// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include #include #include #include "Common/StringUtils.h" #include "Common/GPU/OpenGL/GLFeatures.h" #include "Common/GPU/ShaderWriter.h" #include "Common/GPU/thin3d.h" #include "Core/Config.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" #include "GPU/Common/ShaderId.h" #include "GPU/Common/ShaderUniforms.h" #include "GPU/Common/GeometryShaderGenerator.h" #undef WRITE #define WRITE(p, ...) p.F(__VA_ARGS__) // TODO: Could support VK_NV_geometry_shader_passthrough, though the hardware that supports // it is already pretty fast at geometry shaders.. bool GenerateGeometryShader(const GShaderID &id, char *buffer, const ShaderLanguageDesc &compat, const Draw::Bugs bugs, std::string *errorString) { std::vector gl_exts; if (ShaderLanguageIsOpenGL(compat.shaderLanguage)) { if (gl_extensions.EXT_gpu_shader4) { gl_exts.push_back("#extension GL_EXT_gpu_shader4 : enable"); } } ShaderWriter p(buffer, compat, ShaderStage::Geometry, gl_exts.data(), gl_exts.size()); p.C("layout(triangles) in;\n"); p.C("layout(triangle_strip, max_vertices = 3) out;\n"); if (compat.shaderLanguage == GLSL_VULKAN) { WRITE(p, "\n"); WRITE(p, "layout (std140, set = 0, binding = 3) uniform baseVars {\n%s};\n", ub_baseStr); } else if (compat.shaderLanguage == HLSL_D3D11) { WRITE(p, "cbuffer base : register(b0) {\n%s};\n", ub_baseStr); } std::vector varyings, outVaryings; if (id.Bit(GS_BIT_DO_TEXTURE)) { varyings.push_back(VaryingDef{ "vec3", "v_texcoord", Draw::SEM_TEXCOORD0, 0, "highp" }); outVaryings.push_back(VaryingDef{ "vec3", "v_texcoordOut", Draw::SEM_TEXCOORD0, 0, "highp" }); } varyings.push_back(VaryingDef{ "vec4", "v_color0", Draw::SEM_COLOR0, 1, "lowp" }); outVaryings.push_back(VaryingDef{ "vec4", "v_color0Out", Draw::SEM_COLOR0, 1, "lowp" }); if (id.Bit(GS_BIT_LMODE)) { varyings.push_back(VaryingDef{ "vec3", "v_color1", Draw::SEM_COLOR1, 2, "lowp" }); outVaryings.push_back(VaryingDef{ "vec3", "v_color1Out", Draw::SEM_COLOR1, 2, "lowp" }); } varyings.push_back(VaryingDef{ "float", "v_fogdepth", Draw::SEM_TEXCOORD1, 3, "highp" }); outVaryings.push_back(VaryingDef{ "float", "v_fogdepthOut", Draw::SEM_TEXCOORD1, 3, "highp" }); p.BeginGSMain(varyings, outVaryings); // Apply culling p.C(" bool anyInside = false;\n"); p.C(" for (int i = 0; i < 3; i++) {\n"); // TODO: 3 or gl_in.length()? which will be faster? p.C(" vec4 outPos = gl_in[i].gl_Position;\n"); p.C(" vec3 projPos = outPos.xyz / outPos.w;\n"); p.C(" float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;\n"); // Vertex range culling doesn't happen when Z clips, note sign of w is important. p.C(" if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {\n"); const char *outMin = "projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y"; const char *outMax = "projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y"; p.F(" if ((%s) || (%s)) {\n", outMin, outMax); p.C(" return;\n"); // Cull! p.C(" }\n"); p.C(" }\n"); p.C(" if (u_cullRangeMin.w <= 0.0) {\n"); p.C(" if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {\n"); // When not clamping depth, cull the triangle of Z is outside the valid range (not based on clip Z.) p.C(" return;\n"); p.C(" }\n"); p.C(" } else {\n"); p.C(" if (projPos.z >= u_cullRangeMin.z) { anyInside = true; }\n"); p.C(" if (projPos.z <= u_cullRangeMax.z) { anyInside = true; }\n"); p.C(" }\n"); p.C(" } // for\n"); // Cull any triangle fully outside in the same direction when depth clamp enabled. // Basically simulate cull distances. p.C(" if (u_cullRangeMin.w > 0.0 && !anyInside) {\n"); p.C(" return;\n"); p.C(" }\n"); const char *clip0 = compat.shaderLanguage == HLSL_D3D11 ? "" : "[0]"; p.C(" for (int i = 0; i < 3; i++) {\n"); // TODO: 3 or gl_in.length()? which will be faster? p.C(" vec4 outPos = gl_in[i].gl_Position;\n"); p.C(" gl_Position = outPos;\n"); // TODO: Not rectangles... if (gstate_c.Supports(GPU_SUPPORTS_CLIP_DISTANCE)) { p.C(" vec3 projPos = outPos.xyz / outPos.w;\n"); p.C(" float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;\n"); p.F(" gl_ClipDistance%s = projZ * outPos.w + outPos.w;\n", clip0); } for (size_t i = 0; i < varyings.size(); i++) { VaryingDef &in = varyings[i]; VaryingDef &out = outVaryings[i]; p.F(" %s = %s[i];\n", outVaryings[i].name, varyings[i].name); } // Debug - null the red channel //p.C(" if (i == 0) v_color0Out.x = 0.0;\n"); p.C(" EmitVertex();\n"); p.C(" }\n"); p.EndGSMain(); return true; }