// Copyright 2019 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoCommon/FramebufferShaderGen.h" #include #include "Common/Logging/Log.h" #include "VideoCommon/FramebufferManager.h" #include "VideoCommon/ShaderGenCommon.h" #include "VideoCommon/TextureDecoder.h" #include "VideoCommon/VertexShaderGen.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" namespace FramebufferShaderGen { namespace { APIType GetAPIType() { return g_ActiveConfig.backend_info.api_type; } void EmitUniformBufferDeclaration(ShaderCode& code) { if (GetAPIType() == APIType::D3D) code.Write("cbuffer PSBlock : register(b0)\n"); else code.Write("UBO_BINDING(std140, 1) uniform PSBlock\n"); } void EmitSamplerDeclarations(ShaderCode& code, u32 start = 0, u32 end = 1, bool multisampled = false) { switch (GetAPIType()) { case APIType::D3D: { const char* array_type = multisampled ? "Texture2DMSArray" : "Texture2DArray"; for (u32 i = start; i < end; i++) { code.Write("{} tex{} : register(t{});\n", array_type, i, i); code.Write("SamplerState samp{} : register(s{});\n", i, i); } } break; case APIType::OpenGL: case APIType::Vulkan: { const char* array_type = multisampled ? "sampler2DMSArray" : "sampler2DArray"; for (u32 i = start; i < end; i++) { code.Write("SAMPLER_BINDING({}) uniform {} samp{};\n", i, array_type, i); } } break; default: break; } } void EmitSampleTexture(ShaderCode& code, u32 n, std::string_view coords) { switch (GetAPIType()) { case APIType::D3D: code.Write("tex{}.Sample(samp{}, {})", n, n, coords); break; case APIType::OpenGL: case APIType::Vulkan: code.Write("texture(samp{}, {})", n, coords); break; default: break; } } // Emits a texel fetch/load instruction. Assumes that "coords" is a 4-element vector, with z // containing the layer, and w containing the mipmap level. void EmitTextureLoad(ShaderCode& code, u32 n, std::string_view coords) { switch (GetAPIType()) { case APIType::D3D: code.Write("tex{}.Load({})", n, coords); break; case APIType::OpenGL: case APIType::Vulkan: code.Write("texelFetch(samp{}, ({}).xyz, ({}).w)", n, coords, coords); break; default: break; } } void EmitVertexMainDeclaration(ShaderCode& code, u32 num_tex_inputs, u32 num_color_inputs, bool position_input, u32 num_tex_outputs, u32 num_color_outputs, std::string_view extra_inputs = {}) { switch (GetAPIType()) { case APIType::D3D: { code.Write("void main("); for (u32 i = 0; i < num_tex_inputs; i++) code.Write("in float3 rawtex{} : TEXCOORD{}, ", i, i); for (u32 i = 0; i < num_color_inputs; i++) code.Write("in float4 rawcolor{} : COLOR{}, ", i, i); if (position_input) code.Write("in float4 rawpos : POSITION, "); code.Write("{}", extra_inputs); for (u32 i = 0; i < num_tex_outputs; i++) code.Write("out float3 v_tex{} : TEXCOORD{}, ", i, i); for (u32 i = 0; i < num_color_outputs; i++) code.Write("out float4 v_col{} : COLOR{}, ", i, i); code.Write("out float4 opos : SV_Position)\n"); } break; case APIType::OpenGL: case APIType::Vulkan: { for (u32 i = 0; i < num_tex_inputs; i++) { const auto attribute = SHADER_TEXTURE0_ATTRIB + i; code.Write("ATTRIBUTE_LOCATION({}) in float3 rawtex{};\n", attribute, i); } for (u32 i = 0; i < num_color_inputs; i++) { const auto attribute = SHADER_COLOR0_ATTRIB + i; code.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor{};\n", attribute, i); } if (position_input) code.Write("ATTRIBUTE_LOCATION({}) in float4 rawpos;\n", SHADER_POSITION_ATTRIB); if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { code.Write("VARYING_LOCATION(0) out VertexData {{\n"); for (u32 i = 0; i < num_tex_outputs; i++) code.Write(" float3 v_tex{};\n", i); for (u32 i = 0; i < num_color_outputs; i++) code.Write(" float4 v_col{};\n", i); code.Write("}};\n"); } else { for (u32 i = 0; i < num_tex_outputs; i++) code.Write("VARYING_LOCATION({}) out float3 v_tex{};\n", i, i); for (u32 i = 0; i < num_color_outputs; i++) code.Write("VARYING_LOCATION({}) out float4 v_col{};\n", num_tex_inputs + i, i); } code.Write("#define opos gl_Position\n"); code.Write("{}\n", extra_inputs); code.Write("void main()\n"); } break; default: break; } } void EmitPixelMainDeclaration(ShaderCode& code, u32 num_tex_inputs, u32 num_color_inputs, std::string_view output_type = "float4", std::string_view extra_vars = {}, bool emit_frag_coord = false) { switch (GetAPIType()) { case APIType::D3D: { code.Write("void main("); for (u32 i = 0; i < num_tex_inputs; i++) code.Write("in float3 v_tex{} : TEXCOORD{}, ", i, i); for (u32 i = 0; i < num_color_inputs; i++) code.Write("in float4 v_col{} : COLOR{}, ", i, i); if (emit_frag_coord) code.Write("in float4 frag_coord : SV_Position, "); code.Write("{}out {} ocol0 : SV_Target)\n", extra_vars, output_type); } break; case APIType::OpenGL: case APIType::Vulkan: { if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { code.Write("VARYING_LOCATION(0) in VertexData {{\n"); for (u32 i = 0; i < num_tex_inputs; i++) code.Write(" in float3 v_tex{};\n", i); for (u32 i = 0; i < num_color_inputs; i++) code.Write(" in float4 v_col{};\n", i); code.Write("}};\n"); } else { for (u32 i = 0; i < num_tex_inputs; i++) code.Write("VARYING_LOCATION({}) in float3 v_tex{};\n", i, i); for (u32 i = 0; i < num_color_inputs; i++) code.Write("VARYING_LOCATION({}) in float4 v_col{};\n", num_tex_inputs + i, i); } code.Write("FRAGMENT_OUTPUT_LOCATION(0) out {} ocol0;\n", output_type); code.Write("{}\n", extra_vars); if (emit_frag_coord) code.Write("#define frag_coord gl_FragCoord\n"); code.Write("void main()\n"); } break; default: break; } } } // Anonymous namespace std::string GenerateScreenQuadVertexShader() { ShaderCode code; EmitVertexMainDeclaration(code, 0, 0, false, 1, 0, GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " : "#define id gl_VertexID\n"); code.Write( "{{\n" " v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n" " opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n"); // NDC space is flipped in Vulkan. We also flip in GL so that (0,0) is in the lower-left. if (GetAPIType() == APIType::Vulkan || GetAPIType() == APIType::OpenGL) code.Write(" opos.y = -opos.y;\n"); code.Write("}}\n"); return code.GetBuffer(); } std::string GeneratePassthroughGeometryShader(u32 num_tex, u32 num_colors) { ShaderCode code; if (GetAPIType() == APIType::D3D) { code.Write("struct VS_OUTPUT\n" "{{\n"); for (u32 i = 0; i < num_tex; i++) code.Write(" float3 tex{} : TEXCOORD{};\n", i, i); for (u32 i = 0; i < num_colors; i++) code.Write(" float4 color{} : COLOR{};\n", i, i); code.Write(" float4 position : SV_Position;\n" "}};\n"); code.Write("struct GS_OUTPUT\n" "{{"); for (u32 i = 0; i < num_tex; i++) code.Write(" float3 tex{} : TEXCOORD{};\n", i, i); for (u32 i = 0; i < num_colors; i++) code.Write(" float4 color{} : COLOR{};\n", i, i); code.Write(" float4 position : SV_Position;\n" " uint slice : SV_RenderTargetArrayIndex;\n" "}};\n\n"); code.Write("[maxvertexcount(6)]\n" "void main(triangle VS_OUTPUT vso[3], inout TriangleStream output)\n" "{{\n" " for (uint slice = 0; slice < 2u; slice++)\n" " {{\n" " for (int i = 0; i < 3; i++)\n" " {{\n" " GS_OUTPUT gso;\n" " gso.position = vso[i].position;\n"); for (u32 i = 0; i < num_tex; i++) code.Write(" gso.tex{} = float3(vso[i].tex{}.xy, float(slice));\n", i, i); for (u32 i = 0; i < num_colors; i++) code.Write(" gso.color{} = vso[i].color{};\n", i, i); code.Write(" gso.slice = slice;\n" " output.Append(gso);\n" " }}\n" " output.RestartStrip();\n" " }}\n" "}}\n"); } else if (GetAPIType() == APIType::OpenGL || GetAPIType() == APIType::Vulkan) { code.Write("layout(triangles) in;\n" "layout(triangle_strip, max_vertices = 6) out;\n"); if (num_tex > 0 || num_colors > 0) { code.Write("VARYING_LOCATION(0) in VertexData {{\n"); for (u32 i = 0; i < num_tex; i++) code.Write(" float3 v_tex{};\n", i); for (u32 i = 0; i < num_colors; i++) code.Write(" float4 v_col{};\n", i); code.Write("}} v_in[];\n"); code.Write("VARYING_LOCATION(0) out VertexData {{\n"); for (u32 i = 0; i < num_tex; i++) code.Write(" float3 v_tex{};\n", i); for (u32 i = 0; i < num_colors; i++) code.Write(" float4 v_col{};\n", i); code.Write("}} v_out;\n"); } code.Write("\n" "void main()\n" "{{\n" " for (int j = 0; j < 2; j++)\n" " {{\n" " gl_Layer = j;\n"); // We have to explicitly unroll this loop otherwise the GL compiler gets cranky. for (u32 v = 0; v < 3; v++) { code.Write(" gl_Position = gl_in[{}].gl_Position;\n", v); for (u32 i = 0; i < num_tex; i++) { code.Write(" v_out.v_tex{} = float3(v_in[{}].v_tex{}.xy, float(j));\n", i, v, i); } for (u32 i = 0; i < num_colors; i++) code.Write(" v_out.v_col{} = v_in[{}].v_col{};\n", i, v, i); code.Write(" EmitVertex();\n\n"); } code.Write(" EndPrimitive();\n" " }}\n" "}}\n"); } return code.GetBuffer(); } std::string GenerateTextureCopyVertexShader() { ShaderCode code; EmitUniformBufferDeclaration(code); code.Write("{{" " float2 src_offset;\n" " float2 src_size;\n" "}};\n\n"); EmitVertexMainDeclaration(code, 0, 0, false, 1, 0, GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " : "#define id gl_VertexID"); code.Write("{{\n" " v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n" " opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n" " v_tex0 = float3(src_offset + (src_size * v_tex0.xy), 0.0f);\n"); // NDC space is flipped in Vulkan. We also flip in GL so that (0,0) is in the lower-left. if (GetAPIType() == APIType::Vulkan || GetAPIType() == APIType::OpenGL) code.Write(" opos.y = -opos.y;\n"); code.Write("}}\n"); return code.GetBuffer(); } std::string GenerateTextureCopyPixelShader() { ShaderCode code; EmitSamplerDeclarations(code, 0, 1, false); EmitPixelMainDeclaration(code, 1, 0); code.Write("{{\n" " ocol0 = "); EmitSampleTexture(code, 0, "v_tex0"); code.Write(";\n" "}}\n"); return code.GetBuffer(); } std::string GenerateColorPixelShader() { ShaderCode code; EmitPixelMainDeclaration(code, 0, 1); code.Write("{{\n" " ocol0 = v_col0;\n" "}}\n"); return code.GetBuffer(); } std::string GenerateResolveDepthPixelShader(u32 samples) { ShaderCode code; EmitSamplerDeclarations(code, 0, 1, true); EmitPixelMainDeclaration(code, 1, 0, "float", GetAPIType() == APIType::D3D ? "in float4 ipos : SV_Position, " : ""); code.Write("{{\n" " int layer = int(v_tex0.z);\n"); if (GetAPIType() == APIType::D3D) code.Write(" int3 coords = int3(int2(ipos.xy), layer);\n"); else code.Write(" int3 coords = int3(int2(gl_FragCoord.xy), layer);\n"); // Take the minimum of all depth samples. if (GetAPIType() == APIType::D3D) code.Write(" ocol0 = tex0.Load(coords, 0).r;\n"); else code.Write(" ocol0 = texelFetch(samp0, coords, 0).r;\n"); code.Write(" for (int i = 1; i < {}; i++)\n", samples); if (GetAPIType() == APIType::D3D) code.Write(" ocol0 = min(ocol0, tex0.Load(coords, i).r);\n"); else code.Write(" ocol0 = min(ocol0, texelFetch(samp0, coords, i).r);\n"); code.Write("}}\n"); return code.GetBuffer(); } std::string GenerateClearVertexShader() { ShaderCode code; EmitUniformBufferDeclaration(code); code.Write("{{\n" " float4 clear_color;\n" " float clear_depth;\n" "}};\n"); EmitVertexMainDeclaration(code, 0, 0, false, 0, 1, GetAPIType() == APIType::D3D ? "in uint id : SV_VertexID, " : "#define id gl_VertexID\n"); code.Write( "{{\n" " float2 coord = float2(float((id << 1) & 2), float(id & 2));\n" " opos = float4(coord * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), clear_depth, 1.0f);\n" " v_col0 = clear_color;\n"); // NDC space is flipped in Vulkan if (GetAPIType() == APIType::Vulkan) code.Write(" opos.y = -opos.y;\n"); code.Write("}}\n"); return code.GetBuffer(); } std::string GenerateEFBPokeVertexShader() { ShaderCode code; EmitVertexMainDeclaration(code, 0, 1, true, 0, 1); code.Write("{{\n" " v_col0 = rawcolor0;\n" " opos = float4(rawpos.xyz, 1.0f);\n"); if (g_ActiveConfig.backend_info.bSupportsLargePoints) code.Write(" gl_PointSize = rawpos.w;\n"); // NDC space is flipped in Vulkan. if (GetAPIType() == APIType::Vulkan) code.Write(" opos.y = -opos.y;\n"); code.Write("}}\n"); return code.GetBuffer(); } std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samples) { ShaderCode code; EmitSamplerDeclarations(code, 0, 1, samples > 1); EmitPixelMainDeclaration( code, 1, 0, "float4", GetAPIType() == APIType::D3D ? (g_ActiveConfig.bSSAA ? "in float4 ipos : SV_Position, in uint isample : SV_SampleIndex, " : "in float4 ipos : SV_Position, ") : ""); code.Write("{{\n" " int layer = int(v_tex0.z);\n"); if (GetAPIType() == APIType::D3D) code.Write(" int3 coords = int3(int2(ipos.xy), layer);\n"); else code.Write(" int3 coords = int3(int2(gl_FragCoord.xy), layer);\n"); if (samples == 1) { // No MSAA at all. if (GetAPIType() == APIType::D3D) code.Write(" float4 val = tex0.Load(int4(coords, 0));\n"); else code.Write(" float4 val = texelFetch(samp0, coords, 0);\n"); } else if (g_ActiveConfig.bSSAA) { // Sample shading, shader runs once per sample if (GetAPIType() == APIType::D3D) code.Write(" float4 val = tex0.Load(coords, isample);"); else code.Write(" float4 val = texelFetch(samp0, coords, gl_SampleID);"); } else { // MSAA without sample shading, average out all samples. code.Write(" float4 val = float4(0.0f, 0.0f, 0.0f, 0.0f);\n"); code.Write(" for (int i = 0; i < {}; i++)\n", samples); if (GetAPIType() == APIType::D3D) code.Write(" val += tex0.Load(coords, i);\n"); else code.Write(" val += texelFetch(samp0, coords, i);\n"); code.Write(" val /= float({});\n", samples); } switch (convtype) { case EFBReinterpretType::RGB8ToRGBA6: code.Write(" int4 src8 = int4(round(val * 255.f));\n" " int4 dst6;\n" " dst6.r = src8.r >> 2;\n" " dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n" " dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n" " dst6.a = src8.b & 0x3F;\n" " ocol0 = float4(dst6) / 63.f;\n"); break; case EFBReinterpretType::RGB8ToRGB565: code.Write(" ocol0 = val;\n"); break; case EFBReinterpretType::RGBA6ToRGB8: code.Write(" int4 src6 = int4(round(val * 63.f));\n" " int4 dst8;\n" " dst8.r = (src6.r << 2) | (src6.g >> 4);\n" " dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n" " dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n" " dst8.a = 255;\n" " ocol0 = float4(dst8) / 255.f;\n"); break; case EFBReinterpretType::RGBA6ToRGB565: code.Write(" ocol0 = val;\n"); break; case EFBReinterpretType::RGB565ToRGB8: code.Write(" ocol0 = val;\n"); break; case EFBReinterpretType::RGB565ToRGBA6: // code.Write(" ocol0 = val;\n"); break; } code.Write("}}\n"); return code.GetBuffer(); } std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureFormat to_format) { ShaderCode code; EmitSamplerDeclarations(code, 0, 1, false); EmitPixelMainDeclaration(code, 1, 0, "float4", "", true); code.Write("{{\n" " int layer = int(v_tex0.z);\n" " int4 coords = int4(int2(frag_coord.xy), layer, 0);\n"); // Convert to a 32-bit value encompassing all channels, filling the most significant bits with // zeroes. code.Write(" uint raw_value;\n"); switch (from_format) { case TextureFormat::I8: case TextureFormat::C8: { code.Write(" float4 temp_value = "); EmitTextureLoad(code, 0, "coords"); code.Write(";\n" " raw_value = uint(temp_value.r * 255.0);\n"); } break; case TextureFormat::IA8: { code.Write(" float4 temp_value = "); EmitTextureLoad(code, 0, "coords"); code.Write(";\n" " raw_value = uint(temp_value.r * 255.0) | (uint(temp_value.a * 255.0) << 8);\n"); } break; case TextureFormat::I4: { code.Write(" float4 temp_value = "); EmitTextureLoad(code, 0, "coords"); code.Write(";\n" " raw_value = uint(temp_value.r * 15.0);\n"); } break; case TextureFormat::IA4: { code.Write(" float4 temp_value = "); EmitTextureLoad(code, 0, "coords"); code.Write(";\n" " raw_value = uint(temp_value.r * 15.0) | (uint(temp_value.a * 15.0) << 4);\n"); } break; case TextureFormat::RGB565: { code.Write(" float4 temp_value = "); EmitTextureLoad(code, 0, "coords"); code.Write(";\n" " raw_value = uint(temp_value.b * 31.0) | (uint(temp_value.g * 63.0) << 5) |\n" " (uint(temp_value.r * 31.0) << 11);\n"); } break; case TextureFormat::RGB5A3: { code.Write(" float4 temp_value = "); EmitTextureLoad(code, 0, "coords"); code.Write(";\n"); // 0.8784 = 224 / 255 which is the maximum alpha value that can be represented in 3 bits code.Write( " if (temp_value.a > 0.878f) {{\n" " raw_value = (uint(temp_value.b * 31.0)) | (uint(temp_value.g * 31.0) << 5) |\n" " (uint(temp_value.r * 31.0) << 10) | 0x8000u;\n" " }} else {{\n" " raw_value = (uint(temp_value.b * 15.0)) | (uint(temp_value.g * 15.0) << 4) |\n" " (uint(temp_value.r * 15.0) << 8) | (uint(temp_value.a * 7.0) << 12);\n" " }}\n"); } break; default: WARN_LOG_FMT(VIDEO, "From format {} is not supported", static_cast(from_format)); return "{}\n"; } // Now convert it to its new representation. switch (to_format) { case TextureFormat::I8: case TextureFormat::C8: { code.Write(" float orgba = float(raw_value & 0xFFu) / 255.0;\n" " ocol0 = float4(orgba, orgba, orgba, orgba);\n"); } break; case TextureFormat::IA8: { code.Write(" float orgb = float(raw_value & 0xFFu) / 255.0;\n" " ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 8) & 0xFFu) / 255.0);\n"); } break; case TextureFormat::IA4: { code.Write(" float orgb = float(raw_value & 0xFu) / 15.0;\n" " ocol0 = float4(orgb, orgb, orgb, float((raw_value >> 4) & 0xFu) / 15.0);\n"); } break; case TextureFormat::RGB565: { code.Write(" ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n" " float((raw_value >> 5) & 0x1Fu) / 31.0,\n" " float(raw_value & 0x1Fu) / 31.0, 1.0);\n"); } break; case TextureFormat::RGB5A3: { code.Write(" if ((raw_value & 0x8000u) != 0u) {{\n" " ocol0 = float4(float((raw_value >> 10) & 0x1Fu) / 31.0,\n" " float((raw_value >> 5) & 0x1Fu) / 31.0,\n" " float(raw_value & 0x1Fu) / 31.0, 1.0);\n" " }} else {{\n" " ocol0 = float4(float((raw_value >> 8) & 0x0Fu) / 15.0,\n" " float((raw_value >> 4) & 0x0Fu) / 15.0,\n" " float(raw_value & 0x0Fu) / 15.0,\n" " float((raw_value >> 12) & 0x07u) / 7.0);\n" " }}\n"); } break; default: WARN_LOG_FMT(VIDEO, "To format {} is not supported", static_cast(to_format)); return "{}\n"; } code.Write("}}\n"); return code.GetBuffer(); } std::string GenerateEFBRestorePixelShader() { ShaderCode code; EmitSamplerDeclarations(code, 0, 2, false); EmitPixelMainDeclaration(code, 1, 0, "float4", GetAPIType() == APIType::D3D ? "out float depth : SV_Depth, " : ""); code.Write("{{\n" " ocol0 = "); EmitSampleTexture(code, 0, "v_tex0"); code.Write(";\n"); code.Write(" {} = ", GetAPIType() == APIType::D3D ? "depth" : "gl_FragDepth"); EmitSampleTexture(code, 1, "v_tex0"); code.Write(".r;\n" "}}\n"); return code.GetBuffer(); } std::string GenerateImGuiVertexShader() { ShaderCode code; // Uniform buffer contains the viewport size, and we transform in the vertex shader. EmitUniformBufferDeclaration(code); code.Write("{{\n" "float2 u_rcp_viewport_size_mul2;\n" "}};\n\n"); EmitVertexMainDeclaration(code, 1, 1, true, 1, 1); code.Write("{{\n" " v_tex0 = float3(rawtex0.xy, 0.0);\n" " v_col0 = rawcolor0;\n" " opos = float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0," " 1.0 - rawpos.y * u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n"); // NDC space is flipped in Vulkan. if (GetAPIType() == APIType::Vulkan) code.Write(" opos.y = -opos.y;\n"); code.Write("}}\n"); return code.GetBuffer(); } std::string GenerateImGuiPixelShader() { ShaderCode code; EmitSamplerDeclarations(code, 0, 1, false); EmitPixelMainDeclaration(code, 1, 1); code.Write("{{\n" " ocol0 = "); EmitSampleTexture(code, 0, "float3(v_tex0.xy, 0.0)"); code.Write(" * v_col0;\n" "}}\n"); return code.GetBuffer(); } } // namespace FramebufferShaderGen