mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2026-08-17 07:47:23 -05:00
VideoCommon: enhance 'CustomResourceManager' for post processing
This expands the interface of 'CustomResourceManager' to get a Material for post processing a frame buffer (currently EFB). The flow is similar to the normal draw material but distinguishes itself by not needing a UID. The full shader is much simpler than the draw shader and is currently put inline with the shader resource.
This commit is contained in:
@@ -43,7 +43,8 @@ void CustomResourceManager::Shutdown()
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void CustomResourceManager::Reset()
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{
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m_material_resources.clear();
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m_draw_material_resources.clear();
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m_postprocessing_material_resources.clear();
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m_shader_resources.clear();
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m_texture_data_resources.clear();
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m_texture_sampler_resources.clear();
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@@ -102,11 +103,11 @@ TextureDataResource* CustomResourceManager::GetTextureDataFromAsset(
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return resource.get();
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}
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MaterialResource* CustomResourceManager::GetMaterialFromAsset(
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MaterialResource* CustomResourceManager::GetDrawMaterialFromAsset(
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const CustomAssetLibrary::AssetID& asset_id, const GXPipelineUid& pipeline_uid,
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std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
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{
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auto& resource = m_material_resources[asset_id][PipelineToHash(pipeline_uid)];
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auto& resource = m_draw_material_resources[asset_id][PipelineToHash(pipeline_uid)];
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if (resource == nullptr)
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{
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resource = std::make_unique<MaterialResource>(
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@@ -116,11 +117,24 @@ MaterialResource* CustomResourceManager::GetMaterialFromAsset(
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return resource.get();
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}
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ShaderResource*
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CustomResourceManager::GetShaderFromAsset(const CustomAssetLibrary::AssetID& asset_id,
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std::size_t shader_key, const GXPipelineUid& pipeline_uid,
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const std::string& preprocessor_settings,
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std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
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MaterialResource* CustomResourceManager::GetPostProcessingMaterialFromAsset(
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const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
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{
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auto& resource = m_postprocessing_material_resources[asset_id];
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if (resource == nullptr)
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{
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resource =
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std::make_unique<MaterialResource>(CreateResourceContext(asset_id, std::move(library)));
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}
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resource->Process();
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return resource.get();
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}
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ShaderResource* CustomResourceManager::GetShaderFromAsset(
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const CustomAssetLibrary::AssetID& asset_id, std::size_t shader_key,
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const std::optional<GXPipelineUid>& pipeline_uid, const std::string& preprocessor_settings,
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std::shared_ptr<VideoCommon::CustomAssetLibrary> library)
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{
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auto& resource = m_shader_resources[asset_id][shader_key];
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if (resource == nullptr)
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@@ -37,14 +37,20 @@ public:
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TextureDataResource*
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GetTextureDataFromAsset(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
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MaterialResource* GetMaterialFromAsset(const CustomAssetLibrary::AssetID& asset_id,
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const GXPipelineUid& pipeline_uid,
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std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
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MaterialResource*
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GetDrawMaterialFromAsset(const CustomAssetLibrary::AssetID& asset_id,
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const GXPipelineUid& pipeline_uid,
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std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
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MaterialResource*
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GetPostProcessingMaterialFromAsset(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
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ShaderResource* GetShaderFromAsset(const CustomAssetLibrary::AssetID& asset_id,
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std::size_t shader_key, const GXPipelineUid& pipeline_uid,
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std::size_t shader_key,
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const std::optional<GXPipelineUid>& pipeline_uid,
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const std::string& preprocessor_settings,
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std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
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TextureAndSamplerResource*
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GetTextureAndSamplerFromAsset(const CustomAssetLibrary::AssetID& asset_id,
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std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
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@@ -59,7 +65,7 @@ private:
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std::unique_ptr<AsyncShaderCompiler> m_async_shader_compiler;
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using PipelineIdToMaterial = std::map<std::size_t, std::unique_ptr<MaterialResource>>;
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std::map<CustomAssetLibrary::AssetID, PipelineIdToMaterial> m_material_resources;
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std::map<CustomAssetLibrary::AssetID, PipelineIdToMaterial> m_draw_material_resources;
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using ShaderKeyToShader = std::map<std::size_t, std::unique_ptr<ShaderResource>>;
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std::map<CustomAssetLibrary::AssetID, ShaderKeyToShader> m_shader_resources;
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@@ -70,6 +76,9 @@ private:
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std::map<CustomAssetLibrary::AssetID, std::unique_ptr<TextureAndSamplerResource>>
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m_texture_sampler_resources;
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std::map<CustomAssetLibrary::AssetID, std::unique_ptr<MaterialResource>>
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m_postprocessing_material_resources;
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ShaderHostConfig m_host_config;
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Common::EventHook m_xfb_event;
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@@ -54,6 +54,13 @@ SamplerState CalculateSamplerAnisotropy(const SamplerState& initial_sampler)
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namespace VideoCommon
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{
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MaterialResource::MaterialResource(Resource::ResourceContext resource_context)
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: Resource(std::move(resource_context))
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{
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m_material_asset = m_resource_context.asset_cache->CreateAsset<MaterialAsset>(
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m_resource_context.primary_asset_id, m_resource_context.asset_library, this);
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}
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MaterialResource::MaterialResource(Resource::ResourceContext resource_context,
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const GXPipelineUid& pipeline_uid)
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: Resource(std::move(resource_context)), m_uid(pipeline_uid)
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@@ -61,8 +68,8 @@ MaterialResource::MaterialResource(Resource::ResourceContext resource_context,
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m_material_asset = m_resource_context.asset_cache->CreateAsset<MaterialAsset>(
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m_resource_context.primary_asset_id, m_resource_context.asset_library, this);
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m_uid_vertex_format_copy =
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g_gfx->CreateNativeVertexFormat(m_uid.vertex_format->GetVertexDeclaration());
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m_uid.vertex_format = m_uid_vertex_format_copy.get();
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g_gfx->CreateNativeVertexFormat(m_uid->vertex_format->GetVertexDeclaration());
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m_uid->vertex_format = m_uid_vertex_format_copy.get();
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}
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void MaterialResource::ResetData()
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@@ -98,7 +105,7 @@ Resource::TaskComplete MaterialResource::CollectPrimaryData()
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}
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CreateTextureData(m_load_data.get());
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SetShaderKey(m_load_data.get(), &m_uid);
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SetShaderKey(m_load_data.get(), m_uid ? &*m_uid : nullptr);
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return Resource::TaskComplete::Yes;
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}
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@@ -140,8 +147,18 @@ Resource::TaskComplete MaterialResource::CollectDependencyData()
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if (m_load_data->m_material_data->next_material_asset != "")
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{
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m_load_data->m_next_material = m_resource_context.resource_manager->GetMaterialFromAsset(
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m_load_data->m_material_data->next_material_asset, m_uid, m_resource_context.asset_library);
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if (m_uid)
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{
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m_load_data->m_next_material = m_resource_context.resource_manager->GetDrawMaterialFromAsset(
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m_load_data->m_material_data->next_material_asset, *m_uid,
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m_resource_context.asset_library);
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}
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else
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{
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m_load_data->m_next_material =
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m_resource_context.resource_manager->GetPostProcessingMaterialFromAsset(
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m_load_data->m_material_data->next_material_asset, m_resource_context.asset_library);
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}
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m_load_data->m_next_material->AddReference(this);
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const auto data_processed = m_load_data->m_next_material->IsDataProcessed();
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if (data_processed == TaskComplete::Error)
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@@ -222,33 +239,66 @@ Resource::TaskComplete MaterialResource::ProcessData()
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config.pixel_shader = m_shader_resource_data->GetPixelShader();
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config.geometry_shader = m_shader_resource_data->GetGeometryShader();
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const auto actual_uid = ApplyDriverBugs(*m_uid);
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if (m_material_resource_data->m_material_data->blending_state)
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config.blending_state = *m_material_resource_data->m_material_data->blending_state;
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else
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config.blending_state = actual_uid.blending_state;
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if (m_material_resource_data->m_material_data->depth_state)
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config.depth_state = *m_material_resource_data->m_material_data->depth_state;
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else
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config.depth_state = actual_uid.depth_state;
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config.framebuffer_state = std::move(m_frame_buffer_state);
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config.framebuffer_state.additional_color_attachment_count = 0;
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config.rasterization_state = actual_uid.rasterization_state;
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if (m_material_resource_data->m_material_data->cull_mode)
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if (m_uid)
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{
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config.rasterization_state.cull_mode =
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*m_material_resource_data->m_material_data->cull_mode;
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// Draw based pipeline
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const auto actual_uid = ApplyDriverBugs(*m_uid);
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if (m_material_resource_data->m_material_data->blending_state)
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config.blending_state = *m_material_resource_data->m_material_data->blending_state;
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else
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config.blending_state = actual_uid.blending_state;
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if (m_material_resource_data->m_material_data->depth_state)
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config.depth_state = *m_material_resource_data->m_material_data->depth_state;
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else
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config.depth_state = actual_uid.depth_state;
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config.framebuffer_state = std::move(m_frame_buffer_state);
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config.framebuffer_state.additional_color_attachment_count = 0;
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config.rasterization_state = actual_uid.rasterization_state;
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if (m_material_resource_data->m_material_data->cull_mode)
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{
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config.rasterization_state.cull_mode =
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*m_material_resource_data->m_material_data->cull_mode;
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}
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config.vertex_format = actual_uid.vertex_format;
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config.usage = AbstractPipelineUsage::GX;
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}
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else
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{
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// Post processing based pipeline
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// Many of these properties don't make sense to replace but we expose them for draw
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// based materials, might as well allow them to be used if the user wants
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if (m_material_resource_data->m_material_data->blending_state)
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config.blending_state = *m_material_resource_data->m_material_data->blending_state;
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else
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config.blending_state = RenderState::GetNoBlendingBlendState();
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if (m_material_resource_data->m_material_data->depth_state)
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config.depth_state = *m_material_resource_data->m_material_data->depth_state;
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else
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config.depth_state = RenderState::GetNoDepthTestingDepthState();
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config.framebuffer_state = RenderState::GetRGBA8FramebufferState();
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config.rasterization_state =
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RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
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if (m_material_resource_data->m_material_data->cull_mode)
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{
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config.rasterization_state.cull_mode =
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*m_material_resource_data->m_material_data->cull_mode;
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}
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config.vertex_format = nullptr;
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config.usage = AbstractPipelineUsage::Utility;
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}
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config.vertex_format = actual_uid.vertex_format;
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config.usage = AbstractPipelineUsage::GX;
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m_material_resource_data->m_pipeline = g_gfx->CreatePipeline(config);
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if (m_material_resource_data->m_pipeline)
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{
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WriteUniforms(m_material_resource_data.get());
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@@ -268,7 +318,7 @@ Resource::TaskComplete MaterialResource::ProcessData()
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if (!m_processing_load_data)
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{
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auto wi = m_resource_context.shader_compiler->CreateWorkItem<WorkItem>(
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m_load_data, std::move(shader_data), &m_uid,
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m_load_data, std::move(shader_data), m_uid ? &*m_uid : nullptr,
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g_framebuffer_manager->GetEFBFramebufferState());
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// We don't need priority, that is already handled by the resource system
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@@ -360,7 +410,8 @@ void MaterialResource::SetShaderKey(Data* data, GXPipelineUid* uid)
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XXH3_INITSTATE(&shader_key_hash);
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XXH3_64bits_reset_withSeed(&shader_key_hash, static_cast<XXH64_hash_t>(1));
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UpdateHashWithPipeline(*uid, &shader_key_hash);
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if (uid)
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UpdateHashWithPipeline(*uid, &shader_key_hash);
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XXH3_64bits_update(&shader_key_hash, data->m_preprocessor_settings.c_str(),
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data->m_preprocessor_settings.size());
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@@ -5,6 +5,7 @@
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#include <atomic>
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#include <memory>
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#include <optional>
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#include <string_view>
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#include <variant>
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#include <vector>
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@@ -27,6 +28,7 @@ namespace VideoCommon
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class MaterialResource final : public Resource
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{
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public:
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explicit MaterialResource(Resource::ResourceContext resource_context);
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MaterialResource(Resource::ResourceContext resource_context, const GXPipelineUid& pipeline_uid);
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struct TextureLikeReference
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@@ -93,7 +95,9 @@ private:
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// Note: asset cache owns the asset, we access as a reference
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MaterialAsset* m_material_asset = nullptr;
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GXPipelineUid m_uid;
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// If provided, denotes this material will be used as a custom draw material.
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// If not provided, denotes this will be used as an efb post processing material.
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std::optional<GXPipelineUid> m_uid;
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std::unique_ptr<NativeVertexFormat> m_uid_vertex_format_copy;
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};
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} // namespace VideoCommon
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@@ -10,6 +10,7 @@
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/Assets/CustomAssetCache.h"
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#include "VideoCommon/AsyncShaderCompiler.h"
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#include "VideoCommon/FramebufferShaderGen.h"
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#include "VideoCommon/GeometryShaderGen.h"
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#include "VideoCommon/PipelineUtils.h"
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#include "VideoCommon/PixelShaderGen.h"
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@@ -20,20 +21,223 @@ namespace VideoCommon
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{
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namespace
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{
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std::unique_ptr<AbstractShader>
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CompileGeometryShader(const GeometryShaderUid& uid, APIType api_type, ShaderHostConfig host_config)
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// TODO: the uniform buffer is combined due to the utility path only having a single
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// set of constants, this isn't ideal (both for the end user, where it's more readable
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// to see 'custom_uniforms' before variables and from Dolphin because the
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// standard uniforms have to be packed with the custom ones
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void GeneratePostProcessUniformOutput(ShaderCode& shader_source, std::string_view block_name,
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std::string_view uniforms)
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{
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const ShaderCode source_code =
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GenerateGeometryShaderCode(api_type, host_config, uid.GetUidData());
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return g_gfx->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer(), nullptr,
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fmt::format("Geometry shader: {}", *uid.GetUidData()));
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shader_source.Write("UBO_BINDING(std140, 1) uniform {} {{\n", block_name);
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shader_source.Write("\tvec4 source_resolution;\n");
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shader_source.Write("\tvec4 target_resolution;\n");
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shader_source.Write("\tvec4 window_resolution;\n");
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shader_source.Write("\tvec4 source_region;\n");
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shader_source.Write("\tint source_layer;\n");
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shader_source.Write("\tint source_layer_pad1;\n");
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shader_source.Write("\tint source_layer_pad2;\n");
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shader_source.Write("\tint source_layer_pad3;\n");
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shader_source.Write("\tuint time;\n");
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shader_source.Write("\tuint time_pad1;\n");
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shader_source.Write("\tuint time_pad2;\n");
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shader_source.Write("\tuint time_pad3;\n");
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shader_source.Write("\tint graphics_api;\n");
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shader_source.Write("\tint graphics_api_pad1;\n");
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shader_source.Write("\tint graphics_api_pad2;\n");
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shader_source.Write("\tint graphics_api_pad3;\n");
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shader_source.Write("\tuint efb_scale;\n");
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shader_source.Write("\tuint efb_scale_pad1;\n");
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shader_source.Write("\tuint efb_scale_pad2;\n");
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shader_source.Write("\tuint efb_scale_pad3;\n");
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if (!uniforms.empty())
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{
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shader_source.Write("{}", uniforms);
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}
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shader_source.Write("}};\n");
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}
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std::unique_ptr<AbstractShader> CompilePixelShader(const PixelShaderUid& uid,
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std::string_view preprocessor_settings,
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APIType api_type,
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const ShaderHostConfig& host_config,
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RasterSurfaceShaderData* shader_data)
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// TODO: move this to a more standard post processing file
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// once post processing has been cleaned up
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void GeneratePostProcessingVertexShader(ShaderCode& shader_source,
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const CustomVertexContents& custom_contents)
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{
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// Note: if blocks are the same, they need to match for the OpenGL backend
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GeneratePostProcessUniformOutput(shader_source, "PSBlock", custom_contents.uniforms);
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// Define some defines that are shared with custom draw shaders,
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// so that a common shader code could possibly be used in both
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shader_source.Write("#define HAS_COLOR_0 0\n");
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shader_source.Write("#define HAS_COLOR_1 0\n");
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shader_source.Write("#define HAS_NORMAL 0\n");
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shader_source.Write("#define HAS_BINORMAL 0\n");
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shader_source.Write("#define HAS_TANGENT 0\n");
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shader_source.Write("#define HAS_TEXTURE_COORD_0 1\n");
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for (u32 i = 1; i < 8; i++)
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{
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shader_source.Write("#define HAS_TEXTURE_COORD_{} 0\n", i);
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}
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// Write the common structs, might want to consider
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// moving these to another location?
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shader_source.Write("struct DolphinVertexInput\n");
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shader_source.Write("{{\n");
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shader_source.Write("\tvec4 position;\n");
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shader_source.Write("\tvec3 texture_coord_0;\n");
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shader_source.Write("}};\n\n");
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shader_source.Write("struct DolphinVertexOutput\n");
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shader_source.Write("{{\n");
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shader_source.Write("\tvec4 position;\n");
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shader_source.Write("\tvec3 texture_coord_0;\n");
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shader_source.Write("}};\n\n");
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constexpr std::string_view emulated_vertex_definition =
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"void dolphin_process_emulated_vertex(in DolphinVertexInput vertex_input, out "
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"DolphinVertexOutput vertex_output)";
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shader_source.Write("{}\n", emulated_vertex_definition);
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shader_source.Write("{{\n");
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shader_source.Write("\tvertex_output.position = vertex_input.position;\n");
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shader_source.Write("\tvertex_output.texture_coord_0 = vertex_input.texture_coord_0;\n");
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shader_source.Write("}}\n");
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if (custom_contents.shader.empty())
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{
|
||||
shader_source.Write(
|
||||
"void process_vertex(in DolphinVertexInput vertex_input, out DolphinVertexOutput "
|
||||
"vertex_output)\n");
|
||||
shader_source.Write("{{\n");
|
||||
|
||||
shader_source.Write("\tdolphin_process_emulated_vertex(vertex_input, vertex_output);\n");
|
||||
|
||||
shader_source.Write("}}\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
shader_source.Write("{}\n", custom_contents.shader);
|
||||
}
|
||||
|
||||
if (g_backend_info.bSupportsGeometryShaders)
|
||||
{
|
||||
shader_source.Write("VARYING_LOCATION(0) out VertexData {{\n");
|
||||
shader_source.Write("\tvec3 v_tex0;\n");
|
||||
shader_source.Write("}};\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
shader_source.Write("VARYING_LOCATION(0) out vec3 v_tex0;\n");
|
||||
}
|
||||
|
||||
shader_source.Write("void main()\n");
|
||||
shader_source.Write("{{\n");
|
||||
shader_source.Write("\tDolphinVertexInput vertex_input;\n");
|
||||
shader_source.Write("\tvec3 vert = vec3(float((gl_VertexID << 1) & 2), "
|
||||
"float(gl_VertexID & 2), 0.0f);\n");
|
||||
shader_source.Write("\tvertex_input.position = vec4(vert.xy * "
|
||||
"float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n");
|
||||
shader_source.Write("\tvertex_input.texture_coord_0 = vec3(source_region.xy + "
|
||||
"(source_region.zw * vert.xy), 0.0f);\n");
|
||||
shader_source.Write("\tDolphinVertexOutput vertex_output;\n");
|
||||
shader_source.Write("\tprocess_vertex(vertex_input, vertex_output);\n");
|
||||
shader_source.Write("\tgl_Position = vertex_output.position;\n");
|
||||
shader_source.Write("\tv_tex0 = vertex_output.texture_coord_0;\n");
|
||||
|
||||
// NDC space is flipped in Vulkan
|
||||
if (g_backend_info.api_type == APIType::Vulkan)
|
||||
{
|
||||
shader_source.Write("\tgl_Position.y = -gl_Position.y;\n");
|
||||
}
|
||||
|
||||
shader_source.Write("}}\n");
|
||||
}
|
||||
|
||||
void GeneratePostProcessingPixelShader(ShaderCode& shader_source,
|
||||
const CustomPixelContents& custom_contents)
|
||||
{
|
||||
GeneratePostProcessUniformOutput(shader_source, "PSBlock", custom_contents.uniforms);
|
||||
|
||||
shader_source.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n");
|
||||
|
||||
if (g_backend_info.bSupportsGeometryShaders)
|
||||
{
|
||||
shader_source.Write("VARYING_LOCATION(0) in VertexData {{\n");
|
||||
shader_source.Write("\tvec3 v_tex0;\n");
|
||||
shader_source.Write("}};\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
shader_source.Write("VARYING_LOCATION(0) in float3 v_tex0;\n");
|
||||
}
|
||||
|
||||
shader_source.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
|
||||
|
||||
shader_source.Write("struct DolphinFragmentInput\n");
|
||||
shader_source.Write("{{\n");
|
||||
for (u32 i = 0; i < 1; i++)
|
||||
{
|
||||
shader_source.Write("\tvec3 tex{};\n", i);
|
||||
}
|
||||
shader_source.Write("\n");
|
||||
|
||||
shader_source.Write("}};\n\n");
|
||||
|
||||
shader_source.Write("struct DolphinFragmentOutput\n");
|
||||
shader_source.Write("{{\n");
|
||||
shader_source.Write("\tvec4 main;\n");
|
||||
shader_source.Write("}};\n\n");
|
||||
|
||||
constexpr std::string_view emulated_fragment_definition =
|
||||
"void dolphin_process_emulated_fragment(in DolphinFragmentInput frag_input, out "
|
||||
"DolphinFragmentOutput frag_output)";
|
||||
shader_source.Write("{}\n", emulated_fragment_definition);
|
||||
shader_source.Write("{{\n");
|
||||
shader_source.Write("\tfrag_output.main = texture(samp0, frag_input.tex0);\n");
|
||||
shader_source.Write("}}\n");
|
||||
|
||||
if (custom_contents.shader.empty())
|
||||
{
|
||||
shader_source.Write(
|
||||
"void process_fragment(in DolphinFragmentInput frag_input, out DolphinFragmentOutput "
|
||||
"frag_output)\n");
|
||||
shader_source.Write("{{\n");
|
||||
|
||||
shader_source.Write("\tdolphin_process_emulated_fragment(frag_input, frag_output);\n");
|
||||
|
||||
shader_source.Write("}}\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
shader_source.Write("{}\n", custom_contents.shader);
|
||||
}
|
||||
|
||||
shader_source.Write("void main()\n");
|
||||
shader_source.Write("{{\n");
|
||||
shader_source.Write("\tDolphinFragmentInput frag_input;\n");
|
||||
shader_source.Write("\tfrag_input.tex0 = v_tex0;\n");
|
||||
shader_source.Write("\tDolphinFragmentOutput frag_output;\n");
|
||||
shader_source.Write("\tprocess_fragment(frag_input, frag_output);\n");
|
||||
shader_source.Write("\tocol0 = frag_output.main;\n");
|
||||
shader_source.Write("}}\n");
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractShader> CompileGeometryShader(GeometryShaderUid* uid, APIType api_type,
|
||||
ShaderHostConfig host_config)
|
||||
{
|
||||
if (!uid)
|
||||
{
|
||||
return g_gfx->CreateShaderFromSource(
|
||||
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 0),
|
||||
nullptr, "Custom Post Processing Geometry Shader");
|
||||
}
|
||||
|
||||
const ShaderCode source_code =
|
||||
GenerateGeometryShaderCode(api_type, host_config, uid->GetUidData());
|
||||
return g_gfx->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer(), nullptr,
|
||||
fmt::format("Geometry shader: {}", *uid->GetUidData()));
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractShader>
|
||||
CompilePixelShader(PixelShaderUid* uid, std::string_view preprocessor_settings, APIType api_type,
|
||||
const ShaderHostConfig& host_config, RasterSurfaceShaderData* shader_data)
|
||||
{
|
||||
ShaderCode shader_code;
|
||||
|
||||
@@ -89,19 +293,25 @@ std::unique_ptr<AbstractShader> CompilePixelShader(const PixelShaderUid& uid,
|
||||
// Compile the shader
|
||||
CustomPixelContents contents{.shader = shader_code.GetBuffer(),
|
||||
.uniforms = uniform_code.GetBuffer()};
|
||||
const ShaderCode source_code =
|
||||
GeneratePixelShaderCode(api_type, host_config, uid.GetUidData(), contents);
|
||||
|
||||
ShaderCode source_code;
|
||||
if (uid)
|
||||
{
|
||||
source_code = GeneratePixelShaderCode(api_type, host_config, uid->GetUidData(), contents);
|
||||
}
|
||||
else
|
||||
{
|
||||
GeneratePostProcessingPixelShader(source_code, contents);
|
||||
}
|
||||
ShaderIncluder* shader_includer =
|
||||
shader_data->shader_includer ? &*shader_data->shader_includer : nullptr;
|
||||
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(), shader_includer,
|
||||
"Custom Pixel Shader");
|
||||
}
|
||||
|
||||
std::unique_ptr<AbstractShader> CompileVertexShader(const VertexShaderUid& uid,
|
||||
std::string_view preprocessor_settings,
|
||||
APIType api_type,
|
||||
const ShaderHostConfig& host_config,
|
||||
const RasterSurfaceShaderData& shader_data)
|
||||
std::unique_ptr<AbstractShader>
|
||||
CompileVertexShader(VertexShaderUid* uid, std::string_view preprocessor_settings, APIType api_type,
|
||||
const ShaderHostConfig& host_config, const RasterSurfaceShaderData& shader_data)
|
||||
{
|
||||
ShaderCode shader_code;
|
||||
|
||||
@@ -157,14 +367,22 @@ std::unique_ptr<AbstractShader> CompileVertexShader(const VertexShaderUid& uid,
|
||||
// Compile the shader
|
||||
CustomVertexContents contents{.shader = shader_code.GetBuffer(),
|
||||
.uniforms = uniform_code.GetBuffer()};
|
||||
const ShaderCode source_code =
|
||||
GenerateVertexShaderCode(api_type, host_config, uid.GetUidData(), contents);
|
||||
|
||||
ShaderCode source_code;
|
||||
if (uid)
|
||||
{
|
||||
source_code = GenerateVertexShaderCode(api_type, host_config, uid->GetUidData(), contents);
|
||||
}
|
||||
else
|
||||
{
|
||||
GeneratePostProcessingVertexShader(source_code, contents);
|
||||
}
|
||||
return g_gfx->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer(), nullptr,
|
||||
"Custom Vertex Shader");
|
||||
}
|
||||
} // namespace
|
||||
ShaderResource::ShaderResource(Resource::ResourceContext resource_context,
|
||||
const GXPipelineUid& pipeline_uid,
|
||||
const std::optional<GXPipelineUid>& pipeline_uid,
|
||||
const std::string& preprocessor_setting,
|
||||
const ShaderHostConfig& shader_host_config)
|
||||
: Resource(std::move(resource_context)), m_shader_host_config{.bits = shader_host_config.bits},
|
||||
@@ -257,24 +475,46 @@ Resource::TaskComplete ShaderResource::ProcessData()
|
||||
bool Compile() override
|
||||
{
|
||||
const ShaderHostConfig shader_host_config{.bits = m_shader_bits};
|
||||
auto actual_uid = ApplyDriverBugs(*m_uid);
|
||||
|
||||
ClearUnusedPixelShaderUidBits(g_backend_info.api_type, shader_host_config,
|
||||
&actual_uid.ps_uid);
|
||||
m_resource_data->m_needs_geometry_shader = shader_host_config.backend_geometry_shaders &&
|
||||
!actual_uid.gs_uid.GetUidData()->IsPassthrough();
|
||||
|
||||
if (m_resource_data->m_needs_geometry_shader)
|
||||
if (m_uid)
|
||||
{
|
||||
m_resource_data->m_geometry_shader =
|
||||
CompileGeometryShader(actual_uid.gs_uid, g_backend_info.api_type, shader_host_config);
|
||||
// Draw based shader
|
||||
auto actual_uid = ApplyDriverBugs(*m_uid);
|
||||
|
||||
ClearUnusedPixelShaderUidBits(g_backend_info.api_type, shader_host_config,
|
||||
&actual_uid.ps_uid);
|
||||
m_resource_data->m_needs_geometry_shader = shader_host_config.backend_geometry_shaders &&
|
||||
!actual_uid.gs_uid.GetUidData()->IsPassthrough();
|
||||
|
||||
if (m_resource_data->m_needs_geometry_shader)
|
||||
{
|
||||
m_resource_data->m_geometry_shader = CompileGeometryShader(
|
||||
&actual_uid.gs_uid, g_backend_info.api_type, shader_host_config);
|
||||
}
|
||||
m_resource_data->m_pixel_shader =
|
||||
CompilePixelShader(&actual_uid.ps_uid, m_preprocessor_settings, g_backend_info.api_type,
|
||||
shader_host_config, m_resource_data->m_shader_data.get());
|
||||
m_resource_data->m_vertex_shader = CompileVertexShader(
|
||||
&actual_uid.vs_uid, m_preprocessor_settings, g_backend_info.api_type,
|
||||
shader_host_config, *m_resource_data->m_shader_data);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Post processing based shader
|
||||
|
||||
m_resource_data->m_needs_geometry_shader =
|
||||
shader_host_config.backend_geometry_shaders && shader_host_config.stereo;
|
||||
if (m_resource_data->m_needs_geometry_shader)
|
||||
{
|
||||
m_resource_data->m_geometry_shader =
|
||||
CompileGeometryShader(nullptr, g_backend_info.api_type, shader_host_config);
|
||||
}
|
||||
m_resource_data->m_pixel_shader =
|
||||
CompilePixelShader(nullptr, m_preprocessor_settings, g_backend_info.api_type,
|
||||
shader_host_config, m_resource_data->m_shader_data.get());
|
||||
m_resource_data->m_vertex_shader =
|
||||
CompileVertexShader(nullptr, m_preprocessor_settings, g_backend_info.api_type,
|
||||
shader_host_config, *m_resource_data->m_shader_data);
|
||||
}
|
||||
m_resource_data->m_pixel_shader =
|
||||
CompilePixelShader(actual_uid.ps_uid, m_preprocessor_settings, g_backend_info.api_type,
|
||||
shader_host_config, m_resource_data->m_shader_data.get());
|
||||
m_resource_data->m_vertex_shader =
|
||||
CompileVertexShader(actual_uid.vs_uid, m_preprocessor_settings, g_backend_info.api_type,
|
||||
shader_host_config, *m_resource_data->m_shader_data);
|
||||
m_resource_data->m_processing_finished = true;
|
||||
return true;
|
||||
}
|
||||
@@ -291,7 +531,7 @@ Resource::TaskComplete ShaderResource::ProcessData()
|
||||
{
|
||||
std::string_view preprocessor_settings = m_preprocessor_settings;
|
||||
auto wi = m_resource_context.shader_compiler->CreateWorkItem<WorkItem>(
|
||||
m_load_data, &m_uid, m_shader_host_config.bits, preprocessor_settings);
|
||||
m_load_data, m_uid ? &*m_uid : nullptr, m_shader_host_config.bits, preprocessor_settings);
|
||||
|
||||
// We don't need priority, that is already handled by the resource system
|
||||
m_resource_context.shader_compiler->QueueWorkItem(std::move(wi), 0);
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <atomic>
|
||||
#include <optional>
|
||||
|
||||
#include "VideoCommon/Resources/Resource.h"
|
||||
|
||||
@@ -16,7 +17,8 @@ namespace VideoCommon
|
||||
class ShaderResource final : public Resource
|
||||
{
|
||||
public:
|
||||
ShaderResource(Resource::ResourceContext resource_context, const GXPipelineUid& pipeline_uid,
|
||||
ShaderResource(Resource::ResourceContext resource_context,
|
||||
const std::optional<GXPipelineUid>& pipeline_uid,
|
||||
const std::string& preprocessor_settings,
|
||||
const ShaderHostConfig& shader_host_config);
|
||||
|
||||
@@ -61,7 +63,10 @@ private:
|
||||
bool m_processing_load_data = false;
|
||||
|
||||
ShaderHostConfig m_shader_host_config;
|
||||
GXPipelineUid m_uid;
|
||||
|
||||
// If provided, denotes this shader will be used as a custom draw shader.
|
||||
// If not provided, denotes this will be used as an efb post processing shader.
|
||||
std::optional<GXPipelineUid> m_uid;
|
||||
std::string m_preprocessor_settings;
|
||||
};
|
||||
} // namespace VideoCommon
|
||||
|
||||
Reference in New Issue
Block a user