SasAudio.h b/Core/HW/SasAudio.h index 480250dc70..de883afa36 100644 --- a/Core/HW/SasAudio.h +++ b/Core/HW/SasAudio.h @@ -282,16 +282,16 @@ public: int GetGrainSize() const { return grainSize; } int EstimateMixUs(); - int maxVoices; - int sampleRate; - int outputMode; + int maxVoices = PSP_SAS_VOICES_MAX; + int sampleRate = 44100; + int outputMode = PSP_SAS_OUTPUTMODE_MIXED; - int *mixBuffer; - int *sendBuffer; - s16 *sendBufferDownsampled; - s16 *sendBufferProcessed; + int *mixBuffer = nullptr; + int *sendBuffer = nullptr; + s16 *sendBufferDownsampled = nullptr; + s16 *sendBufferProcessed = nullptr; - FILE *audioDump; + FILE *audioDump = nullptr; void Mix(u32 outAddr, u32 inAddr = 0, int leftVol = 0, int rightVol = 0); void MixVoice(SasVoice &voice); @@ -310,6 +310,6 @@ public: private: SasReverb reverb_; - int grainSize; + int grainSize = 0; int16_t mixTemp_[PSP_SAS_MAX_GRAIN * 4 + 2 + 8]; // some extra margin for very high pitches. }; diff --git a/GPU/Common/DepalettizeShaderCommon.cpp b/GPU/Common/DepalettizeShaderCommon.cpp index 5a0c7c6e4a..516c3b9fde 100644 --- a/GPU/Common/DepalettizeShaderCommon.cpp +++ b/GPU/Common/DepalettizeShaderCommon.cpp @@ -164,7 +164,7 @@ void GenerateDepalShader300(char *buffer, GEBufferFormat pixelFormat, ShaderLang void GenerateDepalShaderFloat(char *buffer, GEBufferFormat pixelFormat, ShaderLanguage lang) { char *p = buffer; - const char *modFunc = lang == HLSL_DX9 ? "fmod" : "mod"; + const char *modFunc = lang == HLSL_D3D9 ? "fmod" : "mod"; char lookupMethod[128] = "index.r"; char offset[128] = ""; @@ -305,7 +305,7 @@ void GenerateDepalShaderFloat(char *buffer, GEBufferFormat pixelFormat, ShaderLa WRITE(p, " float coord = (%s * %f)%s;\n", lookupMethod, index_multiplier, offset); WRITE(p, " gl_FragColor = texture2D(pal, vec2(coord, 0.0));\n"); WRITE(p, "}\n"); - } else if (lang == HLSL_DX9) { + } else if (lang == HLSL_D3D9) { WRITE(p, "sampler tex: register(s0);\n"); WRITE(p, "sampler pal: register(s1);\n"); WRITE(p, "float4 main(float2 v_texcoord0 : TEXCOORD0) : COLOR0 {\n"); @@ -326,7 +326,7 @@ void GenerateDepalShader(char *buffer, GEBufferFormat pixelFormat, ShaderLanguag case HLSL_D3D11: GenerateDepalShader300(buffer, pixelFormat, language); break; - case HLSL_DX9: + case HLSL_D3D9: GenerateDepalShaderFloat(buffer, pixelFormat, language); break; default: diff --git a/GPU/GLES/FragmentShaderGeneratorGLES.cpp b/GPU/Common/FragmentShaderGenerator.cpp similarity index 72% rename from GPU/GLES/FragmentShaderGeneratorGLES.cpp rename to GPU/Common/FragmentShaderGenerator.cpp index bbd6aee489..03fd832e43 100644 --- a/GPU/GLES/FragmentShaderGeneratorGLES.cpp +++ b/GPU/Common/FragmentShaderGenerator.cpp @@ -26,28 +26,50 @@ #include "GPU/Common/GPUStateUtils.h" #include "GPU/Common/ShaderId.h" #include "GPU/Common/ShaderUniforms.h" -#include "GPU/GLES/FragmentShaderGeneratorGLES.h" -#include "GPU/GLES/FramebufferManagerGLES.h" -#include "GPU/GLES/ShaderManagerGLES.h" +#include "GPU/Common/FragmentShaderGenerator.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" #define WRITE p+=sprintf -static const char *vulkan_glsl_preamble = +const char *vulkan_glsl_preamble_fs = "#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 splat3(x) vec3(x)\n" +"#define lowp\n" +"#define mediump\n" +"#define highp\n" +"#define DISCARD discard\n" +"\n"; -bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLShaderCompat &compat, uint64_t *uniformMask, std::string *errorString) { +const char *hlsl_preamble_fs = +"#define vec2 float2\n" +"#define vec3 float3\n" +"#define vec4 float4\n" +"#define uvec3 uint3\n" +"#define ivec3 int3\n" +"#define splat3(x) float3(x, x, x)\n" +"#define mix lerp\n" +"#define mod(x, y) fmod(x, y)\n"; + +const char *hlsl_d3d11_preamble_fs = +"#define DISCARD discard\n" +"#define DISCARD_BELOW(x) clip(x);\n"; +const char *hlsl_d3d9_preamble_fs = +"#define DISCARD clip(-1)\n" +"#define DISCARD_BELOW(x) clip(x)\n"; + + +bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLanguageDesc &compat, uint64_t *uniformMask, std::string *errorString) { *uniformMask = 0; + errorString->clear(); bool highpFog = false; bool highpTexcoord = false; - bool enableFragmentTestCache = g_Config.bFragmentTestCache && !compat.vulkan; + bool enableFragmentTestCache = g_Config.bFragmentTestCache && ShaderLanguageIsOpenGL(compat.shaderLanguage); if (compat.gles) { // PowerVR needs highp to do the fog in MHU correctly. @@ -60,13 +82,22 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha char *p = buffer; - if (compat.vulkan) { - WRITE(p, "%s", vulkan_glsl_preamble); - WRITE(p, "#define lowp\n"); - WRITE(p, "#define mediump\n"); - WRITE(p, "#define highp\n"); - } else { + switch (compat.shaderLanguage) { + case ShaderLanguage::GLSL_VULKAN: + WRITE(p, "%s", vulkan_glsl_preamble_fs); + break; + case ShaderLanguage::HLSL_D3D11: + WRITE(p, "%s", hlsl_preamble_fs); + WRITE(p, "%s", hlsl_d3d11_preamble_fs); + break; + case ShaderLanguage::HLSL_D3D9: + WRITE(p, "%s", hlsl_preamble_fs); + WRITE(p, "%s", hlsl_d3d9_preamble_fs); + break; + default: + // OpenGL WRITE(p, "#version %d%s\n", compat.glslVersionNumber, compat.gles ? " es" : ""); + WRITE(p, "#define DISCARD discard\n"); if (stencilToAlpha == REPLACE_ALPHA_DUALSOURCE && gl_extensions.EXT_blend_func_extended) { WRITE(p, "#extension GL_EXT_blend_func_extended : require\n"); @@ -102,6 +133,7 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha bool doTextureAlpha = id.Bit(FS_BIT_TEXALPHA); bool doFlatShading = id.Bit(FS_BIT_FLATSHADE); bool shaderDepal = id.Bit(FS_BIT_SHADER_DEPAL); + bool bgraTexture = id.Bit(FS_BIT_BGRA_TEXTURE); GEComparison alphaTestFunc = (GEComparison)id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3); GEComparison colorTestFunc = (GEComparison)id.Bits(FS_BIT_COLOR_TEST_FUNC, 2); @@ -120,13 +152,13 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha bool isModeClear = id.Bit(FS_BIT_CLEARMODE); const char *shading = ""; - if (compat.glslES30 || compat.vulkan) + if (compat.glslES30 || compat.shaderLanguage == ShaderLanguage::GLSL_VULKAN) 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 (compat.vulkan) { + if (compat.shaderLanguage == ShaderLanguage::GLSL_VULKAN) { if (earlyFragmentTests) { WRITE(p, "layout (early_fragment_tests) in;\n"); } else if (useAdrenoBugWorkaround && !gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT)) { @@ -169,7 +201,137 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha if (stencilToAlpha == REPLACE_ALPHA_DUALSOURCE) { WRITE(p, "layout (location = 0, index = 1) out vec4 fragColor1;\n"); } - } else { + } else if (compat.shaderLanguage == HLSL_D3D11 || compat.shaderLanguage == HLSL_D3D9) { + if (compat.shaderLanguage == HLSL_D3D9) { + if (doTexture) + WRITE(p, "sampler tex : register(s0);\n"); + if (!isModeClear && replaceBlend > REPLACE_BLEND_STANDARD) { + if (replaceBlend == REPLACE_BLEND_COPY_FBO) { + WRITE(p, "vec2 u_fbotexSize : register(c%i);\n", CONST_PS_FBOTEXSIZE); + WRITE(p, "sampler fbotex : register(s1);\n"); + } + if (replaceBlendFuncA >= GE_SRCBLEND_FIXA) { + WRITE(p, "float3 u_blendFixA : register(c%i);\n", CONST_PS_BLENDFIXA); + } + if (replaceBlendFuncB >= GE_DSTBLEND_FIXB) { + WRITE(p, "float3 u_blendFixB : register(c%i);\n", CONST_PS_BLENDFIXB); + } + } + if (needShaderTexClamp && doTexture) { + WRITE(p, "vec4 u_texclamp : register(c%i);\n", CONST_PS_TEXCLAMP); + if (textureAtOffset) { + WRITE(p, "vec2 u_texclampoff : register(c%i);\n", CONST_PS_TEXCLAMPOFF); + } + } + + if (enableAlphaTest || enableColorTest) { + WRITE(p, "vec4 u_alphacolorref : register(c%i);\n", CONST_PS_ALPHACOLORREF); + WRITE(p, "vec4 u_alphacolormask : register(c%i);\n", CONST_PS_ALPHACOLORMASK); + } + if (stencilToAlpha && replaceAlphaWithStencilType == STENCIL_VALUE_UNIFORM) { + WRITE(p, "float u_stencilReplaceValue : register(c%i);\n", CONST_PS_STENCILREPLACE); + } + if (doTexture && texFunc == GE_TEXFUNC_BLEND) { + WRITE(p, "float3 u_texenv : register(c%i);\n", CONST_PS_TEXENV); + } + if (enableFog) { + WRITE(p, "float3 u_fogcolor : register(c%i);\n", CONST_PS_FOGCOLOR); + } + } else { + WRITE(p, "SamplerState samp : register(s0);\n"); + WRITE(p, "Texture2D tex : register(t0);\n"); + if (!isModeClear && replaceBlend > REPLACE_BLEND_STANDARD) { + if (replaceBlend == REPLACE_BLEND_COPY_FBO) { + // No sampler required, we Load + WRITE(p, "Texture2D fboTex : register(t1);\n"); + } + } + WRITE(p, "cbuffer base : register(b0) {\n%s};\n", cb_baseStr); + } + + if (enableAlphaTest) { + if (compat.shaderLanguage == HLSL_D3D11) { + WRITE(p, "int roundAndScaleTo255i(float x) { return int(floor(x * 255.0f + 0.5f)); }\n"); + } else { + // D3D11 level 9 gets to take this path. + WRITE(p, "float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); }\n"); + } + } + if (enableColorTest) { + if (compat.shaderLanguage == HLSL_D3D11) { + WRITE(p, "uvec3 roundAndScaleTo255iv(float3 x) { return uvec3(floor(x * 255.0f + 0.5f)); }\n"); + } else { + WRITE(p, "vec3 roundAndScaleTo255v(float3 x) { return floor(x * 255.0f + 0.5f); }\n"); + } + } + + WRITE(p, "struct PS_IN {\n"); + if (doTexture) { + WRITE(p, " vec3 v_texcoord: TEXCOORD0;\n"); + } + const char *colorInterpolation = doFlatShading && compat.shaderLanguage == 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 (compat.shaderLanguage == HLSL_D3D11 && ((replaceBlend == REPLACE_BLEND_COPY_FBO) || gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT))) { + WRITE(p, " vec4 pixelPos : SV_POSITION;\n"); + } + WRITE(p, "};\n"); + + if (compat.shaderLanguage == HLSL_D3D11) { + WRITE(p, "struct PS_OUT {\n"); + if (stencilToAlpha == REPLACE_ALPHA_DUALSOURCE) { + WRITE(p, " vec4 target : SV_Target0;\n"); + WRITE(p, " vec4 target1 : SV_Target1;\n"); + } else { + WRITE(p, " vec4 target : SV_Target;\n"); + } + if (gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT)) { + WRITE(p, " float depth : SV_DEPTH;\n"); + } + WRITE(p, "};\n"); + } + } else if (compat.shaderLanguage == HLSL_D3D9) { + if (doTexture) + WRITE(p, "sampler tex : register(s0);\n"); + if (!isModeClear && replaceBlend > REPLACE_BLEND_STANDARD) { + if (replaceBlend == REPLACE_BLEND_COPY_FBO) { + WRITE(p, "vec2 u_fbotexSize : register(c%i);\n", CONST_PS_FBOTEXSIZE); + WRITE(p, "sampler fbotex : register(s1);\n"); + } + if (replaceBlendFuncA >= GE_SRCBLEND_FIXA) { + WRITE(p, "float3 u_blendFixA : register(c%i);\n", CONST_PS_BLENDFIXA); + } + if (replaceBlendFuncB >= GE_DSTBLEND_FIXB) { + WRITE(p, "float3 u_blendFixB : register(c%i);\n", CONST_PS_BLENDFIXB); + } + } + if (needShaderTexClamp && doTexture) { + WRITE(p, "vec4 u_texclamp : register(c%i);\n", CONST_PS_TEXCLAMP); + if (textureAtOffset) { + WRITE(p, "vec2 u_texclampoff : register(c%i);\n", CONST_PS_TEXCLAMPOFF); + } + } + + if (enableAlphaTest || enableColorTest) { + WRITE(p, "vec4 u_alphacolorref : register(c%i);\n", CONST_PS_ALPHACOLORREF); + WRITE(p, "vec4 u_alphacolormask : register(c%i);\n", CONST_PS_ALPHACOLORMASK); + } + if (stencilToAlpha && replaceAlphaWithStencilType == STENCIL_VALUE_UNIFORM) { + WRITE(p, "float u_stencilReplaceValue : register(c%i);\n", CONST_PS_STENCILREPLACE); + } + if (doTexture && texFunc == GE_TEXFUNC_BLEND) { + WRITE(p, "float3 u_texenv : register(c%i);\n", CONST_PS_TEXENV); + } + if (enableFog) { + WRITE(p, "float3 u_fogcolor : register(c%i);\n", CONST_PS_FOGCOLOR); + } + + } else if (ShaderLanguageIsOpenGL(compat.shaderLanguage)) { if (shaderDepal && gl_extensions.IsGLES) { WRITE(p, "precision highp int;\n"); } @@ -283,7 +445,27 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha WRITE(p, "float mymod(float a, float b) { return a - b * floor(a / b); }\n"); } - WRITE(p, "void main() {\n"); + if (compat.shaderLanguage == HLSL_D3D11) { + WRITE(p, "PS_OUT main( PS_IN In ) {\n"); + WRITE(p, " PS_OUT outfragment;\n"); + } else if (compat.shaderLanguage == HLSL_D3D9) { + WRITE(p, "vec4 main( PS_IN In ) : COLOR {\n"); + } else { + WRITE(p, "void main() {\n"); + } + + if (compat.shaderLanguage == HLSL_D3D11 || compat.shaderLanguage == HLSL_D3D9) { + WRITE(p, " vec4 v_color0 = In.v_color0;\n"); + if (lmode) + WRITE(p, " vec3 v_color1 = In.v_color1;\n"); + if (enableFog) { + WRITE(p, " float v_fogdepth = In.v_fogdepth;\n"); + } + if (doTexture) { + WRITE(p, " vec3 v_texcoord = In.v_texcoord;\n"); + } + } + if (isModeClear) { // Clear mode does not allow any fancy shading. WRITE(p, " vec4 v = v_color0;\n"); @@ -298,7 +480,7 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha } if (doTexture) { - const char *texcoord = "v_texcoord"; + char texcoord[64] = "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 if projection is needed, // so we disable it on SGX 540 and lesser, and live with the consequences. @@ -337,17 +519,31 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha } WRITE(p, " vec2 fixedcoord = vec2(%s, %s);\n", ucoord.c_str(), vcoord.c_str()); - texcoord = "fixedcoord"; + truncate_cpy(texcoord, "fixedcoord"); // We already projected it. doTextureProjection = false; } if (!shaderDepal) { - if (doTextureProjection) { - WRITE(p, " vec4 t = %sProj(tex, %s);\n", compat.texture, texcoord); + if (compat.shaderLanguage == HLSL_D3D11) { + if (doTextureProjection) { + WRITE(p, " vec4 t = tex.Sample(samp, v_texcoord.xy / v_texcoord.z)%s;\n", bgraTexture ? ".bgra" : ""); + } else { + WRITE(p, " vec4 t = tex.Sample(samp, %s.xy)%s;\n", texcoord, bgraTexture ? ".bgra" : ""); + } + } else if (compat.shaderLanguage == HLSL_D3D9) { + if (doTextureProjection) { + WRITE(p, " vec4 t = tex2Dproj(tex, vec4(v_texcoord.x, v_texcoord.y, 0, v_texcoord.z))%s;\n", bgraTexture ? ".bgra" : ""); + } else { + WRITE(p, " vec4 t = tex2D(tex, %s.xy)%s;\n", texcoord, bgraTexture ? ".bgra" : ""); + } } else { - WRITE(p, " vec4 t = %s(tex, %s.xy);\n", compat.texture, texcoord); - } + if (doTextureProjection) { + WRITE(p, " vec4 t = %sProj(tex, %s);\n", compat.texture, texcoord); + } else { + WRITE(p, " vec4 t = %s(tex, %s.xy);\n", compat.texture, texcoord); + } + } } else { if (doTextureProjection) { // We don't use textureProj because we need better control and it's probably not much of a savings anyway. @@ -510,24 +706,21 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha 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"); - // WRITE(p, " v.x = v_depth;\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"; + char alphaTestXCoord[64] = "0"; if (enableFragmentTestCache) { if (enableColorTest && !colorTestAgainstZero) { WRITE(p, " vec4 vScale256 = v * %f + %f;\n", 255.0 / 256.0, 0.5 / 256.0); - alphaTestXCoord = "vScale256.a"; + truncate_cpy(alphaTestXCoord, "vScale256.a"); } else if (enableAlphaTest && !alphaTestAgainstZero) { - char temp[64]; - snprintf(temp, sizeof(temp), "v.a * %f + %f", 255.0 / 256.0, 0.5 / 256.0); - alphaTestXCoord = temp; + snprintf(alphaTestXCoord, sizeof(alphaTestXCoord), "v.a * %f + %f", 255.0 / 256.0, 0.5 / 256.0); } } - const char *discardStatement = testForceToZero ? "v.a = 0.0;" : "discard;"; + const char *discardStatement = testForceToZero ? "v.a = 0.0;" : "DISCARD;"; if (enableAlphaTest) { if (alphaTestAgainstZero) { // When testing against 0 (extremely common), we can avoid some math. @@ -543,7 +736,7 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha WRITE(p, " %s\n", discardStatement); } } else if (enableFragmentTestCache) { - WRITE(p, " float aResult = %s(testtex, vec2(%s, 0)).a;\n", compat.texture, alphaTestXCoord.c_str()); + WRITE(p, " float aResult = %s(testtex, vec2(%s, 0)).a;\n", compat.texture, alphaTestXCoord); WRITE(p, " if (aResult < 0.5) %s\n", discardStatement); } else { const char *alphaTestFuncs[] = { "#", "#", " != ", " == ", " >= ", " > ", " <= ", " < " }; @@ -593,10 +786,23 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha } else { const char *colorTestFuncs[] = { "#", "#", " != ", " == " }; if (colorTestFuncs[colorTestFunc][0] != '#') { - if (compat.bitwiseOps) { + // TODO: Unify these paths better. + if (compat.shaderLanguage == HLSL_D3D11) { + const char *test = colorTestFuncs[colorTestFunc]; + WRITE(p, " uvec3 v_scaled = roundAndScaleTo255iv(v.rgb);\n"); + WRITE(p, " uvec3 v_masked = v_scaled & u_alphacolormask.rgb;\n"); + WRITE(p, " uvec3 colorTestRef = u_alphacolorref.rgb & u_alphacolormask.rgb;\n"); + // We have to test the components separately, or we get incorrect results. See #10629. + WRITE(p, " if (v_masked.r %s colorTestRef.r && v_masked.g %s colorTestRef.g && v_masked.b %s colorTestRef.b) %s\n", test, test, test, discardStatement); + } else if (compat.shaderLanguage == HLSL_D3D9) { + const char *test = colorTestFuncs[colorTestFunc]; + // TODO: Use a texture to lookup bitwise ops instead? + WRITE(p, " vec3 colortest = roundAndScaleTo255v(v.rgb);\n"); + WRITE(p, " if ((colortest.r %s u_alphacolorref.r) && (colortest.g %s u_alphacolorref.g) && (colortest.b %s u_alphacolorref.b)) %s\n", test, test, test, discardStatement); + } else if (compat.bitwiseOps) { // Apparently GLES3 does not support vector bitwise ops. WRITE(p, " ivec3 v_scaled = roundAndScaleTo255iv(v.rgb);\n"); - if (compat.vulkan) { + if (compat.shaderLanguage == GLSL_VULKAN) { // TODO: Use this for GL as well? WRITE(p, " if ((v_scaled & u_alphacolormask.rgb) %s (u_alphacolorref.rgb & u_alphacolormask.rgb)) %s\n", colorTestFuncs[colorTestFunc], discardStatement); } else { @@ -646,10 +852,12 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha WRITE(p, " v.rgb = v.rgb * %s;\n", srcFactor); } - if (replaceBlend == REPLACE_BLEND_COPY_FBO) { + if (replaceBlend == REPLACE_BLEND_COPY_FBO && compat.shaderLanguage != HLSL_D3D9) { // If we have NV_shader_framebuffer_fetch / EXT_shader_framebuffer_fetch, we skip the blit. // We can just read the prev value more directly. - if (gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH)) { + if (compat.shaderLanguage == HLSL_D3D11) { + WRITE(p, " vec4 destColor = fboTex.Load(int3((int)In.pixelPos.x, (int)In.pixelPos.y, 0));\n"); + } else if (gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH)) { WRITE(p, " lowp vec4 destColor = %s;\n", compat.lastFragData); } else if (!compat.texelFetch) { WRITE(p, " lowp vec4 destColor = %s(fbotex, gl_FragCoord.xy * u_fbotexSize.xy);\n", compat.texture); @@ -657,34 +865,34 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha WRITE(p, " lowp vec4 destColor = %s(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);\n", compat.texelFetch); } - const char *srcFactor = "splat3(1.0)"; - const char *dstFactor = "splat3(0.0)"; + const char *srcFactor = nullptr; + const char *dstFactor = nullptr; switch (replaceBlendFuncA) { case GE_SRCBLEND_DSTCOLOR: srcFactor = "destColor.rgb"; break; case GE_SRCBLEND_INVDSTCOLOR: srcFactor = "(splat3(1.0) - destColor.rgb)"; break; - case GE_SRCBLEND_SRCALPHA: srcFactor = "splat3(v.a)"; break; + case GE_SRCBLEND_SRCALPHA: srcFactor = "v.aaa"; break; case GE_SRCBLEND_INVSRCALPHA: srcFactor = "splat3(1.0 - v.a)"; break; - case GE_SRCBLEND_DSTALPHA: srcFactor = "splat3(destColor.a)"; break; - case GE_SRCBLEND_INVDSTALPHA: srcFactor = "splat3(1.0 - destColor.a)"; break; - case GE_SRCBLEND_DOUBLESRCALPHA: srcFactor = "splat3(v.a * 2.0)"; break; - case GE_SRCBLEND_DOUBLEINVSRCALPHA: srcFactor = "splat3(1.0 - v.a * 2.0)"; break; - case GE_SRCBLEND_DOUBLEDSTALPHA: srcFactor = "splat3(destColor.a * 2.0)"; break; - case GE_SRCBLEND_DOUBLEINVDSTALPHA: srcFactor = "splat3(1.0 - destColor.a * 2.0)"; break; + case GE_SRCBLEND_DSTALPHA: srcFactor = "destColor.aaa"; break; + case GE_SRCBLEND_INVDSTALPHA: srcFactor = "splat3(1.0) - destColor.aaa"; break; + case GE_SRCBLEND_DOUBLESRCALPHA: srcFactor = "v.aaa * 2.0"; break; + case GE_SRCBLEND_DOUBLEINVSRCALPHA: srcFactor = "splat3(1.0) - v.aaa * 2.0"; break; + case GE_SRCBLEND_DOUBLEDSTALPHA: srcFactor = "destColor.aaa * 2.0"; break; + case GE_SRCBLEND_DOUBLEINVDSTALPHA: srcFactor = "splat3(1.0) - destColor.aaa * 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 = "(splat3(1.0) - v.rgb)"; break; - case GE_DSTBLEND_SRCALPHA: dstFactor = "splat3(v.a)"; break; - case GE_DSTBLEND_INVSRCALPHA: dstFactor = "splat3(1.0 - v.a)"; break; - case GE_DSTBLEND_DSTALPHA: dstFactor = "splat3(destColor.a)"; break; - case GE_DSTBLEND_INVDSTALPHA: dstFactor = "splat3(1.0 - destColor.a)"; break; - case GE_DSTBLEND_DOUBLESRCALPHA: dstFactor = "splat3(v.a * 2.0)"; break; - case GE_DSTBLEND_DOUBLEINVSRCALPHA: dstFactor = "splat3(1.0 - v.a * 2.0)"; break; - case GE_DSTBLEND_DOUBLEDSTALPHA: dstFactor = "splat3(destColor.a * 2.0)"; break; - case GE_DSTBLEND_DOUBLEINVDSTALPHA: dstFactor = "splat3(1.0 - destColor.a * 2.0)"; break; + case GE_DSTBLEND_SRCALPHA: dstFactor = "v.aaa"; break; + case GE_DSTBLEND_INVSRCALPHA: dstFactor = "splat3(1.0) - v.aaa"; break; + case GE_DSTBLEND_DSTALPHA: dstFactor = "destColor.aaa"; break; + case GE_DSTBLEND_INVDSTALPHA: dstFactor = "splat3(1.0) - destColor.aaa"; break; + case GE_DSTBLEND_DOUBLESRCALPHA: dstFactor = "v.aaa * 2.0"; break; + case GE_DSTBLEND_DOUBLEINVSRCALPHA: dstFactor = "splat3(1.0) - v.aaa * 2.0"; break; + case GE_DSTBLEND_DOUBLEDSTALPHA: dstFactor = "destColor.aaa * 2.0"; break; + case GE_DSTBLEND_DOUBLEINVDSTALPHA: dstFactor = "splat3(1.0) - destColor.aaa * 2.0"; break; case GE_DSTBLEND_FIXB: dstFactor = "u_blendFixB"; break; default: dstFactor = "u_blendFixB"; break; } @@ -719,36 +927,33 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha } } - std::string replacedAlpha = "0.0"; - char replacedAlphaTemp[64] = ""; + char replacedAlpha[64] = "0.0"; if (stencilToAlpha != REPLACE_ALPHA_NO) { switch (replaceAlphaWithStencilType) { case STENCIL_VALUE_UNIFORM: - replacedAlpha = "u_stencilReplaceValue"; + truncate_cpy(replacedAlpha, "u_stencilReplaceValue"); break; case STENCIL_VALUE_ZERO: - replacedAlpha = "0.0"; + truncate_cpy(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"; + truncate_cpy(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; + snprintf(replacedAlpha, sizeof(replacedAlpha), "%f", 1.0 / 15.0); 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; + snprintf(replacedAlpha, sizeof(replacedAlpha), "%f", 1.0 / 255.0); break; case STENCIL_VALUE_KEEP: @@ -759,16 +964,15 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha switch (stencilToAlpha) { case REPLACE_ALPHA_DUALSOURCE: - WRITE(p, " %s = vec4(v.rgb, %s);\n", compat.fragColor0, replacedAlpha.c_str()); - WRITE(p, " %s = vec4(0.0, 0.0, 0.0, v.a);\n", compat.fragColor1); + // Handled at the end. break; case REPLACE_ALPHA_YES: - WRITE(p, " %s = vec4(v.rgb, %s);\n", compat.fragColor0, replacedAlpha.c_str()); + WRITE(p, " v.a = %s;\n", replacedAlpha); break; case REPLACE_ALPHA_NO: - WRITE(p, " %s = v;\n", compat.fragColor0); + // Nothing to do. break; default: @@ -779,10 +983,10 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha LogicOpReplaceType replaceLogicOpType = (LogicOpReplaceType)id.Bits(FS_BIT_REPLACE_LOGIC_OP_TYPE, 2); switch (replaceLogicOpType) { case LOGICOPTYPE_ONE: - WRITE(p, " %s.rgb = vec3(1.0, 1.0, 1.0);\n", compat.fragColor0); + WRITE(p, " v.rgb = splat3(1.0);\n"); break; case LOGICOPTYPE_INVERT: - WRITE(p, " %s.rgb = vec3(1.0, 1.0, 1.0) - %s.rgb;\n", compat.fragColor0, compat.fragColor0); + WRITE(p, " v.rgb = splat3(1.0) - v.rgb;\n"); break; case LOGICOPTYPE_NORMAL: break; @@ -814,6 +1018,19 @@ bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLSha WRITE(p, " gl_FragDepth = gl_FragCoord.z;\n"); } + if (stencilToAlpha == REPLACE_ALPHA_DUALSOURCE) { + WRITE(p, " %s = vec4(v.rgb, %s);\n", compat.fragColor0, replacedAlpha); + WRITE(p, " %s = vec4(0.0, 0.0, 0.0, v.a);\n", compat.fragColor1); + } else if (compat.shaderLanguage != HLSL_D3D9) { + WRITE(p, " %s = v;\n", compat.fragColor0); + } + + if (compat.shaderLanguage == HLSL_D3D11) { + WRITE(p, " return outfragment;\n"); + } else if (compat.shaderLanguage == HLSL_D3D9) { + WRITE(p, " return v;\n"); + } + WRITE(p, "}\n"); return true; diff --git a/GPU/Directx9/FragmentShaderGeneratorHLSL.h b/GPU/Common/FragmentShaderGenerator.h similarity index 86% rename from GPU/Directx9/FragmentShaderGeneratorHLSL.h rename to GPU/Common/FragmentShaderGenerator.h index 5dcaa52e54..7c75e35c2f 100644 --- a/GPU/Directx9/FragmentShaderGeneratorHLSL.h +++ b/GPU/Common/FragmentShaderGenerator.h @@ -17,10 +17,11 @@ #pragma once -#include "GPU/Common/ShaderId.h" #include "GPU/Common/ShaderCommon.h" -bool GenerateFragmentShaderHLSL(const FShaderID &id, char *buffer, ShaderLanguage lang, std::string *errorString); +struct FShaderID; + +// D3D9 constants #define CONST_PS_TEXENV 0 #define CONST_PS_ALPHACOLORREF 1 @@ -35,3 +36,5 @@ bool GenerateFragmentShaderHLSL(const FShaderID &id, char *buffer, ShaderLanguag // For stencil upload #define CONST_PS_STENCILVALUE 10 + +bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLanguageDesc &compat, uint64_t *uniformMask, std::string *errorString); diff --git a/GPU/Common/PresentationCommon.cpp b/GPU/Common/PresentationCommon.cpp index e969e390e4..2d4da991c6 100644 --- a/GPU/Common/PresentationCommon.cpp +++ b/GPU/Common/PresentationCommon.cpp @@ -372,7 +372,7 @@ Draw::Pipeline *PresentationCommon::CreatePipeline(std::vector> 5] |= (value & mask) << (bit & 31); - } + const int mask = (1 << count) - 1; + const int shifted_mask = mask << (bit & 31); + d[bit >> 5] = (d[bit >> 5] & ~shifted_mask) | ((value & mask) << (bit & 31)); } }; diff --git a/GPU/Common/ShaderTranslation.cpp b/GPU/Common/ShaderTranslation.cpp index 25edef6297..8e4b7c27bb 100644 --- a/GPU/Common/ShaderTranslation.cpp +++ b/GPU/Common/ShaderTranslation.cpp @@ -126,7 +126,7 @@ float u_video : register(c5); // Should probably do it in the source shader instead and then back translate to old style GLSL, but // SPIRV-Cross currently won't compile with the Android NDK so I can't be bothered. std::string Postprocess(std::string code, ShaderLanguage lang, Draw::ShaderStage stage) { - if (lang != HLSL_D3D11 && lang != HLSL_DX9) + if (lang != HLSL_D3D11 && lang != HLSL_D3D9) return code; std::stringstream out; @@ -134,18 +134,18 @@ std::string Postprocess(std::string code, ShaderLanguage lang, Draw::ShaderStage // Output the uniform buffer. if (lang == HLSL_D3D11) out << cbufferDecl; - else if (lang == HLSL_DX9) + else if (lang == HLSL_D3D9) out << d3d9RegisterDecl; // Alright, now let's go through it line by line and zap the single uniforms. std::string line; std::stringstream instream(code); while (std::getline(instream, line)) { - if (line == "uniform sampler2D sampler0;" && lang == HLSL_DX9) { + if (line == "uniform sampler2D sampler0;" && lang == HLSL_D3D9) { out << "sampler2D sampler0 : register(s0);\n"; continue; } - if (line == "uniform sampler2D sampler1;" && lang == HLSL_DX9) { + if (line == "uniform sampler2D sampler1;" && lang == HLSL_D3D9) { out << "sampler2D sampler1 : register(s1);\n"; continue; } @@ -291,7 +291,7 @@ bool TranslateShader(std::string *dest, ShaderLanguage destLang, TranslatedShade switch (destLang) { #ifdef _WIN32 - case HLSL_DX9: + case HLSL_D3D9: { spirv_cross::CompilerHLSL hlsl(spirv); spirv_cross::CompilerHLSL::Options options{}; diff --git a/GPU/D3D11/DrawEngineD3D11.h b/GPU/D3D11/DrawEngineD3D11.h index 5225c11052..47302fe71e 100644 --- a/GPU/D3D11/DrawEngineD3D11.h +++ b/GPU/D3D11/DrawEngineD3D11.h @@ -28,7 +28,6 @@ #include "GPU/Common/VertexDecoderCommon.h" #include "GPU/Common/DrawEngineCommon.h" #include "GPU/Common/GPUStateUtils.h" -#include "GPU/Directx9/FragmentShaderGeneratorHLSL.h" #include "GPU/D3D11/StateMappingD3D11.h" #include "GPU/D3D11/D3D11Util.h" diff --git a/GPU/D3D11/FramebufferManagerD3D11.cpp b/GPU/D3D11/FramebufferManagerD3D11.cpp index 437fe4922c..92734d5be6 100644 --- a/GPU/D3D11/FramebufferManagerD3D11.cpp +++ b/GPU/D3D11/FramebufferManagerD3D11.cpp @@ -51,7 +51,7 @@ static const char *vscode = "struct VS_IN {\n" " float4 ObjPos : POSITION;\n" " float2 Uv : TEXCOORD0;\n" - "};" + "};\n" "struct VS_OUT {\n" " float2 Uv : TEXCOORD0;\n" " float4 ProjPos : SV_Position;\n" diff --git a/GPU/D3D11/ShaderManagerD3D11.cpp b/GPU/D3D11/ShaderManagerD3D11.cpp index 615fe283ce..9f13a9934f 100644 --- a/GPU/D3D11/ShaderManagerD3D11.cpp +++ b/GPU/D3D11/ShaderManagerD3D11.cpp @@ -35,7 +35,6 @@ #include "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/D3D11/ShaderManagerD3D11.h" -#include "GPU/Directx9/FragmentShaderGeneratorHLSL.h" #include "GPU/Directx9/VertexShaderGeneratorHLSL.h" #include "GPU/D3D11/D3D11Util.h" @@ -90,7 +89,7 @@ std::string D3D11VertexShader::GetShaderString(DebugShaderStringType type) const } ShaderManagerD3D11::ShaderManagerD3D11(Draw::DrawContext *draw, ID3D11Device *device, ID3D11DeviceContext *context, D3D_FEATURE_LEVEL featureLevel) - : ShaderManagerCommon(draw), device_(device), context_(context), featureLevel_(featureLevel), lastVShader_(nullptr), lastFShader_(nullptr) { + : ShaderManagerCommon(draw), device_(device), context_(context), featureLevel_(featureLevel), compat_(ShaderLanguage::HLSL_D3D11) { codeBuffer_ = new char[16384]; memset(&ub_base, 0, sizeof(ub_base)); memset(&ub_lights, 0, sizeof(ub_lights)); @@ -222,7 +221,8 @@ void ShaderManagerD3D11::GetShaders(int prim, u32 vertType, D3D11VertexShader ** if (fsIter == fsCache_.end()) { // Fragment shader not in cache. Let's compile it. std::string genErrorString; - GenerateFragmentShaderHLSL(FSID, codeBuffer_, HLSL_D3D11, &genErrorString); + uint64_t uniformMask; + GenerateFragmentShader(FSID, codeBuffer_, compat_, &uniformMask, &genErrorString); fs = new D3D11FragmentShader(device_, featureLevel_, FSID, codeBuffer_, useHWTransform); fsCache_[FSID] = fs; } else { diff --git a/GPU/D3D11/ShaderManagerD3D11.h b/GPU/D3D11/ShaderManagerD3D11.h index abb867a613..140a9a3656 100644 --- a/GPU/D3D11/ShaderManagerD3D11.h +++ b/GPU/D3D11/ShaderManagerD3D11.h @@ -25,6 +25,7 @@ #include "GPU/Common/ShaderCommon.h" #include "GPU/Common/ShaderId.h" #include "GPU/Common/ShaderUniforms.h" +#include "GPU/Common/FragmentShaderGenerator.h" class D3D11Context; class D3D11PushBuffer; @@ -109,6 +110,7 @@ private: ID3D11Device *device_; ID3D11DeviceContext *context_; D3D_FEATURE_LEVEL featureLevel_; + ShaderLanguageDesc compat_; typedef std::map FSCache; FSCache fsCache_; @@ -128,8 +130,8 @@ private: ID3D11Buffer *push_lights; ID3D11Buffer *push_bones; - D3D11FragmentShader *lastFShader_; - D3D11VertexShader *lastVShader_; + D3D11FragmentShader *lastFShader_ = nullptr; + D3D11VertexShader *lastVShader_ = nullptr; FShaderID lastFSID_; VShaderID lastVSID_; diff --git a/GPU/D3D11/StencilBufferD3D11.cpp b/GPU/D3D11/StencilBufferD3D11.cpp index 043cbd50d0..118dba0dc5 100644 --- a/GPU/D3D11/StencilBufferD3D11.cpp +++ b/GPU/D3D11/StencilBufferD3D11.cpp @@ -23,7 +23,6 @@ #include "Core/Reporting.h" #include "GPU/Common/StencilCommon.h" #include "GPU/D3D11/FramebufferManagerD3D11.h" -#include "GPU/Directx9/FragmentShaderGeneratorHLSL.h" #include "GPU/D3D11/ShaderManagerD3D11.h" #include "GPU/D3D11/TextureCacheD3D11.h" #include "GPU/D3D11/D3D11Util.h" diff --git a/GPU/Directx9/DepalettizeShaderDX9.cpp b/GPU/Directx9/DepalettizeShaderDX9.cpp index bff0c04933..3e810a7053 100644 --- a/GPU/Directx9/DepalettizeShaderDX9.cpp +++ b/GPU/Directx9/DepalettizeShaderDX9.cpp @@ -52,10 +52,10 @@ VS_OUT main(VS_IN input) { } )"; -DepalShaderCacheDX9::DepalShaderCacheDX9(Draw::DrawContext *draw) : vertexShader_(nullptr) { +DepalShaderCacheDX9::DepalShaderCacheDX9(Draw::DrawContext *draw) { device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE); std::string errorMessage; - if (!DX9::CompileVertexShader(device_, depalVShaderHLSL, &vertexShader_, nullptr, errorMessage)) { + if (!CompileVertexShaderD3D9(device_, depalVShaderHLSL, &vertexShader_, &errorMessage)) { ERROR_LOG(G3D, "error compling depal vshader: %s", errorMessage.c_str()); } } @@ -152,11 +152,11 @@ LPDIRECT3DPIXELSHADER9 DepalShaderCacheDX9::GetDepalettizePixelShader(uint32_t c char *buffer = new char[2048]; - GenerateDepalShader(buffer, pixelFormat, HLSL_DX9); + GenerateDepalShader(buffer, pixelFormat, HLSL_D3D9); LPDIRECT3DPIXELSHADER9 pshader; std::string errorMessage; - if (!CompilePixelShader(device_, buffer, &pshader, NULL, errorMessage)) { + if (!CompilePixelShaderD3D9(device_, buffer, &pshader, &errorMessage)) { ERROR_LOG(G3D, "Failed to compile depal pixel shader: %s\n\n%s", buffer, errorMessage.c_str()); delete[] buffer; return nullptr; diff --git a/GPU/Directx9/DepalettizeShaderDX9.h b/GPU/Directx9/DepalettizeShaderDX9.h index b6c77aa6f2..1f9ad4a6b7 100644 --- a/GPU/Directx9/DepalettizeShaderDX9.h +++ b/GPU/Directx9/DepalettizeShaderDX9.h @@ -54,9 +54,9 @@ public: private: LPDIRECT3DDEVICE9 device_; - LPDIRECT3DVERTEXSHADER9 vertexShader_; + LPDIRECT3DVERTEXSHADER9 vertexShader_ = nullptr; std::map cache_; std::map texCache_; }; -} // namespace \ No newline at end of file +} // namespace diff --git a/GPU/Directx9/FragmentShaderGeneratorHLSL.cpp b/GPU/Directx9/FragmentShaderGeneratorHLSL.cpp deleted file mode 100644 index 9b28695e1b..0000000000 --- a/GPU/Directx9/FragmentShaderGeneratorHLSL.cpp +++ /dev/null @@ -1,556 +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 "Core/Reporting.h" -#include "Core/Config.h" -#include "GPU/Directx9/FragmentShaderGeneratorHLSL.h" -#include "GPU/ge_constants.h" -#include "GPU/Common/GPUStateUtils.h" -#include "GPU/GPUState.h" -#include "GPU/Common/ShaderUniforms.h" - -#define WRITE p+=sprintf - -// #define DEBUG_SHADER - -// Missing: Z depth range -// Also, logic ops etc, of course, as they are not supported in DX9. -bool GenerateFragmentShaderHLSL(const FShaderID &id, char *buffer, ShaderLanguage lang, std::string *errorString) { - char *p = buffer; - - 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 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 isModeClear = id.Bit(FS_BIT_CLEARMODE); - - bool bgraTexture = id.Bit(FS_BIT_BGRA_TEXTURE); - - 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); - - ReplaceBlendType replaceBlend = static_cast(id.Bits(FS_BIT_REPLACE_BLEND, 3)); - ReplaceAlphaType stencilToAlpha = static_cast(id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2)); - - GETexFunc texFunc = (GETexFunc)id.Bits(FS_BIT_TEXFUNC, 3); - bool textureAtOffset = id.Bit(FS_BIT_TEXTURE_AT_OFFSET); - - 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); - - // Output some compatibility defines - switch (lang) { - case ShaderLanguage::HLSL_DX9: - WRITE(p, "#define DISCARD clip(-1)\n"); - break; - case ShaderLanguage::HLSL_D3D11: - WRITE(p, "#define DISCARD discard\n"); - break; - } - WRITE(p, "#define vec2 float2\n"); - WRITE(p, "#define vec3 float3\n"); - WRITE(p, "#define vec4 float4\n"); - WRITE(p, "#define splat3(x) float3(x, x, x)\n"); - - if (lang == HLSL_DX9) { - if (doTexture) - WRITE(p, "sampler tex : register(s0);\n"); - if (!isModeClear && replaceBlend > REPLACE_BLEND_STANDARD) { - if (replaceBlend == REPLACE_BLEND_COPY_FBO) { - WRITE(p, "float2 u_fbotexSize : register(c%i);\n", CONST_PS_FBOTEXSIZE); - WRITE(p, "sampler fbotex : register(s1);\n"); - } - if (replaceBlendFuncA >= GE_SRCBLEND_FIXA) { - WRITE(p, "float3 u_blendFixA : register(c%i);\n", CONST_PS_BLENDFIXA); - } - if (replaceBlendFuncB >= GE_DSTBLEND_FIXB) { - WRITE(p, "float3 u_blendFixB : register(c%i);\n", CONST_PS_BLENDFIXB); - } - } - if (gstate_c.needShaderTexClamp && doTexture) { - WRITE(p, "float4 u_texclamp : register(c%i);\n", CONST_PS_TEXCLAMP); - if (textureAtOffset) { - WRITE(p, "float2 u_texclampoff : register(c%i);\n", CONST_PS_TEXCLAMPOFF); - } - } - - if (enableAlphaTest || enableColorTest) { - WRITE(p, "float4 u_alphacolorref : register(c%i);\n", CONST_PS_ALPHACOLORREF); - WRITE(p, "float4 u_alphacolormask : register(c%i);\n", CONST_PS_ALPHACOLORMASK); - } - if (stencilToAlpha && replaceAlphaWithStencilType == STENCIL_VALUE_UNIFORM) { - WRITE(p, "float u_stencilReplaceValue : register(c%i);\n", CONST_PS_STENCILREPLACE); - } - if (doTexture && texFunc == GE_TEXFUNC_BLEND) { - WRITE(p, "float3 u_texenv : register(c%i);\n", CONST_PS_TEXENV); - } - if (enableFog) { - WRITE(p, "float3 u_fogcolor : register(c%i);\n", CONST_PS_FOGCOLOR); - } - } else { - WRITE(p, "SamplerState samp : register(s0);\n"); - WRITE(p, "Texture2D tex : register(t0);\n"); - if (!isModeClear && replaceBlend > REPLACE_BLEND_STANDARD) { - if (replaceBlend == REPLACE_BLEND_COPY_FBO) { - // No sampler required, we Load - WRITE(p, "Texture2D fboTex : register(t1);\n"); - } - } - WRITE(p, "cbuffer base : register(b0) {\n%s};\n", cb_baseStr); - } - - if (enableAlphaTest) { - if (lang == HLSL_D3D11) { - WRITE(p, "int roundAndScaleTo255i(float x) { return int(floor(x * 255.0f + 0.5f)); }\n"); - } else { - // D3D11 level 9 gets to take this path. - WRITE(p, "float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); }\n"); - } - } - if (enableColorTest) { - if (lang == HLSL_D3D11) { - WRITE(p, "uint3 roundAndScaleTo255iv(float3 x) { return uint3(floor(x * 255.0f + 0.5f)); }\n"); - } else { - WRITE(p, "float3 roundAndScaleTo255v(float3 x) { return floor(x * 255.0f + 0.5f); }\n"); - } - } - - WRITE(p, "struct PS_IN {\n"); - if (doTexture) { - WRITE(p, " float3 v_texcoord: TEXCOORD0;\n"); - } - const char *colorInterpolation = doFlatShading && lang == HLSL_D3D11 ? "nointerpolation " : ""; - WRITE(p, " %sfloat4 v_color0: COLOR0;\n", colorInterpolation); - if (lmode) { - WRITE(p, " float3 v_color1: COLOR1;\n"); - } - if (enableFog) { - WRITE(p, " float v_fogdepth: TEXCOORD1;\n"); - } - if (lang == HLSL_D3D11 && ((replaceBlend == REPLACE_BLEND_COPY_FBO) || gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT))) { - WRITE(p, " float4 pixelPos : SV_POSITION;\n"); - } - WRITE(p, "};\n"); - - if (lang == HLSL_DX9) { - WRITE(p, "float4 main( PS_IN In ) : COLOR {\n"); - } else { - WRITE(p, "struct PS_OUT {\n"); - if (stencilToAlpha == REPLACE_ALPHA_DUALSOURCE) { - WRITE(p, " float4 target : SV_Target0;\n"); - WRITE(p, " float4 target1 : SV_Target1;\n"); - } - else { - WRITE(p, " float4 target : SV_Target;\n"); - } - if (gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT)) { - WRITE(p, " float depth : SV_DEPTH;\n"); - } - WRITE(p, "};\n"); - WRITE(p, "PS_OUT main( PS_IN In ) {\n"); - WRITE(p, " PS_OUT outfragment;\n"); - } - - if (isModeClear) { - // Clear mode does not allow any fancy shading. - WRITE(p, " float4 v = In.v_color0;\n"); - } else { - const char *secondary = ""; - // Secondary color for specular on top of texture - if (lmode) { - WRITE(p, " float4 s = float4(In.v_color1, 0);\n"); - secondary = " + s"; - } else { - secondary = ""; - } - - if (doTexture) { - const char *texcoord = "In.v_texcoord"; - // TODO: Not sure the right way to do this for projection. - if (needShaderTexClamp) { - // 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 = "In.v_texcoord.x"; - std::string vcoord = "In.v_texcoord.y"; - if (doTextureProjection) { - ucoord = "(In.v_texcoord.x / In.v_texcoord.z)"; - vcoord = "(In.v_texcoord.y / In.v_texcoord.z)"; - } - - if (id.Bit(FS_BIT_CLAMP_S)) { - ucoord = "clamp(" + ucoord + ", u_texclamp.z, u_texclamp.x - u_texclamp.z)"; - } else { - ucoord = "fmod(" + 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 = "fmod(" + vcoord + ", u_texclamp.y)"; - } - if (textureAtOffset) { - ucoord = "(" + ucoord + " + u_texclampoff.x)"; - vcoord = "(" + vcoord + " + u_texclampoff.y)"; - } - - WRITE(p, " float2 fixedcoord = float2(%s, %s);\n", ucoord.c_str(), vcoord.c_str()); - texcoord = "fixedcoord"; - // We already projected it. - doTextureProjection = false; - } - - if (lang == HLSL_D3D11) { - if (doTextureProjection) { - WRITE(p, " float4 t = tex.Sample(samp, In.v_texcoord.xy / In.v_texcoord.z)%s;\n", bgraTexture ? ".bgra" : ""); - } else { - WRITE(p, " float4 t = tex.Sample(samp, %s.xy)%s;\n", texcoord, bgraTexture ? ".bgra" : ""); - } - } else { - if (doTextureProjection) { - WRITE(p, " float4 t = tex2Dproj(tex, float4(In.v_texcoord.x, In.v_texcoord.y, 0, In.v_texcoord.z))%s;\n", bgraTexture ? ".bgra" : ""); - } else { - WRITE(p, " float4 t = tex2D(tex, %s.xy)%s;\n", texcoord, bgraTexture ? ".bgra" : ""); - } - } - WRITE(p, " float4 p = In.v_color0;\n"); - - if (doTextureAlpha) { // texfmt == RGBA - switch (texFunc) { - case GE_TEXFUNC_MODULATE: - WRITE(p, " float4 v = p * t%s;\n", secondary); break; - case GE_TEXFUNC_DECAL: - WRITE(p, " float4 v = float4(lerp(p.rgb, t.rgb, t.a), p.a)%s;\n", secondary); break; - case GE_TEXFUNC_BLEND: - WRITE(p, " float4 v = float4(lerp(p.rgb, u_texenv.rgb, t.rgb), p.a * t.a)%s;\n", secondary); break; - case GE_TEXFUNC_REPLACE: - WRITE(p, " float4 v = t%s;\n", secondary); break; - case GE_TEXFUNC_ADD: - case GE_TEXFUNC_UNKNOWN1: - case GE_TEXFUNC_UNKNOWN2: - case GE_TEXFUNC_UNKNOWN3: - WRITE(p, " float4 v = float4(p.rgb + t.rgb, p.a * t.a)%s;\n", secondary); break; - default: - WRITE(p, " float4 v = p;\n"); break; - } - - } else { // texfmt == RGB - switch (texFunc) { - case GE_TEXFUNC_MODULATE: - WRITE(p, " float4 v = float4(t.rgb * p.rgb, p.a)%s;\n", secondary); break; - case GE_TEXFUNC_DECAL: - WRITE(p, " float4 v = float4(t.rgb, p.a)%s;\n", secondary); break; - case GE_TEXFUNC_BLEND: - WRITE(p, " float4 v = float4(lerp(p.rgb, u_texenv.rgb, t.rgb), p.a)%s;\n", secondary); break; - case GE_TEXFUNC_REPLACE: - WRITE(p, " float4 v = float4(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, " float4 v = float4(p.rgb + t.rgb, p.a)%s;\n", secondary); break; - default: - WRITE(p, " float4 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, " float4 v = In.v_color0 %s;\n", secondary); - } - - if (enableFog) { - WRITE(p, " float fogCoef = clamp(In.v_fogdepth, 0.0, 1.0);\n"); - WRITE(p, " v = lerp(float4(u_fogcolor, v.a), v, fogCoef);\n"); - } - - 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, " clip(v.a - 0.002);\n"); - } else if (alphaTestFunc != GE_COMP_NEVER) { - // Anything else is a test for == 0. Happens sometimes, actually... - WRITE(p, " clip(-v.a + 0.002);\n"); - } 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, " DISCARD;\n"); - } - } else { - const char *alphaTestFuncs[] = { "#", "#", " != ", " == ", " >= ", " > ", " <= ", " < " }; // never/always don't make sense - if (alphaTestFuncs[alphaTestFunc][0] != '#') { - // TODO: Rewrite this to use clip() appropriately (like, clip(v.a - u_alphacolorref.a)) - if (lang == HLSL_D3D11) { - WRITE(p, " if ((roundAndScaleTo255i(v.a) & u_alphacolormask.a) %s u_alphacolorref.a) discard;\n", alphaTestFuncs[alphaTestFunc]); - } else { - // TODO: Use a texture to lookup bitwise ops? - WRITE(p, " if (roundAndScaleTo255f(v.a) %s u_alphacolorref.a) DISCARD;\n", alphaTestFuncs[alphaTestFunc]); - } - } else { - // This means NEVER. See above. - WRITE(p, " DISCARD;\n"); - } - } - } - - if (enableColorTest) { - if (colorTestAgainstZero) { - // When testing against 0 (common), we can avoid some math. - // 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) DISCARD;\n"); - } 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) DISCARD;\n"); - } 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, " DISCARD;\n"); - } - } else { - const char *colorTestFuncs[] = { "#", "#", " != ", " == " }; // never/always don't make sense - if (colorTestFuncs[colorTestFunc][0] != '#') { - const char *test = colorTestFuncs[colorTestFunc]; - if (lang == HLSL_D3D11) { - WRITE(p, " uint3 v_scaled = roundAndScaleTo255iv(v.rgb);\n"); - WRITE(p, " uint3 v_masked = v_scaled & u_alphacolormask.rgb;\n"); - WRITE(p, " uint3 colorTestRef = u_alphacolorref.rgb & u_alphacolormask.rgb;\n"); - // We have to test the components separately, or we get incorrect results. See #10629. - WRITE(p, " if (v_masked.r %s colorTestRef.r && v_masked.g %s colorTestRef.g && v_masked.b %s colorTestRef.b) DISCARD;\n", test, test, test); - } else { - // TODO: Use a texture to lookup bitwise ops instead? - WRITE(p, " float3 colortest = roundAndScaleTo255v(v.rgb);\n"); - WRITE(p, " if ((colortest.r %s u_alphacolorref.r) && (colortest.g %s u_alphacolorref.g) && (colortest.b %s u_alphacolorref.b)) DISCARD;\n", test, test, test); - } - } - else { - WRITE(p, " DISCARD;\n"); - } - } - } - - 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 = "ERROR"; - switch (replaceBlendFuncA) { - case GE_SRCBLEND_DSTCOLOR: srcFactor = "ERROR"; break; - case GE_SRCBLEND_INVDSTCOLOR: srcFactor = "ERROR"; break; - case GE_SRCBLEND_SRCALPHA: srcFactor = "splat3(v.a)"; break; - case GE_SRCBLEND_INVSRCALPHA: srcFactor = "splat3(1.0 - v.a)"; break; - case GE_SRCBLEND_DSTALPHA: srcFactor = "ERROR"; break; - case GE_SRCBLEND_INVDSTALPHA: srcFactor = "ERROR"; break; - case GE_SRCBLEND_DOUBLESRCALPHA: srcFactor = "splat3(v.a * 2.0)"; break; - case GE_SRCBLEND_DOUBLEINVSRCALPHA: srcFactor = "splat3(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 = "splat3(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 srcfactor in replace blend"; - return false; - } - - WRITE(p, " v.rgb = v.rgb * %s;\n", srcFactor); - } - - if (lang == HLSL_D3D11 && replaceBlend == REPLACE_BLEND_COPY_FBO) { - WRITE(p, " float4 destColor = fboTex.Load(int3((int)In.pixelPos.x, (int)In.pixelPos.y, 0));\n"); - - const char *srcFactor = nullptr; - const char *dstFactor = nullptr; - - switch (replaceBlendFuncA) { - case GE_SRCBLEND_DSTCOLOR: srcFactor = "destColor.rgb"; break; - case GE_SRCBLEND_INVDSTCOLOR: srcFactor = "(splat3(1.0) - destColor.rgb)"; break; - case GE_SRCBLEND_SRCALPHA: srcFactor = "v.aaa"; break; - case GE_SRCBLEND_INVSRCALPHA: srcFactor = "splat3(1.0) - v.aaa"; break; - case GE_SRCBLEND_DSTALPHA: srcFactor = "float3(destColor.aaa)"; break; - case GE_SRCBLEND_INVDSTALPHA: srcFactor = "splat3(1.0) - destColor.aaa"; break; - case GE_SRCBLEND_DOUBLESRCALPHA: srcFactor = "v.aaa * 2.0"; break; - case GE_SRCBLEND_DOUBLEINVSRCALPHA: srcFactor = "splat3(1.0) - v.aaa * 2.0"; break; - case GE_SRCBLEND_DOUBLEDSTALPHA: srcFactor = "destColor.aaa * 2.0"; break; - case GE_SRCBLEND_DOUBLEINVDSTALPHA: srcFactor = "splat3(1.0) - destColor.aaa * 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 = "(splat3(1.0) - v.rgb)"; break; - case GE_DSTBLEND_SRCALPHA: dstFactor = "v.aaa"; break; - case GE_DSTBLEND_INVSRCALPHA: dstFactor = "splat3(1.0) - v.aaa"; break; - case GE_DSTBLEND_DSTALPHA: dstFactor = "destColor.aaa"; break; - case GE_DSTBLEND_INVDSTALPHA: dstFactor = "splat3(1.0) - destColor.aaa"; break; - case GE_DSTBLEND_DOUBLESRCALPHA: dstFactor = "v.aaa * 2.0"; break; - case GE_DSTBLEND_DOUBLEINVSRCALPHA: dstFactor = "splat3(1.0) - v.aaa * 2.0"; break; - case GE_DSTBLEND_DOUBLEDSTALPHA: dstFactor = "destColor.aaa * 2.0"; break; - case GE_DSTBLEND_DOUBLEINVDSTALPHA: dstFactor = "splat3(1.0) - destColor.aaa * 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; - } - } - - // Can do REPLACE_BLEND_COPY_FBO in ps_2_0, but need to apply viewport in the vertex shader - // so that we can have the output position here to sample the texture at. - - 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_YES: - WRITE(p, " v.a = %s;\n", replacedAlpha.c_str()); - break; - - case REPLACE_ALPHA_NO: - // Do nothing, v is already fine. - break; - } - - LogicOpReplaceType replaceLogicOpType = (LogicOpReplaceType)id.Bits(FS_BIT_REPLACE_LOGIC_OP_TYPE, 2); - switch (replaceLogicOpType) { - case LOGICOPTYPE_ONE: - WRITE(p, " v.rgb = splat3(1.0);\n"); - break; - case LOGICOPTYPE_INVERT: - WRITE(p, " v.rgb = splat3(1.0) - v.rgb;\n"); - break; - case LOGICOPTYPE_NORMAL: - break; - } - - if (gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT)) { - const double scale = DepthSliceFactor() * 65535.0; - - WRITE(p, " float z = In.pixelPos.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, " outfragment.depth = z;\n"); - } - - if (lang == HLSL_D3D11) { - if (stencilToAlpha == REPLACE_ALPHA_DUALSOURCE) { - WRITE(p, " outfragment.target = float4(v.rgb, %s);\n", replacedAlpha.c_str()); - WRITE(p, " outfragment.target1 = float4(0.0, 0.0, 0.0, v.a);\n"); - WRITE(p, " return outfragment;\n"); - } - else { - WRITE(p, " outfragment.target = v;\n"); - WRITE(p, " return outfragment;\n"); - } - } else { - WRITE(p, " return v;\n"); - } - WRITE(p, "}\n"); - return true; -} diff --git a/GPU/Directx9/FramebufferManagerDX9.cpp b/GPU/Directx9/FramebufferManagerDX9.cpp index 0c9c2d5720..be182d77f1 100644 --- a/GPU/Directx9/FramebufferManagerDX9.cpp +++ b/GPU/Directx9/FramebufferManagerDX9.cpp @@ -52,7 +52,7 @@ static const char *vscode = R"( struct VS_IN { float4 ObjPos : POSITION; float2 Uv : TEXCOORD0; -};" +}; struct VS_OUT { float4 ProjPos : POSITION; float2 Uv : TEXCOORD0; @@ -88,11 +88,11 @@ static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = { device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE); deviceEx_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX); std::string errorMsg; - if (!CompileVertexShader(device_, vscode, &pFramebufferVertexShader, nullptr, errorMsg)) { + if (!CompileVertexShaderD3D9(device_, vscode, &pFramebufferVertexShader, &errorMsg)) { OutputDebugStringA(errorMsg.c_str()); } - if (!CompilePixelShader(device_, pscode, &pFramebufferPixelShader, nullptr, errorMsg)) { + if (!CompilePixelShaderD3D9(device_, pscode, &pFramebufferPixelShader, &errorMsg)) { OutputDebugStringA(errorMsg.c_str()); if (pFramebufferVertexShader) { pFramebufferVertexShader->Release(); @@ -116,7 +116,7 @@ static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = { ShaderTranslationInit(); - presentation_->SetLanguage(HLSL_DX9); + presentation_->SetLanguage(HLSL_D3D9); preferredPixelsFormat_ = Draw::DataFormat::B8G8R8A8_UNORM; } diff --git a/GPU/Directx9/ShaderManagerDX9.cpp b/GPU/Directx9/ShaderManagerDX9.cpp index bce4de6770..b3259d94a2 100644 --- a/GPU/Directx9/ShaderManagerDX9.cpp +++ b/GPU/Directx9/ShaderManagerDX9.cpp @@ -16,7 +16,7 @@ // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #ifdef _WIN32 -#define SHADERLOG +//#define SHADERLOG #endif #include @@ -41,6 +41,7 @@ #include "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/Common/ShaderUniforms.h" +#include "GPU/Common/FragmentShaderGenerator.h" #include "GPU/Directx9/ShaderManagerDX9.h" #include "GPU/Directx9/DrawEngineDX9.h" #include "GPU/Directx9/FramebufferManagerDX9.h" @@ -57,7 +58,7 @@ PSShader::PSShader(LPDIRECT3DDEVICE9 device, FShaderID id, const char *code) : i bool success; std::string errorMessage; - success = CompilePixelShader(device, code, &shader, NULL, errorMessage); + success = CompilePixelShaderD3D9(device, code, &shader, &errorMessage); if (!errorMessage.empty()) { if (success) { @@ -107,7 +108,7 @@ VSShader::VSShader(LPDIRECT3DDEVICE9 device, VShaderID id, const char *code, boo bool success; std::string errorMessage; - success = CompileVertexShader(device, code, &shader, NULL, errorMessage); + success = CompileVertexShaderD3D9(device, code, &shader, &errorMessage); if (!errorMessage.empty()) { if (success) { ERROR_LOG(G3D, "Warnings in shader compilation!"); @@ -510,8 +511,8 @@ void ShaderManagerDX9::VSUpdateUniforms(u64 dirtyUniforms) { } ShaderManagerDX9::ShaderManagerDX9(Draw::DrawContext *draw, LPDIRECT3DDEVICE9 device) - : ShaderManagerCommon(draw), device_(device), lastVShader_(nullptr), lastPShader_(nullptr) { - codeBuffer_ = new char[16384]; + : ShaderManagerCommon(draw), device_(device), compat_(HLSL_D3D9) { + codeBuffer_ = new char[32768]; } ShaderManagerDX9::~ShaderManagerDX9() { @@ -588,7 +589,7 @@ 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_DX9, &genErrorString)) { + if (GenerateVertexShaderHLSL(VSID, codeBuffer_, HLSL_D3D9, &genErrorString)) { vs = new VSShader(device_, VSID, codeBuffer_, useHWTransform); } if (!vs || vs->Failed()) { @@ -611,7 +612,7 @@ 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_DX9, &genErrorString); + bool success = GenerateVertexShaderHLSL(VSID, codeBuffer_, HLSL_D3D9, &genErrorString); _assert_(success); vs = new VSShader(device_, VSID, codeBuffer_, false); } @@ -627,7 +628,8 @@ VSShader *ShaderManagerDX9::ApplyShader(bool useHWTransform, bool useHWTessellat if (fsIter == fsCache_.end()) { // Fragment shader not in cache. Let's compile it. std::string errorString; - bool success = GenerateFragmentShaderHLSL(FSID, codeBuffer_, HLSL_DX9, &errorString); + uint64_t uniformMask; + bool success = GenerateFragmentShader(FSID, codeBuffer_, compat_, &uniformMask, &errorString); // We're supposed to handle all possible cases. _assert_(success); fs = new PSShader(device_, FSID, codeBuffer_); diff --git a/GPU/Directx9/ShaderManagerDX9.h b/GPU/Directx9/ShaderManagerDX9.h index 706a627938..01d5928531 100644 --- a/GPU/Directx9/ShaderManagerDX9.h +++ b/GPU/Directx9/ShaderManagerDX9.h @@ -22,7 +22,7 @@ #include "Common/Common.h" #include "GPU/Directx9/VertexShaderGeneratorHLSL.h" -#include "GPU/Directx9/FragmentShaderGeneratorHLSL.h" +#include "GPU/Common/FragmentShaderGenerator.h" #include "GPU/Common/ShaderCommon.h" #include "GPU/Common/ShaderId.h" #include "Common/Math/lin/matrix4x4.h" @@ -112,14 +112,15 @@ private: void Clear(); LPDIRECT3DDEVICE9 device_; + ShaderLanguageDesc compat_; FShaderID lastFSID_; VShaderID lastVSID_; char *codeBuffer_; - VSShader *lastVShader_; - PSShader *lastPShader_; + VSShader *lastVShader_ = nullptr; + PSShader *lastPShader_ = nullptr; typedef std::map FSCache; FSCache fsCache_; diff --git a/GPU/Directx9/StencilBufferDX9.cpp b/GPU/Directx9/StencilBufferDX9.cpp index be617417f0..d8e740836b 100644 --- a/GPU/Directx9/StencilBufferDX9.cpp +++ b/GPU/Directx9/StencilBufferDX9.cpp @@ -132,7 +132,7 @@ bool FramebufferManagerDX9::NotifyStencilUpload(u32 addr, int size, StencilUploa // TODO: Helper with logging? if (!stencilUploadPS_) { std::string errorMessage; - bool success = CompilePixelShader(device_, stencil_ps, &stencilUploadPS_, NULL, errorMessage); + bool success = CompilePixelShaderD3D9(device_, stencil_ps, &stencilUploadPS_, &errorMessage); if (!errorMessage.empty()) { if (success) { ERROR_LOG(G3D, "Warnings in shader compilation!"); @@ -154,7 +154,7 @@ bool FramebufferManagerDX9::NotifyStencilUpload(u32 addr, int size, StencilUploa } if (!stencilUploadVS_) { std::string errorMessage; - bool success = CompileVertexShader(device_, stencil_vs, &stencilUploadVS_, NULL, errorMessage); + bool success = CompileVertexShaderD3D9(device_, stencil_vs, &stencilUploadVS_, &errorMessage); if (!errorMessage.empty()) { if (success) { ERROR_LOG(G3D, "Warnings in shader compilation!"); diff --git a/GPU/Directx9/VertexShaderGeneratorHLSL.cpp b/GPU/Directx9/VertexShaderGeneratorHLSL.cpp index 4908be5240..1a71e1ce03 100644 --- a/GPU/Directx9/VertexShaderGeneratorHLSL.cpp +++ b/GPU/Directx9/VertexShaderGeneratorHLSL.cpp @@ -34,13 +34,13 @@ static const char * const boneWeightAttrDecl[9] = { "#ERROR#", "float a_w1:TEXCOORD1;\n", - "float2 a_w1:TEXCOORD1;\n", - "float3 a_w1:TEXCOORD1;\n", - "float4 a_w1:TEXCOORD1;\n", - "float4 a_w1:TEXCOORD1;\n float a_w2:TEXCOORD2;\n", - "float4 a_w1:TEXCOORD1;\n float2 a_w2:TEXCOORD2;\n", - "float4 a_w1:TEXCOORD1;\n float3 a_w2:TEXCOORD2;\n", - "float4 a_w1:TEXCOORD1;\n float4 a_w2:TEXCOORD2;\n", + "vec2 a_w1:TEXCOORD1;\n", + "vec3 a_w1:TEXCOORD1;\n", + "vec4 a_w1:TEXCOORD1;\n", + "vec4 a_w1:TEXCOORD1;\n float a_w2:TEXCOORD2;\n", + "vec4 a_w1:TEXCOORD1;\n vec2 a_w2:TEXCOORD2;\n", + "vec4 a_w1:TEXCOORD1;\n vec3 a_w2:TEXCOORD2;\n", + "vec4 a_w1:TEXCOORD1;\n vec4 a_w2:TEXCOORD2;\n", }; bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage lang, std::string *errorString) { @@ -104,9 +104,11 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage WRITE(p, "#define vec2 float2\n"); WRITE(p, "#define vec3 float3\n"); WRITE(p, "#define vec4 float4\n"); - WRITE(p, "#define splat3(x) float3(x, x, x)\n"); + WRITE(p, "#define mat4 float4x4\n"); + WRITE(p, "#define mat3x4 float4x3\n"); // note how the conventions are backwards + WRITE(p, "#define splat3(x) vec3(x, x, x)\n"); - if (lang == HLSL_DX9) { + if (lang == HLSL_D3D9) { WRITE(p, "#pragma warning( disable : 3571 )\n"); if (isModeThrough) { WRITE(p, "float4x4 u_proj_through : register(c%i);\n", CONST_VS_PROJ_THROUGH); @@ -116,69 +118,69 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage } if (enableFog) { - WRITE(p, "float2 u_fogcoef : register(c%i);\n", CONST_VS_FOGCOEF); + WRITE(p, "vec2 u_fogcoef : register(c%i);\n", CONST_VS_FOGCOEF); } if (useHWTransform || !hasColor) - WRITE(p, "float4 u_matambientalpha : register(c%i);\n", CONST_VS_MATAMBIENTALPHA); // matambient + matalpha + 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, "float4x3 u_world : register(c%i);\n", CONST_VS_WORLD); - WRITE(p, "float4x3 u_view : register(c%i);\n", CONST_VS_VIEW); + 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, "float4x3 u_texmtx : register(c%i);\n", CONST_VS_TEXMTX); + WRITE(p, "mat3x4 u_texmtx : register(c%i);\n", CONST_VS_TEXMTX); if (enableBones) { #ifdef USE_BONE_ARRAY - WRITE(p, "float4x3 u_bone[%i] : register(c%i);\n", numBones, CONST_VS_BONE0); + WRITE(p, "mat3x4 u_bone[%i] : register(c%i);\n", numBones, CONST_VS_BONE0); #else for (int i = 0; i < numBoneWeights; i++) { - WRITE(p, "float4x3 u_bone%i : register(c%i);\n", i, CONST_VS_BONE0 + i * 3); + WRITE(p, "mat3x4 u_bone%i : register(c%i);\n", i, CONST_VS_BONE0 + i * 3); } #endif } if (doTexture) { - WRITE(p, "float4 u_uvscaleoffset : register(c%i);\n", CONST_VS_UVSCALEOFFSET); + 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, "float3 u_lightpos%i : register(c%i);\n", i, CONST_VS_LIGHTPOS + i); + 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, "float3 u_lightatt%i : register(c%i);\n", i, CONST_VS_LIGHTATT + i); + 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, "float3 u_lightdir%i : register(c%i);\n", i, CONST_VS_LIGHTDIR + i); - WRITE(p, "float4 u_lightangle_spotCoef%i : register(c%i);\n", i, CONST_VS_LIGHTANGLE_SPOTCOEF + i); + 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, "float3 u_lightambient%i : register(c%i);\n", i, CONST_VS_LIGHTAMBIENT + i); - WRITE(p, "float3 u_lightdiffuse%i : register(c%i);\n", i, CONST_VS_LIGHTDIFFUSE + 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, "float3 u_lightspecular%i : register(c%i);\n", i, CONST_VS_LIGHTSPECULAR + i); + WRITE(p, "vec3 u_lightspecular%i : register(c%i);\n", i, CONST_VS_LIGHTSPECULAR + i); } } } if (enableLighting) { - WRITE(p, "float4 u_ambient : register(c%i);\n", CONST_VS_AMBIENT); + WRITE(p, "vec4 u_ambient : register(c%i);\n", CONST_VS_AMBIENT); if ((matUpdate & 2) == 0 || !hasColor) - WRITE(p, "float3 u_matdiffuse : register(c%i);\n", CONST_VS_MATDIFFUSE); + WRITE(p, "vec3 u_matdiffuse : register(c%i);\n", CONST_VS_MATDIFFUSE); // if ((matUpdate & 4) == 0) - WRITE(p, "float4 u_matspecular : register(c%i);\n", CONST_VS_MATSPECULAR); // Specular coef is contained in alpha - WRITE(p, "float3 u_matemissive : register(c%i);\n", CONST_VS_MATEMISSIVE); + 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, "float4 u_depthRange : register(c%i);\n", CONST_VS_DEPTHRANGE); + WRITE(p, "vec4 u_depthRange : register(c%i);\n", CONST_VS_DEPTHRANGE); } if (!isModeThrough) { - WRITE(p, "float4 u_cullRangeMin : register(c%i);\n", CONST_VS_CULLRANGEMIN); - WRITE(p, "float4 u_cullRangeMax : register(c%i);\n", CONST_VS_CULLRANGEMAX); + 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", cb_baseStr); @@ -199,54 +201,54 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage WRITE(p, " %s", boneWeightAttrDecl[numBoneWeights]); } if (doTexture && hasTexcoord) { - WRITE(p, " float2 texcoord : TEXCOORD0;\n"); + WRITE(p, " vec2 texcoord : TEXCOORD0;\n"); } if (hasColor) { - WRITE(p, " float4 color0 : COLOR0;\n"); + WRITE(p, " vec4 color0 : COLOR0;\n"); } if (hasNormal) { - WRITE(p, " float3 normal : NORMAL;\n"); + WRITE(p, " vec3 normal : NORMAL;\n"); } - WRITE(p, " float3 position : POSITION;\n"); + WRITE(p, " vec3 position : POSITION;\n"); WRITE(p, "};\n"); } else { WRITE(p, "struct VS_IN {\n"); - WRITE(p, " float4 position : POSITION;\n"); + WRITE(p, " vec4 position : POSITION;\n"); if (doTexture && hasTexcoord) { if (doTextureTransform && !isModeThrough) { texCoordInVec3 = true; - WRITE(p, " float3 texcoord : TEXCOORD0;\n"); + WRITE(p, " vec3 texcoord : TEXCOORD0;\n"); } else - WRITE(p, " float2 texcoord : TEXCOORD0;\n"); + WRITE(p, " vec2 texcoord : TEXCOORD0;\n"); } if (hasColor) { - WRITE(p, " float4 color0 : COLOR0;\n"); + WRITE(p, " vec4 color0 : COLOR0;\n"); } // only software transform supplies color1 as vertex data if (lmode) { - WRITE(p, " float4 color1 : COLOR1;\n"); + WRITE(p, " vec4 color1 : COLOR1;\n"); } WRITE(p, "};\n"); } WRITE(p, "struct VS_OUT {\n"); if (doTexture) { - WRITE(p, " float3 v_texcoord : TEXCOORD0;\n"); + WRITE(p, " vec3 v_texcoord : TEXCOORD0;\n"); } const char *colorInterpolation = doFlatShading && lang == HLSL_D3D11 ? "nointerpolation " : ""; - WRITE(p, " %sfloat4 v_color0 : COLOR0;\n", colorInterpolation); + WRITE(p, " %svec4 v_color0 : COLOR0;\n", colorInterpolation); if (lmode) - WRITE(p, " float3 v_color1 : COLOR1;\n"); + WRITE(p, " vec3 v_color1 : COLOR1;\n"); if (enableFog) { WRITE(p, " float v_fogdepth: TEXCOORD1;\n"); } - if (lang == HLSL_DX9) { - WRITE(p, " float4 gl_Position : POSITION;\n"); + if (lang == HLSL_D3D9) { + WRITE(p, " vec4 gl_Position : POSITION;\n"); } else { - WRITE(p, " float4 gl_Position : SV_Position;\n"); + WRITE(p, " vec4 gl_Position : SV_Position;\n"); } WRITE(p, "};\n"); @@ -255,12 +257,12 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage 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, "\nfloat4 depthRoundZVP(float4 v) {\n"); + 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 float4(v.x, v.y, z * v.w, v.w);\n"); + WRITE(p, " return vec4(v.x, v.y, z * v.w, v.w);\n"); WRITE(p, "}\n\n"); } @@ -268,15 +270,15 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage if (doSpline || doBezier) { if (lang == HLSL_D3D11) { WRITE(p, "struct TessData {\n"); - WRITE(p, " float3 pos; float pad1;\n"); - WRITE(p, " float2 tex; float2 pad2;\n"); - WRITE(p, " float4 col;\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, " float4 basis;\n"); - WRITE(p, " float4 deriv;\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"); @@ -284,7 +286,7 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage 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 float2, float3, float4 + // Define 3 types vec2, vec3, vec4 WRITE(p, "float%d tess_sample(in float%d points[16], float4x4 weights) {\n", i, i); WRITE(p, " float%d pos = float%d(%s);\n", i, i, init[i - 2]); for (int v = 0; v < 4; ++v) { @@ -296,26 +298,26 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage WRITE(p, "}\n"); } - WRITE(p, "float4x4 outerProduct(float4 u, float4 v) {\n"); + WRITE(p, "float4x4 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, " float3 pos;\n"); + WRITE(p, " vec3 pos;\n"); if (doTexture) - WRITE(p, " float2 tex;\n"); - WRITE(p, " float4 col;\n"); + WRITE(p, " vec2 tex;\n"); + WRITE(p, " vec4 col;\n"); if (hasNormalTess) - WRITE(p, " float3 nrm;\n"); + WRITE(p, " vec3 nrm;\n"); WRITE(p, "};\n"); WRITE(p, "void tessellate(in VS_IN In, out Tess tess) {\n"); WRITE(p, " int2 point_pos = int2(In.position.z, In.normal.z)%s;\n", doBezier ? " * 3" : ""); WRITE(p, " int2 weight_idx = int2(In.position.xy);\n"); // Load 4x4 control points - WRITE(p, " float3 _pos[16];\n"); - WRITE(p, " float2 _tex[16];\n"); - WRITE(p, " float4 _col[16];\n"); + 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++) { @@ -329,8 +331,8 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage } // Basis polynomials as weight coefficients - WRITE(p, " float4 basis_u = tess_weights_u[weight_idx.x].basis;\n"); - WRITE(p, " float4 basis_v = tess_weights_v[weight_idx.y].basis;\n"); + 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, " float4x4 basis = outerProduct(basis_u, basis_v);\n"); // Tessellate @@ -347,11 +349,11 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage WRITE(p, " tess.col = u_matambientalpha;\n"); if (hasNormalTess) { // Derivatives as weight coefficients - WRITE(p, " float4 deriv_u = tess_weights_u[weight_idx.x].deriv;\n"); - WRITE(p, " float4 deriv_v = tess_weights_v[weight_idx.y].deriv;\n"); + 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, " float3 du = tess_sample(_pos, outerProduct(deriv_u, basis_v));\n"); - WRITE(p, " float3 dv = tess_sample(_pos, outerProduct(basis_u, deriv_v));\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"); @@ -365,7 +367,7 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage if (texCoordInVec3) { WRITE(p, " Out.v_texcoord = In.texcoord;\n"); } else { - WRITE(p, " Out.v_texcoord = float3(In.texcoord, 1.0);\n"); + WRITE(p, " Out.v_texcoord = vec3(In.texcoord, 1.0);\n"); } } if (hasColor) { @@ -375,29 +377,29 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage } else { WRITE(p, " Out.v_color0 = In.u_matambientalpha;\n"); if (lmode) - WRITE(p, " Out.v_color1 = float3(0.0);\n"); + WRITE(p, " Out.v_color1 = vec3(0.0);\n"); } if (enableFog) { WRITE(p, " Out.v_fogdepth = In.position.w;\n"); } if (lang == HLSL_D3D11) { if (isModeThrough) { - WRITE(p, " float4 outPos = mul(u_proj_through, float4(In.position.xyz, 1.0));\n"); + WRITE(p, " float4 outPos = mul(u_proj_through, vec4(In.position.xyz, 1.0));\n"); } else { if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) { - WRITE(p, " float4 outPos = depthRoundZVP(mul(u_proj, float4(In.position.xyz, 1.0)));\n"); + WRITE(p, " vec4 outPos = depthRoundZVP(mul(u_proj, vec4(In.position.xyz, 1.0)));\n"); } else { - WRITE(p, " float4 outPos = mul(u_proj, float4(In.position.xyz, 1.0));\n"); + WRITE(p, " vec4 outPos = mul(u_proj, vec4(In.position.xyz, 1.0));\n"); } } } else { if (isModeThrough) { - WRITE(p, " float4 outPos = mul(float4(In.position.xyz, 1.0), u_proj_through);\n"); + WRITE(p, " vec4 outPos = mul(vec4(In.position.xyz, 1.0), u_proj_through);\n"); } else { if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) { - WRITE(p, " float4 outPos = depthRoundZVP(mul(float4(In.position.xyz, 1.0), u_proj));\n"); + WRITE(p, " vec4 outPos = depthRoundZVP(mul(vec4(In.position.xyz, 1.0), u_proj));\n"); } else { - WRITE(p, " float4 outPos = mul(float4(In.position.xyz, 1.0), u_proj);\n"); + WRITE(p, " vec4 outPos = mul(vec4(In.position.xyz, 1.0), u_proj);\n"); } } } @@ -409,18 +411,18 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage WRITE(p, " Tess tess;\n"); WRITE(p, " tessellate(In, tess);\n"); - WRITE(p, " float3 worldpos = mul(float4(tess.pos.xyz, 1.0), u_world);\n"); + WRITE(p, " vec3 worldpos = mul(vec4(tess.pos.xyz, 1.0), u_world);\n"); if (hasNormalTess) - WRITE(p, " float3 worldnormal = normalize(mul(float4(%stess.nrm, 0.0), u_world));\n", flipNormalTess ? "-" : ""); + WRITE(p, " vec3 worldnormal = normalize(mul(vec4(%stess.nrm, 0.0), u_world));\n", flipNormalTess ? "-" : ""); else - WRITE(p, " float3 worldnormal = float3(0.0, 0.0, 1.0);\n"); + WRITE(p, " vec3 worldnormal = vec3(0.0, 0.0, 1.0);\n"); } else { // No skinning, just standard T&L. - WRITE(p, " float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);\n"); + WRITE(p, " vec3 worldpos = mul(vec4(In.position.xyz, 1.0), u_world);\n"); if (hasNormal) - WRITE(p, " float3 worldnormal = normalize(mul(float4(%sIn.normal, 0.0), u_world));\n", flipNormal ? "-" : ""); + WRITE(p, " vec3 worldnormal = normalize(mul(vec4(%sIn.normal, 0.0), u_world));\n", flipNormal ? "-" : ""); else - WRITE(p, " float3 worldnormal = float3(0.0, 0.0, 1.0);\n"); + WRITE(p, " vec3 worldnormal = vec3(0.0, 0.0, 1.0);\n"); } } else { static const char * const boneWeightAttr[8] = { @@ -430,7 +432,7 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage if (lang == HLSL_D3D11) { if (numBoneWeights == 1) - WRITE(p, " float4x3 skinMatrix = mul(In.a_w1, u_bone[0])"); + WRITE(p, " mat3x4 skinMatrix = mul(In.a_w1, u_bone[0])"); else WRITE(p, " float4x3 skinMatrix = mul(In.a_w1.x, u_bone[0])"); for (int i = 1; i < numBoneWeights; i++) { @@ -457,32 +459,32 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage WRITE(p, ";\n"); // Trying to simplify this results in bugs in LBP... - WRITE(p, " float3 skinnedpos = mul(float4(In.position.xyz, 1.0), skinMatrix);\n"); - WRITE(p, " float3 worldpos = mul(float4(skinnedpos, 1.0), u_world);\n"); + WRITE(p, " vec3 skinnedpos = mul(float4(In.position.xyz, 1.0), skinMatrix);\n"); + WRITE(p, " vec3 worldpos = mul(float4(skinnedpos, 1.0), u_world);\n"); if (hasNormal) { - WRITE(p, " float3 skinnednormal = mul(float4(%sIn.normal, 0.0), skinMatrix);\n", flipNormal ? "-" : ""); + WRITE(p, " vec3 skinnednormal = mul(float4(%sIn.normal, 0.0), skinMatrix);\n", flipNormal ? "-" : ""); } else { - WRITE(p, " float3 skinnednormal = mul(float4(0.0, 0.0, %s1.0, 0.0), skinMatrix);\n", flipNormal ? "-" : ""); + WRITE(p, " vec3 skinnednormal = mul(float4(0.0, 0.0, %s1.0, 0.0), skinMatrix);\n", flipNormal ? "-" : ""); } - WRITE(p, " float3 worldnormal = normalize(mul(float4(skinnednormal, 0.0), u_world));\n"); + WRITE(p, " vec3 worldnormal = normalize(mul(float4(skinnednormal, 0.0), u_world));\n"); } - WRITE(p, " float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);\n"); + WRITE(p, " vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view), 1.0);\n"); if (lang == HLSL_D3D11) { // Final view and projection transforms. if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) { - WRITE(p, " float4 outPos = depthRoundZVP(mul(u_proj, viewPos));\n"); + WRITE(p, " vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));\n"); } else { - WRITE(p, " float4 outPos = mul(u_proj, viewPos);\n"); + WRITE(p, " vec4 outPos = mul(u_proj, viewPos);\n"); } } else { // Final view and projection transforms. if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) { - WRITE(p, " float4 outPos = depthRoundZVP(mul(viewPos, u_proj));\n"); + WRITE(p, " vec4 outPos = depthRoundZVP(mul(viewPos, u_proj));\n"); } else { - WRITE(p, " float4 outPos = mul(viewPos, u_proj);\n"); + WRITE(p, " vec4 outPos = mul(viewPos, u_proj);\n"); } } @@ -503,7 +505,7 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage bool distanceNeeded = false; bool anySpots = false; if (enableLighting) { - WRITE(p, " float4 lightSum0 = u_ambient * %s + float4(u_matemissive, 0.0);\n", ambientStr); + WRITE(p, " vec4 lightSum0 = u_ambient * %s + float4(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)); @@ -520,11 +522,11 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage } if (!specularIsZero) { - WRITE(p, " float3 lightSum1 = 0;\n"); + WRITE(p, " vec3 lightSum1 = 0;\n"); } if (!diffuseIsZero) { - WRITE(p, " float3 toLight;\n"); - WRITE(p, " float3 diffuse;\n"); + WRITE(p, " vec3 toLight;\n"); + WRITE(p, " vec3 diffuse;\n"); } if (distanceNeeded) { WRITE(p, " float distance;\n"); @@ -576,13 +578,13 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage timesLightScale = ""; break; case GE_LIGHTTYPE_POINT: - WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, float3(1.0, distance, distance*distance)), 0.0, 1.0);\n", i); + 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, float3(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, " 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"); @@ -595,7 +597,7 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage 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 + float3(0.0, 0.0, 1.0)), worldnormal);\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"); @@ -614,7 +616,7 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage 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 = float3(0, 0, 0);\n"); + WRITE(p, " Out.v_color1 = splat3(0.0);\n"); } else { WRITE(p, " Out.v_color1 = clamp(lightSum1, 0.0, 1.0);\n"); } @@ -647,17 +649,17 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage if (scaleUV) { if (hasTexcoord) { if (doBezier || doSpline) - WRITE(p, " Out.v_texcoord = float3(tess.tex.xy * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0);\n"); + WRITE(p, " Out.v_texcoord = vec3(tess.tex.xy * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0);\n"); else - WRITE(p, " Out.v_texcoord = float3(In.texcoord.xy * u_uvscaleoffset.xy, 0.0);\n"); + WRITE(p, " Out.v_texcoord = vec3(In.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 = float3(In.texcoord.xy * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0);\n"); + WRITE(p, " Out.v_texcoord = vec3(In.texcoord.xy * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0);\n"); } else { - WRITE(p, " Out.v_texcoord = float3(u_uvscaleoffset.zw, 0.0);\n"); + WRITE(p, " Out.v_texcoord = vec3(u_uvscaleoffset.zw, 0.0);\n"); } } break; @@ -667,32 +669,32 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage std::string temp_tc; switch (uvProjMode) { case GE_PROJMAP_POSITION: // Use model space XYZ as source - temp_tc = "float4(In.position.xyz, 1.0)"; + temp_tc = "vec4(In.position.xyz, 1.0)"; break; case GE_PROJMAP_UV: // Use unscaled UV as source { if (hasTexcoord) { - temp_tc = StringFromFormat("float4(In.texcoord.xy, 0.0, 1.0)"); + temp_tc = StringFromFormat("vec4(In.texcoord.xy, 0.0, 1.0)"); } else { - temp_tc = "float4(0.0, 0.0, 0.0, 1.0)"; + 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 ? "float4(normalize(-In.normal), 1.0)" : "float4(normalize(In.normal), 1.0)"; + temp_tc = flipNormal ? "vec4(normalize(-In.normal), 1.0)" : "vec4(normalize(In.normal), 1.0)"; else - temp_tc = "float4(0.0, 0.0, 1.0, 1.0)"; + 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 ? "float4(-In.normal, 1.0)" : "float4(In.normal, 1.0)"; + temp_tc = flipNormal ? "vec4(-In.normal, 1.0)" : "vec4(In.normal, 1.0)"; else - temp_tc = "float4(0.0, 0.0, 1.0, 1.0)"; + 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.xyz = mul(%s, u_texmtx) * float3(u_uvscaleoffset.xy, 1.0);\n", temp_tc.c_str()); + WRITE(p, " Out.v_texcoord.xyz = mul(%s, u_texmtx) * vec3(u_uvscaleoffset.xy, 1.0);\n", temp_tc.c_str()); } break; @@ -700,7 +702,7 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage { 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 = float3(u_uvscaleoffset.xy * float2(1.0 + %s, 1.0 + %s) * 0.5, 1.0);\n", lightFactor0.c_str(), lightFactor1.c_str()); + 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; @@ -718,7 +720,7 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage } if (!isModeThrough && gstate_c.Supports(GPU_SUPPORTS_VS_RANGE_CULLING)) { - WRITE(p, " float3 projPos = outPos.xyz / outPos.w;\n"); + 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"; diff --git a/GPU/GLES/DrawEngineGLES.h b/GPU/GLES/DrawEngineGLES.h index 9291543478..8c962dd141 100644 --- a/GPU/GLES/DrawEngineGLES.h +++ b/GPU/GLES/DrawEngineGLES.h @@ -27,7 +27,7 @@ #include "GPU/Common/VertexDecoderCommon.h" #include "GPU/Common/DrawEngineCommon.h" #include "GPU/Common/GPUStateUtils.h" -#include "GPU/GLES/FragmentShaderGeneratorGLES.h" +#include "GPU/Common/FragmentShaderGenerator.h" class LinkedShader; class ShaderManagerGLES; diff --git a/GPU/GLES/FragmentShaderGeneratorGLES.h b/GPU/GLES/FragmentShaderGeneratorGLES.h deleted file mode 100644 index fde1158e93..0000000000 --- a/GPU/GLES/FragmentShaderGeneratorGLES.h +++ /dev/null @@ -1,24 +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 "GPU/Common/ShaderCommon.h" - -struct FShaderID; - -bool GenerateFragmentShaderGLSL(const FShaderID &id, char *buffer, const GLSLShaderCompat &compat, uint64_t *uniformMask, std::string *errorString); diff --git a/GPU/GLES/ShaderManagerGLES.cpp b/GPU/GLES/ShaderManagerGLES.cpp index 5d5af4f4a8..cc6669f74d 100644 --- a/GPU/GLES/ShaderManagerGLES.cpp +++ b/GPU/GLES/ShaderManagerGLES.cpp @@ -571,7 +571,7 @@ void LinkedShader::UpdateUniforms(u32 vertType, const ShaderID &vsid, bool useBu } ShaderManagerGLES::ShaderManagerGLES(Draw::DrawContext *draw) - : ShaderManagerCommon(draw), lastShader_(nullptr), shaderSwitchDirtyUniforms_(0), diskCacheDirty_(false), fsCache_(16), vsCache_(16) { + : ShaderManagerCommon(draw), compat_(GLSL_140), fsCache_(16), vsCache_(16) { render_ = (GLRenderManager *)draw->GetNativeObject(Draw::NativeObject::RENDER_MANAGER); codeBuffer_ = new char[16384]; lastFSID_.set_invalid(); @@ -584,28 +584,24 @@ ShaderManagerGLES::~ShaderManagerGLES() { } void ShaderManagerGLES::DetectShaderLanguage() { - GLSLShaderCompat &compat = compat_; - compat.attribute = "attribute"; - compat.varying_vs = "varying"; - compat.varying_fs = "varying"; - compat.fragColor0 = "gl_FragColor"; - compat.fragColor1 = "fragColor1"; - compat.texture = "texture2D"; - compat.texelFetch = nullptr; - compat.bitwiseOps = false; - compat.lastFragData = nullptr; + ShaderLanguageDesc &compat = compat_; + compat.gles = gl_extensions.IsGLES; - compat.forceMatrix4x4 = true; if (compat.gles) { if (gstate_c.Supports(GPU_SUPPORTS_GLSL_ES_300)) { + compat.shaderLanguage = ShaderLanguage::GLSL_300; compat.glslVersionNumber = 300; // GLSL ES 3.0 compat.fragColor0 = "fragColor0"; compat.texture = "texture"; compat.glslES30 = true; compat.bitwiseOps = true; compat.texelFetch = "texelFetch"; + compat.varying_vs = "out"; + compat.varying_fs = "in"; + compat.attribute = "in"; } else { + compat.shaderLanguage = ShaderLanguage::GLSL_140; compat.glslVersionNumber = 100; // GLSL ES 1.0 if (gl_extensions.EXT_gpu_shader4) { compat.bitwiseOps = true; @@ -619,18 +615,24 @@ void ShaderManagerGLES::DetectShaderLanguage() { } else { if (!gl_extensions.ForceGL2 || gl_extensions.IsCoreContext) { if (gl_extensions.VersionGEThan(3, 3, 0)) { + compat.shaderLanguage = ShaderLanguage::GLSL_300; compat.glslVersionNumber = 330; compat.fragColor0 = "fragColor0"; compat.texture = "texture"; compat.glslES30 = true; compat.bitwiseOps = true; compat.texelFetch = "texelFetch"; + compat.varying_vs = "out"; + compat.varying_fs = "in"; + compat.attribute = "in"; } else if (gl_extensions.VersionGEThan(3, 0, 0)) { + compat.shaderLanguage = ShaderLanguage::GLSL_140; compat.glslVersionNumber = 130; compat.fragColor0 = "fragColor0"; compat.bitwiseOps = true; compat.texelFetch = "texelFetch"; } else { + compat.shaderLanguage = ShaderLanguage::GLSL_140; compat.glslVersionNumber = 110; if (gl_extensions.EXT_gpu_shader4) { compat.bitwiseOps = true; @@ -656,12 +658,6 @@ void ShaderManagerGLES::DetectShaderLanguage() { compat.lastFragData = "gl_LastFragColorARM"; } } - - if (compat.glslES30 || gl_extensions.IsCoreContext) { - compat.varying_vs = "out"; - compat.varying_fs = "in"; - compat.attribute = "in"; - } } void ShaderManagerGLES::Clear() { @@ -712,7 +708,7 @@ void ShaderManagerGLES::DirtyLastShader() { Shader *ShaderManagerGLES::CompileFragmentShader(FShaderID FSID) { uint64_t uniformMask; std::string errorString; - if (!GenerateFragmentShaderGLSL(FSID, codeBuffer_, compat_, &uniformMask, &errorString)) { + if (!GenerateFragmentShader(FSID, codeBuffer_, compat_, &uniformMask, &errorString)) { ERROR_LOG(G3D, "Shader gen error: %s", errorString.c_str()); return nullptr; } diff --git a/GPU/GLES/ShaderManagerGLES.h b/GPU/GLES/ShaderManagerGLES.h index c1c968dc76..a075530ecd 100644 --- a/GPU/GLES/ShaderManagerGLES.h +++ b/GPU/GLES/ShaderManagerGLES.h @@ -24,7 +24,7 @@ #include "GPU/Common/ShaderCommon.h" #include "GPU/Common/ShaderId.h" #include "GPU/GLES/VertexShaderGeneratorGLES.h" -#include "GPU/GLES/FragmentShaderGeneratorGLES.h" +#include "GPU/Common/FragmentShaderGenerator.h" class Shader; @@ -196,7 +196,7 @@ private: typedef std::vector LinkedShaderCache; GLRenderManager *render_; - GLSLShaderCompat compat_{}; + ShaderLanguageDesc compat_; LinkedShaderCache linkedShaderCache_; bool lastVShaderSame_; @@ -204,8 +204,8 @@ private: FShaderID lastFSID_; VShaderID lastVSID_; - LinkedShader *lastShader_; - u64 shaderSwitchDirtyUniforms_; + LinkedShader *lastShader_ = nullptr; + u64 shaderSwitchDirtyUniforms_ = 0; char *codeBuffer_; typedef DenseHashMap FSCache; @@ -214,7 +214,7 @@ private: typedef DenseHashMap VSCache; VSCache vsCache_; - bool diskCacheDirty_; + bool diskCacheDirty_ = false; struct { std::vector vert; std::vector frag; diff --git a/GPU/GLES/StateMappingGLES.cpp b/GPU/GLES/StateMappingGLES.cpp index 46883171c7..25d178a293 100644 --- a/GPU/GLES/StateMappingGLES.cpp +++ b/GPU/GLES/StateMappingGLES.cpp @@ -35,7 +35,7 @@ #include "GPU/GLES/ShaderManagerGLES.h" #include "GPU/GLES/TextureCacheGLES.h" #include "GPU/GLES/FramebufferManagerGLES.h" -#include "GPU/GLES/FragmentShaderGeneratorGLES.h" +#include "GPU/Common/FragmentShaderGenerator.h" static const GLushort glBlendFactorLookup[(size_t)BlendFactor::COUNT] = { GL_ZERO, diff --git a/GPU/GLES/TextureCacheGLES.cpp b/GPU/GLES/TextureCacheGLES.cpp index 6389431226..7a62854e6f 100644 --- a/GPU/GLES/TextureCacheGLES.cpp +++ b/GPU/GLES/TextureCacheGLES.cpp @@ -33,7 +33,7 @@ #include "GPU/GPUState.h" #include "GPU/GLES/TextureCacheGLES.h" #include "GPU/GLES/FramebufferManagerGLES.h" -#include "GPU/GLES/FragmentShaderGeneratorGLES.h" +#include "GPU/Common/FragmentShaderGenerator.h" #include "GPU/GLES/DepalettizeShaderGLES.h" #include "GPU/GLES/ShaderManagerGLES.h" #include "GPU/GLES/DrawEngineGLES.h" diff --git a/GPU/GLES/VertexShaderGeneratorGLES.cpp b/GPU/GLES/VertexShaderGeneratorGLES.cpp index c5d0bf8623..d9e26c69bc 100644 --- a/GPU/GLES/VertexShaderGeneratorGLES.cpp +++ b/GPU/GLES/VertexShaderGeneratorGLES.cpp @@ -99,13 +99,13 @@ static const char * const boneWeightDecl[9] = { "layout(location = 3) in vec4 w1;\nlayout(location = 4) in vec4 w2;\n", }; -static const char *vulkan_glsl_preamble = +const char *vulkan_glsl_preamble_vs = "#version 450\n" "#extension GL_ARB_separate_shader_objects : enable\n" "#extension GL_ARB_shading_language_420pack : enable\n" "#define splat3(x) vec3(x)\n\n"; -bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const GLSLShaderCompat &compat, uint32_t *attrMask, uint64_t *uniformMask, std::string *errorString) { +bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLanguageDesc &compat, uint32_t *attrMask, uint64_t *uniformMask, std::string *errorString) { *attrMask = 0; *uniformMask = 0; @@ -113,8 +113,8 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const GLSLShade bool highpTexcoord = false; char *p = buffer; - if (compat.vulkan) { - WRITE(p, "%s", vulkan_glsl_preamble); + if (compat.shaderLanguage == GLSL_VULKAN) { + WRITE(p, "%s", vulkan_glsl_preamble_vs); } else { if (compat.gles) { // PowerVR needs highp to do the fog in MHU correctly. @@ -126,13 +126,13 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const GLSLShade WRITE(p, "#define splat3(x) vec3(x)\n"); } - if (!compat.vulkan && gl_extensions.EXT_gpu_shader4) { + if (ShaderLanguageIsOpenGL(compat.shaderLanguage) && gl_extensions.EXT_gpu_shader4) { WRITE(p, "#extension GL_EXT_gpu_shader4 : enable\n"); } if (compat.gles) { WRITE(p, "precision highp float;\n"); - } else if (!compat.vulkan) { + } else if (compat.shaderLanguage != GLSL_VULKAN) { WRITE(p, "#define lowp\n"); WRITE(p, "#define mediump\n"); WRITE(p, "#define highp\n"); @@ -175,7 +175,7 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const GLSLShade bool hasNormalTess = id.Bit(VS_BIT_HAS_NORMAL_TESS); bool flipNormalTess = id.Bit(VS_BIT_NORM_REVERSE_TESS); - if (compat.vulkan) { + if (compat.shaderLanguage == GLSL_VULKAN) { WRITE(p, "\n"); WRITE(p, "layout (std140, set = 0, binding = 3) uniform baseVars {\n%s};\n", ub_baseStr); if (enableLighting || doShadeMapping) @@ -185,7 +185,7 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const GLSLShade } const char *shading = ""; - if (compat.glslES30 || compat.vulkan) + if (compat.glslES30 || compat.shaderLanguage == GLSL_VULKAN) shading = doFlatShading ? "flat " : ""; DoLightComputation doLight[4] = { LIGHT_OFF, LIGHT_OFF, LIGHT_OFF, LIGHT_OFF }; @@ -204,7 +204,7 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const GLSLShade int boneWeightScale = id.Bits(VS_BIT_WEIGHT_FMTSCALE, 2); bool texcoordInVec3 = false; - if (compat.vulkan) { + if (compat.shaderLanguage == GLSL_VULKAN) { if (enableBones) { numBoneWeights = 1 + id.Bits(VS_BIT_BONES, 3); WRITE(p, "%s", boneWeightDecl[numBoneWeights]); @@ -307,15 +307,10 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const GLSLShade *uniformMask |= DIRTY_TEXMATRIX; } if (enableBones) { -#ifdef USE_BONE_ARRAY - WRITE(p, "uniform mediump mat4 u_bone[%i];\n", numBoneWeights); - *uniformMask |= DIRTY_BONE_UNIFORMS; -#else for (int i = 0; i < numBoneWeights; i++) { WRITE(p, "uniform mat4 u_bone%i;\n", i); *uniformMask |= DIRTY_BONEMATRIX0 << i; } -#endif } if (doTexture) { WRITE(p, "uniform vec4 u_uvscaleoffset;\n"); @@ -415,7 +410,7 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const GLSLShade if (doBezier || doSpline) { *uniformMask |= DIRTY_BEZIERSPLINE; - if (compat.vulkan) { + if (compat.shaderLanguage == GLSL_VULKAN) { WRITE(p, "struct TessData {\n"); WRITE(p, " vec4 pos;\n"); WRITE(p, " vec4 uv;\n"); @@ -615,14 +610,14 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const GLSLShade // Uncomment this to screw up bone shaders to check the vertex shader software fallback // WRITE(p, "THIS SHOULD ERROR! #error"); - if (numBoneWeights == 1 && !compat.vulkan) + if (numBoneWeights == 1 && compat.shaderLanguage != GLSL_VULKAN) WRITE(p, " %s skinMatrix = w1 * u_bone0", boneMatrix); else WRITE(p, " %s skinMatrix = w1.x * u_bone0", boneMatrix); for (int i = 1; i < numBoneWeights; i++) { const char *weightAttr = boneWeightAttr[i]; // workaround for "cant do .x of scalar" issue - if (!compat.vulkan) { + if (compat.shaderLanguage != GLSL_VULKAN) { if (numBoneWeights == 1 && i == 0) weightAttr = "w1"; if (numBoneWeights == 5 && i == 4) weightAttr = "w2"; } @@ -895,7 +890,7 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const GLSLShade WRITE(p, " }\n"); } WRITE(p, " gl_Position = outPos;\n"); - if (compat.vulkan) { + if (compat.shaderLanguage == GLSL_VULKAN) { WRITE(p, " gl_PointSize = 1.0;\n"); } diff --git a/GPU/GLES/VertexShaderGeneratorGLES.h b/GPU/GLES/VertexShaderGeneratorGLES.h index 9617e47a97..df42bd4d11 100644 --- a/GPU/GLES/VertexShaderGeneratorGLES.h +++ b/GPU/GLES/VertexShaderGeneratorGLES.h @@ -21,4 +21,4 @@ struct VShaderID; -bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const GLSLShaderCompat &compat, uint32_t *attrMask, uint64_t *uniformMask, std::string *errorString); +bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLanguageDesc &compat, uint32_t *attrMask, uint64_t *uniformMask, std::string *errorString); diff --git a/GPU/GPU.vcxproj b/GPU/GPU.vcxproj index e63b0babdb..09288fdf97 100644 --- a/GPU/GPU.vcxproj +++ b/GPU/GPU.vcxproj @@ -340,6 +340,7 @@ + @@ -385,7 +386,6 @@ - @@ -399,12 +399,6 @@ true true - - true - true - true - true - true true @@ -489,6 +483,7 @@ + @@ -560,7 +555,6 @@ - @@ -582,12 +576,6 @@ true true - - true - true - true - true - true true diff --git a/GPU/GPU.vcxproj.filters b/GPU/GPU.vcxproj.filters index 4df5470e9b..ee96efb190 100644 --- a/GPU/GPU.vcxproj.filters +++ b/GPU/GPU.vcxproj.filters @@ -186,9 +186,6 @@ GLES - - GLES - GLES @@ -273,8 +270,8 @@ DirectX9 - - DirectX9 + + Common @@ -446,9 +443,6 @@ GLES - - GLES - GLES @@ -548,8 +542,8 @@ DirectX9 - - DirectX9 + + Common \ No newline at end of file diff --git a/GPU/Software/SoftGpu.cpp b/GPU/Software/SoftGpu.cpp index f5c53b7bbb..26453819f9 100644 --- a/GPU/Software/SoftGpu.cpp +++ b/GPU/Software/SoftGpu.cpp @@ -76,7 +76,7 @@ SoftGPU::SoftGPU(GraphicsContext *gfxCtx, Draw::DrawContext *draw) break; case GPUBackend::DIRECT3D9: ShaderTranslationInit(); - presentation_->SetLanguage(HLSL_DX9); + presentation_->SetLanguage(HLSL_D3D9); break; case GPUBackend::DIRECT3D11: ShaderTranslationInit(); diff --git a/GPU/Vulkan/ShaderManagerVulkan.cpp b/GPU/Vulkan/ShaderManagerVulkan.cpp index 84909a4d8a..3b4b8b7a63 100644 --- a/GPU/Vulkan/ShaderManagerVulkan.cpp +++ b/GPU/Vulkan/ShaderManagerVulkan.cpp @@ -39,7 +39,7 @@ #include "GPU/Vulkan/ShaderManagerVulkan.h" #include "GPU/Vulkan/DrawEngineVulkan.h" #include "GPU/Vulkan/FramebufferManagerVulkan.h" -#include "GPU/GLES/FragmentShaderGeneratorGLES.h" +#include "GPU/Common/FragmentShaderGenerator.h" #include "GPU/GLES/VertexShaderGeneratorGLES.h" VulkanFragmentShader::VulkanFragmentShader(VulkanContext *vulkan, FShaderID id, const char *code) @@ -53,7 +53,7 @@ VulkanFragmentShader::VulkanFragmentShader(VulkanContext *vulkan, FShaderID id, OutputDebugStringA(LineNumberString(code).c_str()); #endif - bool success = GLSLtoSPV(VK_SHADER_STAGE_FRAGMENT_BIT, code, spirv, &errorMessage); + bool success = GLSLtoSPV(VK_SHADER_STAGE_FRAGMENT_BIT, code, GLSLVariant::VULKAN, spirv, &errorMessage); if (!errorMessage.empty()) { if (success) { ERROR_LOG(G3D, "Warnings in shader compilation!"); @@ -109,7 +109,7 @@ VulkanVertexShader::VulkanVertexShader(VulkanContext *vulkan, VShaderID id, cons #ifdef SHADERLOG OutputDebugStringA(LineNumberString(code).c_str()); #endif - bool success = GLSLtoSPV(VK_SHADER_STAGE_VERTEX_BIT, code, spirv, &errorMessage); + bool success = GLSLtoSPV(VK_SHADER_STAGE_VERTEX_BIT, code, GLSLVariant::VULKAN, spirv, &errorMessage); if (!errorMessage.empty()) { if (success) { ERROR_LOG(G3D, "Warnings in shader compilation!"); @@ -158,7 +158,7 @@ std::string VulkanVertexShader::GetShaderString(DebugShaderStringType type) cons } ShaderManagerVulkan::ShaderManagerVulkan(Draw::DrawContext *draw, VulkanContext *vulkan) - : ShaderManagerCommon(draw), vulkan_(vulkan), lastVShader_(nullptr), lastFShader_(nullptr), fsCache_(16), vsCache_(16) { + : ShaderManagerCommon(draw), vulkan_(vulkan), compat_(GLSL_VULKAN), fsCache_(16), vsCache_(16) { codeBuffer_ = new char[16384]; uboAlignment_ = vulkan_->GetPhysicalDeviceProperties().properties.limits.minUniformBufferOffsetAlignment; memset(&ub_base, 0, sizeof(ub_base)); @@ -168,8 +168,6 @@ 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() { @@ -280,7 +278,7 @@ void ShaderManagerVulkan::GetShaders(int prim, u32 vertType, VulkanVertexShader // Fragment shader not in cache. Let's compile it. std::string genErrorString; uint64_t uniformMask = 0; // Not used - bool success = GenerateFragmentShaderGLSL(FSID, codeBuffer_, compat_, &uniformMask, &genErrorString); + bool success = GenerateFragmentShader(FSID, codeBuffer_, compat_, &uniformMask, &genErrorString); _assert_(success); fs = new VulkanFragmentShader(vulkan_, FSID, codeBuffer_); fsCache_.Insert(FSID, fs); @@ -390,8 +388,6 @@ bool ShaderManagerVulkan::LoadCache(FILE *f) { if (header.featureFlags != gstate_c.featureFlags) return false; - GLSLShaderCompat compat{}; - compat.SetupForVulkan(); for (int i = 0; i < header.numVertexShaders; i++) { VShaderID id; if (fread(&id, sizeof(id), 1, f) != 1) { @@ -402,7 +398,7 @@ bool ShaderManagerVulkan::LoadCache(FILE *f) { std::string genErrorString; uint32_t attributeMask = 0; uint64_t uniformMask = 0; - if (!GenerateVertexShaderGLSL(id, codeBuffer_, compat, &attributeMask, &uniformMask, &genErrorString)) { + if (!GenerateVertexShaderGLSL(id, codeBuffer_, compat_, &attributeMask, &uniformMask, &genErrorString)) { return false; } VulkanVertexShader *vs = new VulkanVertexShader(vulkan_, id, codeBuffer_, useHWTransform); @@ -418,7 +414,7 @@ bool ShaderManagerVulkan::LoadCache(FILE *f) { } std::string genErrorString; uint64_t uniformMask = 0; - if (!GenerateFragmentShaderGLSL(id, codeBuffer_, compat, &uniformMask, &genErrorString)) { + if (!GenerateFragmentShader(id, codeBuffer_, compat_, &uniformMask, &genErrorString)) { return false; } VulkanFragmentShader *fs = new VulkanFragmentShader(vulkan_, id, codeBuffer_); diff --git a/GPU/Vulkan/ShaderManagerVulkan.h b/GPU/Vulkan/ShaderManagerVulkan.h index 874cd698dd..d48c7dcd99 100644 --- a/GPU/Vulkan/ShaderManagerVulkan.h +++ b/GPU/Vulkan/ShaderManagerVulkan.h @@ -25,7 +25,7 @@ #include "GPU/Common/ShaderCommon.h" #include "GPU/Common/ShaderId.h" #include "GPU/GLES/VertexShaderGeneratorGLES.h" -#include "GPU/GLES/FragmentShaderGeneratorGLES.h" +#include "GPU/Common/FragmentShaderGenerator.h" #include "GPU/Vulkan/VulkanUtil.h" #include "Common/Math/lin/matrix4x4.h" #include "GPU/Common/ShaderUniforms.h" @@ -131,7 +131,7 @@ private: void Clear(); VulkanContext *vulkan_; - GLSLShaderCompat compat_{}; + ShaderLanguageDesc compat_; typedef DenseHashMap FSCache; FSCache fsCache_; @@ -147,8 +147,8 @@ private: UB_VS_Lights ub_lights; UB_VS_Bones ub_bones; - VulkanFragmentShader *lastFShader_; - VulkanVertexShader *lastVShader_; + VulkanFragmentShader *lastFShader_ = nullptr; + VulkanVertexShader *lastVShader_ = nullptr; FShaderID lastFSID_; VShaderID lastVSID_; diff --git a/GPU/Vulkan/VulkanUtil.cpp b/GPU/Vulkan/VulkanUtil.cpp index bb39dff229..fa2deab322 100644 --- a/GPU/Vulkan/VulkanUtil.cpp +++ b/GPU/Vulkan/VulkanUtil.cpp @@ -368,7 +368,7 @@ VkPipeline Vulkan2D::GetPipeline(VkRenderPass rp, VkShaderModule vs, VkShaderMod VkShaderModule CompileShaderModule(VulkanContext *vulkan, VkShaderStageFlagBits stage, const char *code, std::string *error) { std::vector spirv; - bool success = GLSLtoSPV(stage, code, spirv, error); + bool success = GLSLtoSPV(stage, code, GLSLVariant::VULKAN, spirv, error); if (!error->empty()) { if (success) { ERROR_LOG(G3D, "Warnings in shader compilation!"); diff --git a/UWP/GPU_UWP/GPU_UWP.vcxproj b/UWP/GPU_UWP/GPU_UWP.vcxproj index 6b735f6a38..5fd5c99998 100644 --- a/UWP/GPU_UWP/GPU_UWP.vcxproj +++ b/UWP/GPU_UWP/GPU_UWP.vcxproj @@ -381,6 +381,7 @@ + @@ -416,7 +417,6 @@ - @@ -438,6 +438,7 @@ + @@ -476,7 +477,6 @@ - @@ -523,4 +523,4 @@ - + \ No newline at end of file diff --git a/UWP/GPU_UWP/GPU_UWP.vcxproj.filters b/UWP/GPU_UWP/GPU_UWP.vcxproj.filters index 1a11e78ecd..331a8c82e6 100644 --- a/UWP/GPU_UWP/GPU_UWP.vcxproj.filters +++ b/UWP/GPU_UWP/GPU_UWP.vcxproj.filters @@ -41,7 +41,6 @@ - @@ -57,6 +56,7 @@ + @@ -96,7 +96,6 @@ - @@ -114,5 +113,6 @@ + - + \ No newline at end of file diff --git a/android/jni/Android.mk b/android/jni/Android.mk index 9a9bad4827..d9f3a34883 100644 --- a/android/jni/Android.mk +++ b/android/jni/Android.mk @@ -306,6 +306,7 @@ EXEC_AND_LIB_FILES := \ $(SRC)/GPU/GeConstants.cpp \ $(SRC)/GPU/GeDisasm.cpp \ $(SRC)/GPU/Common/DepalettizeShaderCommon.cpp \ + $(SRC)/GPU/Common/FragmentShaderGenerator.cpp \ $(SRC)/GPU/Common/FramebufferManagerCommon.cpp \ $(SRC)/GPU/Common/PresentationCommon.cpp \ $(SRC)/GPU/Common/GPUDebugInterface.cpp \ @@ -340,7 +341,6 @@ EXEC_AND_LIB_FILES := \ $(SRC)/GPU/GLES/StateMappingGLES.cpp.arm \ $(SRC)/GPU/GLES/ShaderManagerGLES.cpp.arm \ $(SRC)/GPU/GLES/VertexShaderGeneratorGLES.cpp.arm \ - $(SRC)/GPU/GLES/FragmentShaderGeneratorGLES.cpp.arm \ $(SRC)/GPU/GLES/FragmentTestCacheGLES.cpp.arm \ $(SRC)/GPU/GLES/TextureScalerGLES.cpp \ $(SRC)/GPU/Null/NullGpu.cpp \ diff --git a/libretro/Makefile.common b/libretro/Makefile.common index db8dbcd34f..ec02dcfe44 100644 --- a/libretro/Makefile.common +++ b/libretro/Makefile.common @@ -248,6 +248,7 @@ SOURCES_CXX += \ $(GPUDIR)/Debugger/Playback.cpp \ $(GPUDIR)/Debugger/Record.cpp \ $(GPUDIR)/Debugger/Stepping.cpp \ + $(GPUDIR)/Common/FragmentShaderGenerator.cpp \ $(GPUDIR)/Common/TextureCacheCommon.cpp \ $(GPUDIR)/Common/TextureScalerCommon.cpp \ $(GPUDIR)/Common/SoftwareTransformCommon.cpp \ @@ -271,7 +272,6 @@ SOURCES_CXX += \ $(GPUDIR)/GLES/VertexShaderGeneratorGLES.cpp \ $(GPUDIR)/GLES/DrawEngineGLES.cpp \ $(GPUDIR)/GLES/GPU_GLES.cpp \ - $(GPUDIR)/GLES/FragmentShaderGeneratorGLES.cpp \ $(GPUDIR)/GLES/FragmentTestCacheGLES.cpp \ $(GPUDIR)/GLES/FramebufferManagerGLES.cpp \ $(GPUDIR)/GLES/TextureCacheGLES.cpp \ @@ -661,7 +661,6 @@ ifeq ($(PLATFORM_EXT), win32) SOURCES_CXX += \ $(GPUDIR)/Directx9/DepalettizeShaderDX9.cpp \ $(GPUDIR)/Directx9/DrawEngineDX9.cpp \ - $(GPUDIR)/Directx9/FragmentShaderGeneratorHLSL.cpp \ $(GPUDIR)/Directx9/FramebufferManagerDX9.cpp \ $(GPUDIR)/Directx9/GPU_DX9.cpp \ $(GPUDIR)/Directx9/ShaderManagerDX9.cpp \ diff --git a/unittest/TestShaderGenerators.cpp b/unittest/TestShaderGenerators.cpp index 29e9b98c87..bd91558ca1 100644 --- a/unittest/TestShaderGenerators.cpp +++ b/unittest/TestShaderGenerators.cpp @@ -4,12 +4,12 @@ #include "GPU/Common/ShaderId.h" #include "GPU/Common/ShaderCommon.h" +#include "GPU/Common/GPUStateUtils.h" #include "Common/Data/Random/Rng.h" #include "GPU/Vulkan/VulkanContext.h" -#include "GPU/Directx9/FragmentShaderGeneratorHLSL.h" -#include "GPU/GLES/FragmentShaderGeneratorGLES.h" +#include "GPU/Common/FragmentShaderGenerator.h" #include "GPU/Directx9/VertexShaderGeneratorHLSL.h" #include "GPU/GLES/VertexShaderGeneratorGLES.h" @@ -20,76 +20,98 @@ #include "GPU/D3D9/D3DCompilerLoader.h" #include "GPU/D3D9/D3D9ShaderCompiler.h" - bool GenerateFShader(FShaderID id, char *buffer, ShaderLanguage lang, std::string *errorString) { + uint64_t uniformMask; switch (lang) { - case ShaderLanguage::HLSL_D3D11: - return GenerateFragmentShaderHLSL(id, buffer, ShaderLanguage::HLSL_D3D11, errorString); - case ShaderLanguage::HLSL_DX9: - GenerateFragmentShaderHLSL(id, buffer, ShaderLanguage::HLSL_DX9, errorString); - // TODO: Need a device :( Returning false here so it doesn't get tried. - return false; case ShaderLanguage::GLSL_VULKAN: { - GLSLShaderCompat compat{}; - compat.SetupForVulkan(); - uint64_t uniformMask; - return GenerateFragmentShaderGLSL(id, buffer, compat, &uniformMask, errorString); + ShaderLanguageDesc compat(ShaderLanguage::GLSL_VULKAN); + return GenerateFragmentShader(id, buffer, compat, &uniformMask, errorString); } case ShaderLanguage::GLSL_140: + { + ShaderLanguageDesc compat(ShaderLanguage::GLSL_140); + return GenerateFragmentShader(id, buffer, compat, &uniformMask, errorString); + } case ShaderLanguage::GLSL_300: - // TODO: Need a device - except that maybe glslang could be used to verify these .... - return false; + { + ShaderLanguageDesc compat(ShaderLanguage::GLSL_140); + return GenerateFragmentShader(id, buffer, compat, &uniformMask, errorString); + } + case ShaderLanguage::HLSL_D3D9: + { + ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D9); + return GenerateFragmentShader(id, buffer, compat, &uniformMask, errorString); + } + case ShaderLanguage::HLSL_D3D11: + { + ShaderLanguageDesc compat(ShaderLanguage::HLSL_D3D11); + return GenerateFragmentShader(id, buffer, compat, &uniformMask, errorString); + } default: return false; } } bool GenerateVShader(VShaderID id, char *buffer, ShaderLanguage lang, std::string *errorString) { + uint32_t attrMask; + uint64_t uniformMask; switch (lang) { - case ShaderLanguage::HLSL_D3D11: - return GenerateVertexShaderHLSL(id, buffer, ShaderLanguage::HLSL_D3D11, errorString); - case ShaderLanguage::HLSL_DX9: - GenerateVertexShaderHLSL(id, buffer, ShaderLanguage::HLSL_DX9, errorString); - // TODO: Need a device :( Returning false here so it doesn't get tried. - return false; - // return DX9::GenerateFragmentShaderHLSL(id, buffer, ShaderLanguage::HLSL_DX9); case ShaderLanguage::GLSL_VULKAN: { - GLSLShaderCompat compat{}; - compat.SetupForVulkan(); - uint32_t attrMask; - uint64_t uniformMask; + ShaderLanguageDesc compat(ShaderLanguage::GLSL_VULKAN); return GenerateVertexShaderGLSL(id, buffer, compat, &attrMask, &uniformMask, errorString); } + case ShaderLanguage::GLSL_140: + { + ShaderLanguageDesc compat(ShaderLanguage::GLSL_140); + return GenerateVertexShaderGLSL(id, buffer, compat, &attrMask, &uniformMask, errorString); + } + case ShaderLanguage::GLSL_300: + { + ShaderLanguageDesc compat(ShaderLanguage::GLSL_140); + 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; } } -bool TestCompileShader(const char *buffer, ShaderLanguage lang, bool vertex) { +bool TestCompileShader(const char *buffer, ShaderLanguage lang, bool vertex, std::string *errorMessage) { + std::vector spirv; switch (lang) { case ShaderLanguage::HLSL_D3D11: { auto output = CompileShaderToBytecodeD3D11(buffer, strlen(buffer), vertex ? "vs_4_0" : "ps_4_0", 0); return !output.empty(); } - case ShaderLanguage::HLSL_DX9: - return false; - case ShaderLanguage::GLSL_VULKAN: + case ShaderLanguage::HLSL_D3D9: { - std::vector spirv; - std::string errorMessage; - bool result = GLSLtoSPV(vertex ? VK_SHADER_STAGE_VERTEX_BIT : VK_SHADER_STAGE_FRAGMENT_BIT, buffer, spirv, &errorMessage); - if (!result) { - printf("GLSLtoSPV ERROR:\n%s\n\n", errorMessage.c_str()); + LPD3DBLOB blob = CompileShaderToByteCodeD3D9(buffer, vertex ? "vs_2_0" : "ps_2_0", errorMessage); + if (blob) { + blob->Release(); + return true; + } else { + return false; } - return result; } + + case ShaderLanguage::GLSL_VULKAN: + return GLSLtoSPV(vertex ? VK_SHADER_STAGE_VERTEX_BIT : VK_SHADER_STAGE_FRAGMENT_BIT, buffer, GLSLVariant::VULKAN, spirv, errorMessage); case ShaderLanguage::GLSL_140: - return false; + return GLSLtoSPV(vertex ? VK_SHADER_STAGE_VERTEX_BIT : VK_SHADER_STAGE_FRAGMENT_BIT, buffer, GLSLVariant::GL140, spirv, errorMessage); case ShaderLanguage::GLSL_300: - return false; + return GLSLtoSPV(vertex ? VK_SHADER_STAGE_VERTEX_BIT : VK_SHADER_STAGE_FRAGMENT_BIT, buffer, GLSLVariant::GLES300, spirv, errorMessage); default: return false; } @@ -111,7 +133,7 @@ void PrintDiff(const char *a, const char *b) { printf("a: %s\n", a_lines[i].c_str()); printf("b: %s\n", b_lines[i].c_str()); printf("...continues...\n"); - for (size_t j = i + 1; j < i + 5 && j < a_lines.size(); j++) { + for (size_t j = i + 1; j < i + 5 && j < a_lines.size() && j < b_lines.size(); j++) { printf("a: %s\n", a_lines[j].c_str()); printf("b: %s\n", b_lines[j].c_str()); } @@ -128,11 +150,11 @@ bool TestShaderGenerators() { LoadD3DCompilerDynamic(); ShaderLanguage languages[] = { - ShaderLanguage::GLSL_VULKAN, + ShaderLanguage::HLSL_D3D9, ShaderLanguage::HLSL_D3D11, + ShaderLanguage::GLSL_VULKAN, ShaderLanguage::GLSL_140, ShaderLanguage::GLSL_300, - ShaderLanguage::HLSL_DX9, }; const int numLanguages = ARRAY_SIZE(languages); @@ -145,6 +167,72 @@ bool TestShaderGenerators() { int successes = 0; int count = 700; + // Generate a bunch of random fragment shader IDs, try to generate shader source. + // Then compile it and check that it's ok. + for (int i = 0; i < count; i++) { + uint32_t bottom = rng.R32(); + uint32_t top = rng.R32(); + FShaderID id; + id.d[0] = bottom; + id.d[1] = top; + + // bits we don't need to test because they are irrelevant on d3d11 + id.SetBit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL, false); + id.SetBit(FS_BIT_SHADER_DEPAL, false); + + // DX9 disabling: + if (static_cast(id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2)) == ReplaceAlphaType::REPLACE_ALPHA_DUALSOURCE) + continue; + + bool generateSuccess[numLanguages]{}; + std::string genErrorString[numLanguages]; + + for (int j = 0; j < numLanguages; j++) { + generateSuccess[j] = GenerateFShader(id, buffer[j], languages[j], &genErrorString[j]); + if (!genErrorString[j].empty()) { + printf("%s\n", genErrorString[j].c_str()); + } + // 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++) { + if (generateSuccess[j]) { + std::string errorMessage; + if (!TestCompileShader(buffer[j], languages[j], false, &errorMessage)) { + printf("Error compiling fragment shader:\n\n%s\n\n%s\n", LineNumberString(buffer[j]).c_str(), errorMessage.c_str()); + return false; + } + successes++; + } + } + } + + printf("%d/%d fragment shaders generated (it's normal that it's not all, there are invalid bit combos)\n", successes, count * numLanguages); + + successes = 0; + count = 200; + + /* // Generate a bunch of random vertex shader IDs, try to generate shader source. // Then compile it and check that it's ok. for (int i = 0; i < count; i++) { @@ -163,7 +251,7 @@ bool TestShaderGenerators() { printf("%s\n", genErrorString[j].c_str()); } } - /* + // 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()); @@ -172,18 +260,18 @@ bool TestShaderGenerators() { return false; } if (generateSuccess[0] && strcmp(buffer[0], buffer[1])) { - printf("mismatching shaders! a=glsl b=vulkan\n"); + 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++) { if (generateSuccess[j]) { - if (!TestCompileShader(buffer[j], languages[j], true)) { - printf("Error compiling vertex shader:\n\n%s\n\n", LineNumberString(buffer[j]).c_str()); + std::string errorMessage; + if (!TestCompileShader(buffer[j], languages[j], true, &errorMessage)) { + printf("Error compiling vertex shader:\n\n%s\n\n%s\n", LineNumberString(buffer[j]).c_str(), errorMessage.c_str()); return false; } successes++; @@ -195,59 +283,9 @@ bool TestShaderGenerators() { successes = 0; count = 200; + */ - // Generate a bunch of random fragment shader IDs, try to generate shader source. - // Then compile it and check that it's ok. - for (int i = 0; i < count; i++) { - uint32_t bottom = rng.R32(); - uint32_t top = rng.R32(); - FShaderID id; - id.d[0] = bottom; - id.d[1] = top; - - bool generateSuccess[numLanguages]{}; - std::string genErrorString[numLanguages]; - - for (int j = 0; j < numLanguages; j++) { - generateSuccess[j] = GenerateFShader(id, buffer[j], languages[j], &genErrorString[j]); - if (!genErrorString[j].empty()) { - printf("%s\n", genErrorString[j].c_str()); - } - // 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: 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 1; - } - if (generateSuccess[0] && strcmp(buffer[0], buffer[1])) { - printf("mismatching shaders!\n"); - 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. - for (int j = 0; j < numLanguages; j++) { - if (generateSuccess[j]) { - if (!TestCompileShader(buffer[j], languages[j], false)) { - printf("Error compiling fragment shader:\n\n%s\n\n", LineNumberString(buffer[j]).c_str()); - return false; - } - successes++; - } - } - } - - printf("%d/%d fragment shaders generated (it's normal that it's not all, there are invalid bit combos)\n", successes, count * numLanguages); - - successes = 0; - count = 200; + _CrtCheckMemory(); for (int i = 0; i < numLanguages; i++) { delete[] buffer[i];