Files
ppsspp/GPU/Common/GeometryShaderGenerator.cpp
T
Unknown W. Brackets 8025def8d2 Vulkan: Clip to neg z in the geometry shader.
This is only used when clip distance is unsupported, such as on Mali.
2022-10-04 22:10:24 -07:00

251 lines
10 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <cstdio>
#include <cstdlib>
#include <locale.h>
#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<const char*> 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 = 6) out;\n");
if (compat.shaderLanguage == GLSL_VULKAN) {
WRITE(p, "\n");
WRITE(p, "layout (std140, set = 0, binding = 3) uniform baseVars {\n%s};\n", ub_baseStr);
} else if (compat.shaderLanguage == HLSL_D3D11) {
WRITE(p, "cbuffer base : register(b0) {\n%s};\n", ub_baseStr);
}
std::vector<VaryingDef> 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");
// And apply manual clipping if necessary.
if (!gstate_c.Supports(GPU_SUPPORTS_CLIP_DISTANCE)) {
p.C(" float clip0[3];\n");
}
p.C(" for (int i = 0; i < 3; i++) {\n"); // TODO: 3 or gl_in.length()? which will be faster?
p.C(" vec4 outPos = gl_in[i].gl_Position;\n");
p.C(" vec3 projPos = outPos.xyz / outPos.w;\n");
p.C(" float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;\n");
// Vertex range culling doesn't happen when Z clips, note sign of w is important.
p.C(" if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {\n");
const char *outMin = "projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y";
const char *outMax = "projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y";
p.F(" if ((%s) || (%s)) {\n", outMin, outMax);
p.C(" return;\n"); // Cull!
p.C(" }\n");
p.C(" }\n");
p.C(" if (u_cullRangeMin.w <= 0.0) {\n");
p.C(" if (projPos.z < u_cullRangeMin.z || projPos.z > u_cullRangeMax.z) {\n");
// When not clamping depth, cull the triangle of Z is outside the valid range (not based on clip Z.)
p.C(" return;\n");
p.C(" }\n");
p.C(" } else {\n");
p.C(" if (projPos.z >= u_cullRangeMin.z) { anyInside = true; }\n");
p.C(" if (projPos.z <= u_cullRangeMax.z) { anyInside = true; }\n");
p.C(" }\n");
if (!gstate_c.Supports(GPU_SUPPORTS_CLIP_DISTANCE)) {
// This is basically the same value as gl_ClipDistance would take, z + w.
// TODO: Ignore triangles from GE_PRIM_RECTANGLES in transform mode, which should not clip to neg z.
p.F(" clip0[i] = projZ * outPos.w + outPos.w;\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");
if (!gstate_c.Supports(GPU_SUPPORTS_CLIP_DISTANCE)) {
// Clipping against one half-space cuts a triangle (17/27), culls (7/27), or creates two triangles (3/27).
p.C(" int emitted = 0;\n");
p.C(" for (int i = 0; i < 3; i++) {\n");
// First, emit this vertex if it doesn't need clipping
p.C(" if (clip0[i] >= 0.0) {\n");
// But before we emit that, is this the second triangle? We'll need extra verts.
p.C(" if (emitted == 3) {\n");
p.C(" EndPrimitive();\n");
// In this case, it can only be +/-/+, we must emit vert 0 and then mix(1, 2) again first.
p.C(" gl_Position = gl_in[0].gl_Position;\n");
for (size_t i = 0; i < varyings.size(); i++) {
VaryingDef &in = varyings[i];
VaryingDef &out = outVaryings[i];
p.F(" %s = %s[0];\n", outVaryings[i].name, varyings[i].name);
}
p.C(" EmitVertex();\n");
p.C(" emitted++;\n");
// Next, it can only be the interpolated between 1 and 2 (before this one, direct 2.)
p.C(" float t = clip0[1] / (clip0[1] - clip0[2]);\n");
p.C(" gl_Position = mix(gl_in[1].gl_Position, gl_in[2].gl_Position, t);\n");
for (size_t i = 0; i < varyings.size(); i++) {
VaryingDef &in = varyings[i];
VaryingDef &out = outVaryings[i];
p.F(" %s = mix(%s[1], %s[2], t);\n", outVaryings[i].name, varyings[i].name, varyings[i].name);
}
p.C(" EmitVertex();\n");
p.C(" emitted++;\n");
p.C(" }\n");
// Now emit the regular vertex itself.
p.C(" gl_Position = gl_in[i].gl_Position;\n");
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);
}
p.C(" EmitVertex();\n");
p.C(" emitted++;\n");
p.C(" }\n");
// Next, we generate an interpolated vertex if signs differ.
p.C(" int inext = i == 2 ? 0 : i + 1;\n");
p.C(" if (clip0[i] * clip0[inext] < 0.0) {\n");
// There are two cases here: +/+/- and -/+/+.
p.C(" if (emitted == 3 && clip0[i] < 0.0) {\n");
p.C(" EndPrimitive();\n");
// In this case, it can only be +/-/+, we must emit vert 0 and then mix(1, 2) again first.
p.C(" gl_Position = gl_in[0].gl_Position;\n");
for (size_t i = 0; i < varyings.size(); i++) {
VaryingDef &in = varyings[i];
VaryingDef &out = outVaryings[i];
p.F(" %s = %s[0];\n", outVaryings[i].name, varyings[i].name);
}
p.C(" EmitVertex();\n");
p.C(" emitted++;\n");
// Next, it can only be the interpolated between 1 and 2 (before this one, direct 2.)
p.C(" float t = 1.0 - (clip0[2] / (clip0[2] - clip0[1]));\n");
p.C(" gl_Position = mix(gl_in[1].gl_Position, gl_in[2].gl_Position, t);\n");
for (size_t i = 0; i < varyings.size(); i++) {
VaryingDef &in = varyings[i];
VaryingDef &out = outVaryings[i];
p.F(" %s = mix(%s[1], %s[2], t);\n", outVaryings[i].name, varyings[i].name, varyings[i].name);
}
p.C(" EmitVertex();\n");
p.C(" emitted++;\n");
p.C(" } else if (emitted == 3) {\n");
p.C(" EndPrimitive();\n");
// Now we emit mix(0, 1) first, then vert 2 again.
p.C(" float t = clip0[0] / (clip0[0] - clip0[1]);\n");
p.C(" gl_Position = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, t);\n");
for (size_t i = 0; i < varyings.size(); i++) {
VaryingDef &in = varyings[i];
VaryingDef &out = outVaryings[i];
p.F(" %s = mix(%s[0], %s[1], t);\n", outVaryings[i].name, varyings[i].name, varyings[i].name);
}
p.C(" EmitVertex();\n");
p.C(" emitted++;\n");
// Then here's vert 2.
p.C(" gl_Position = gl_in[2].gl_Position;\n");
for (size_t i = 0; i < varyings.size(); i++) {
VaryingDef &in = varyings[i];
VaryingDef &out = outVaryings[i];
p.F(" %s = %s[2];\n", outVaryings[i].name, varyings[i].name);
}
p.C(" EmitVertex();\n");
p.C(" emitted++;\n");
p.C(" }\n");
// Finally, the actual interpolated vertex.
p.C(" float t = clip0[i] < 0.0 ? clip0[i] / (clip0[i] - clip0[inext]) : 1.0 - (clip0[inext] / (clip0[inext] - clip0[i]));\n");
p.C(" gl_Position = mix(gl_in[i].gl_Position, gl_in[inext].gl_Position, t);\n");
for (size_t i = 0; i < varyings.size(); i++) {
VaryingDef &in = varyings[i];
VaryingDef &out = outVaryings[i];
p.F(" %s = mix(%s[i], %s[inext], t);\n", outVaryings[i].name, varyings[i].name, varyings[i].name);
}
p.C(" EmitVertex();\n");
p.C(" emitted++;\n");
p.C(" }\n");
p.C(" }\n");
} else {
const char *clipSuffix0 = 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(" vec3 projPos = outPos.xyz / outPos.w;\n");
p.C(" float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;\n");
// TODO: Ignore triangles from GE_PRIM_RECTANGLES in transform mode, which should not clip to neg z.
p.F(" gl_ClipDistance%s = projZ * outPos.w + outPos.w;\n", clipSuffix0);
p.C(" gl_Position = outPos;\n");
if (gstate_c.Supports(GPU_SUPPORTS_CLIP_DISTANCE)) {
}
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;
}