Merge pull request #11300 from iwubcode/custom-shaders

VideoCommon: add a graphics mod action that allows you to modify the game's base rendering
This commit is contained in:
Admiral H. Curtiss 2023-08-22 02:18:40 +02:00 committed by GitHub
commit dbe6a5f7e4
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
28 changed files with 2576 additions and 80 deletions

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@ -663,15 +663,18 @@
<ClInclude Include="VideoCommon\GeometryShaderGen.h" />
<ClInclude Include="VideoCommon\GeometryShaderManager.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Config\GraphicsMod.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Config\GraphicsModAsset.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Config\GraphicsModFeature.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Config\GraphicsModGroup.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Config\GraphicsTarget.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Config\GraphicsTargetGroup.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Constants.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\CustomPipelineAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\MoveAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\PrintAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\ScaleAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\Actions\SkipAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\CustomShaderCache.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\FBInfo.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModAction.h" />
<ClInclude Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModActionData.h" />
@ -1276,14 +1279,17 @@
<ClCompile Include="VideoCommon\GeometryShaderGen.cpp" />
<ClCompile Include="VideoCommon\GeometryShaderManager.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Config\GraphicsMod.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Config\GraphicsModAsset.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Config\GraphicsModFeature.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Config\GraphicsModGroup.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Config\GraphicsTarget.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Config\GraphicsTargetGroup.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\CustomPipelineAction.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\MoveAction.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\PrintAction.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\ScaleAction.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\Actions\SkipAction.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\CustomShaderCache.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\FBInfo.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModActionFactory.cpp" />
<ClCompile Include="VideoCommon\GraphicsModSystem\Runtime\GraphicsModManager.cpp" />

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@ -64,6 +64,8 @@ add_library(videocommon
GeometryShaderManager.h
GraphicsModSystem/Config/GraphicsMod.cpp
GraphicsModSystem/Config/GraphicsMod.h
GraphicsModSystem/Config/GraphicsModAsset.cpp
GraphicsModSystem/Config/GraphicsModAsset.h
GraphicsModSystem/Config/GraphicsModFeature.cpp
GraphicsModSystem/Config/GraphicsModFeature.h
GraphicsModSystem/Config/GraphicsModGroup.cpp
@ -73,6 +75,8 @@ add_library(videocommon
GraphicsModSystem/Config/GraphicsTargetGroup.cpp
GraphicsModSystem/Config/GraphicsTargetGroup.h
GraphicsModSystem/Constants.h
GraphicsModSystem/Runtime/Actions/CustomPipelineAction.cpp
GraphicsModSystem/Runtime/Actions/CustomPipelineAction.h
GraphicsModSystem/Runtime/Actions/MoveAction.cpp
GraphicsModSystem/Runtime/Actions/MoveAction.h
GraphicsModSystem/Runtime/Actions/PrintAction.cpp
@ -81,6 +85,8 @@ add_library(videocommon
GraphicsModSystem/Runtime/Actions/ScaleAction.h
GraphicsModSystem/Runtime/Actions/SkipAction.cpp
GraphicsModSystem/Runtime/Actions/SkipAction.h
GraphicsModSystem/Runtime/CustomShaderCache.cpp
GraphicsModSystem/Runtime/CustomShaderCache.h
GraphicsModSystem/Runtime/FBInfo.cpp
GraphicsModSystem/Runtime/FBInfo.h
GraphicsModSystem/Runtime/GraphicsModAction.h

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@ -58,6 +58,8 @@ struct alignas(16) PixelShaderConstants
// For shader_framebuffer_fetch logic ops:
u32 logic_op_enable; // bool
LogicOp logic_op_mode;
// For custom shaders...
u32 time_ms;
};
struct alignas(16) VertexShaderConstants

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@ -178,6 +178,27 @@ bool GraphicsModConfig::DeserializeFromConfig(const picojson::value& value)
}
}
const auto& assets = value.get("assets");
if (assets.is<picojson::array>())
{
for (const auto& asset_val : assets.get<picojson::array>())
{
if (!asset_val.is<picojson::object>())
{
ERROR_LOG_FMT(
VIDEO, "Failed to load mod configuration file, specified asset is not a json object");
return false;
}
GraphicsModAssetConfig asset;
if (!asset.DeserializeFromConfig(asset_val.get<picojson::object>()))
{
return false;
}
m_assets.push_back(std::move(asset));
}
}
return true;
}

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@ -9,6 +9,7 @@
#include <picojson.h>
#include "VideoCommon/GraphicsModSystem/Config/GraphicsModAsset.h"
#include "VideoCommon/GraphicsModSystem/Config/GraphicsModFeature.h"
#include "VideoCommon/GraphicsModSystem/Config/GraphicsTargetGroup.h"
@ -30,6 +31,7 @@ struct GraphicsModConfig
std::vector<GraphicsTargetGroupConfig> m_groups;
std::vector<GraphicsModFeatureConfig> m_features;
std::vector<GraphicsModAssetConfig> m_assets;
static std::optional<GraphicsModConfig> Create(const std::string& file, Source source);
static std::optional<GraphicsModConfig> Create(const picojson::object* obj);

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@ -0,0 +1,52 @@
// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/GraphicsModSystem/Config/GraphicsModAsset.h"
#include "Common/Logging/Log.h"
bool GraphicsModAssetConfig::DeserializeFromConfig(const picojson::object& obj)
{
auto name_iter = obj.find("name");
if (name_iter == obj.end())
{
ERROR_LOG_FMT(VIDEO, "Failed to load mod configuration file, specified asset has no name");
return false;
}
if (!name_iter->second.is<std::string>())
{
ERROR_LOG_FMT(VIDEO, "Failed to load mod configuration file, specified asset has a name "
"that is not a string");
return false;
}
m_name = name_iter->second.to_str();
auto data_iter = obj.find("data");
if (data_iter == obj.end())
{
ERROR_LOG_FMT(VIDEO, "Failed to load mod configuration file, specified asset '{}' has no data",
m_name);
return false;
}
if (!data_iter->second.is<picojson::object>())
{
ERROR_LOG_FMT(VIDEO,
"Failed to load mod configuration file, specified asset '{}' has data "
"that is not an object",
m_name);
return false;
}
for (const auto& [key, value] : data_iter->second.get<picojson::object>())
{
if (!value.is<std::string>())
{
ERROR_LOG_FMT(VIDEO,
"Failed to load mod configuration file, specified asset '{}' has data "
"with a value for key '{}' that is not a string",
m_name, key);
}
m_map[key] = value.to_str();
}
return true;
}

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@ -0,0 +1,18 @@
// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <string>
#include <picojson.h>
#include "VideoCommon/Assets/DirectFilesystemAssetLibrary.h"
struct GraphicsModAssetConfig
{
std::string m_name;
VideoCommon::DirectFilesystemAssetLibrary::AssetMap m_map;
bool DeserializeFromConfig(const picojson::object& obj);
};

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@ -0,0 +1,449 @@
// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/GraphicsModSystem/Runtime/Actions/CustomPipelineAction.h"
#include <algorithm>
#include <array>
#include <fmt/format.h>
#include "Common/FileUtil.h"
#include "Common/Logging/Log.h"
#include "Common/StringUtil.h"
#include "Core/System.h"
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/Assets/CustomAssetLoader.h"
#include "VideoCommon/Assets/DirectFilesystemAssetLibrary.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/TextureCacheBase.h"
namespace
{
bool IsQualifier(std::string_view value)
{
static std::array<std::string_view, 7> qualifiers = {"attribute", "const", "highp", "lowp",
"mediump", "uniform", "varying"};
return std::find(qualifiers.begin(), qualifiers.end(), value) != qualifiers.end();
}
bool IsBuiltInMacro(std::string_view value)
{
static std::array<std::string_view, 5> built_in = {"__LINE__", "__FILE__", "__VERSION__",
"GL_core_profile", "GL_compatibility_profile"};
return std::find(built_in.begin(), built_in.end(), value) != built_in.end();
}
std::vector<std::string> GlobalConflicts(std::string_view source)
{
std::string_view last_identifier = "";
std::vector<std::string> global_result;
u32 scope = 0;
for (u32 i = 0; i < source.size(); i++)
{
// If we're out of global scope, we don't care
// about any of the details
if (scope > 0)
{
if (source[i] == '{')
{
scope++;
}
else if (source[i] == '}')
{
scope--;
}
continue;
}
const auto parse_identifier = [&]() {
const u32 start = i;
for (; i < source.size(); i++)
{
if (!Common::IsAlpha(source[i]) && source[i] != '_' && !std::isdigit(source[i]))
break;
}
u32 end = i;
i--; // unwind
return source.substr(start, end - start);
};
if (Common::IsAlpha(source[i]) || source[i] == '_')
{
const std::string_view identifier = parse_identifier();
if (IsQualifier(identifier))
continue;
if (IsBuiltInMacro(identifier))
continue;
last_identifier = identifier;
}
else if (source[i] == '#')
{
const auto parse_until_end_of_preprocessor = [&]() {
bool continue_until_next_newline = false;
for (; i < source.size(); i++)
{
if (source[i] == '\n')
{
if (continue_until_next_newline)
continue_until_next_newline = false;
else
break;
}
else if (source[i] == '\\')
{
continue_until_next_newline = true;
}
}
};
i++;
const std::string_view identifier = parse_identifier();
if (identifier == "define")
{
i++;
// skip whitespace
while (source[i] == ' ')
{
i++;
}
global_result.push_back(std::string{parse_identifier()});
parse_until_end_of_preprocessor();
}
else
{
parse_until_end_of_preprocessor();
}
}
else if (source[i] == '{')
{
scope++;
}
else if (source[i] == '(')
{
// Unlikely the user will be using layouts but...
if (last_identifier == "layout")
continue;
// Since we handle equality, we can assume the identifier
// before '(' is a function definition
global_result.push_back(std::string{last_identifier});
}
else if (source[i] == '=')
{
global_result.push_back(std::string{last_identifier});
i++;
for (; i < source.size(); i++)
{
if (source[i] == ';')
break;
}
}
else if (source[i] == '/')
{
if ((i + 1) >= source.size())
continue;
if (source[i + 1] == '/')
{
// Go to end of line...
for (; i < source.size(); i++)
{
if (source[i] == '\n')
break;
}
}
else if (source[i + 1] == '*')
{
// Multiline, look for first '*/'
for (; i < source.size(); i++)
{
if (source[i] == '/' && source[i - 1] == '*')
break;
}
}
}
}
// Sort the conflicts from largest to smallest string
// this way we can ensure smaller strings that are a substring
// of the larger string are able to be replaced appropriately
std::sort(global_result.begin(), global_result.end(),
[](const std::string& first, const std::string& second) {
return first.size() > second.size();
});
return global_result;
}
void WriteDefines(ShaderCode* out, const std::vector<std::string>& texture_code_names,
u32 texture_unit)
{
for (std::size_t i = 0; i < texture_code_names.size(); i++)
{
const auto& code_name = texture_code_names[i];
out->Write("#define {}_UNIT_{{0}} {}\n", code_name, texture_unit);
out->Write(
"#define {0}_COORD_{{0}} float3(data.texcoord[data.texmap_to_texcoord_index[{1}]].xy, "
"{2})\n",
code_name, texture_unit, i + 1);
}
}
} // namespace
std::unique_ptr<CustomPipelineAction>
CustomPipelineAction::Create(const picojson::value& json_data,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
{
std::vector<CustomPipelineAction::PipelinePassPassDescription> pipeline_passes;
const auto& passes_json = json_data.get("passes");
if (passes_json.is<picojson::array>())
{
for (const auto& passes_json_val : passes_json.get<picojson::array>())
{
CustomPipelineAction::PipelinePassPassDescription pipeline_pass;
if (!passes_json_val.is<picojson::object>())
{
ERROR_LOG_FMT(VIDEO,
"Failed to load custom pipeline action, 'passes' has an array value that "
"is not an object!");
return nullptr;
}
auto pass = passes_json_val.get<picojson::object>();
if (!pass.contains("pixel_material_asset"))
{
ERROR_LOG_FMT(VIDEO,
"Failed to load custom pipeline action, 'passes' value missing required "
"field 'pixel_material_asset'");
return nullptr;
}
auto pixel_material_asset_json = pass["pixel_material_asset"];
if (!pixel_material_asset_json.is<std::string>())
{
ERROR_LOG_FMT(VIDEO, "Failed to load custom pipeline action, 'passes' field "
"'pixel_material_asset' is not a string!");
return nullptr;
}
pipeline_pass.m_pixel_material_asset = pixel_material_asset_json.to_str();
pipeline_passes.push_back(std::move(pipeline_pass));
}
}
if (pipeline_passes.empty())
{
ERROR_LOG_FMT(VIDEO, "Failed to load custom pipeline action, must specify at least one pass");
return nullptr;
}
if (pipeline_passes.size() > 1)
{
ERROR_LOG_FMT(
VIDEO,
"Failed to load custom pipeline action, multiple passes are not currently supported");
return nullptr;
}
return std::make_unique<CustomPipelineAction>(std::move(library), std::move(pipeline_passes));
}
CustomPipelineAction::CustomPipelineAction(
std::shared_ptr<VideoCommon::CustomAssetLibrary> library,
std::vector<PipelinePassPassDescription> pass_descriptions)
: m_library(std::move(library)), m_passes_config(std::move(pass_descriptions))
{
m_passes.resize(m_passes_config.size());
}
CustomPipelineAction::~CustomPipelineAction() = default;
void CustomPipelineAction::OnDrawStarted(GraphicsModActionData::DrawStarted* draw_started)
{
if (!draw_started) [[unlikely]]
return;
if (!draw_started->custom_pixel_shader) [[unlikely]]
return;
if (!m_valid)
return;
if (m_passes.empty()) [[unlikely]]
return;
// For now assume a single pass
auto& pass = m_passes[0];
if (!pass.m_pixel_shader.m_asset) [[unlikely]]
return;
const auto shader_data = pass.m_pixel_shader.m_asset->GetData();
if (shader_data)
{
if (pass.m_pixel_shader.m_asset->GetLastLoadedTime() > pass.m_pixel_shader.m_cached_write_time)
{
const auto material = pass.m_pixel_material.m_asset->GetData();
if (!material)
return;
pass.m_pixel_shader.m_cached_write_time = pass.m_pixel_shader.m_asset->GetLastLoadedTime();
for (const auto& prop : material->properties)
{
if (!shader_data->m_properties.contains(prop.m_code_name))
{
ERROR_LOG_FMT(VIDEO,
"Custom pipeline has material asset '{}' that has property '{}'"
"that is not on shader asset '{}'",
pass.m_pixel_material.m_asset->GetAssetId(), prop.m_code_name,
pass.m_pixel_shader.m_asset->GetAssetId());
return;
}
}
// Calculate shader details
std::string color_shader_data =
ReplaceAll(shader_data->m_shader_source, "custom_main", CUSTOM_PIXELSHADER_COLOR_FUNC);
const auto global_conflicts = GlobalConflicts(color_shader_data);
color_shader_data = ReplaceAll(color_shader_data, "\r\n", "\n");
color_shader_data = ReplaceAll(color_shader_data, "{", "{{");
color_shader_data = ReplaceAll(color_shader_data, "}", "}}");
// First replace global conflicts with dummy strings
// This avoids the problem where a shorter word
// is in a longer word, ex two functions: 'execute' and 'execute_fast'
for (std::size_t i = 0; i < global_conflicts.size(); i++)
{
const std::string& identifier = global_conflicts[i];
color_shader_data =
ReplaceAll(color_shader_data, identifier, fmt::format("_{0}_DOLPHIN_TEMP_{0}_", i));
}
// Now replace the temporaries with the actual value
for (std::size_t i = 0; i < global_conflicts.size(); i++)
{
const std::string& identifier = global_conflicts[i];
color_shader_data = ReplaceAll(color_shader_data, fmt::format("_{0}_DOLPHIN_TEMP_{0}_", i),
fmt::format("{}_{{0}}", identifier));
}
for (const auto& texture_code_name : m_texture_code_names)
{
color_shader_data =
ReplaceAll(color_shader_data, fmt::format("{}_COORD", texture_code_name),
fmt::format("{}_COORD_{{0}}", texture_code_name));
color_shader_data = ReplaceAll(color_shader_data, fmt::format("{}_UNIT", texture_code_name),
fmt::format("{}_UNIT_{{0}}", texture_code_name));
}
m_last_generated_shader_code = ShaderCode{};
WriteDefines(&m_last_generated_shader_code, m_texture_code_names, draw_started->texture_unit);
m_last_generated_shader_code.Write("{}", color_shader_data);
}
CustomPixelShader custom_pixel_shader;
custom_pixel_shader.custom_shader = m_last_generated_shader_code.GetBuffer();
*draw_started->custom_pixel_shader = custom_pixel_shader;
}
}
void CustomPipelineAction::OnTextureCreate(GraphicsModActionData::TextureCreate* create)
{
if (!create->custom_textures) [[unlikely]]
return;
if (!create->additional_dependencies) [[unlikely]]
return;
if (m_passes_config.empty()) [[unlikely]]
return;
if (m_passes.empty()) [[unlikely]]
return;
m_valid = true;
auto& loader = Core::System::GetInstance().GetCustomAssetLoader();
// For now assume a single pass
const auto& pass_config = m_passes_config[0];
auto& pass = m_passes[0];
if (!pass.m_pixel_material.m_asset)
{
pass.m_pixel_material.m_asset =
loader.LoadMaterial(pass_config.m_pixel_material_asset, m_library);
pass.m_pixel_material.m_cached_write_time = pass.m_pixel_material.m_asset->GetLastLoadedTime();
}
create->additional_dependencies->push_back(VideoCommon::CachedAsset<VideoCommon::CustomAsset>{
pass.m_pixel_material.m_asset, pass.m_pixel_material.m_asset->GetLastLoadedTime()});
const auto material_data = pass.m_pixel_material.m_asset->GetData();
if (!material_data)
return;
if (!pass.m_pixel_shader.m_asset || pass.m_pixel_material.m_asset->GetLastLoadedTime() >
pass.m_pixel_material.m_cached_write_time)
{
pass.m_pixel_shader.m_asset = loader.LoadPixelShader(material_data->shader_asset, m_library);
// Note: the asset timestamp will be updated in the draw command
}
create->additional_dependencies->push_back(VideoCommon::CachedAsset<VideoCommon::CustomAsset>{
pass.m_pixel_shader.m_asset, pass.m_pixel_shader.m_asset->GetLastLoadedTime()});
m_texture_code_names.clear();
std::vector<VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>> game_assets;
for (const auto& property : material_data->properties)
{
if (property.m_type == VideoCommon::MaterialProperty::Type::Type_TextureAsset)
{
if (property.m_value)
{
if (auto* value = std::get_if<std::string>(&*property.m_value))
{
auto asset = loader.LoadGameTexture(*value, m_library);
if (asset)
{
const auto loaded_time = asset->GetLastLoadedTime();
game_assets.push_back(VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>{
std::move(asset), loaded_time});
m_texture_code_names.push_back(property.m_code_name);
}
}
}
}
}
// Note: we swap here instead of doing a clear + append of the member
// variable so that any loaded assets from previous iterations
// won't be let go
std::swap(pass.m_game_textures, game_assets);
for (auto& game_texture : pass.m_game_textures)
{
if (game_texture.m_asset)
{
auto data = game_texture.m_asset->GetData();
if (data)
{
if (create->texture_width != data->m_levels[0].width ||
create->texture_height != data->m_levels[0].height)
{
ERROR_LOG_FMT(VIDEO,
"Custom pipeline for texture '{}' has asset '{}' that does not match "
"the width/height of the texture loaded. Texture {}x{} vs asset {}x{}",
create->texture_name, game_texture.m_asset->GetAssetId(),
create->texture_width, create->texture_height, data->m_levels[0].width,
data->m_levels[0].height);
m_valid = false;
}
}
else
{
m_valid = false;
}
}
}
// TODO: compare game textures and shader requirements
create->custom_textures->insert(create->custom_textures->end(), pass.m_game_textures.begin(),
pass.m_game_textures.end());
}

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@ -0,0 +1,54 @@
// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include <string>
#include <string_view>
#include <vector>
#include <picojson.h>
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/Assets/CustomAssetLibrary.h"
#include "VideoCommon/Assets/MaterialAsset.h"
#include "VideoCommon/Assets/ShaderAsset.h"
#include "VideoCommon/Assets/TextureAsset.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModAction.h"
#include "VideoCommon/ShaderGenCommon.h"
class CustomPipelineAction final : public GraphicsModAction
{
public:
struct PipelinePassPassDescription
{
std::string m_pixel_material_asset;
};
static std::unique_ptr<CustomPipelineAction>
Create(const picojson::value& json_data,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
CustomPipelineAction(std::shared_ptr<VideoCommon::CustomAssetLibrary> library,
std::vector<PipelinePassPassDescription> pass_descriptions);
~CustomPipelineAction();
void OnDrawStarted(GraphicsModActionData::DrawStarted*) override;
void OnTextureCreate(GraphicsModActionData::TextureCreate*) override;
private:
std::shared_ptr<VideoCommon::CustomAssetLibrary> m_library;
std::vector<PipelinePassPassDescription> m_passes_config;
struct PipelinePass
{
VideoCommon::CachedAsset<VideoCommon::MaterialAsset> m_pixel_material;
VideoCommon::CachedAsset<VideoCommon::PixelShaderAsset> m_pixel_shader;
std::vector<VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>> m_game_textures;
};
std::vector<PipelinePass> m_passes;
ShaderCode m_last_generated_shader_code;
bool m_valid = true;
std::vector<std::string> m_texture_code_names;
};

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@ -0,0 +1,376 @@
// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h"
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/VideoConfig.h"
CustomShaderCache::CustomShaderCache()
{
m_api_type = g_ActiveConfig.backend_info.api_type;
m_host_config.bits = ShaderHostConfig::GetCurrent().bits;
m_async_shader_compiler = g_gfx->CreateAsyncShaderCompiler();
m_async_shader_compiler->StartWorkerThreads(1); // TODO
m_async_uber_shader_compiler = g_gfx->CreateAsyncShaderCompiler();
m_async_uber_shader_compiler->StartWorkerThreads(1); // TODO
m_frame_end_handler =
AfterFrameEvent::Register([this] { RetrieveAsyncShaders(); }, "RetreiveAsyncShaders");
}
CustomShaderCache::~CustomShaderCache()
{
if (m_async_shader_compiler)
m_async_shader_compiler->StopWorkerThreads();
if (m_async_uber_shader_compiler)
m_async_uber_shader_compiler->StopWorkerThreads();
}
void CustomShaderCache::RetrieveAsyncShaders()
{
m_async_shader_compiler->RetrieveWorkItems();
m_async_uber_shader_compiler->RetrieveWorkItems();
}
void CustomShaderCache::Reload()
{
while (m_async_shader_compiler->HasPendingWork() || m_async_shader_compiler->HasCompletedWork())
{
m_async_shader_compiler->RetrieveWorkItems();
}
while (m_async_uber_shader_compiler->HasPendingWork() ||
m_async_uber_shader_compiler->HasCompletedWork())
{
m_async_uber_shader_compiler->RetrieveWorkItems();
}
m_ps_cache = {};
m_uber_ps_cache = {};
m_pipeline_cache = {};
m_uber_pipeline_cache = {};
}
std::optional<const AbstractPipeline*>
CustomShaderCache::GetPipelineAsync(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
if (auto holder = m_pipeline_cache.GetHolder(uid, custom_shaders))
{
if (holder->pending)
return std::nullopt;
return holder->value.get();
}
AsyncCreatePipeline(uid, custom_shaders, pipeline_config);
return std::nullopt;
}
std::optional<const AbstractPipeline*>
CustomShaderCache::GetPipelineAsync(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
if (auto holder = m_uber_pipeline_cache.GetHolder(uid, custom_shaders))
{
if (holder->pending)
return std::nullopt;
return holder->value.get();
}
AsyncCreatePipeline(uid, custom_shaders, pipeline_config);
return std::nullopt;
}
void CustomShaderCache::AsyncCreatePipeline(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
class PipelineWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PipelineWorkItem(CustomShaderCache* shader_cache, const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders, PipelineIterator iterator,
const AbstractPipelineConfig& pipeline_config)
: m_shader_cache(shader_cache), m_uid(uid), m_iterator(iterator),
m_custom_shaders(custom_shaders), m_config(pipeline_config)
{
SetStagesReady();
}
void SetStagesReady()
{
m_stages_ready = true;
PixelShaderUid ps_uid = m_uid.ps_uid;
ClearUnusedPixelShaderUidBits(m_shader_cache->m_api_type, m_shader_cache->m_host_config,
&ps_uid);
if (auto holder = m_shader_cache->m_ps_cache.GetHolder(ps_uid, m_custom_shaders))
{
// If the pixel shader is no longer pending compilation
// and the shader compilation succeeded, set
// the pipeline to use the new pixel shader.
// Otherwise, use the existing shader.
if (!holder->pending && holder->value.get())
{
m_config.pixel_shader = holder->value.get();
}
m_stages_ready &= !holder->pending;
}
else
{
m_stages_ready &= false;
m_shader_cache->QueuePixelShaderCompile(ps_uid, m_custom_shaders);
}
}
bool Compile() override
{
if (m_stages_ready)
{
m_pipeline = g_gfx->CreatePipeline(m_config);
}
return true;
}
void Retrieve() override
{
if (m_stages_ready)
{
m_shader_cache->NotifyPipelineFinished(m_iterator, std::move(m_pipeline));
}
else
{
// Re-queue for next frame.
auto wi = m_shader_cache->m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
m_shader_cache, m_uid, m_custom_shaders, m_iterator, m_config);
m_shader_cache->m_async_shader_compiler->QueueWorkItem(std::move(wi), 0);
}
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractPipeline> m_pipeline;
VideoCommon::GXPipelineUid m_uid;
PipelineIterator m_iterator;
AbstractPipelineConfig m_config;
CustomShaderInstance m_custom_shaders;
bool m_stages_ready;
};
auto list_iter = m_pipeline_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_shader_compiler->CreateWorkItem<PipelineWorkItem>(
this, uid, custom_shaders, list_iter, pipeline_config);
m_async_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
void CustomShaderCache::AsyncCreatePipeline(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config)
{
class PipelineWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PipelineWorkItem(CustomShaderCache* shader_cache, const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders, UberPipelineIterator iterator,
const AbstractPipelineConfig& pipeline_config)
: m_shader_cache(shader_cache), m_uid(uid), m_iterator(iterator),
m_custom_shaders(custom_shaders), m_config(pipeline_config)
{
SetStagesReady();
}
void SetStagesReady()
{
m_stages_ready = true;
UberShader::PixelShaderUid ps_uid = m_uid.ps_uid;
ClearUnusedPixelShaderUidBits(m_shader_cache->m_api_type, m_shader_cache->m_host_config,
&ps_uid);
if (auto holder = m_shader_cache->m_uber_ps_cache.GetHolder(ps_uid, m_custom_shaders))
{
if (!holder->pending && holder->value.get())
{
m_config.pixel_shader = holder->value.get();
}
m_stages_ready &= !holder->pending;
}
else
{
m_stages_ready &= false;
m_shader_cache->QueuePixelShaderCompile(ps_uid, m_custom_shaders);
}
}
bool Compile() override
{
if (m_stages_ready)
{
if (m_config.pixel_shader == nullptr || m_config.vertex_shader == nullptr)
return false;
m_pipeline = g_gfx->CreatePipeline(m_config);
}
return true;
}
void Retrieve() override
{
if (m_stages_ready)
{
m_shader_cache->NotifyPipelineFinished(m_iterator, std::move(m_pipeline));
}
else
{
// Re-queue for next frame.
auto wi = m_shader_cache->m_async_uber_shader_compiler->CreateWorkItem<PipelineWorkItem>(
m_shader_cache, m_uid, m_custom_shaders, m_iterator, m_config);
m_shader_cache->m_async_uber_shader_compiler->QueueWorkItem(std::move(wi), 0);
}
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractPipeline> m_pipeline;
VideoCommon::GXUberPipelineUid m_uid;
UberPipelineIterator m_iterator;
AbstractPipelineConfig m_config;
CustomShaderInstance m_custom_shaders;
bool m_stages_ready;
};
auto list_iter = m_uber_pipeline_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_uber_shader_compiler->CreateWorkItem<PipelineWorkItem>(
this, uid, custom_shaders, list_iter, pipeline_config);
m_async_uber_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
void CustomShaderCache::NotifyPipelineFinished(PipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline)
{
iterator->second.pending = false;
iterator->second.value = std::move(pipeline);
}
void CustomShaderCache::NotifyPipelineFinished(UberPipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline)
{
iterator->second.pending = false;
iterator->second.value = std::move(pipeline);
}
void CustomShaderCache::QueuePixelShaderCompile(const PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders)
{
class PixelShaderWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PixelShaderWorkItem(CustomShaderCache* shader_cache, const PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders, PixelShaderIterator iter)
: m_shader_cache(shader_cache), m_uid(uid), m_custom_shaders(custom_shaders), m_iter(iter)
{
}
bool Compile() override
{
m_shader = m_shader_cache->CompilePixelShader(m_uid, m_custom_shaders);
return true;
}
void Retrieve() override
{
m_shader_cache->NotifyPixelShaderFinished(m_iter, std::move(m_shader));
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractShader> m_shader;
PixelShaderUid m_uid;
CustomShaderInstance m_custom_shaders;
PixelShaderIterator m_iter;
};
auto list_iter = m_ps_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(
this, uid, custom_shaders, list_iter);
m_async_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
void CustomShaderCache::QueuePixelShaderCompile(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders)
{
class PixelShaderWorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
PixelShaderWorkItem(CustomShaderCache* shader_cache, const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders, UberPixelShaderIterator iter)
: m_shader_cache(shader_cache), m_uid(uid), m_custom_shaders(custom_shaders), m_iter(iter)
{
}
bool Compile() override
{
m_shader = m_shader_cache->CompilePixelShader(m_uid, m_custom_shaders);
return true;
}
void Retrieve() override
{
m_shader_cache->NotifyPixelShaderFinished(m_iter, std::move(m_shader));
}
private:
CustomShaderCache* m_shader_cache;
std::unique_ptr<AbstractShader> m_shader;
UberShader::PixelShaderUid m_uid;
CustomShaderInstance m_custom_shaders;
UberPixelShaderIterator m_iter;
};
auto list_iter = m_uber_ps_cache.InsertElement(uid, custom_shaders);
auto work_item = m_async_uber_shader_compiler->CreateWorkItem<PixelShaderWorkItem>(
this, uid, custom_shaders, list_iter);
m_async_uber_shader_compiler->QueueWorkItem(std::move(work_item), 0);
}
std::unique_ptr<AbstractShader>
CustomShaderCache::CompilePixelShader(const PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders) const
{
const ShaderCode source_code = GeneratePixelShaderCode(
m_api_type, m_host_config, uid.GetUidData(), custom_shaders.pixel_contents);
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
"Custom Pixel Shader");
}
std::unique_ptr<AbstractShader>
CustomShaderCache::CompilePixelShader(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders) const
{
const ShaderCode source_code =
GenPixelShader(m_api_type, m_host_config, uid.GetUidData(), custom_shaders.pixel_contents);
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
"Custom Uber Pixel Shader");
}
void CustomShaderCache::NotifyPixelShaderFinished(PixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader)
{
iterator->second.pending = false;
iterator->second.value = std::move(shader);
}
void CustomShaderCache::NotifyPixelShaderFinished(UberPixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader)
{
iterator->second.pending = false;
iterator->second.value = std::move(shader);
}

View file

@ -0,0 +1,144 @@
// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <list>
#include <map>
#include <memory>
#include <optional>
#include <string>
#include <string_view>
#include "VideoCommon/AbstractPipeline.h"
#include "VideoCommon/AbstractShader.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/GXPipelineTypes.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/UberShaderPixel.h"
#include "VideoCommon/VideoEvents.h"
struct CustomShaderInstance
{
CustomPixelShaderContents pixel_contents;
bool operator==(const CustomShaderInstance& other) const = default;
};
class CustomShaderCache
{
public:
CustomShaderCache();
~CustomShaderCache();
CustomShaderCache(const CustomShaderCache&) = delete;
CustomShaderCache(CustomShaderCache&&) = delete;
CustomShaderCache& operator=(const CustomShaderCache&) = delete;
CustomShaderCache& operator=(CustomShaderCache&&) = delete;
// Changes the shader host config. Shaders should be reloaded afterwards.
void SetHostConfig(const ShaderHostConfig& host_config) { m_host_config.bits = host_config.bits; }
// Retrieves all pending shaders/pipelines from the async compiler.
void RetrieveAsyncShaders();
// Reloads/recreates all shaders and pipelines.
void Reload();
// The optional will be empty if this pipeline is now background compiling.
std::optional<const AbstractPipeline*>
GetPipelineAsync(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
std::optional<const AbstractPipeline*>
GetPipelineAsync(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
private:
// Configuration bits.
APIType m_api_type = APIType::Nothing;
ShaderHostConfig m_host_config = {};
std::unique_ptr<VideoCommon::AsyncShaderCompiler> m_async_shader_compiler;
std::unique_ptr<VideoCommon::AsyncShaderCompiler> m_async_uber_shader_compiler;
void AsyncCreatePipeline(const VideoCommon::GXPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
void AsyncCreatePipeline(const VideoCommon::GXUberPipelineUid& uid,
const CustomShaderInstance& custom_shaders,
const AbstractPipelineConfig& pipeline_config);
// Shader/Pipeline cache helper
template <typename Uid, typename ValueType>
struct Cache
{
struct CacheHolder
{
std::unique_ptr<ValueType> value = nullptr;
bool pending = true;
};
using CacheElement = std::pair<CustomShaderInstance, CacheHolder>;
using CacheList = std::list<CacheElement>;
std::map<Uid, CacheList> uid_to_cachelist;
const CacheHolder* GetHolder(const Uid& uid, const CustomShaderInstance& custom_shaders) const
{
if (auto uuid_it = uid_to_cachelist.find(uid); uuid_it != uid_to_cachelist.end())
{
for (const auto& [custom_shader_val, holder] : uuid_it->second)
{
if (custom_shaders == custom_shader_val)
{
return &holder;
}
}
}
return nullptr;
}
typename CacheList::iterator InsertElement(const Uid& uid,
const CustomShaderInstance& custom_shaders)
{
CacheList& cachelist = uid_to_cachelist[uid];
CacheElement e{custom_shaders, CacheHolder{}};
return cachelist.emplace(cachelist.begin(), std::move(e));
}
};
Cache<PixelShaderUid, AbstractShader> m_ps_cache;
Cache<UberShader::PixelShaderUid, AbstractShader> m_uber_ps_cache;
Cache<VideoCommon::GXPipelineUid, AbstractPipeline> m_pipeline_cache;
Cache<VideoCommon::GXUberPipelineUid, AbstractPipeline> m_uber_pipeline_cache;
using PipelineIterator = Cache<VideoCommon::GXPipelineUid, AbstractPipeline>::CacheList::iterator;
using UberPipelineIterator =
Cache<VideoCommon::GXUberPipelineUid, AbstractPipeline>::CacheList::iterator;
using PixelShaderIterator = Cache<PixelShaderUid, AbstractShader>::CacheList::iterator;
using UberPixelShaderIterator =
Cache<UberShader::PixelShaderUid, AbstractShader>::CacheList::iterator;
void NotifyPipelineFinished(PipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline);
void NotifyPipelineFinished(UberPipelineIterator iterator,
std::unique_ptr<AbstractPipeline> pipeline);
std::unique_ptr<AbstractShader>
CompilePixelShader(const PixelShaderUid& uid, const CustomShaderInstance& custom_shaders) const;
void NotifyPixelShaderFinished(PixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader);
std::unique_ptr<AbstractShader>
CompilePixelShader(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders) const;
void NotifyPixelShaderFinished(UberPixelShaderIterator iterator,
std::unique_ptr<AbstractShader> shader);
void QueuePixelShaderCompile(const PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders);
void QueuePixelShaderCompile(const UberShader::PixelShaderUid& uid,
const CustomShaderInstance& custom_shaders);
Common::EventHook m_frame_end_handler;
};

View file

@ -3,18 +3,23 @@
#pragma once
#include <array>
#include <optional>
#include <string_view>
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/Matrix.h"
#include "VideoCommon/Assets/TextureAsset.h"
#include "VideoCommon/PixelShaderGen.h"
namespace GraphicsModActionData
{
struct DrawStarted
{
u32 texture_unit;
bool* skip;
std::optional<CustomPixelShader>* custom_pixel_shader;
};
struct EFB

View file

@ -3,6 +3,7 @@
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionFactory.h"
#include "VideoCommon/GraphicsModSystem/Runtime/Actions/CustomPipelineAction.h"
#include "VideoCommon/GraphicsModSystem/Runtime/Actions/MoveAction.h"
#include "VideoCommon/GraphicsModSystem/Runtime/Actions/PrintAction.h"
#include "VideoCommon/GraphicsModSystem/Runtime/Actions/ScaleAction.h"
@ -11,7 +12,7 @@
namespace GraphicsModActionFactory
{
std::unique_ptr<GraphicsModAction> Create(std::string_view name, const picojson::value& json_data,
std::string_view path)
std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
{
if (name == "print")
{
@ -29,6 +30,10 @@ std::unique_ptr<GraphicsModAction> Create(std::string_view name, const picojson:
{
return ScaleAction::Create(json_data);
}
else if (name == "custom_pipeline")
{
return CustomPipelineAction::Create(json_data, std::move(library));
}
return nullptr;
}

View file

@ -8,10 +8,11 @@
#include <picojson.h>
#include "VideoCommon/Assets/CustomAssetLibrary.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModAction.h"
namespace GraphicsModActionFactory
{
std::unique_ptr<GraphicsModAction> Create(std::string_view name, const picojson::value& json_data,
std::string_view path);
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
}

View file

@ -13,7 +13,9 @@
#include "Core/ConfigManager.h"
#include "VideoCommon/Assets/DirectFilesystemAssetLibrary.h"
#include "VideoCommon/GraphicsModSystem/Config/GraphicsMod.h"
#include "VideoCommon/GraphicsModSystem/Config/GraphicsModAsset.h"
#include "VideoCommon/GraphicsModSystem/Config/GraphicsModGroup.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionFactory.h"
#include "VideoCommon/TextureInfo.h"
@ -187,6 +189,8 @@ void GraphicsModManager::Load(const GraphicsModGroupConfig& config)
const auto& mods = config.GetMods();
auto filesystem_library = std::make_shared<VideoCommon::DirectFilesystemAssetLibrary>();
std::map<std::string, std::vector<GraphicsTargetConfig>> group_to_targets;
for (const auto& mod : mods)
{
@ -208,6 +212,29 @@ void GraphicsModManager::Load(const GraphicsModGroupConfig& config)
group_to_targets[internal_group].push_back(target);
}
}
std::string base_path;
SplitPath(mod.GetAbsolutePath(), &base_path, nullptr, nullptr);
for (const GraphicsModAssetConfig& asset : mod.m_assets)
{
auto asset_map = asset.m_map;
for (auto& [k, v] : asset_map)
{
if (v.is_absolute())
{
WARN_LOG_FMT(VIDEO,
"Specified graphics mod asset '{}' for mod '{}' has an absolute path, you "
"shouldn't release this to users.",
asset.m_name, mod.m_title);
}
else
{
v = std::filesystem::path{base_path} / v;
}
}
filesystem_library->SetAssetIDMapData(asset.m_name, std::move(asset_map));
}
}
for (const auto& mod : mods)
@ -215,12 +242,11 @@ void GraphicsModManager::Load(const GraphicsModGroupConfig& config)
for (const GraphicsModFeatureConfig& feature : mod.m_features)
{
const auto create_action =
[](const std::string_view& action_name, const picojson::value& json_data,
GraphicsModConfig mod_config) -> std::unique_ptr<GraphicsModAction> {
std::string base_path;
SplitPath(mod_config.GetAbsolutePath(), &base_path, nullptr, nullptr);
auto action = GraphicsModActionFactory::Create(action_name, json_data, base_path);
[filesystem_library](const std::string_view& action_name,
const picojson::value& json_data,
GraphicsModConfig mod_config) -> std::unique_ptr<GraphicsModAction> {
auto action =
GraphicsModActionFactory::Create(action_name, json_data, std::move(filesystem_library));
if (action == nullptr)
{
return nullptr;

View file

@ -175,3 +175,180 @@ void GetLightingShaderUid(LightingUidData& uid_data)
}
}
}
void GenerateCustomLightingHeaderDetails(ShaderCode* out, u32 enablelighting, u32 light_mask)
{
u32 light_count = 0;
for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
{
if ((enablelighting & (1 << j)) != 0) // Color lights
{
for (int i = 0; i < 8; ++i)
{
if ((light_mask & (1 << (i + 8 * j))) != 0)
{
light_count++;
}
}
}
if ((enablelighting & (1 << (j + 2))) != 0) // Alpha lights
{
for (int i = 0; i < 8; ++i)
{
if ((light_mask & (1 << (i + 8 * (j + 2)))) != 0)
{
light_count++;
}
}
}
}
if (light_count > 0)
{
out->Write("\tCustomShaderLightData[{}] light;\n", light_count);
}
else
{
// Cheat so shaders compile
out->Write("\tCustomShaderLightData[1] light;\n", light_count);
}
out->Write("\tint light_count;\n");
}
void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData& uid_data,
std::string_view in_color_name)
{
auto generate_lighting = [](ShaderCode* out, const LightingUidData& uid_data, int index,
int litchan_index, u32 channel_index, u32 custom_light_index,
bool alpha) {
const auto attnfunc =
static_cast<AttenuationFunc>((uid_data.attnfunc >> (2 * litchan_index)) & 0x3);
const std::string_view light_type = alpha ? "alpha" : "color";
const std::string name = fmt::format("lights_chan{}_{}", channel_index, light_type);
out->Write("\t{{\n");
out->Write("\t\tcustom_data.{}[{}].direction = " LIGHT_DIR ".xyz;\n", name, custom_light_index,
LIGHT_DIR_PARAMS(index));
out->Write("\t\tcustom_data.{}[{}].position = " LIGHT_POS ".xyz;\n", name, custom_light_index,
LIGHT_POS_PARAMS(index));
out->Write("\t\tcustom_data.{}[{}].cosatt = " LIGHT_COSATT ";\n", name, custom_light_index,
LIGHT_COSATT_PARAMS(index));
out->Write("\t\tcustom_data.{}[{}].distatt = " LIGHT_DISTATT ";\n", name, custom_light_index,
LIGHT_DISTATT_PARAMS(index));
out->Write("\t\tcustom_data.{}[{}].attenuation_type = {};\n", name, custom_light_index,
static_cast<u32>(attnfunc));
if (alpha)
{
out->Write("\t\tcustom_data.{}[{}].color = float3(" LIGHT_COL
") / float3(255.0, 255.0, 255.0);\n",
name, custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb"));
}
else
{
out->Write("\t\tcustom_data.{}[{}].color = " LIGHT_COL " / float3(255.0, 255.0, 255.0);\n",
name, custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb"));
}
out->Write("\t}}\n");
};
for (u32 i = 0; i < 8; i++)
{
for (u32 channel_index = 0; channel_index < NUM_XF_COLOR_CHANNELS; channel_index++)
{
out->Write("\tcustom_data.lights_chan{}_color[{}].direction = float3(0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_color[{}].position = float3(0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_color[{}].color = float3(0, 0, 0);\n", channel_index,
i);
out->Write("\tcustom_data.lights_chan{}_color[{}].cosatt = float4(0, 0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_color[{}].distatt = float4(0, 0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_color[{}].attenuation_type = 0;\n", channel_index, i);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].direction = float3(0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].position = float3(0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].color = float3(0, 0, 0);\n", channel_index,
i);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].cosatt = float4(0, 0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].distatt = float4(0, 0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].attenuation_type = 0;\n", channel_index, i);
}
}
for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
{
const bool colormatsource = !!(uid_data.matsource & (1 << j));
if (colormatsource) // from vertex
out->Write("custom_data.base_material[{}] = {}{};\n", j, in_color_name, j);
else // from color
out->Write("custom_data.base_material[{}] = {}[{}] / 255.0;\n", j, I_MATERIALS, j + 2);
if ((uid_data.enablelighting & (1 << j)) != 0)
{
if ((uid_data.ambsource & (1 << j)) != 0) // from vertex
out->Write("custom_data.ambient_lighting[{}] = {}{};\n", j, in_color_name, j);
else // from color
out->Write("custom_data.ambient_lighting[{}] = {}[{}] / 255.0;\n", j, I_MATERIALS, j);
}
else
{
out->Write("custom_data.ambient_lighting[{}] = float4(1, 1, 1, 1);\n", j);
}
// check if alpha is different
const bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2)));
if (alphamatsource != colormatsource)
{
if (alphamatsource) // from vertex
out->Write("custom_data.base_material[{}].w = {}{}.w;\n", j, in_color_name, j);
else // from color
out->Write("custom_data.base_material[{}].w = {}[{}].w / 255.0;\n", j, I_MATERIALS, j + 2);
}
if ((uid_data.enablelighting & (1 << (j + 2))) != 0)
{
if ((uid_data.ambsource & (1 << (j + 2))) != 0) // from vertex
out->Write("custom_data.ambient_lighting[{}].w = {}{}.w;\n", j, in_color_name, j);
else // from color
out->Write("custom_data.ambient_lighting[{}].w = {}[{}].w / 255.0;\n", j, I_MATERIALS, j);
}
else
{
out->Write("custom_data.ambient_lighting[{}].w = 1;\n", j);
}
u32 light_count = 0;
if ((uid_data.enablelighting & (1 << j)) != 0) // Color lights
{
for (int i = 0; i < 8; ++i)
{
if ((uid_data.light_mask & (1 << (i + 8 * j))) != 0)
{
generate_lighting(out, uid_data, i, j, j, light_count, false);
light_count++;
}
}
}
out->Write("\tcustom_data.light_chan{}_color_count = {};\n", j, light_count);
light_count = 0;
if ((uid_data.enablelighting & (1 << (j + 2))) != 0) // Alpha lights
{
for (int i = 0; i < 8; ++i)
{
if ((uid_data.light_mask & (1 << (i + 8 * (j + 2)))) != 0)
{
generate_lighting(out, uid_data, i, j + 2, j, light_count, true);
light_count++;
}
}
}
out->Write("\tcustom_data.light_chan{}_alpha_count = {};\n", j, light_count);
}
}

View file

@ -47,3 +47,7 @@ constexpr char s_lighting_struct[] = "struct Light {\n"
void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data,
std::string_view in_color_name, std::string_view dest);
void GetLightingShaderUid(LightingUidData& uid_data);
void GenerateCustomLightingHeaderDetails(ShaderCode* out, u32 enablelighting, u32 light_mask);
void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData& uid_data,
std::string_view in_color_name);

View file

@ -3,6 +3,7 @@
#include "VideoCommon/PixelShaderGen.h"
#include <algorithm>
#include <cmath>
#include <cstdio>
#include <fmt/format.h>
@ -130,6 +131,17 @@ constexpr Common::EnumMap<const char*, TevColorArg::Zero> tev_c_input_table{
"int3(0,0,0)", // ZERO
};
constexpr Common::EnumMap<const char*, TevColorArg::Zero> tev_c_input_type{
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC",
};
constexpr Common::EnumMap<const char*, TevAlphaArg::Zero> tev_a_input_table{
"prev.a", // APREV,
"c0.a", // A0,
@ -141,6 +153,13 @@ constexpr Common::EnumMap<const char*, TevAlphaArg::Zero> tev_a_input_table{
"0", // ZERO
};
constexpr Common::EnumMap<const char*, TevAlphaArg::Zero> tev_a_input_type{
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS",
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC",
};
constexpr Common::EnumMap<const char*, RasColorChan::Zero> tev_ras_table{
"iround(col0 * 255.0)",
"iround(col1 * 255.0)",
@ -387,6 +406,7 @@ void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
"\tbool blend_subtract_alpha;\n"
"\tbool logic_op_enable;\n"
"\tuint logic_op_mode;\n"
"\tuint time_ms;\n"
"}};\n\n");
out.Write("#define bpmem_combiners(i) (bpmem_pack1[(i)].xy)\n"
"#define bpmem_tevind(i) (bpmem_pack1[(i)].z)\n"
@ -732,8 +752,131 @@ uint WrapCoord(int coord, uint wrap, int size) {{
}
}
void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_stages, bool per_pixel_lighting,
const pixel_shader_uid_data* uid_data)
{
out->Write("\tCustomShaderData custom_data;\n");
if (per_pixel_lighting)
{
out->Write("\tcustom_data.position = WorldPos;\n");
out->Write("\tcustom_data.normal = Normal;\n");
}
else
{
out->Write("\tcustom_data.position = float3(0, 0, 0);\n");
out->Write("\tcustom_data.normal = float3(0, 0, 0);\n");
}
if (uid_data->genMode_numtexgens == 0) [[unlikely]]
{
out->Write("\tcustom_data.texcoord[0] = float3(0, 0, 0);\n");
}
else
{
for (u32 i = 0; i < uid_data->genMode_numtexgens; ++i)
{
out->Write("\tif (tex{0}.z == 0.0)\n", i);
out->Write("\t{{\n");
out->Write("\t\tcustom_data.texcoord[{0}] = tex{0};\n", i);
out->Write("\t}}\n");
out->Write("\telse {{\n");
out->Write("\t\tcustom_data.texcoord[{0}] = float3(tex{0}.xy / tex{0}.z, 0);\n", i);
out->Write("\t}}\n");
}
}
for (u32 i = 0; i < 8; i++)
{
// Shader compilation complains if every index isn't initialized
out->Write("\tcustom_data.texmap_to_texcoord_index[{0}] = 0;\n", i);
}
for (u32 i = 0; i < uid_data->genMode_numindstages; ++i)
{
if ((uid_data->nIndirectStagesUsed & (1U << i)) != 0)
{
u32 texcoord = uid_data->GetTevindirefCoord(i);
const u32 texmap = uid_data->GetTevindirefMap(i);
// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
// not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
// This affects the Mario portrait in Luigi's Mansion, where the developers forgot to set
// the number of tex gens to 2 (bug 11462).
if (texcoord >= uid_data->genMode_numtexgens)
texcoord = 0;
out->Write("\tcustom_data.texmap_to_texcoord_index[{}] = {};\n", texmap, texcoord);
}
}
out->Write("\tcustom_data.texcoord_count = {};\n", uid_data->genMode_numtexgens);
// Try and do a best guess on what the texcoord index is
// Note: one issue with this would be textures that are used
// multiple times in the same draw but with different texture coordinates.
// In that scenario, only the last texture coordinate would be defined.
// This issue can be seen in how Rogue Squadron 2 does bump mapping
for (u32 i = 0; i < num_stages; i++)
{
auto& tevstage = uid_data->stagehash[i];
// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
// not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
u32 texcoord = tevstage.tevorders_texcoord;
const bool has_tex_coord = texcoord < uid_data->genMode_numtexgens;
if (!has_tex_coord)
texcoord = 0;
out->Write("\tcustom_data.texmap_to_texcoord_index[{}] = {};\n", tevstage.tevorders_texmap,
texcoord);
}
GenerateCustomLightingImplementation(out, uid_data->lighting, "colors_");
for (u32 i = 0; i < 16; i++)
{
// Shader compilation complains if every struct isn't initialized
// Color Input
for (u32 j = 0; j < 4; j++)
{
out->Write("\tcustom_data.tev_stages[{}].input_color[{}].input_type = "
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
i, j);
out->Write("\tcustom_data.tev_stages[{}].input_color[{}].value = "
"float3(0, 0, 0);\n",
i, j);
}
// Alpha Input
for (u32 j = 0; j < 4; j++)
{
out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].input_type = "
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
i, j);
out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].value = "
"float(0);\n",
i, j);
}
// Texmap
out->Write("\tcustom_data.tev_stages[{}].texmap = 0u;\n", i);
// Output
out->Write("\tcustom_data.tev_stages[{}].output_color = "
"float4(0, 0, 0, 0);\n",
i);
}
// Actual data will be filled out in the tev stage code, just set the
// stage count for now
out->Write("\tcustom_data.tev_stage_count = {};\n", num_stages);
// Time
out->Write("\tcustom_data.time_ms = time_ms;\n");
}
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
APIType api_type, bool stereo);
APIType api_type, bool stereo, bool has_custom_shaders);
static void WriteTevRegular(ShaderCode& out, std::string_view components, TevBias bias, TevOp op,
bool clamp, TevScale scale);
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType api_type,
@ -746,7 +889,8 @@ static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid
static void WriteBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data);
ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& host_config,
const pixel_shader_uid_data* uid_data)
const pixel_shader_uid_data* uid_data,
const CustomPixelShaderContents& custom_details)
{
ShaderCode out;
@ -762,8 +906,17 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
// Stuff that is shared between ubershaders and pixelgen.
WriteBitfieldExtractHeader(out, api_type, host_config);
WritePixelShaderCommonHeader(out, api_type, host_config, uid_data->bounding_box);
// Custom shader details
WriteCustomShaderStructDef(&out, uid_data->genMode_numtexgens);
for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
{
const auto& shader_details = custom_details.shaders[i];
out.Write(fmt::runtime(shader_details.custom_shader), i);
}
out.Write("\n#define sampleTextureWrapper(texmap, uv, layer) "
"sampleTexture(texmap, samp[texmap], uv, layer)\n");
@ -892,6 +1045,14 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
out.Write("void main()\n{{\n");
out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
bool has_custom_shaders = false;
if (std::any_of(custom_details.shaders.begin(), custom_details.shaders.end(),
[](const std::optional<CustomPixelShader>& ps) { return ps.has_value(); }))
{
WriteCustomShaderStructImpl(&out, numStages, per_pixel_lighting, uid_data);
has_custom_shaders = true;
}
if (use_framebuffer_fetch)
{
// Store off a copy of the initial framebuffer value.
@ -1013,7 +1174,7 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
for (u32 i = 0; i < numStages; i++)
{
// Build the equation for this stage
WriteStage(out, uid_data, i, api_type, stereo);
WriteStage(out, uid_data, i, api_type, stereo, has_custom_shaders);
}
{
@ -1146,7 +1307,21 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
// Write the color and alpha values to the framebuffer
// If using shader blend, we still use the separate alpha
WriteColor(out, api_type, uid_data, !uid_data->no_dual_src || uid_data->blend_enable);
const bool use_dual_source = !uid_data->no_dual_src || uid_data->blend_enable;
WriteColor(out, api_type, uid_data, use_dual_source);
for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
{
const auto& shader_details = custom_details.shaders[i];
if (!shader_details.custom_shader.empty())
{
out.Write("\t{{\n");
out.Write("\t\tcustom_data.final_color = ocol0;\n");
out.Write("\t\tocol0.xyz = {}_{}(custom_data).xyz;\n", CUSTOM_PIXELSHADER_COLOR_FUNC, i);
out.Write("\t}}\n\n");
}
}
if (uid_data->blend_enable)
WriteBlend(out, uid_data);
@ -1162,7 +1337,7 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
}
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
APIType api_type, bool stereo)
APIType api_type, bool stereo, bool has_custom_shaders)
{
using Common::EnumMap;
@ -1556,6 +1731,58 @@ static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, i
out.Write(", -1024, 1023)");
out.Write(";\n");
if (has_custom_shaders)
{
// Color input
out.Write(
"\tcustom_data.tev_stages[{}].input_color[0].value = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_input_table[cc.a]);
out.Write("\tcustom_data.tev_stages[{}].input_color[0].input_type = {};\n", n,
tev_c_input_type[cc.a]);
out.Write(
"\tcustom_data.tev_stages[{}].input_color[1].value = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_input_table[cc.b]);
out.Write("\tcustom_data.tev_stages[{}].input_color[1].input_type = {};\n", n,
tev_c_input_type[cc.b]);
out.Write(
"\tcustom_data.tev_stages[{}].input_color[2].value = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_input_table[cc.c]);
out.Write("\tcustom_data.tev_stages[{}].input_color[2].input_type = {};\n", n,
tev_c_input_type[cc.c]);
out.Write(
"\tcustom_data.tev_stages[{}].input_color[3].value = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_input_table[cc.d]);
out.Write("\tcustom_data.tev_stages[{}].input_color[3].input_type = {};\n", n,
tev_c_input_type[cc.d]);
// Alpha input
out.Write("\tcustom_data.tev_stages[{}].input_alpha[0].value = {} / float(255.0);\n", n,
tev_a_input_table[ac.a]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[0].input_type = {};\n", n,
tev_a_input_type[ac.a]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[1].value = {} / float(255.0);\n", n,
tev_a_input_table[ac.b]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[1].input_type = {};\n", n,
tev_a_input_type[ac.b]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[2].value = {} / float(255.0);\n", n,
tev_a_input_table[ac.c]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[2].input_type = {};\n", n,
tev_a_input_type[ac.c]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[3].value = {} / float(255.0);\n", n,
tev_a_input_table[ac.d]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[3].input_type = {};\n", n,
tev_a_input_type[ac.d]);
// Texmap
out.Write("\tcustom_data.tev_stages[{}].texmap = {}u;\n", n, stage.tevorders_texmap);
// Output
out.Write("\tcustom_data.tev_stages[{}].output_color.rgb = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_output_table[cc.dest]);
out.Write("\tcustom_data.tev_stages[{}].output_color.a = {} / float(255.0);\n", n,
tev_a_output_table[ac.dest]);
}
}
static void WriteTevRegular(ShaderCode& out, std::string_view components, TevBias bias, TevOp op,

View file

@ -158,8 +158,12 @@ struct pixel_shader_uid_data
using PixelShaderUid = ShaderUid<pixel_shader_uid_data>;
void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_stages, bool per_pixel_lighting,
const pixel_shader_uid_data* uid_data);
ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& host_config,
const pixel_shader_uid_data* uid_data);
const pixel_shader_uid_data* uid_data,
const CustomPixelShaderContents& custom_details);
void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
const ShaderHostConfig& host_config, bool bounding_box);
void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& host_config,

View file

@ -449,7 +449,7 @@ ShaderCache::CompileVertexUberShader(const UberShader::VertexShaderUid& uid) con
std::unique_ptr<AbstractShader> ShaderCache::CompilePixelShader(const PixelShaderUid& uid) const
{
const ShaderCode source_code =
GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData());
GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData(), {});
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer());
}
@ -457,7 +457,7 @@ std::unique_ptr<AbstractShader>
ShaderCache::CompilePixelUberShader(const UberShader::PixelShaderUid& uid) const
{
const ShaderCode source_code =
UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData(), {});
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
fmt::to_string(*uid.GetUidData()));
}

View file

@ -10,6 +10,7 @@
#include "Core/ConfigManager.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
ShaderHostConfig ShaderHostConfig::GetCurrent()
{
@ -362,3 +363,90 @@ const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interfa
return "sample";
}
}
void WriteCustomShaderStructDef(ShaderCode* out, u32 numtexgens)
{
// Bump this when there are breaking changes to the API
out->Write("#define CUSTOM_SHADER_API_VERSION 1;\n");
// CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE "enum" values
out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_NONE = {};\n",
static_cast<u32>(AttenuationFunc::None));
out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_POINT = {};\n",
static_cast<u32>(AttenuationFunc::Spec));
out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_DIR = {};\n",
static_cast<u32>(AttenuationFunc::Dir));
out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_SPOT = {};\n",
static_cast<u32>(AttenuationFunc::Spot));
out->Write("struct CustomShaderLightData\n");
out->Write("{{\n");
out->Write("\tfloat3 position;\n");
out->Write("\tfloat3 direction;\n");
out->Write("\tfloat3 color;\n");
out->Write("\tuint attenuation_type;\n");
out->Write("\tfloat4 cosatt;\n");
out->Write("\tfloat4 distatt;\n");
out->Write("}};\n\n");
// CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE "enum" values
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV = 0;\n");
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR = 1;\n");
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX = 2;\n");
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS = 3;\n");
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST = 4;\n");
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC = 5;\n");
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED = 6;\n");
out->Write("struct CustomShaderTevStageInputColor\n");
out->Write("{{\n");
out->Write("\tuint input_type;\n");
out->Write("\tfloat3 value;\n");
out->Write("}};\n\n");
out->Write("struct CustomShaderTevStageInputAlpha\n");
out->Write("{{\n");
out->Write("\tuint input_type;\n");
out->Write("\tfloat value;\n");
out->Write("}};\n\n");
out->Write("struct CustomShaderTevStage\n");
out->Write("{{\n");
out->Write("\tCustomShaderTevStageInputColor[4] input_color;\n");
out->Write("\tCustomShaderTevStageInputAlpha[4] input_alpha;\n");
out->Write("\tuint texmap;\n");
out->Write("\tfloat4 output_color;\n");
out->Write("}};\n\n");
// Custom structure for data we pass to custom shader hooks
out->Write("struct CustomShaderData\n");
out->Write("{{\n");
out->Write("\tfloat3 position;\n");
out->Write("\tfloat3 normal;\n");
if (numtexgens == 0)
{
// Cheat so shaders compile
out->Write("\tfloat3[1] texcoord;\n");
}
else
{
out->Write("\tfloat3[{}] texcoord;\n", numtexgens);
}
out->Write("\tuint texcoord_count;\n");
out->Write("\tuint[8] texmap_to_texcoord_index;\n");
out->Write("\tCustomShaderLightData[8] lights_chan0_color;\n");
out->Write("\tCustomShaderLightData[8] lights_chan0_alpha;\n");
out->Write("\tCustomShaderLightData[8] lights_chan1_color;\n");
out->Write("\tCustomShaderLightData[8] lights_chan1_alpha;\n");
out->Write("\tfloat4[2] ambient_lighting;\n");
out->Write("\tfloat4[2] base_material;\n");
out->Write("\tuint light_chan0_color_count;\n");
out->Write("\tuint light_chan0_alpha_count;\n");
out->Write("\tuint light_chan1_color_count;\n");
out->Write("\tuint light_chan1_alpha_count;\n");
out->Write("\tCustomShaderTevStage[16] tev_stages;\n");
out->Write("\tuint tev_stage_count;\n");
out->Write("\tfloat4 final_color;\n");
out->Write("\tuint time_ms;\n");
out->Write("}};\n\n");
}

View file

@ -7,6 +7,7 @@
#include <functional>
#include <iterator>
#include <string>
#include <string_view>
#include <type_traits>
#include <vector>
@ -327,3 +328,21 @@ static const char s_geometry_shader_uniforms[] = "\tfloat4 " I_STEREOPARAMS ";\n
"\tfloat4 " I_LINEPTPARAMS ";\n"
"\tint4 " I_TEXOFFSET ";\n"
"\tuint vs_expand;\n";
constexpr std::string_view CUSTOM_PIXELSHADER_COLOR_FUNC = "customShaderColor";
struct CustomPixelShader
{
std::string custom_shader;
bool operator==(const CustomPixelShader& other) const = default;
};
struct CustomPixelShaderContents
{
std::vector<CustomPixelShader> shaders;
bool operator==(const CustomPixelShaderContents& other) const = default;
};
void WriteCustomShaderStructDef(ShaderCode* out, u32 numtexgens);

View file

@ -17,6 +17,260 @@
namespace UberShader
{
namespace
{
void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_texgen, bool per_pixel_lighting)
{
out->Write("\tCustomShaderData custom_data;\n");
if (per_pixel_lighting)
{
out->Write("\tcustom_data.position = WorldPos;\n");
out->Write("\tcustom_data.normal = Normal;\n");
}
else
{
out->Write("\tcustom_data.position = float3(0, 0, 0);\n");
out->Write("\tcustom_data.normal = float3(0, 0, 0);\n");
}
if (num_texgen == 0) [[unlikely]]
{
out->Write("\tcustom_data.texcoord[0] = float3(0, 0, 0);\n");
}
else
{
for (u32 i = 0; i < num_texgen; ++i)
{
out->Write("\tif (tex{0}.z == 0.0)\n", i);
out->Write("\t{{\n");
out->Write("\t\tcustom_data.texcoord[{0}] = tex{0};\n", i);
out->Write("\t}}\n");
out->Write("\telse {{\n");
out->Write("\t\tcustom_data.texcoord[{0}] = float3(tex{0}.xy / tex{0}.z, 0);\n", i);
out->Write("\t}}\n");
}
}
out->Write("\tcustom_data.texcoord_count = {};\n", num_texgen);
for (u32 i = 0; i < 8; i++)
{
// Shader compilation complains if every index isn't initialized
out->Write("\tcustom_data.texmap_to_texcoord_index[{0}] = {0};\n", i);
}
for (u32 i = 0; i < NUM_XF_COLOR_CHANNELS; i++)
{
out->Write("\tcustom_data.base_material[{}] = vec4(0, 0, 0, 1);\n", i);
out->Write("\tcustom_data.ambient_lighting[{}] = vec4(0, 0, 0, 1);\n", i);
// Shader compilation errors can throw if not everything is initialized
for (u32 light_count_index = 0; light_count_index < 8; light_count_index++)
{
// Color
out->Write("\tcustom_data.lights_chan{}_color[{}].direction = float3(0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_color[{}].position = float3(0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_color[{}].color = float3(0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_color[{}].cosatt = float4(0, 0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_color[{}].distatt = float4(0, 0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_color[{}].attenuation_type = 0;\n", i,
light_count_index);
// Alpha
out->Write("\tcustom_data.lights_chan{}_alpha[{}].direction = float3(0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].position = float3(0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].color = float3(0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].cosatt = float4(0, 0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].distatt = float4(0, 0, 0, 0);\n", i,
light_count_index);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].attenuation_type = 0;\n", i,
light_count_index);
}
out->Write("\tcustom_data.light_chan{}_color_count = 0;\n", i);
out->Write("\tcustom_data.light_chan{}_alpha_count = 0;\n", i);
}
if (num_texgen > 0) [[likely]]
{
out->Write("\n");
out->Write("\tfor(uint stage = 0u; stage <= num_stages; stage++)\n");
out->Write("\t{{\n");
out->Write("\t\tStageState ss;\n");
out->Write("\t\tss.order = bpmem_tevorder(stage>>1);\n");
out->Write("\t\tif ((stage & 1u) == 1u)\n");
out->Write("\t\t\tss.order = ss.order >> {};\n\n",
int(TwoTevStageOrders().enable_tex_odd.StartBit() -
TwoTevStageOrders().enable_tex_even.StartBit()));
out->Write("\t\tuint texmap = {};\n",
BitfieldExtract<&TwoTevStageOrders::texcoord_even>("ss.order"));
// Shader compilation is weird, shader arrays can't use indexing by variable
// to set values unless the variable is an index in a for loop.
// So instead we have to do this if check nonsense
for (u32 i = 0; i < 8; i++)
{
out->Write("\t\tif (texmap == {})\n", i);
out->Write("\t\t{{\n");
out->Write("\t\t\tcustom_data.texmap_to_texcoord_index[{}] = selectTexCoordIndex(texmap);\n",
i);
out->Write("\t\t}}\n");
}
out->Write("\t}}\n");
}
out->Write("\tuint light_count = 0;\n");
out->Write("\tfor (uint chan = 0u; chan < {}u; chan++)\n", NUM_XF_COLOR_CHANNELS);
out->Write("\t{{\n");
out->Write("\t\tuint colorreg = xfmem_color(chan);\n");
out->Write("\t\tuint alphareg = xfmem_alpha(chan);\n");
for (const auto& color_type : std::array<std::string_view, 2>{"colorreg", "alphareg"})
{
if (color_type == "colorreg")
{
out->Write("\t\tcustom_data.base_material[0] = " I_MATERIALS "[2u] / 255.0; \n");
out->Write("\t\tif ({} != 0u)\n", BitfieldExtract<&LitChannel::enablelighting>(color_type));
out->Write("\t\t\tcustom_data.base_material[0] = colors_0; \n");
}
else
{
out->Write("custom_data.base_material[1].w = " I_MATERIALS "[3u].w / 255.0; \n");
out->Write("\t\tif ({} != 0u)\n", BitfieldExtract<&LitChannel::enablelighting>(color_type));
out->Write("\t\t\tcustom_data.base_material[1].w = colors_1.w; \n");
}
out->Write("\t\tif ({} != 0u)\n", BitfieldExtract<&LitChannel::enablelighting>(color_type));
out->Write("\t\t{{\n");
out->Write("\t\t\tuint light_mask = {} | ({} << 4u);\n",
BitfieldExtract<&LitChannel::lightMask0_3>(color_type),
BitfieldExtract<&LitChannel::lightMask4_7>(color_type));
out->Write("\t\t\tuint attnfunc = {};\n", BitfieldExtract<&LitChannel::attnfunc>(color_type));
out->Write("\t\t\tfor (uint light_index = 0u; light_index < 8u; light_index++)\n");
out->Write("\t\t\t{{\n");
out->Write("\t\t\t\tif ((light_mask & (1u << light_index)) != 0u)\n");
out->Write("\t\t\t\t{{\n");
// Shader compilation is weird, shader arrays can't use indexing by variable
// to set values unless the variable is an index in a for loop.
// So instead we have to do this if check nonsense
for (u32 light_count_index = 0; light_count_index < 8; light_count_index++)
{
out->Write("\t\t\t\t\tif (light_index == {})\n", light_count_index);
out->Write("\t\t\t\t\t{{\n");
if (color_type == "colorreg")
{
for (u32 channel_index = 0; channel_index < NUM_XF_COLOR_CHANNELS; channel_index++)
{
out->Write("\t\t\t\t\t\tif (chan == {})\n", channel_index);
out->Write("\t\t\t\t\t\t{{\n");
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].direction = " I_LIGHTS
"[light_index].dir.xyz;\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].position = " I_LIGHTS
"[light_index].pos.xyz;\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].cosatt = " I_LIGHTS
"[light_index].cosatt;\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].distatt = " I_LIGHTS
"[light_index].distatt;\n",
channel_index, light_count_index);
out->Write(
"\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].attenuation_type = attnfunc;\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].color = " I_LIGHTS
"[light_index].color.rgb / float3(255.0, 255.0, 255.0);\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.light_chan{}_color_count += 1;\n", channel_index);
out->Write("\t\t\t\t\t\t}}\n");
}
}
else
{
for (u32 channel_index = 0; channel_index < NUM_XF_COLOR_CHANNELS; channel_index++)
{
out->Write("\t\t\t\t\t\tif (chan == {})\n", channel_index);
out->Write("\t\t\t\t\t\t{{\n");
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].direction = " I_LIGHTS
"[light_index].dir.xyz;\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].position = " I_LIGHTS
"[light_index].pos.xyz;\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].cosatt = " I_LIGHTS
"[light_index].cosatt;\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].distatt = " I_LIGHTS
"[light_index].distatt;\n",
channel_index, light_count_index);
out->Write(
"\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].attenuation_type = attnfunc;\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].color = float3(" I_LIGHTS
"[light_index].color.a) / float3(255.0, 255.0, 255.0);\n",
channel_index, light_count_index);
out->Write("\t\t\t\t\t\t\tcustom_data.light_chan{}_alpha_count += 1;\n", channel_index);
out->Write("\t\t\t\t\t\t}}\n");
}
}
out->Write("\t\t\t\t\t}}\n");
}
out->Write("\t\t\t\t}}\n");
out->Write("\t\t\t}}\n");
out->Write("\t\t}}\n");
}
out->Write("\t}}\n");
for (u32 i = 0; i < 16; i++)
{
// Shader compilation complains if every struct isn't initialized
// Color Input
for (u32 j = 0; j < 4; j++)
{
out->Write("\tcustom_data.tev_stages[{}].input_color[{}].input_type = "
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
i, j);
out->Write("\tcustom_data.tev_stages[{}].input_color[{}].value = "
"float3(0, 0, 0);\n",
i, j);
}
// Alpha Input
for (u32 j = 0; j < 4; j++)
{
out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].input_type = "
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
i, j);
out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].value = "
"float(0);\n",
i, j);
}
// Texmap
out->Write("\tcustom_data.tev_stages[{}].texmap = 0u;\n", i);
// Output
out->Write("\tcustom_data.tev_stages[{}].output_color = "
"float4(0, 0, 0, 0);\n",
i);
}
// Actual data will be filled out in the tev stage code, just set the
// stage count for now
out->Write("\tcustom_data.tev_stage_count = num_stages;\n");
// Time
out->Write("\tcustom_data.time_ms = time_ms;\n");
}
} // namespace
PixelShaderUid GetPixelShaderUid()
{
PixelShaderUid out;
@ -56,7 +310,8 @@ void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& hos
}
ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
const pixel_ubershader_uid_data* uid_data)
const pixel_ubershader_uid_data* uid_data,
const CustomPixelShaderContents& custom_details)
{
const bool per_pixel_lighting = host_config.per_pixel_lighting;
const bool msaa = host_config.msaa;
@ -76,6 +331,12 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
out.Write("// {}\n", *uid_data);
WriteBitfieldExtractHeader(out, api_type, host_config);
WritePixelShaderCommonHeader(out, api_type, host_config, bounding_box);
WriteCustomShaderStructDef(&out, numTexgen);
for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
{
const auto& shader_details = custom_details.shaders[i];
out.Write(fmt::runtime(shader_details.custom_shader), i);
}
if (per_pixel_lighting)
WriteLightingFunction(out);
@ -228,6 +489,68 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
}
out.Write("}}\n\n");
out.Write("uint selectTexCoordIndex(uint texmap)");
out.Write("{{\n");
if (api_type == APIType::D3D)
{
out.Write(" switch (texmap) {{\n");
for (u32 i = 0; i < numTexgen; i++)
{
out.Write(" case {}u:\n"
" return {};\n",
i, i);
}
out.Write(" default:\n"
" return 0;\n"
" }}\n");
}
else
{
out.Write(" if (texmap >= {}u) {{\n", numTexgen);
out.Write(" return 0;\n"
" }}\n");
if (numTexgen > 4)
out.Write(" if (texmap < 4u) {{\n");
if (numTexgen > 2)
out.Write(" if (texmap < 2u) {{\n");
if (numTexgen > 1)
out.Write(" return (texmap == 0u) ? 0 : 1;\n");
else
out.Write(" return 0;\n");
if (numTexgen > 2)
{
out.Write(" }} else {{\n"); // >= 2 < min(4, numTexgen)
if (numTexgen > 3)
out.Write(" return (texmap == 2u) ? 2 : 3;\n");
else
out.Write(" return 2;\n");
out.Write(" }}\n");
}
if (numTexgen > 4)
{
out.Write(" }} else {{\n"); // >= 4 < min(8, numTexgen)
if (numTexgen > 6)
out.Write(" if (texmap < 6u) {{\n");
if (numTexgen > 5)
out.Write(" return (texmap == 4u) ? 4 : 5;\n");
else
out.Write(" return 4;\n");
if (numTexgen > 6)
{
out.Write(" }} else {{\n"); // >= 6 < min(8, numTexgen)
if (numTexgen > 7)
out.Write(" return (texmap == 6u) ? 6 : 7;\n");
else
out.Write(" return 6;\n");
out.Write(" }}\n");
}
out.Write(" }}\n");
}
}
out.Write("}}\n\n");
}
// =====================
@ -316,43 +639,43 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
// TEV's Special Lerp
// ======================
const auto WriteTevLerp = [&out](std::string_view components) {
out.Write(
"// TEV's Linear Interpolate, plus bias, add/subtract and scale\n"
"int{0} tevLerp{0}(int{0} A, int{0} B, int{0} C, int{0} D, uint bias, bool op, "
"uint scale) {{\n"
" // Scale C from 0..255 to 0..256\n"
" C += C >> 7;\n"
"\n"
" // Add bias to D\n"
" if (bias == 1u) D += 128;\n"
" else if (bias == 2u) D -= 128;\n"
"\n"
" int{0} lerp = (A << 8) + (B - A)*C;\n"
" if (scale != 3u) {{\n"
" lerp = lerp << scale;\n"
" D = D << scale;\n"
" }}\n"
"\n"
" // TODO: Is this rounding bias still added when the scale is divide by 2? Currently we "
"do not apply it.\n"
" if (scale != 3u)\n"
" lerp = lerp + (op ? 127 : 128);\n"
"\n"
" int{0} result = lerp >> 8;\n"
"\n"
" // Add/Subtract D\n"
" if (op) // Subtract\n"
" result = D - result;\n"
" else // Add\n"
" result = D + result;\n"
"\n"
" // Most of the Scale was moved inside the lerp for improved precision\n"
" // But we still do the divide by 2 here\n"
" if (scale == 3u)\n"
" result = result >> 1;\n"
" return result;\n"
"}}\n\n",
components);
out.Write("// TEV's Linear Interpolate, plus bias, add/subtract and scale\n"
"int{0} tevLerp{0}(int{0} A, int{0} B, int{0} C, int{0} D, uint bias, bool op, "
"uint scale) {{\n"
" // Scale C from 0..255 to 0..256\n"
" C += C >> 7;\n"
"\n"
" // Add bias to D\n"
" if (bias == 1u) D += 128;\n"
" else if (bias == 2u) D -= 128;\n"
"\n"
" int{0} lerp = (A << 8) + (B - A)*C;\n"
" if (scale != 3u) {{\n"
" lerp = lerp << scale;\n"
" D = D << scale;\n"
" }}\n"
"\n"
" // TODO: Is this rounding bias still added when the scale is divide by 2? "
"Currently we "
"do not apply it.\n"
" if (scale != 3u)\n"
" lerp = lerp + (op ? 127 : 128);\n"
"\n"
" int{0} result = lerp >> 8;\n"
"\n"
" // Add/Subtract D\n"
" if (op) // Subtract\n"
" result = D - result;\n"
" else // Add\n"
" result = D + result;\n"
"\n"
" // Most of the Scale was moved inside the lerp for improved precision\n"
" // But we still do the divide by 2 here\n"
" if (scale == 3u)\n"
" result = result >> 1;\n"
" return result;\n"
"}}\n\n",
components);
};
WriteTevLerp(""); // int
WriteTevLerp("3"); // int3
@ -437,6 +760,25 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
"return int3(0, 0, 0);", // ZERO
};
static constexpr Common::EnumMap<std::string_view, TevColorArg::Zero> tev_c_input_type{
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
};
static constexpr Common::EnumMap<std::string_view, TevAlphaArg::Zero> tev_a_input_table{
"return s.Reg[0].a;", // APREV,
"return s.Reg[1].a;", // A0,
@ -448,6 +790,17 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
"return 0;", // ZERO
};
static constexpr Common::EnumMap<std::string_view, TevAlphaArg::Zero> tev_a_input_type{
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST;",
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
};
static constexpr Common::EnumMap<std::string_view, TevOutput::Color2> tev_regs_lookup_table{
"return s.Reg[0];",
"return s.Reg[1];",
@ -489,6 +842,16 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
out.Write("}}\n"
"\n");
out.Write("// Helper function for Custom Shader Input Type\n"
"uint getColorInputType(uint index) {{\n");
WriteSwitch(out, api_type, "index", tev_c_input_type, 2, false);
out.Write("}}\n"
"\n"
"uint getAlphaInputType(uint index) {{\n");
WriteSwitch(out, api_type, "index", tev_a_input_type, 2, false);
out.Write("}}\n"
"\n");
// Since the fixed-point texture coodinate variables aren't global, we need to pass
// them to the select function. This applies to all backends.
if (numTexgen > 0)
@ -505,6 +868,17 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
out.Write("void main()\n{{\n");
out.Write(" float4 rawpos = gl_FragCoord;\n");
out.Write(" uint num_stages = {};\n\n",
BitfieldExtract<&GenMode::numtevstages>("bpmem_genmode"));
bool has_custom_shader_details = false;
if (std::any_of(custom_details.shaders.begin(), custom_details.shaders.end(),
[](const std::optional<CustomPixelShader>& ps) { return ps.has_value(); }))
{
WriteCustomShaderStructImpl(&out, numTexgen, per_pixel_lighting);
has_custom_shader_details = true;
}
if (use_framebuffer_fetch)
{
// Store off a copy of the initial framebuffer value.
@ -563,9 +937,6 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
" // o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
}
out.Write(" uint num_stages = {};\n\n",
BitfieldExtract<&GenMode::numtevstages>("bpmem_genmode"));
out.Write(" // Main tev loop\n");
out.Write(" for(uint stage = 0u; stage <= num_stages; stage++)\n"
@ -618,9 +989,9 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
// indirect texture stage is enabled). If the matrix is off, the result doesn't matter; if the
// indirect texture stage is disabled, the result is undefined (and produces a glitchy pattern
// on hardware, different from this).
// For the undefined case, we just skip applying the indirect operation, which is close enough.
// Viewtiful Joe hits the undefined case (bug 12525).
// Wrapping and add to previous still apply in this case (and when the stage is disabled).
// For the undefined case, we just skip applying the indirect operation, which is close
// enough. Viewtiful Joe hits the undefined case (bug 12525). Wrapping and add to previous
// still apply in this case (and when the stage is disabled).
out.Write(" if (bpmem_iref(bt) != 0u) {{\n");
out.Write(" int3 indcoord;\n");
LookupIndirectTexture("indcoord", "bt");
@ -826,7 +1197,8 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
" alpha_B = selectAlphaInput(s, ss, {0}colors_0, {0}colors_1, alpha_b) & 255;\n"
" }};\n"
" int alpha_C = selectAlphaInput(s, ss, {0}colors_0, {0}colors_1, alpha_c) & 255;\n"
" int alpha_D = selectAlphaInput(s, ss, {0}colors_0, {0}colors_1, alpha_d); // 10 bits "
" int alpha_D = selectAlphaInput(s, ss, {0}colors_0, {0}colors_1, alpha_d); // 10 "
"bits "
"+ sign\n"
"\n", // TODO: do we need to sign extend?
color_input_prefix);
@ -857,9 +1229,81 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
"\n"
" // Write result to the correct input register of the next stage\n");
WriteSwitch(out, api_type, "alpha_dest", tev_a_set_table, 6, true);
out.Write(" }}\n"
" }} // Main TEV loop\n"
"\n");
if (has_custom_shader_details)
{
for (u32 stage_index = 0; stage_index < 16; stage_index++)
{
out.Write("\tif (stage == {}u) {{\n", stage_index);
// Color input
out.Write("\t\tcustom_data.tev_stages[{}].input_color[0].value = color_A / float3(255.0, "
"255.0, 255.0);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_color[0].input_type = "
"getColorInputType(color_a);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_color[1].value = color_B / float3(255.0, "
"255.0, 255.0);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_color[1].input_type = "
"getColorInputType(color_b);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_color[2].value = color_C / float3(255.0, "
"255.0, 255.0);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_color[2].input_type = "
"getColorInputType(color_c);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_color[3].value = color_D / float3(255.0, "
"255.0, 255.0);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_color[3].input_type = "
"getColorInputType(color_c);\n",
stage_index);
// Alpha input
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[0].value = alpha_A / float(255.0);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[0].input_type = "
"getAlphaInputType(alpha_a);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[1].value = alpha_B / float(255.0);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[1].input_type = "
"getAlphaInputType(alpha_b);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[2].value = alpha_C / float(255.0);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[2].input_type = "
"getAlphaInputType(alpha_c);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[3].value = alpha_D / float(255.0);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[3].input_type = "
"getAlphaInputType(alpha_d);\n",
stage_index);
if (numTexgen != 0)
{
// Texmap
out.Write("\t\tif (texture_enabled) {{\n");
out.Write("\t\t\tuint sampler_num = {};\n",
BitfieldExtract<&TwoTevStageOrders::texmap_even>("ss.order"));
out.Write("\t\tcustom_data.tev_stages[{}].texmap = sampler_num;\n", stage_index);
out.Write("\t\t}}\n");
}
// Output
out.Write("\t\tcustom_data.tev_stages[{}].output_color.rgb = color / float3(255.0, 255.0, "
"255.0);\n",
stage_index);
out.Write("\t\tcustom_data.tev_stages[{}].output_color.a = alpha / float(255.0);\n",
stage_index);
out.Write("\t}}\n");
}
}
out.Write(" }}\n");
out.Write(" }} // Main TEV loop\n");
out.Write("\n");
// Select the output color and alpha registers from the last stage.
out.Write(" int4 TevResult;\n");
@ -942,8 +1386,8 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
{
// Instead of using discard, fetch the framebuffer's color value and use it as the output
// for this fragment.
out.Write(
" #define discard_fragment {{ real_ocol0 = float4(initial_ocol0.xyz, 1.0); return; }}\n");
out.Write(" #define discard_fragment {{ real_ocol0 = float4(initial_ocol0.xyz, 1.0); "
"return; }}\n");
}
else
{
@ -1109,8 +1553,8 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
" }}\n");
}
// Some backends require that the shader outputs be uint when writing to a uint render target for
// logic op.
// Some backends require that the shader outputs be uint when writing to a uint render target
// for logic op.
if (uid_data->uint_output)
{
out.Write(" if (bpmem_rgba6_format)\n"
@ -1142,6 +1586,19 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
}
}
for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
{
const auto& shader_details = custom_details.shaders[i];
if (!shader_details.custom_shader.empty())
{
out.Write("\t{{\n");
out.Write("\t\tcustom_data.final_color = ocol0;\n");
out.Write("\t\tocol0.xyz = {}_{}(custom_data).xyz;\n", CUSTOM_PIXELSHADER_COLOR_FUNC, i);
out.Write("\t}}\n\n");
}
}
if (bounding_box)
{
out.Write(" if (bpmem_bounding_box) {{\n"
@ -1209,13 +1666,13 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
WriteSwitch(out, api_type, "blend_dst_factor", blendDstFactor, 4, true);
WriteSwitch(out, api_type, "blend_dst_factor_alpha", blendDstFactorAlpha, 4, true);
out.Write(
" float4 blend_result;\n"
" if (blend_subtract)\n"
" blend_result.rgb = initial_ocol0.rgb * blend_dst.rgb - ocol0.rgb * blend_src.rgb;\n"
" else\n"
" blend_result.rgb = initial_ocol0.rgb * blend_dst.rgb + ocol0.rgb * "
"blend_src.rgb;\n");
out.Write(" float4 blend_result;\n"
" if (blend_subtract)\n"
" blend_result.rgb = initial_ocol0.rgb * blend_dst.rgb - ocol0.rgb * "
"blend_src.rgb;\n"
" else\n"
" blend_result.rgb = initial_ocol0.rgb * blend_dst.rgb + ocol0.rgb * "
"blend_src.rgb;\n");
out.Write(" if (blend_subtract_alpha)\n"
" blend_result.a = initial_ocol0.a * blend_dst.a - ocol0.a * blend_src.a;\n"

View file

@ -29,7 +29,8 @@ using PixelShaderUid = ShaderUid<pixel_ubershader_uid_data>;
PixelShaderUid GetPixelShaderUid();
ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
const pixel_ubershader_uid_data* uid_data);
const pixel_ubershader_uid_data* uid_data,
const CustomPixelShaderContents& custom_details);
void EnumeratePixelShaderUids(const std::function<void(const PixelShaderUid&)>& callback);
void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& host_config,

View file

@ -15,6 +15,7 @@
#include "Core/ConfigManager.h"
#include "Core/DolphinAnalytics.h"
#include "Core/HW/SystemTimers.h"
#include "Core/System.h"
#include "VideoCommon/AbstractGfx.h"
@ -23,12 +24,14 @@
#include "VideoCommon/DataReader.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionData.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/OpcodeDecoding.h"
#include "VideoCommon/PerfQueryBase.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureCacheBase.h"
@ -105,7 +108,10 @@ VertexManagerBase::~VertexManagerBase() = default;
bool VertexManagerBase::Initialize()
{
m_frame_end_event = AfterFrameEvent::Register([this] { OnEndFrame(); }, "VertexManagerBase");
m_after_present_event = AfterPresentEvent::Register(
[this](PresentInfo& pi) { m_ticks_elapsed = pi.emulated_timestamp; }, "VertexManagerBase");
m_index_generator.Init();
m_custom_shader_cache = std::make_unique<CustomShaderCache>();
m_cpu_cull.Init();
return true;
}
@ -523,10 +529,18 @@ void VertexManagerBase::Flush()
auto& geometry_shader_manager = system.GetGeometryShaderManager();
auto& vertex_shader_manager = system.GetVertexShaderManager();
if (g_ActiveConfig.bGraphicMods)
{
const double seconds_elapsed =
static_cast<double>(m_ticks_elapsed) / SystemTimers::GetTicksPerSecond();
pixel_shader_manager.constants.time_ms = seconds_elapsed * 1000;
}
CalculateBinormals(VertexLoaderManager::GetCurrentVertexFormat());
// Calculate ZSlope for zfreeze
const auto used_textures = UsedTextures();
std::vector<std::string> texture_names;
std::vector<u32> texture_units;
if (!m_cull_all)
{
if (!g_ActiveConfig.bGraphicMods)
@ -543,7 +557,12 @@ void VertexManagerBase::Flush()
const auto cache_entry = g_texture_cache->Load(TextureInfo::FromStage(i));
if (cache_entry)
{
texture_names.push_back(cache_entry->texture_info_name);
if (std::find(texture_names.begin(), texture_names.end(),
cache_entry->texture_info_name) == texture_names.end())
{
texture_names.push_back(cache_entry->texture_info_name);
texture_units.push_back(i);
}
}
}
}
@ -562,13 +581,24 @@ void VertexManagerBase::Flush()
if (!m_cull_all)
{
for (const auto& texture_name : texture_names)
CustomPixelShaderContents custom_pixel_shader_contents;
std::optional<CustomPixelShader> custom_pixel_shader;
std::vector<std::string> custom_pixel_texture_names;
for (int i = 0; i < texture_names.size(); i++)
{
const std::string& texture_name = texture_names[i];
const u32 texture_unit = texture_units[i];
bool skip = false;
GraphicsModActionData::DrawStarted draw_started{&skip};
GraphicsModActionData::DrawStarted draw_started{texture_unit, &skip, &custom_pixel_shader};
for (const auto& action : g_graphics_mod_manager->GetDrawStartedActions(texture_name))
{
action->OnDrawStarted(&draw_started);
if (custom_pixel_shader)
{
custom_pixel_shader_contents.shaders.push_back(*custom_pixel_shader);
custom_pixel_texture_names.push_back(texture_name);
}
custom_pixel_shader = std::nullopt;
}
if (skip == true)
return;
@ -610,7 +640,65 @@ void VertexManagerBase::Flush()
UpdatePipelineObject();
if (m_current_pipeline_object)
{
g_gfx->SetPipeline(m_current_pipeline_object);
const AbstractPipeline* current_pipeline = m_current_pipeline_object;
if (!custom_pixel_shader_contents.shaders.empty())
{
CustomShaderInstance custom_shaders;
custom_shaders.pixel_contents = std::move(custom_pixel_shader_contents);
switch (g_ActiveConfig.iShaderCompilationMode)
{
case ShaderCompilationMode::Synchronous:
case ShaderCompilationMode::AsynchronousSkipRendering:
{
if (auto pipeline = m_custom_shader_cache->GetPipelineAsync(
m_current_pipeline_config, custom_shaders, m_current_pipeline_object->m_config))
{
current_pipeline = *pipeline;
}
}
break;
case ShaderCompilationMode::SynchronousUberShaders:
{
// D3D has issues compiling large custom ubershaders
// use specialized shaders instead
if (g_ActiveConfig.backend_info.api_type == APIType::D3D)
{
if (auto pipeline = m_custom_shader_cache->GetPipelineAsync(
m_current_pipeline_config, custom_shaders, m_current_pipeline_object->m_config))
{
current_pipeline = *pipeline;
}
}
else
{
if (auto pipeline = m_custom_shader_cache->GetPipelineAsync(
m_current_uber_pipeline_config, custom_shaders,
m_current_pipeline_object->m_config))
{
current_pipeline = *pipeline;
}
}
}
break;
case ShaderCompilationMode::AsynchronousUberShaders:
{
if (auto pipeline = m_custom_shader_cache->GetPipelineAsync(
m_current_pipeline_config, custom_shaders, m_current_pipeline_object->m_config))
{
current_pipeline = *pipeline;
}
else if (auto uber_pipeline = m_custom_shader_cache->GetPipelineAsync(
m_current_uber_pipeline_config, custom_shaders,
m_current_pipeline_object->m_config))
{
current_pipeline = *uber_pipeline;
}
}
break;
};
}
g_gfx->SetPipeline(current_pipeline);
if (PerfQueryBase::ShouldEmulate())
g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
@ -1006,3 +1094,9 @@ void VertexManagerBase::OnEndFrame()
// state changes the specialized shader will not take over.
InvalidatePipelineObject();
}
void VertexManagerBase::NotifyCustomShaderCacheOfHostChange(const ShaderHostConfig& host_config)
{
m_custom_shader_cache->SetHostConfig(host_config);
m_custom_shader_cache->Reload();
}

View file

@ -15,6 +15,7 @@
#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/VideoEvents.h"
class CustomShaderCache;
class DataReader;
class NativeVertexFormat;
class PointerWrap;
@ -128,6 +129,7 @@ public:
m_current_pipeline_object = nullptr;
m_pipeline_config_changed = true;
}
void NotifyCustomShaderCacheOfHostChange(const ShaderHostConfig& host_config);
// Utility pipeline drawing (e.g. EFB copies, post-processing, UI).
virtual void UploadUtilityUniforms(const void* uniforms, u32 uniforms_size);
@ -230,7 +232,11 @@ private:
std::vector<u32> m_scheduled_command_buffer_kicks;
bool m_allow_background_execution = true;
std::unique_ptr<CustomShaderCache> m_custom_shader_cache;
u64 m_ticks_elapsed;
Common::EventHook m_frame_end_event;
Common::EventHook m_after_present_event;
};
extern std::unique_ptr<VertexManagerBase> g_vertex_manager;

View file

@ -353,6 +353,7 @@ void CheckForConfigChanges()
{
OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
g_vertex_manager->InvalidatePipelineObject();
g_vertex_manager->NotifyCustomShaderCacheOfHostChange(new_host_config);
g_shader_cache->SetHostConfig(new_host_config);
g_shader_cache->Reload();
g_framebuffer_manager->RecompileShaders();

View file

@ -0,0 +1,251 @@
# Dolphin Custom Pipeline Specification
Dolphin provides content creators a way to overwrite its internal graphics pipeline data using graphics mods. At the moment, this supports modifying only the pixel shader. This document will describe the specification and give some examples.
## Graphics mod metadata format
This feature is powered by graphics mods. This document assumes the user is familiar with them and will only detail the action specific data needed to trigger this capability.
The action type for this feature is `custom_pipeline`. This action has the following data:
|Identifier |Required | Since |
|-------------------------|---------|-------|
|``passes`` | **Yes** | v1 |
`passes` is an array of pass blobs. Note that at the moment, Dolphin only supports a single pass. Each pass can have the following data:
|Identifier |Required | Since |
|-------------------------|---------|-------|
|``pixel_material_asset`` | **Yes** | v1 |
Here `pixel_material_asset` is the name of a material asset.
A full example is given below:
```json
{
"assets": [
{
"name": "material_replace_normal",
"data":
{
"": "normal.material.json"
}
},
{
"name": "shader_replace_normal",
"data":
{
"metadata": "replace_normal.shader.json",
"shader": "replace_normal.glsl"
}
},
{
"name": "normal_texture",
"data":
{
"": "normal_texture.png"
}
}
],
"features": [
{
"action": "custom_pipeline",
"action_data": {
"passes": [
{
"pixel_material_asset": "material_replace_normal"
}
]
},
"group": "PipelineTarget"
}
],
"groups": [
{
"name": "PipelineTarget",
"targets": [
{
"texture_filename": "tex1_512x512_m_afdbe7efg332229e_14",
"type": "draw_started"
},
{
"texture_filename": "tex1_512x512_m_afdbe7efg332229e_14",
"type": "create_texture"
}
]
}
]
}
```
## The shader format
The shaders are written in GLSL and converted to the target shader that the backend uses internally. The user is expected to provide an entrypoint with the following signature:
```
vec4 custom_main( in CustomShaderData data )
```
`CustomShaderData` encompasses all the data that Dolphin will pass to the user (in addition to the `samp` variable outlined above which is how textures are accessed). It has the following structure:
|Name | Type | Since | Description |
|-----------------------------|-------------------------|-------|-----------------------------------------------------------------------------------------------|
|``position`` | vec3 | v1 | The position of this pixel in _view space_ |
|``normal`` | vec3 | v1 | The normal of this pixel in _view space_ |
|``texcoord`` | vec3[] | v1 | An array of texture coordinates, the amount available is specified by ``texcoord_count`` |
|``texcoord_count`` | uint | v1 | The count of texture coordinates |
|``texmap_to_texcoord_index`` | uint[] | v1 | An array of texture units to texture coordinate values |
|``lights_chan0_color`` | CustomShaderLightData[] | v1 | An array of color lights for channel 0, the amount is specified by ``light_chan0_color_count``|
|``lights_chan0_alpha`` | CustomShaderLightData[] | v1 | An array of alpha lights for channel 0, the amount is specified by ``light_chan0_alpha_count``|
|``lights_chan1_color`` | CustomShaderLightData[] | v1 | An array of color lights for channel 1, the amount is specified by ``light_chan1_color_count``|
|``lights_chan1_alpha`` | CustomShaderLightData[] | v1 | An array of alpha lights for channel 1, the amount is specified by ``light_chan1_alpha_count``|
|``ambient_lighting`` | vec4[] | v1 | An array of ambient lighting values. Count is two, one for each color channel |
|``base_material`` | vec4[] | v1 | An array of the base material values. Count is two, one for each color channel |
|``tev_stages`` | CustomShaderTevStage[] | v1 | An array of TEV stages, the amount is specified by ``tev_stage_count`` |
|``tev_stage_count`` | uint | v1 | The count of TEV stages |
|``final_color`` | vec4 | v1 | The final color generated by Dolphin after all TEV stages are executed |
|``time_ms`` | uint | v1 | The time that has passed in milliseconds, since the game was started. Useful for animating |
`CustomShaderLightData` is used to denote lighting data the game is applying when rendering the specific draw call. It has the following structure:
|Name | Type | Since | Description |
|-------------------------|-------------------------|-------|-------------------------------------------------------------------------------------------------|
|``position`` | vec3 | v1 | The position of the light in _view space_ |
|``direction`` | vec3 | v1 | The direction in _view space_ the light is pointing (only applicable for point and spot lights) |
|``color`` | vec3 | v1 | The color of the light |
|``attenuation_type`` | uint | v1 | The attentuation type of the light. See details below |
|``cosatt`` | vec4 | v1 | The cos attenuation values used |
|``distatt`` | vec4 | v1 | The distance attenuation values used |
The `attenuation_type` is defined as a `uint` but is effecitvely an enumeration. It has the following values:
|Name | Since | Description |
|--------------------------------------------------|-------|-------------------------------------------------------------------------|
|``CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_POINT`` | v1 | This value denotes the lighting attentuation is for a point light |
|``CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_DIR`` | v1 | This value denotes the lighting attentuation is for a directional light |
|``CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_SPOT`` | v1 | This value denotes the lighting attentuation is for a directional light |
`CustomShaderTevStage` is used to denote the various TEV operations. Each operation describes a graphical operation that the game is applying when rendering the specific draw call. It has the following structure:
|Name | Type | Since | Description |
|-------------------------|----------------------------------|-------|-------------------------------------------------------------------------------|
|``input_color`` | CustomShaderTevStageInputColor[] | v1 | The four color inputs that are used to produce the final output of this stage |
|``input_alpha`` | CustomShaderTevStageInputAlpha[] | v1 | The four alpha inputs that are used to produce the final output of this stage |
|``texmap`` | uint | v1 | The texture unit for this stage |
|``output_color`` | vec4 | v1 | The final output color this stage produces |
`CustomShaderTevStageInputColor` is a single input TEV operation for a color value. It has the following structure:
|Name | Type | Since | Description |
|-------------------------|------|-------|-------------------------------------------------|
|``input_type`` | uint | v1 | The input type of the input. See details below |
|``value`` | vec3 | v1 | The value of input |
The `input_type` is defined as a `uint` but is effectively an enumeration. it has the following values:
|Name | Since | Description |
|--------------------------------------------------|-------|---------------------------------------------------------------------------|
|``CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV`` | v1 | The value is provided by the last stage |
|``CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR`` | v1 | The value is provided by the color data |
|``CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX`` | v1 | The value is provided by a texture |
|``CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS`` | v1 | |
|``CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST`` | v1 | The value is a constant value defined by the software |
|``CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC`` | v1 | The value is a constant numeric value like vec3(0, 0, 0) or vec3(1, 1, 1) |
`CustomShaderTevStageInputAlpha` is a single input TEV operation for an alpha value. It has the following structure:
|Name | Type | Since | Description |
|-------------------------|------|-------|-------------------------------------------------------------------------------|
|``input_type`` | uint | v1 | The input type of the input. See `input_type` for color input stages |
|``value`` | uint | v1 | The value of input |
## Examples
Below are a handful of examples.
### Single color
The following shader displays the color red on the screen:
```glsl
vec4 custom_main( in CustomShaderData data )
{
return vec4(1.0, 0.0, 0.0, 1.0);
}
```
### Normal
The following shader displays the normal on the screen:
```glsl
vec4 custom_main( in CustomShaderData data )
{
return vec4(data.normal * 0.5 + 0.5, 1);
}
```
### Reading a texture
The following shader displays the contents of the texture denoted in the shader asset as `MY_TEX`:
```glsl
vec4 custom_main( in CustomShaderData data )
{
return texture(samp[MY_TEX_UNIT], MY_TEX_COORD);
}
```
### Capturing the first texture the game renders with
The following shader would display the contents of the first texture the game uses, ignoring any other operations. If no stages are available or none exist with a texture it would use the final color of all the staging operations:
```glsl
vec4 custom_main( in CustomShaderData data )
{
vec4 final_color = data.final_color;
uint texture_set = 0;
for (uint i = 0; i < data.tev_stage_count; i++)
{
// There are 4 color inputs
for (uint j = 0; j < 4; j++)
{
if (data.tev_stages[i].input_color[j].input_type == CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX && texture_set == 0)
{
final_color = vec4(data.tev_stages[i].input_color[j].value, 1.0);
texture_set = 1;
}
}
}
return final_color;
}
```
### Applying lighting with a point type attenuation
The following shader would apply the lighting for any point lights used during the draw for channel 0's color lights, using blue as a base color:
```glsl
vec4 custom_main( in CustomShaderData data )
{
float total_diffuse = 0;
for (int i = 0; i < data.light_chan0_color_count; i++)
{
if (data.lights_chan0_color[i].attenuation_type == CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_POINT)
{
vec3 light_dir = normalize(data.lights_chan0_color[i].position - data.position.xyz);
float attn = (dot(normal, light_dir) >= 0.0) ? max(0.0, dot(normal, data.lights_chan0_color[i].direction.xyz)) : 0.0;
vec3 cosAttn = data.lights_chan0_color[i].cosatt.xyz;
vec3 distAttn = data.lights_chan0_color[i].distatt.xyz;
attn = max(0.0, dot(cosAttn, vec3(1.0, attn, attn*attn))) / dot(distAttn, vec3(1.0, attn, attn * attn));
total_diffuse += attn * max(0.0, dot(normal, light_dir));
}
}
return vec4(total_diffuse * vec3(0, 0, 1), 1);
}
```