UberShaderPixel: Add shader logic ops support on Metal

This commit is contained in:
OatmealDome 2021-08-02 23:41:46 -04:00
parent e0837cb847
commit a77ae14d94

View file

@ -55,6 +55,13 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
const bool stereo = host_config.stereo; const bool stereo = host_config.stereo;
const bool use_dual_source = host_config.backend_dual_source_blend; const bool use_dual_source = host_config.backend_dual_source_blend;
const bool use_shader_blend = !use_dual_source && host_config.backend_shader_framebuffer_fetch; const bool use_shader_blend = !use_dual_source && host_config.backend_shader_framebuffer_fetch;
const bool use_shader_logic_op =
#ifdef __APPLE__
!host_config.backend_logic_op && host_config.backend_shader_framebuffer_fetch;
#else
false;
#endif
const bool use_framebuffer_fetch = use_shader_blend || use_shader_logic_op;
const bool early_depth = uid_data->early_depth != 0; const bool early_depth = uid_data->early_depth != 0;
const bool per_pixel_depth = uid_data->per_pixel_depth != 0; const bool per_pixel_depth = uid_data->per_pixel_depth != 0;
const bool bounding_box = host_config.bounding_box; const bool bounding_box = host_config.bounding_box;
@ -71,7 +78,37 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
// Shader inputs/outputs in GLSL (HLSL is in main). // Shader inputs/outputs in GLSL (HLSL is in main).
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{ {
#ifdef __APPLE__
// Framebuffer fetch is only supported by Metal, so ensure that we're running Vulkan (MoltenVK)
// if we want to use it.
if (api_type == APIType::Vulkan)
{
if (use_dual_source)
{
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n"
"FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
}
else if (use_shader_blend)
{
// Metal doesn't support a single unified variable for both input and output, so we declare
// the output separately. The input will be defined later below.
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 real_ocol0;\n");
}
else
{
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
}
if (use_framebuffer_fetch)
{
// Subpass inputs will be converted to framebuffer fetch by SPIRV-Cross.
out.Write("INPUT_ATTACHMENT_BINDING(0, 0, 0) uniform subpassInput in_ocol0;\n");
}
}
else if (use_dual_source)
#else
if (use_dual_source) if (use_dual_source)
#endif
{ {
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION)) if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
{ {
@ -679,11 +716,16 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
out.Write("void main()\n{{\n"); out.Write("void main()\n{{\n");
out.Write(" float4 rawpos = gl_FragCoord;\n"); out.Write(" float4 rawpos = gl_FragCoord;\n");
if (use_shader_blend)
if (use_framebuffer_fetch)
{ {
// Store off a copy of the initial fb value for blending // Store off a copy of the initial fb value for blending
out.Write(" float4 initial_ocol0 = FB_FETCH_VALUE;\n" out.Write(" float4 initial_ocol0 = FB_FETCH_VALUE;\n");
" float4 ocol0;\n" }
if (use_shader_blend)
{
out.Write(" float4 ocol0;\n"
" float4 ocol1;\n"); " float4 ocol1;\n");
} }
} }
@ -1243,6 +1285,40 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
" }}\n" " }}\n"
"\n"); "\n");
if (use_shader_logic_op)
{
static constexpr std::array<const char*, 16> logic_op_mode{
"int4(0, 0, 0, 0)", // CLEAR
"TevResult & fb_value", // AND
"TevResult & ~fb_value", // AND_REVERSE
"TevResult", // COPY
"~TevResult & fb_value", // AND_INVERTED
"fb_value", // NOOP
"TevResult ^ fb_value", // XOR
"TevResult | fb_value", // OR
"~(TevResult | fb_value)", // NOR
"~(TevResult ^ fb_value)", // EQUIV
"~fb_value", // INVERT
"TevResult | ~fb_value", // OR_REVERSE
"~TevResult", // COPY_INVERTED
"~TevResult | fb_value", // OR_INVERTED
"~(TevResult & fb_value)", // NAND
"int4(255, 255, 255, 255)", // SET
};
out.Write(" // Logic Ops\n"
" if (logic_op_enable) {{\n"
" int4 fb_value = iround(initial_ocol0 * 255.0);"
" switch (logic_op_mode) {{\n");
for (size_t i = 0; i < logic_op_mode.size(); i++)
{
out.Write(" case {}u: TevResult = {}; break;\n", i, logic_op_mode[i]);
}
out.Write(" }}\n"
" }}\n");
}
// D3D requires that the shader outputs be uint when writing to a uint render target for logic op. // D3D requires that the shader outputs be uint when writing to a uint render target for logic op.
if (api_type == APIType::D3D && uid_data->uint_output) if (api_type == APIType::D3D && uid_data->uint_output)
{ {