GPU: Implement support for multisample antialiasing

This commit is contained in:
Connor McLaughlin
2020-10-31 00:38:06 +10:00
parent 61a4960380
commit 2eaebd8921
28 changed files with 804 additions and 407 deletions

View File

@ -47,12 +47,27 @@ bool GPU_HW::Initialize(HostDisplay* host_display)
return false;
m_resolution_scale = CalculateResolutionScale();
m_multisamples = std::min(g_settings.gpu_multisamples, m_max_multisamples);
m_render_api = host_display->GetRenderAPI();
m_per_sample_shading = g_settings.gpu_per_sample_shading && m_supports_per_sample_shading;
m_true_color = g_settings.gpu_true_color;
m_scaled_dithering = g_settings.gpu_scaled_dithering;
m_texture_filtering = g_settings.gpu_texture_filter;
m_using_uv_limits = ShouldUseUVLimits();
PrintSettingsToLog();
if (m_multisamples != g_settings.gpu_multisamples)
{
g_host_interface->AddFormattedOSDMessage(
20.0f, g_host_interface->TranslateString("OSDMessage", "%ux MSAA is not supported, using %ux instead."),
g_settings.gpu_multisamples, m_multisamples);
}
if (!m_per_sample_shading && g_settings.gpu_per_sample_shading)
{
g_host_interface->AddOSDMessage(
g_host_interface->TranslateStdString("OSDMessage", "SSAA is not supported, using MSAA instead."), 20.0f);
}
return true;
}
@ -91,12 +106,15 @@ bool GPU_HW::DoState(StateWrapper& sw)
void GPU_HW::UpdateHWSettings(bool* framebuffer_changed, bool* shaders_changed)
{
const u32 resolution_scale = CalculateResolutionScale();
const u32 multisamples = std::min(m_max_multisamples, g_settings.gpu_multisamples);
const bool use_uv_limits = ShouldUseUVLimits();
*framebuffer_changed = (m_resolution_scale != resolution_scale);
*shaders_changed = (m_resolution_scale != resolution_scale || m_true_color != g_settings.gpu_true_color ||
m_scaled_dithering != g_settings.gpu_scaled_dithering ||
m_texture_filtering != g_settings.gpu_texture_filter || m_using_uv_limits != use_uv_limits);
*framebuffer_changed = (m_resolution_scale != resolution_scale || m_multisamples != multisamples);
*shaders_changed =
(m_resolution_scale != resolution_scale || m_multisamples != multisamples ||
m_true_color != g_settings.gpu_true_color || m_per_sample_shading != g_settings.gpu_per_sample_shading ||
m_scaled_dithering != g_settings.gpu_scaled_dithering || m_texture_filtering != g_settings.gpu_texture_filter ||
m_using_uv_limits != use_uv_limits);
if (m_resolution_scale != resolution_scale)
{
@ -107,7 +125,24 @@ void GPU_HW::UpdateHWSettings(bool* framebuffer_changed, bool* shaders_changed)
VRAM_HEIGHT * resolution_scale);
}
if (m_multisamples != multisamples || m_per_sample_shading != g_settings.gpu_per_sample_shading)
{
if (g_settings.gpu_per_sample_shading)
{
g_host_interface->AddFormattedOSDMessage(
10.0f, g_host_interface->TranslateString("OSDMessage", "Multisample anti-aliasing set to %ux (SSAA)."),
multisamples);
}
else
{
g_host_interface->AddFormattedOSDMessage(
10.0f, g_host_interface->TranslateString("OSDMessage", "Multisample anti-aliasing set to %ux."), multisamples);
}
}
m_resolution_scale = resolution_scale;
m_multisamples = multisamples;
m_per_sample_shading = g_settings.gpu_per_sample_shading;
m_true_color = g_settings.gpu_true_color;
m_scaled_dithering = g_settings.gpu_scaled_dithering;
m_texture_filtering = g_settings.gpu_texture_filter;
@ -147,6 +182,7 @@ void GPU_HW::PrintSettingsToLog()
{
Log_InfoPrintf("Resolution Scale: %u (%ux%u), maximum %u", m_resolution_scale, VRAM_WIDTH * m_resolution_scale,
VRAM_HEIGHT * m_resolution_scale, m_max_resolution_scale);
Log_InfoPrintf("Multisampling: %ux%s", m_multisamples, m_per_sample_shading ? " (per sample shading)" : "");
Log_InfoPrintf("Dithering: %s%s", m_true_color ? "Disabled" : "Enabled",
(!m_true_color && m_scaled_dithering) ? " (Scaled)" : "");
Log_InfoPrintf("Texture Filtering: %s", Settings::GetTextureFilterDisplayName(m_texture_filtering));

View File

@ -34,7 +34,7 @@ public:
virtual bool Initialize(HostDisplay* host_display) override;
virtual void Reset() override;
virtual bool DoState(StateWrapper& sw) override;
void UpdateResolutionScale() override final;
std::tuple<u32, u32> GetEffectiveDisplayResolution() override final;
@ -187,6 +187,8 @@ protected:
u32 CalculateResolutionScale() const;
ALWAYS_INLINE bool IsUsingMultisampling() const { return m_multisamples > 1; }
void SetFullVRAMDirtyRectangle()
{
m_vram_dirty_rect.Set(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
@ -266,11 +268,15 @@ protected:
s32 m_current_depth = 0;
u32 m_resolution_scale = 1;
u32 m_multisamples = 1;
u32 m_max_resolution_scale = 1;
u32 m_max_multisamples = 1;
HostDisplay::RenderAPI m_render_api = HostDisplay::RenderAPI::None;
bool m_per_sample_shading = false;
bool m_true_color = true;
bool m_scaled_dithering = false;
GPUTextureFilter m_texture_filtering = GPUTextureFilter::Nearest;
bool m_supports_per_sample_shading = false;
bool m_supports_dual_source_blend = false;
bool m_using_uv_limits = false;

View File

@ -16,7 +16,8 @@ GPU_HW_D3D11::~GPU_HW_D3D11()
if (m_host_display)
m_host_display->ClearDisplayTexture();
m_context->ClearState();
if (m_context)
m_context->ClearState();
DestroyShaders();
DestroyStateObjects();
@ -30,16 +31,16 @@ bool GPU_HW_D3D11::Initialize(HostDisplay* host_display)
return false;
}
SetCapabilities();
if (!GPU_HW::Initialize(host_display))
return false;
m_device = static_cast<ID3D11Device*>(host_display->GetRenderDevice());
m_context = static_cast<ID3D11DeviceContext*>(host_display->GetRenderContext());
if (!m_device || !m_context)
return false;
SetCapabilities();
if (!GPU_HW::Initialize(host_display))
return false;
if (!CreateFramebuffer())
{
Log_ErrorPrintf("Failed to create framebuffer");
@ -123,6 +124,9 @@ void GPU_HW_D3D11::UpdateSettings()
if (framebuffer_changed)
{
RestoreGraphicsAPIState();
ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
ResetGraphicsAPIState();
m_host_display->ClearDisplayTexture();
CreateFramebuffer();
}
@ -138,6 +142,7 @@ void GPU_HW_D3D11::UpdateSettings()
if (framebuffer_changed)
{
RestoreGraphicsAPIState();
UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_ptr);
UpdateDepthBufferFromMaskBit();
UpdateDisplay();
ResetGraphicsAPIState();
@ -173,54 +178,54 @@ void GPU_HW_D3D11::SetCapabilities()
m_max_resolution_scale = max_texture_scale;
m_supports_dual_source_blend = true;
m_supports_per_sample_shading = (m_device->GetFeatureLevel() >= D3D_FEATURE_LEVEL_10_1);
m_max_multisamples = 1;
for (u32 multisamples = 2; multisamples < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; multisamples++)
{
UINT num_quality_levels;
if (SUCCEEDED(
m_device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, multisamples, &num_quality_levels)) &&
num_quality_levels > 0)
{
m_max_multisamples = multisamples;
}
}
}
bool GPU_HW_D3D11::CreateFramebuffer()
{
// save old vram texture/fbo, in case we're changing scale
auto old_vram_texture = std::move(m_vram_texture);
DestroyFramebuffer();
// scale vram size to internal resolution
const u32 texture_width = VRAM_WIDTH * m_resolution_scale;
const u32 texture_height = VRAM_HEIGHT * m_resolution_scale;
const u32 multisamples = m_multisamples;
const DXGI_FORMAT texture_format = DXGI_FORMAT_R8G8B8A8_UNORM;
const DXGI_FORMAT depth_format = DXGI_FORMAT_D16_UNORM;
if (!m_vram_texture.Create(m_device.Get(), texture_width, texture_height, texture_format,
if (!m_vram_texture.Create(m_device.Get(), texture_width, texture_height, multisamples, texture_format,
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET) ||
!m_vram_depth_texture.Create(m_device.Get(), texture_width, texture_height, depth_format,
!m_vram_depth_texture.Create(m_device.Get(), texture_width, texture_height, multisamples, depth_format,
D3D11_BIND_DEPTH_STENCIL) ||
!m_vram_read_texture.Create(m_device.Get(), texture_width, texture_height, texture_format,
!m_vram_read_texture.Create(m_device.Get(), texture_width, texture_height, 1, texture_format,
D3D11_BIND_SHADER_RESOURCE) ||
!m_display_texture.Create(m_device.Get(), texture_width, texture_height, texture_format,
!m_display_texture.Create(m_device.Get(), texture_width, texture_height, 1, texture_format,
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET) ||
!m_vram_encoding_texture.Create(m_device.Get(), VRAM_WIDTH, VRAM_HEIGHT, texture_format,
!m_vram_encoding_texture.Create(m_device.Get(), VRAM_WIDTH, VRAM_HEIGHT, 1, texture_format,
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET) ||
!m_vram_readback_texture.Create(m_device.Get(), VRAM_WIDTH, VRAM_HEIGHT, texture_format, false))
{
return false;
}
const CD3D11_DEPTH_STENCIL_VIEW_DESC depth_view_desc(D3D11_DSV_DIMENSION_TEXTURE2D, depth_format);
const CD3D11_DEPTH_STENCIL_VIEW_DESC depth_view_desc(
multisamples > 1 ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D, depth_format);
HRESULT hr =
m_device->CreateDepthStencilView(m_vram_depth_texture, &depth_view_desc, m_vram_depth_view.GetAddressOf());
if (FAILED(hr))
return false;
// do we need to restore the framebuffer after a size change?
if (old_vram_texture)
{
const bool linear_filter = old_vram_texture.GetWidth() > m_vram_texture.GetWidth();
Log_DevPrintf("Scaling %ux%u VRAM texture to %ux%u using %s filter", old_vram_texture.GetWidth(),
old_vram_texture.GetHeight(), m_vram_texture.GetWidth(), m_vram_texture.GetHeight(),
linear_filter ? "linear" : "nearest");
BlitTexture(m_vram_texture.GetD3DRTV(), 0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight(),
old_vram_texture.GetD3DSRV(), 0, 0, old_vram_texture.GetWidth(), old_vram_texture.GetHeight(),
old_vram_texture.GetWidth(), old_vram_texture.GetHeight(), linear_filter);
}
m_context->OMSetRenderTargets(1, m_vram_texture.GetD3DRTVArray(), nullptr);
SetFullVRAMDirtyRectangle();
return true;
@ -281,9 +286,21 @@ bool GPU_HW_D3D11::CreateStateObjects()
CD3D11_RASTERIZER_DESC rs_desc = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
rs_desc.CullMode = D3D11_CULL_NONE;
rs_desc.ScissorEnable = TRUE;
rs_desc.MultisampleEnable = IsUsingMultisampling();
hr = m_device->CreateRasterizerState(&rs_desc, m_cull_none_rasterizer_state.ReleaseAndGetAddressOf());
if (FAILED(hr))
return false;
if (IsUsingMultisampling())
{
rs_desc.MultisampleEnable = FALSE;
hr = m_device->CreateRasterizerState(&rs_desc, m_cull_none_rasterizer_state_no_msaa.ReleaseAndGetAddressOf());
if (FAILED(hr))
return false;
}
else
{
m_cull_none_rasterizer_state_no_msaa = m_cull_none_rasterizer_state;
}
CD3D11_DEPTH_STENCIL_DESC ds_desc = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
ds_desc.DepthEnable = FALSE;
@ -364,6 +381,7 @@ void GPU_HW_D3D11::DestroyStateObjects()
m_depth_test_always_state.Reset();
m_depth_disabled_state.Reset();
m_cull_none_rasterizer_state.Reset();
m_cull_none_rasterizer_state_no_msaa.Reset();
}
bool GPU_HW_D3D11::CompileShaders()
@ -372,8 +390,9 @@ bool GPU_HW_D3D11::CompileShaders()
shader_cache.Open(g_host_interface->GetShaderCacheBasePath(), m_device->GetFeatureLevel(),
g_settings.gpu_use_debug_device);
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering,
m_texture_filtering, m_using_uv_limits, m_supports_dual_source_blend);
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_multisamples, m_per_sample_shading,
m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
m_supports_dual_source_blend);
Common::Timer compile_time;
const int progress_total = 1 + 1 + 2 + (4 * 9 * 2 * 2) + 7 + (2 * 3);
@ -572,25 +591,6 @@ void GPU_HW_D3D11::SetViewportAndScissor(u32 x, u32 y, u32 width, u32 height)
SetScissor(x, y, width, height);
}
void GPU_HW_D3D11::BlitTexture(ID3D11RenderTargetView* dst, u32 dst_x, u32 dst_y, u32 dst_width, u32 dst_height,
ID3D11ShaderResourceView* src, u32 src_x, u32 src_y, u32 src_width, u32 src_height,
u32 src_texture_width, u32 src_texture_height, bool linear_filter)
{
const float uniforms[4] = {static_cast<float>(src_x) / static_cast<float>(src_texture_width),
static_cast<float>(src_y) / static_cast<float>(src_texture_height),
static_cast<float>(src_width) / static_cast<float>(src_texture_width),
static_cast<float>(src_height) / static_cast<float>(src_texture_height)};
m_context->OMSetRenderTargets(1, &dst, nullptr);
m_context->OMSetDepthStencilState(m_depth_disabled_state.Get(), 0);
m_context->PSSetShaderResources(0, 1, &src);
m_context->PSSetSamplers(
0, 1, linear_filter ? m_linear_sampler_state.GetAddressOf() : m_point_sampler_state.GetAddressOf());
SetViewport(dst_x, dst_y, dst_width, dst_height);
SetScissor(dst_x, dst_y, dst_width, dst_height);
DrawUtilityShader(m_copy_pixel_shader.Get(), uniforms, sizeof(uniforms));
}
void GPU_HW_D3D11::DrawUtilityShader(ID3D11PixelShader* shader, const void* uniforms, u32 uniforms_size)
{
if (uniforms)
@ -650,8 +650,20 @@ void GPU_HW_D3D11::UpdateDisplay()
if (g_settings.debugging.show_vram)
{
m_host_display->SetDisplayTexture(m_vram_texture.GetD3DSRV(), m_vram_texture.GetWidth(), m_vram_texture.GetHeight(),
0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
if (IsUsingMultisampling())
{
UpdateVRAMReadTexture();
m_host_display->SetDisplayTexture(m_vram_read_texture.GetD3DSRV(), m_vram_read_texture.GetWidth(),
m_vram_read_texture.GetHeight(), 0, 0, m_vram_read_texture.GetWidth(),
m_vram_read_texture.GetHeight());
}
else
{
m_host_display->SetDisplayTexture(m_vram_texture.GetD3DSRV(), m_vram_texture.GetWidth(),
m_vram_texture.GetHeight(), 0, 0, m_vram_texture.GetWidth(),
m_vram_texture.GetHeight());
}
m_host_display->SetDisplayParameters(VRAM_WIDTH, VRAM_HEIGHT, 0, 0, VRAM_WIDTH, VRAM_HEIGHT,
static_cast<float>(VRAM_WIDTH) / static_cast<float>(VRAM_HEIGHT));
}
@ -672,7 +684,7 @@ void GPU_HW_D3D11::UpdateDisplay()
m_host_display->ClearDisplayTexture();
}
else if (!m_GPUSTAT.display_area_color_depth_24 && interlaced == InterlacedRenderMode::None &&
(scaled_vram_offset_x + scaled_display_width) <= m_vram_texture.GetWidth() &&
!IsUsingMultisampling() && (scaled_vram_offset_x + scaled_display_width) <= m_vram_texture.GetWidth() &&
(scaled_vram_offset_y + scaled_display_height) <= m_vram_texture.GetHeight())
{
m_host_display->SetDisplayTexture(m_vram_texture.GetD3DSRV(), m_vram_texture.GetWidth(),
@ -681,6 +693,7 @@ void GPU_HW_D3D11::UpdateDisplay()
}
else
{
m_context->RSSetState(m_cull_none_rasterizer_state_no_msaa.Get());
m_context->OMSetRenderTargets(1, m_display_texture.GetD3DRTVArray(), nullptr);
m_context->OMSetDepthStencilState(m_depth_disabled_state.Get(), 0);
m_context->PSSetShaderResources(0, 1, m_vram_texture.GetD3DSRVArray());
@ -719,6 +732,7 @@ void GPU_HW_D3D11::ReadVRAM(u32 x, u32 y, u32 width, u32 height)
// Encode the 24-bit texture as 16-bit.
const u32 uniforms[4] = {copy_rect.left, copy_rect.top, copy_rect.GetWidth(), copy_rect.GetHeight()};
m_context->RSSetState(m_cull_none_rasterizer_state_no_msaa.Get());
m_context->OMSetRenderTargets(1, m_vram_encoding_texture.GetD3DRTVArray(), nullptr);
m_context->OMSetDepthStencilState(m_depth_disabled_state.Get(), 0);
m_context->PSSetShaderResources(0, 1, m_vram_texture.GetD3DSRVArray());
@ -796,7 +810,7 @@ void GPU_HW_D3D11::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* d
void GPU_HW_D3D11::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
{
if (UseVRAMCopyShader(src_x, src_y, dst_x, dst_y, width, height))
if (UseVRAMCopyShader(src_x, src_y, dst_x, dst_y, width, height) || IsUsingMultisampling())
{
const Common::Rectangle<u32> src_bounds = GetVRAMTransferBounds(src_x, src_y, width, height);
const Common::Rectangle<u32> dst_bounds = GetVRAMTransferBounds(dst_x, dst_y, width, height);
@ -844,8 +858,17 @@ void GPU_HW_D3D11::UpdateVRAMReadTexture()
{
const auto scaled_rect = m_vram_dirty_rect * m_resolution_scale;
const CD3D11_BOX src_box(scaled_rect.left, scaled_rect.top, 0, scaled_rect.right, scaled_rect.bottom, 1);
m_context->CopySubresourceRegion(m_vram_read_texture, 0, scaled_rect.left, scaled_rect.top, 0, m_vram_texture, 0,
&src_box);
if (m_vram_texture.IsMultisampled())
{
m_context->ResolveSubresource(m_vram_read_texture.GetD3DTexture(), 0, m_vram_texture.GetD3DTexture(), 0,
m_vram_texture.GetFormat());
}
else
{
m_context->CopySubresourceRegion(m_vram_read_texture, 0, scaled_rect.left, scaled_rect.top, 0, m_vram_texture, 0,
&src_box);
}
GPU_HW::UpdateVRAMReadTexture();
}

View File

@ -65,11 +65,6 @@ private:
void SetScissor(u32 x, u32 y, u32 width, u32 height);
void SetViewportAndScissor(u32 x, u32 y, u32 width, u32 height);
/// Blits from src to dst, downscaling or upscaling in the process.
void BlitTexture(ID3D11RenderTargetView* dst, u32 dst_x, u32 dst_y, u32 dst_width, u32 dst_height,
ID3D11ShaderResourceView* src, u32 src_x, u32 src_y, u32 src_width, u32 src_height,
u32 src_texture_width, u32 src_texture_height, bool linear_filter);
void DrawUtilityShader(ID3D11PixelShader* shader, const void* uniforms, u32 uniforms_size);
ComPtr<ID3D11Device> m_device;
@ -94,6 +89,7 @@ private:
ComPtr<ID3D11ShaderResourceView> m_texture_stream_buffer_srv_r16ui;
ComPtr<ID3D11RasterizerState> m_cull_none_rasterizer_state;
ComPtr<ID3D11RasterizerState> m_cull_none_rasterizer_state_no_msaa;
ComPtr<ID3D11DepthStencilState> m_depth_disabled_state;
ComPtr<ID3D11DepthStencilState> m_depth_test_always_state;

View File

@ -128,6 +128,9 @@ void GPU_HW_OpenGL::UpdateSettings()
if (framebuffer_changed)
{
RestoreGraphicsAPIState();
ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
ResetGraphicsAPIState();
m_host_display->ClearDisplayTexture();
CreateFramebuffer();
}
@ -137,6 +140,7 @@ void GPU_HW_OpenGL::UpdateSettings()
if (framebuffer_changed)
{
RestoreGraphicsAPIState();
UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_ptr);
UpdateDepthBufferFromMaskBit();
UpdateDisplay();
ResetGraphicsAPIState();
@ -179,6 +183,15 @@ void GPU_HW_OpenGL::SetCapabilities(HostDisplay* host_display)
Log_InfoPrintf("Max texture size: %dx%d", max_texture_size, max_texture_size);
m_max_resolution_scale = static_cast<u32>(max_texture_size / VRAM_WIDTH);
m_max_multisamples = 1;
glGetIntegerv(GL_MAX_SAMPLES, reinterpret_cast<GLint*>(&m_max_multisamples));
if (m_max_multisamples == 0)
m_max_multisamples = 1;
m_supports_per_sample_shading = GLAD_GL_ARB_sample_shading;
Log_InfoPrintf("Per-sample shading: %s", m_supports_per_sample_shading ? "supported" : "not supported");
Log_InfoPrintf("Max multisamples: %u", m_max_multisamples);
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, reinterpret_cast<GLint*>(&m_uniform_buffer_alignment));
Log_InfoPrintf("Uniform buffer offset alignment: %u", m_uniform_buffer_alignment);
@ -212,9 +225,16 @@ void GPU_HW_OpenGL::SetCapabilities(HostDisplay* host_display)
Log_InfoPrintf("Max shader storage buffer size: %u", max_ssbo_size);
m_use_ssbo_for_vram_writes = (max_ssbo_size >= (VRAM_WIDTH * VRAM_HEIGHT * sizeof(u16)));
if (m_use_ssbo_for_vram_writes)
{
Log_InfoPrintf("Using shader storage buffers for VRAM writes.");
}
else
Log_WarningPrintf("Texture buffers are not supported, VRAM writes will be slower.");
{
Log_WarningPrintf(
"Texture buffers are not supported, VRAM writes will be slower and multisampling will be unavailable.");
m_max_multisamples = 1;
m_supports_per_sample_shading = false;
}
}
int max_dual_source_draw_buffers = 0;
@ -240,24 +260,23 @@ void GPU_HW_OpenGL::SetCapabilities(HostDisplay* host_display)
bool GPU_HW_OpenGL::CreateFramebuffer()
{
// save old vram texture/fbo, in case we're changing scale
GL::Texture old_vram_texture = std::move(m_vram_texture);
GLuint old_vram_fbo = m_vram_fbo_id;
// scale vram size to internal resolution
const u32 texture_width = VRAM_WIDTH * m_resolution_scale;
const u32 texture_height = VRAM_HEIGHT * m_resolution_scale;
const u32 multisamples = m_multisamples;
if (!m_vram_texture.Create(texture_width, texture_height, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false,
true) ||
!m_vram_depth_texture.Create(texture_width, texture_height, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT,
GL_UNSIGNED_SHORT, nullptr, false) ||
!m_vram_read_texture.Create(texture_width, texture_height, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false,
if (!m_vram_texture.Create(texture_width, texture_height, multisamples, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr,
false, true) ||
!m_vram_depth_texture.Create(texture_width, texture_height, multisamples, GL_DEPTH_COMPONENT16,
GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, nullptr, false) ||
!m_vram_read_texture.Create(texture_width, texture_height, 1, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false,
true) ||
!m_vram_read_texture.CreateFramebuffer() ||
!m_vram_encoding_texture.Create(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false) ||
!m_vram_encoding_texture.Create(VRAM_WIDTH, VRAM_HEIGHT, 1, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr,
false) ||
!m_vram_encoding_texture.CreateFramebuffer() ||
!m_display_texture.Create(texture_width, texture_height, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false) ||
!m_display_texture.Create(texture_width, texture_height, 1, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr,
false) ||
!m_display_texture.CreateFramebuffer())
{
return false;
@ -265,28 +284,12 @@ bool GPU_HW_OpenGL::CreateFramebuffer()
glGenFramebuffers(1, &m_vram_fbo_id);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo_id);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_vram_texture.GetGLId(), 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_vram_depth_texture.GetGLId(), 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_vram_texture.GetGLTarget(),
m_vram_texture.GetGLId(), 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_vram_depth_texture.GetGLTarget(),
m_vram_depth_texture.GetGLId(), 0);
Assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
// do we need to restore the framebuffer after a size change?
if (old_vram_fbo != 0)
{
const bool linear_filter = old_vram_texture.GetWidth() > m_vram_texture.GetWidth();
Log_DevPrintf("Scaling %ux%u VRAM texture to %ux%u using %s filter", old_vram_texture.GetWidth(),
old_vram_texture.GetHeight(), m_vram_texture.GetWidth(), m_vram_texture.GetHeight(),
linear_filter ? "linear" : "nearest");
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, old_vram_fbo);
glBlitFramebuffer(0, 0, old_vram_texture.GetWidth(), old_vram_texture.GetHeight(), 0, 0, m_vram_texture.GetWidth(),
m_vram_texture.GetHeight(), GL_COLOR_BUFFER_BIT, linear_filter ? GL_LINEAR : GL_NEAREST);
glEnable(GL_SCISSOR_TEST);
old_vram_texture.Destroy();
glDeleteFramebuffers(1, &old_vram_fbo);
}
SetFullVRAMDirtyRectangle();
return true;
}
@ -366,8 +369,9 @@ bool GPU_HW_OpenGL::CompilePrograms()
shader_cache.Open(IsGLES(), g_host_interface->GetShaderCacheBasePath());
const bool use_binding_layout = GPU_HW_ShaderGen::UseGLSLBindingLayout();
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering,
m_texture_filtering, m_using_uv_limits, m_supports_dual_source_blend);
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_multisamples, m_per_sample_shading,
m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
m_supports_dual_source_blend);
Common::Timer compile_time;
const int progress_total = (4 * 9 * 2 * 2) + (2 * 3) + 5;
@ -630,10 +634,22 @@ void GPU_HW_OpenGL::UpdateDisplay()
if (g_settings.debugging.show_vram)
{
m_host_display->SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(m_vram_texture.GetGLId())),
m_vram_texture.GetWidth(), static_cast<s32>(m_vram_texture.GetHeight()), 0,
m_vram_texture.GetHeight(), m_vram_texture.GetWidth(),
-static_cast<s32>(m_vram_texture.GetHeight()));
if (IsUsingMultisampling())
{
UpdateVRAMReadTexture();
m_host_display->SetDisplayTexture(
reinterpret_cast<void*>(static_cast<uintptr_t>(m_vram_read_texture.GetGLId())), m_vram_read_texture.GetWidth(),
static_cast<s32>(m_vram_read_texture.GetHeight()), 0, m_vram_read_texture.GetHeight(),
m_vram_read_texture.GetWidth(), -static_cast<s32>(m_vram_read_texture.GetHeight()));
}
else
{
m_host_display->SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(m_vram_texture.GetGLId())),
m_vram_texture.GetWidth(), static_cast<s32>(m_vram_texture.GetHeight()), 0,
m_vram_texture.GetHeight(), m_vram_texture.GetWidth(),
-static_cast<s32>(m_vram_texture.GetHeight()));
}
m_host_display->SetDisplayParameters(VRAM_WIDTH, VRAM_HEIGHT, 0, 0, VRAM_WIDTH, VRAM_HEIGHT,
static_cast<float>(VRAM_WIDTH) / static_cast<float>(VRAM_HEIGHT));
}
@ -654,7 +670,7 @@ void GPU_HW_OpenGL::UpdateDisplay()
m_host_display->ClearDisplayTexture();
}
else if (!m_GPUSTAT.display_area_color_depth_24 && interlaced == GPU_HW::InterlacedRenderMode::None &&
(scaled_vram_offset_x + scaled_display_width) <= m_vram_texture.GetWidth() &&
!IsUsingMultisampling() && (scaled_vram_offset_x + scaled_display_width) <= m_vram_texture.GetWidth() &&
(scaled_vram_offset_y + scaled_display_height) <= m_vram_texture.GetHeight())
{
m_host_display->SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(m_vram_texture.GetGLId())),
@ -868,7 +884,7 @@ void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
const u32 flipped_y = VRAM_HEIGHT - y - height;
// update texture data
glTexSubImage2D(GL_TEXTURE_2D, 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
glTexSubImage2D(m_vram_texture.GetGLTarget(), 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE,
reinterpret_cast<void*>(static_cast<uintptr_t>(map_result.buffer_offset)));
m_texture_stream_buffer->Unbind();
@ -939,13 +955,13 @@ void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 wid
if (GLAD_GL_VERSION_4_3)
{
glCopyImageSubData(m_vram_texture.GetGLId(), GL_TEXTURE_2D, 0, src_x, src_y, 0, m_vram_texture.GetGLId(),
GL_TEXTURE_2D, 0, dst_x, dst_y, 0, width, height, 1);
glCopyImageSubData(m_vram_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, src_x, src_y, 0,
m_vram_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, dst_x, dst_y, 0, width, height, 1);
}
else if (GLAD_GL_EXT_copy_image)
{
glCopyImageSubDataEXT(m_vram_texture.GetGLId(), GL_TEXTURE_2D, 0, src_x, src_y, 0, m_vram_texture.GetGLId(),
GL_TEXTURE_2D, 0, dst_x, dst_y, 0, width, height, 1);
glCopyImageSubDataEXT(m_vram_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, src_x, src_y, 0,
m_vram_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, dst_x, dst_y, 0, width, height, 1);
}
else
{
@ -964,16 +980,17 @@ void GPU_HW_OpenGL::UpdateVRAMReadTexture()
const u32 height = scaled_rect.GetHeight();
const u32 x = scaled_rect.left;
const u32 y = m_vram_texture.GetHeight() - scaled_rect.top - height;
const bool multisampled = m_vram_texture.IsMultisampled();
if (GLAD_GL_VERSION_4_3)
if (!multisampled && GLAD_GL_VERSION_4_3)
{
glCopyImageSubData(m_vram_texture.GetGLId(), GL_TEXTURE_2D, 0, x, y, 0, m_vram_read_texture.GetGLId(),
GL_TEXTURE_2D, 0, x, y, 0, width, height, 1);
glCopyImageSubData(m_vram_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0,
m_vram_read_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0, width, height, 1);
}
else if (GLAD_GL_EXT_copy_image)
else if (!multisampled && GLAD_GL_EXT_copy_image)
{
glCopyImageSubDataEXT(m_vram_texture.GetGLId(), GL_TEXTURE_2D, 0, x, y, 0, m_vram_read_texture.GetGLId(),
GL_TEXTURE_2D, 0, x, y, 0, width, height, 1);
glCopyImageSubDataEXT(m_vram_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0,
m_vram_read_texture.GetGLId(), m_vram_texture.GetGLTarget(), 0, x, y, 0, width, height, 1);
}
else
{

View File

@ -3,9 +3,11 @@
#include <cstdio>
#include <glad.h>
GPU_HW_ShaderGen::GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, bool true_color, bool scaled_dithering, GPUTextureFilter texture_filtering, bool uv_limits, bool supports_dual_source_blend) :
ShaderGen(render_api, supports_dual_source_blend),
m_resolution_scale(resolution_scale), m_true_color(true_color),
GPU_HW_ShaderGen::GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, u32 multisamples,
bool per_sample_shading, bool true_color, bool scaled_dithering,
GPUTextureFilter texture_filtering, bool uv_limits, bool supports_dual_source_blend)
: ShaderGen(render_api, supports_dual_source_blend), m_resolution_scale(resolution_scale),
m_multisamples(multisamples), m_true_color(true_color), m_per_sample_shading(per_sample_shading),
m_scaled_dithering(scaled_dithering), m_texture_filter(texture_filtering), m_uv_limits(uv_limits)
{
}
@ -14,9 +16,13 @@ GPU_HW_ShaderGen::~GPU_HW_ShaderGen() = default;
void GPU_HW_ShaderGen::WriteCommonFunctions(std::stringstream& ss)
{
DefineMacro(ss, "MULTISAMPLING", UsingMSAA());
ss << "CONSTANT uint RESOLUTION_SCALE = " << m_resolution_scale << "u;\n";
ss << "CONSTANT uint2 VRAM_SIZE = uint2(" << GPU::VRAM_WIDTH << ", " << GPU::VRAM_HEIGHT << ") * RESOLUTION_SCALE;\n";
ss << "CONSTANT float2 RCP_VRAM_SIZE = float2(1.0, 1.0) / float2(VRAM_SIZE);\n";
ss << "CONSTANT uint MULTISAMPLES = " << m_multisamples << "u;\n";
ss << "CONSTANT bool PER_SAMPLE_SHADING = " << (m_per_sample_shading ? "true" : "false") << ";\n";
ss << R"(
float fixYCoord(float y)
@ -90,17 +96,20 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
{
DeclareVertexEntryPoint(
ss, {"float4 a_pos", "float4 a_col0", "uint a_texcoord", "uint a_texpage", "float4 a_uv_limits"}, 1, 1,
{{"nointerpolation", "uint4 v_texpage"}, {"nointerpolation", "float4 v_uv_limits"}}, false);
{{"nointerpolation", "uint4 v_texpage"}, {"nointerpolation", "float4 v_uv_limits"}}, false, "", UsingMSAA(),
UsingPerSampleShading());
}
else
{
DeclareVertexEntryPoint(ss, {"float4 a_pos", "float4 a_col0", "uint a_texcoord", "uint a_texpage"}, 1, 1,
{{"nointerpolation", "uint4 v_texpage"}}, false);
{{"nointerpolation", "uint4 v_texpage"}}, false, "", UsingMSAA(),
UsingPerSampleShading());
}
}
else
{
DeclareVertexEntryPoint(ss, {"float4 a_pos", "float4 a_col0"}, 1, 0, {}, false);
DeclareVertexEntryPoint(ss, {"float4 a_pos", "float4 a_col0"}, 1, 0, {}, false, "", UsingMSAA(),
UsingPerSampleShading());
}
ss << R"(
@ -767,17 +776,17 @@ float4 SampleFromVRAM(uint4 texpage, float2 coords)
{
DeclareFragmentEntryPoint(ss, 1, 1,
{{"nointerpolation", "uint4 v_texpage"}, {"nointerpolation", "float4 v_uv_limits"}},
true, use_dual_source ? 2 : 1, true);
true, use_dual_source ? 2 : 1, true, UsingMSAA(), UsingPerSampleShading());
}
else
{
DeclareFragmentEntryPoint(ss, 1, 1, {{"nointerpolation", "uint4 v_texpage"}}, true, use_dual_source ? 2 : 1,
true);
DeclareFragmentEntryPoint(ss, 1, 1, {{"nointerpolation", "uint4 v_texpage"}}, true, use_dual_source ? 2 : 1, true,
UsingMSAA(), UsingPerSampleShading());
}
}
else
{
DeclareFragmentEntryPoint(ss, 1, 0, {}, true, use_dual_source ? 2 : 1, true);
DeclareFragmentEntryPoint(ss, 1, 0, {}, true, use_dual_source ? 2 : 1, true, UsingMSAA(), UsingPerSampleShading());
}
ss << R"(
@ -976,7 +985,22 @@ std::string GPU_HW_ShaderGen::GenerateDisplayFragmentShader(bool depth_24bit,
WriteCommonFunctions(ss);
DeclareUniformBuffer(ss, {"uint2 u_vram_offset", "uint u_crop_left", "uint u_field_offset"}, true);
DeclareTexture(ss, "samp0", 0);
DeclareTexture(ss, "samp0", 0, UsingMSAA());
ss << R"(
float4 LoadVRAM(int2 coords)
{
#if MULTISAMPLING
float4 value = LOAD_TEXTURE_MS(samp0, coords, 0u);
for (uint sample_index = 1u; sample_index < MULTISAMPLES; sample_index++)
value += LOAD_TEXTURE_MS(samp0, coords, sample_index);
value /= float(MULTISAMPLES);
return value;
#else
return LOAD_TEXTURE(samp0, coords, 0);
#endif
}
)";
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1);
ss << R"(
@ -1000,8 +1024,8 @@ std::string GPU_HW_ShaderGen::GenerateDisplayFragmentShader(bool depth_24bit,
uint2 vram_coords = u_vram_offset + uint2(((relative_x * 3u) / 2u) * RESOLUTION_SCALE, icoords.y);
// load adjacent 16-bit texels
uint s0 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2(vram_coords % VRAM_SIZE), 0));
uint s1 = RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2((vram_coords + uint2(RESOLUTION_SCALE, 0)) % VRAM_SIZE), 0));
uint s0 = RGBA8ToRGBA5551(LoadVRAM(int2(vram_coords % VRAM_SIZE)));
uint s1 = RGBA8ToRGBA5551(LoadVRAM(int2((vram_coords + uint2(RESOLUTION_SCALE, 0)) % VRAM_SIZE)));
// select which part of the combined 16-bit texels we are currently shading
uint s1s0 = ((s1 << 16) | s0) >> ((relative_x & 1u) * 8u);
@ -1012,7 +1036,7 @@ std::string GPU_HW_ShaderGen::GenerateDisplayFragmentShader(bool depth_24bit,
#else
// load and return
uint2 vram_coords = u_vram_offset + uint2(icoords.x + u_crop_left, icoords.y);
o_col0 = LOAD_TEXTURE(samp0, int2(vram_coords % VRAM_SIZE), 0);
o_col0 = LoadVRAM(int2(vram_coords % VRAM_SIZE));
#endif
}
)";
@ -1027,13 +1051,26 @@ std::string GPU_HW_ShaderGen::GenerateVRAMReadFragmentShader()
WriteCommonFunctions(ss);
DeclareUniformBuffer(ss, {"uint2 u_base_coords", "uint2 u_size"}, true);
DeclareTexture(ss, "samp0", 0);
DeclareTexture(ss, "samp0", 0, UsingMSAA());
ss << R"(
float4 LoadVRAM(int2 coords)
{
#if MULTISAMPLING
float4 value = LOAD_TEXTURE_MS(samp0, coords, 0u);
for (uint sample_index = 1u; sample_index < MULTISAMPLES; sample_index++)
value += LOAD_TEXTURE_MS(samp0, coords, sample_index);
value /= float(MULTISAMPLES);
return value;
#else
return LOAD_TEXTURE(samp0, coords, 0);
#endif
}
uint SampleVRAM(uint2 coords)
{
if (RESOLUTION_SCALE == 1u)
return RGBA8ToRGBA5551(LOAD_TEXTURE(samp0, int2(coords), 0));
return RGBA8ToRGBA5551(LoadVRAM(int2(coords)));
// Box filter for downsampling.
float4 value = float4(0.0, 0.0, 0.0, 0.0);
@ -1041,7 +1078,7 @@ uint SampleVRAM(uint2 coords)
for (uint offset_x = 0u; offset_x < RESOLUTION_SCALE; offset_x++)
{
for (uint offset_y = 0u; offset_y < RESOLUTION_SCALE; offset_y++)
value += LOAD_TEXTURE(samp0, int2(base_coords + uint2(offset_x, offset_y)), 0);
value += LoadVRAM(int2(base_coords + uint2(offset_x, offset_y)));
}
value /= float(RESOLUTION_SCALE * RESOLUTION_SCALE);
return RGBA8ToRGBA5551(value);
@ -1133,6 +1170,9 @@ std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader(bool use_ssbo)
std::string GPU_HW_ShaderGen::GenerateVRAMCopyFragmentShader()
{
// TODO: This won't currently work because we can't bind the texture to both the shader and framebuffer.
const bool msaa = false;
std::stringstream ss;
WriteHeader(ss);
WriteCommonFunctions(ss);
@ -1141,8 +1181,9 @@ std::string GPU_HW_ShaderGen::GenerateVRAMCopyFragmentShader()
"bool u_set_mask_bit", "float u_depth_value"},
true);
DeclareTexture(ss, "samp0", 0);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, true);
DeclareTexture(ss, "samp0", 0, msaa);
DefineMacro(ss, "MSAA_COPY", msaa);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, true, false, false, msaa);
ss << R"(
{
uint2 dst_coords = uint2(v_pos.xy);
@ -1163,7 +1204,11 @@ std::string GPU_HW_ShaderGen::GenerateVRAMCopyFragmentShader()
uint2 src_coords = (u_src_coords + offset) % VRAM_SIZE;
// sample and apply mask bit
#if MSAA_COPY
float4 color = LOAD_TEXTURE_MS(samp0, int2(src_coords), f_sample_index);
#else
float4 color = LOAD_TEXTURE(samp0, int2(src_coords), 0);
#endif
o_col0 = float4(color.xyz, u_set_mask_bit ? 1.0 : color.a);
o_depth = (u_set_mask_bit ? 1.0f : ((o_col0.a == 1.0) ? u_depth_value : 0.0));
})";
@ -1175,12 +1220,17 @@ std::string GPU_HW_ShaderGen::GenerateVRAMUpdateDepthFragmentShader()
{
std::stringstream ss;
WriteHeader(ss);
DeclareTexture(ss, "samp0", 0);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 0, true);
WriteCommonFunctions(ss);
DeclareTexture(ss, "samp0", 0, UsingMSAA());
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 0, true, false, false, UsingMSAA());
ss << R"(
{
#if MULTISAMPLING
o_depth = LOAD_TEXTURE_MS(samp0, int2(v_pos.xy), f_sample_index).a;
#else
o_depth = LOAD_TEXTURE(samp0, int2(v_pos.xy), 0).a;
#endif
}
)";

View File

@ -5,8 +5,9 @@
class GPU_HW_ShaderGen : public ShaderGen
{
public:
GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, bool true_color, bool scaled_dithering,
GPUTextureFilter texture_filtering, bool uv_limits, bool supports_dual_source_blend);
GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, u32 multisamples, bool per_sample_shading,
bool true_color, bool scaled_dithering, GPUTextureFilter texture_filtering, bool uv_limits,
bool supports_dual_source_blend);
~GPU_HW_ShaderGen();
std::string GenerateBatchVertexShader(bool textured);
@ -20,11 +21,16 @@ public:
std::string GenerateVRAMUpdateDepthFragmentShader();
private:
ALWAYS_INLINE bool UsingMSAA() const { return m_multisamples > 1; }
ALWAYS_INLINE bool UsingPerSampleShading() const { return m_multisamples > 1 && m_per_sample_shading; }
void WriteCommonFunctions(std::stringstream& ss);
void WriteBatchUniformBuffer(std::stringstream& ss);
void WriteBatchTextureFilter(std::stringstream& ss, GPUTextureFilter texture_filter);
u32 m_resolution_scale;
u32 m_multisamples;
bool m_per_sample_shading;
bool m_true_color;
bool m_scaled_dithering;
GPUTextureFilter m_texture_filter;

View File

@ -119,19 +119,26 @@ void GPU_HW_Vulkan::UpdateSettings()
{
GPU_HW::UpdateSettings();
// Everything should be finished executing before recreating resources.
g_vulkan_context->ExecuteCommandBuffer(true);
bool framebuffer_changed, shaders_changed;
UpdateHWSettings(&framebuffer_changed, &shaders_changed);
if (framebuffer_changed)
{
RestoreGraphicsAPIState();
ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
ResetGraphicsAPIState();
}
if (framebuffer_changed)
CreateFramebuffer();
// Everything should be finished executing before recreating resources.
m_host_display->ClearDisplayTexture();
g_vulkan_context->ExecuteCommandBuffer(true);
if (shaders_changed)
{
// clear it since we draw a loading screen and it's not in the correct state
m_host_display->ClearDisplayTexture();
DestroyPipelines();
CompilePipelines();
}
@ -140,6 +147,7 @@ void GPU_HW_Vulkan::UpdateSettings()
if (framebuffer_changed)
{
RestoreGraphicsAPIState();
UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_ptr);
UpdateDepthBufferFromMaskBit();
UpdateDisplay();
ResetGraphicsAPIState();
@ -203,11 +211,41 @@ void GPU_HW_Vulkan::SetCapabilities()
{
const u32 max_texture_size = g_vulkan_context->GetDeviceLimits().maxImageDimension2D;
const u32 max_texture_scale = max_texture_size / VRAM_WIDTH;
Log_InfoPrintf("Max texture size: %ux%u", max_texture_size, max_texture_size);
m_max_resolution_scale = max_texture_scale;
VkImageFormatProperties color_properties = {};
vkGetPhysicalDeviceImageFormatProperties(g_vulkan_context->GetPhysicalDevice(), VK_FORMAT_R8G8B8A8_UNORM,
VK_IMAGE_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, 0, &color_properties);
VkImageFormatProperties depth_properties = {};
vkGetPhysicalDeviceImageFormatProperties(g_vulkan_context->GetPhysicalDevice(), VK_FORMAT_D32_SFLOAT,
VK_IMAGE_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, 0, &depth_properties);
const VkSampleCountFlags combined_properties =
g_vulkan_context->GetDeviceProperties().limits.framebufferColorSampleCounts &
g_vulkan_context->GetDeviceProperties().limits.framebufferDepthSampleCounts & color_properties.sampleCounts &
depth_properties.sampleCounts;
if (combined_properties & VK_SAMPLE_COUNT_64_BIT)
m_max_multisamples = 64;
else if (combined_properties & VK_SAMPLE_COUNT_32_BIT)
m_max_multisamples = 32;
else if (combined_properties & VK_SAMPLE_COUNT_16_BIT)
m_max_multisamples = 16;
else if (combined_properties & VK_SAMPLE_COUNT_8_BIT)
m_max_multisamples = 8;
else if (combined_properties & VK_SAMPLE_COUNT_4_BIT)
m_max_multisamples = 4;
else if (combined_properties & VK_SAMPLE_COUNT_2_BIT)
m_max_multisamples = 2;
else
m_max_multisamples = 1;
m_supports_dual_source_blend = g_vulkan_context->GetDeviceFeatures().dualSrcBlend;
m_supports_per_sample_shading = g_vulkan_context->GetDeviceFeatures().sampleRateShading;
Log_InfoPrintf("Dual-source blend: %s", m_supports_dual_source_blend ? "supported" : "not supported");
Log_InfoPrintf("Per-sample shading: %s", m_supports_per_sample_shading ? "supported" : "not supported");
Log_InfoPrintf("Max multisamples: %u", m_max_multisamples);
#ifdef __APPLE__
// Partial texture buffer uploads appear to be broken in macOS/MoltenVK.
@ -360,8 +398,6 @@ bool GPU_HW_Vulkan::CreateSamplers()
bool GPU_HW_Vulkan::CreateFramebuffer()
{
// save old vram texture/fbo, in case we're changing scale
auto old_vram_texture = std::move(m_vram_texture);
DestroyFramebuffer();
// scale vram size to internal resolution
@ -369,7 +405,7 @@ bool GPU_HW_Vulkan::CreateFramebuffer()
const u32 texture_height = VRAM_HEIGHT * m_resolution_scale;
const VkFormat texture_format = VK_FORMAT_R8G8B8A8_UNORM;
const VkFormat depth_format = VK_FORMAT_D16_UNORM;
const VkSampleCountFlagBits samples = VK_SAMPLE_COUNT_1_BIT;
const VkSampleCountFlagBits samples = static_cast<VkSampleCountFlagBits>(m_multisamples);
if (!m_vram_texture.Create(texture_width, texture_height, 1, 1, texture_format, samples, VK_IMAGE_VIEW_TYPE_2D,
VK_IMAGE_TILING_OPTIMAL,
@ -378,15 +414,15 @@ bool GPU_HW_Vulkan::CreateFramebuffer()
!m_vram_depth_texture.Create(texture_width, texture_height, 1, 1, depth_format, samples, VK_IMAGE_VIEW_TYPE_2D,
VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT) ||
!m_vram_read_texture.Create(texture_width, texture_height, 1, 1, texture_format, samples, VK_IMAGE_VIEW_TYPE_2D,
VK_IMAGE_TILING_OPTIMAL,
!m_vram_read_texture.Create(texture_width, texture_height, 1, 1, texture_format, VK_SAMPLE_COUNT_1_BIT,
VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT) ||
!m_display_texture.Create(texture_width, texture_height, 1, 1, texture_format, samples, VK_IMAGE_VIEW_TYPE_2D,
VK_IMAGE_TILING_OPTIMAL,
!m_display_texture.Create(texture_width, texture_height, 1, 1, texture_format, VK_SAMPLE_COUNT_1_BIT,
VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT |
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT) ||
!m_vram_readback_texture.Create(VRAM_WIDTH, VRAM_HEIGHT, 1, 1, texture_format, samples, VK_IMAGE_VIEW_TYPE_2D,
VK_IMAGE_TILING_OPTIMAL,
!m_vram_readback_texture.Create(VRAM_WIDTH, VRAM_HEIGHT, 1, 1, texture_format, VK_SAMPLE_COUNT_1_BIT,
VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT) ||
!m_vram_readback_staging_texture.Create(Vulkan::StagingBuffer::Type::Readback, texture_format, VRAM_WIDTH / 2,
VRAM_HEIGHT))
@ -457,30 +493,6 @@ bool GPU_HW_Vulkan::CreateFramebuffer()
m_point_sampler, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
dsubuilder.Update(g_vulkan_context->GetDevice());
if (old_vram_texture.IsValid())
{
const bool linear_filter = old_vram_texture.GetWidth() > m_vram_texture.GetWidth();
Log_DevPrintf("Scaling %ux%u VRAM texture to %ux%u using %s filter", old_vram_texture.GetWidth(),
old_vram_texture.GetHeight(), m_vram_texture.GetWidth(), m_vram_texture.GetHeight(),
linear_filter ? "linear" : "nearest");
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
old_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
const VkImageBlit blit{
{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
{{0, 0, 0}, {static_cast<s32>(old_vram_texture.GetWidth()), static_cast<s32>(old_vram_texture.GetHeight()), 1}},
{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
{{0, 0, 0}, {static_cast<s32>(m_vram_texture.GetWidth()), static_cast<s32>(m_vram_texture.GetHeight()), 1}}};
vkCmdBlitImage(cmdbuf, old_vram_texture.GetImage(), old_vram_texture.GetLayout(), m_vram_texture.GetImage(),
m_vram_texture.GetLayout(), 1, &blit, linear_filter ? VK_FILTER_LINEAR : VK_FILTER_NEAREST);
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// Can't immediately destroy because we're blitting in the current command buffer.
old_vram_texture.Destroy(true);
}
ClearDisplay();
SetFullVRAMDirtyRectangle();
return true;
@ -583,8 +595,9 @@ bool GPU_HW_Vulkan::CompilePipelines()
VkDevice device = g_vulkan_context->GetDevice();
VkPipelineCache pipeline_cache = g_vulkan_shader_cache->GetPipelineCache();
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering,
m_texture_filtering, m_using_uv_limits, m_supports_dual_source_blend);
GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_multisamples, m_per_sample_shading,
m_true_color, m_scaled_dithering, m_texture_filtering, m_using_uv_limits,
m_supports_dual_source_blend);
Common::Timer compile_time;
const int progress_total = 2 + (4 * 9 * 2 * 2) + (2 * 4 * 5 * 9 * 2 * 2) + 1 + 2 + 2 + 2 + 2 + (2 * 3);
@ -682,6 +695,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
gpbuilder.SetDepthState(true, true,
(depth_test != 0) ? VK_COMPARE_OP_GREATER_OR_EQUAL : VK_COMPARE_OP_ALWAYS);
gpbuilder.SetNoBlendingState();
gpbuilder.SetMultisamples(m_multisamples, m_per_sample_shading);
if ((static_cast<TransparencyMode>(transparency_mode) != TransparencyMode::Disabled &&
(static_cast<BatchRenderMode>(render_mode) != BatchRenderMode::TransparencyDisabled &&
@ -736,6 +750,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
gpbuilder.SetNoBlendingState();
gpbuilder.SetDynamicViewportAndScissorState();
gpbuilder.SetVertexShader(fullscreen_quad_vertex_shader);
gpbuilder.SetMultisamples(m_multisamples, false);
// VRAM fill
{
@ -957,10 +972,20 @@ void GPU_HW_Vulkan::UpdateDisplay()
if (g_settings.debugging.show_vram)
{
m_vram_texture.TransitionToLayout(g_vulkan_context->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
m_host_display->SetDisplayTexture(&m_vram_texture, m_vram_texture.GetWidth(), m_vram_texture.GetHeight(), 0, 0,
m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
if (IsUsingMultisampling())
{
UpdateVRAMReadTexture();
m_host_display->SetDisplayTexture(&m_vram_read_texture, m_vram_read_texture.GetWidth(),
m_vram_read_texture.GetHeight(), 0, 0, m_vram_read_texture.GetWidth(),
m_vram_read_texture.GetHeight());
}
else
{
m_vram_texture.TransitionToLayout(g_vulkan_context->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
m_host_display->SetDisplayTexture(&m_vram_texture, m_vram_texture.GetWidth(), m_vram_texture.GetHeight(), 0, 0,
m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
}
m_host_display->SetDisplayParameters(VRAM_WIDTH, VRAM_HEIGHT, 0, 0, VRAM_WIDTH, VRAM_HEIGHT,
static_cast<float>(VRAM_WIDTH) / static_cast<float>(VRAM_HEIGHT));
}
@ -981,7 +1006,7 @@ void GPU_HW_Vulkan::UpdateDisplay()
m_host_display->ClearDisplayTexture();
}
else if (!m_GPUSTAT.display_area_color_depth_24 && interlaced == InterlacedRenderMode::None &&
(scaled_vram_offset_x + scaled_display_width) <= m_vram_texture.GetWidth() &&
!IsUsingMultisampling() && (scaled_vram_offset_x + scaled_display_width) <= m_vram_texture.GetWidth() &&
(scaled_vram_offset_y + scaled_display_height) <= m_vram_texture.GetHeight())
{
m_vram_texture.TransitionToLayout(g_vulkan_context->GetCurrentCommandBuffer(),
@ -1158,7 +1183,7 @@ void GPU_HW_Vulkan::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void*
void GPU_HW_Vulkan::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
{
if (UseVRAMCopyShader(src_x, src_y, dst_x, dst_y, width, height))
if (UseVRAMCopyShader(src_x, src_y, dst_x, dst_y, width, height) || IsUsingMultisampling())
{
const Common::Rectangle<u32> src_bounds = GetVRAMTransferBounds(src_x, src_y, width, height);
const Common::Rectangle<u32> dst_bounds = GetVRAMTransferBounds(dst_x, dst_y, width, height);
@ -1224,14 +1249,28 @@ void GPU_HW_Vulkan::UpdateVRAMReadTexture()
m_vram_read_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
const auto scaled_rect = m_vram_dirty_rect * m_resolution_scale;
const VkImageCopy copy{{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
{static_cast<s32>(scaled_rect.left), static_cast<s32>(scaled_rect.top), 0},
{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
{static_cast<s32>(scaled_rect.left), static_cast<s32>(scaled_rect.top), 0},
{scaled_rect.GetWidth(), scaled_rect.GetHeight(), 1u}};
vkCmdCopyImage(cmdbuf, m_vram_texture.GetImage(), m_vram_texture.GetLayout(), m_vram_read_texture.GetImage(),
m_vram_read_texture.GetLayout(), 1u, &copy);
if (m_vram_texture.GetSamples() > VK_SAMPLE_COUNT_1_BIT)
{
const VkImageResolve resolve{{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
{static_cast<s32>(scaled_rect.left), static_cast<s32>(scaled_rect.top), 0},
{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
{static_cast<s32>(scaled_rect.left), static_cast<s32>(scaled_rect.top), 0},
{scaled_rect.GetWidth(), scaled_rect.GetHeight(), 1u}};
vkCmdResolveImage(cmdbuf, m_vram_texture.GetImage(), m_vram_texture.GetLayout(), m_vram_read_texture.GetImage(),
m_vram_read_texture.GetLayout(), 1, &resolve);
}
else
{
const VkImageCopy copy{{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
{static_cast<s32>(scaled_rect.left), static_cast<s32>(scaled_rect.top), 0},
{VK_IMAGE_ASPECT_COLOR_BIT, 0u, 0u, 1u},
{static_cast<s32>(scaled_rect.left), static_cast<s32>(scaled_rect.top), 0},
{scaled_rect.GetWidth(), scaled_rect.GetHeight(), 1u}};
vkCmdCopyImage(cmdbuf, m_vram_texture.GetImage(), m_vram_texture.GetLayout(), m_vram_read_texture.GetImage(),
m_vram_read_texture.GetLayout(), 1u, &copy);
}
m_vram_read_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);

View File

@ -429,7 +429,9 @@ void HostInterface::SetDefaultSettings(SettingsInterface& si)
si.SetStringValue("GPU", "Renderer", Settings::GetRendererName(Settings::DEFAULT_GPU_RENDERER));
si.SetIntValue("GPU", "ResolutionScale", 1);
si.SetIntValue("GPU", "Multisamples", 1);
si.SetBoolValue("GPU", "UseDebugDevice", false);
si.SetBoolValue("GPU", "PerSampleShading", false);
si.SetBoolValue("GPU", "TrueColor", false);
si.SetBoolValue("GPU", "ScaledDithering", true);
si.SetStringValue("GPU", "TextureFilter", Settings::GetTextureFilterName(Settings::DEFAULT_GPU_TEXTURE_FILTER));
@ -623,6 +625,8 @@ void HostInterface::CheckForSettingsChanges(const Settings& old_settings)
m_audio_stream->SetOutputVolume(g_settings.audio_output_muted ? 0 : g_settings.audio_output_volume);
if (g_settings.gpu_resolution_scale != old_settings.gpu_resolution_scale ||
g_settings.gpu_multisamples != old_settings.gpu_multisamples ||
g_settings.gpu_per_sample_shading != old_settings.gpu_per_sample_shading ||
g_settings.gpu_fifo_size != old_settings.gpu_fifo_size ||
g_settings.gpu_max_run_ahead != old_settings.gpu_max_run_ahead ||
g_settings.gpu_true_color != old_settings.gpu_true_color ||

View File

@ -135,7 +135,9 @@ void Settings::Load(SettingsInterface& si)
.value_or(DEFAULT_GPU_RENDERER);
gpu_adapter = si.GetStringValue("GPU", "Adapter", "");
gpu_resolution_scale = static_cast<u32>(si.GetIntValue("GPU", "ResolutionScale", 1));
gpu_multisamples = static_cast<u32>(si.GetIntValue("GPU", "Multisamples", 1));
gpu_use_debug_device = si.GetBoolValue("GPU", "UseDebugDevice", false);
gpu_per_sample_shading = si.GetBoolValue("GPU", "PerSampleShading", false);
gpu_true_color = si.GetBoolValue("GPU", "TrueColor", true);
gpu_scaled_dithering = si.GetBoolValue("GPU", "ScaledDithering", false);
gpu_texture_filter =
@ -265,7 +267,9 @@ void Settings::Save(SettingsInterface& si) const
si.SetStringValue("GPU", "Renderer", GetRendererName(gpu_renderer));
si.SetStringValue("GPU", "Adapter", gpu_adapter.c_str());
si.SetIntValue("GPU", "ResolutionScale", static_cast<long>(gpu_resolution_scale));
si.SetIntValue("GPU", "Multisamples", static_cast<long>(gpu_multisamples));
si.SetBoolValue("GPU", "UseDebugDevice", gpu_use_debug_device);
si.SetBoolValue("GPU", "PerSampleShading", gpu_per_sample_shading);
si.SetBoolValue("GPU", "TrueColor", gpu_true_color);
si.SetBoolValue("GPU", "ScaledDithering", gpu_scaled_dithering);
si.SetStringValue("GPU", "TextureFilter", GetTextureFilterName(gpu_texture_filter));

View File

@ -93,7 +93,9 @@ struct Settings
std::string gpu_adapter;
std::string display_post_process_chain;
u32 gpu_resolution_scale = 1;
u32 gpu_multisamples = 1;
bool gpu_use_debug_device = false;
bool gpu_per_sample_shading = false;
bool gpu_true_color = true;
bool gpu_scaled_dithering = false;
GPUTextureFilter gpu_texture_filter = GPUTextureFilter::Nearest;

View File

@ -153,6 +153,7 @@ void ShaderGen::WriteHeader(std::stringstream& ss)
ss << "#define VECTOR_COMP_NEQ(a, b) notEqual((a), (b))\n";
ss << "#define SAMPLE_TEXTURE(name, coords) texture(name, coords)\n";
ss << "#define LOAD_TEXTURE(name, coords, mip) texelFetch(name, coords, mip)\n";
ss << "#define LOAD_TEXTURE_MS(name, coords, sample) texelFetch(name, coords, int(sample))\n";
ss << "#define LOAD_TEXTURE_OFFSET(name, coords, mip, offset) texelFetchOffset(name, coords, mip, offset)\n";
ss << "#define LOAD_TEXTURE_BUFFER(name, index) texelFetch(name, index)\n";
ss << "#define BEGIN_ARRAY(type, size) type[size](\n";
@ -161,7 +162,8 @@ void ShaderGen::WriteHeader(std::stringstream& ss)
ss << "float saturate(float value) { return clamp(value, 0.0, 1.0); }\n";
ss << "float2 saturate(float2 value) { return clamp(value, float2(0.0, 0.0), float2(1.0, 1.0)); }\n";
ss << "float3 saturate(float3 value) { return clamp(value, float3(0.0, 0.0, 0.0), float3(1.0, 1.0, 1.0)); }\n";
ss << "float4 saturate(float4 value) { return clamp(value, float4(0.0, 0.0, 0.0, 0.0), float4(1.0, 1.0, 1.0, 1.0)); }\n";
ss << "float4 saturate(float4 value) { return clamp(value, float4(0.0, 0.0, 0.0, 0.0), float4(1.0, 1.0, 1.0, "
"1.0)); }\n";
}
else
{
@ -189,6 +191,7 @@ void ShaderGen::WriteHeader(std::stringstream& ss)
ss << "#define VECTOR_COMP_NEQ(a, b) ((a) != (b))\n";
ss << "#define SAMPLE_TEXTURE(name, coords) name.Sample(name##_ss, coords)\n";
ss << "#define LOAD_TEXTURE(name, coords, mip) name.Load(int3(coords, mip))\n";
ss << "#define LOAD_TEXTURE_MS(name, coords, sample) name.Load(coords, sample)\n";
ss << "#define LOAD_TEXTURE_OFFSET(name, coords, mip, offset) name.Load(int3(coords, mip), offset)\n";
ss << "#define LOAD_TEXTURE_BUFFER(name, index) name.Load(index)\n";
ss << "#define BEGIN_ARRAY(type, size) {\n";
@ -231,7 +234,7 @@ void ShaderGen::DeclareUniformBuffer(std::stringstream& ss, const std::initializ
ss << "};\n\n";
}
void ShaderGen::DeclareTexture(std::stringstream& ss, const char* name, u32 index)
void ShaderGen::DeclareTexture(std::stringstream& ss, const char* name, u32 index, bool multisampled /* = false */)
{
if (m_glsl)
{
@ -240,11 +243,11 @@ void ShaderGen::DeclareTexture(std::stringstream& ss, const char* name, u32 inde
else if (m_use_glsl_binding_layout)
ss << "layout(binding = " << index << ") ";
ss << "uniform sampler2D " << name << ";\n";
ss << "uniform " << (multisampled ? "sampler2DMS " : "sampler2D ") << name << ";\n";
}
else
{
ss << "Texture2D " << name << " : register(t" << index << ");\n";
ss << (multisampled ? "Texture2DMS<float4> " : "Texture2D ") << name << " : register(t" << index << ");\n";
ss << "SamplerState " << name << "_ss : register(s" << index << ");\n";
}
}
@ -267,10 +270,20 @@ void ShaderGen::DeclareTextureBuffer(std::stringstream& ss, const char* name, u3
}
}
static const char* GetInterpolationQualifier(bool glsl, bool vulkan, bool interface_block, bool centroid_interpolation,
bool sample_interpolation)
{
if (glsl && interface_block && (!vulkan && !GLAD_GL_ARB_shading_language_420pack))
return (sample_interpolation ? "sample out " : (centroid_interpolation ? "centroid out " : ""));
else
return (sample_interpolation ? "sample " : (centroid_interpolation ? "centroid " : ""));
}
void ShaderGen::DeclareVertexEntryPoint(
std::stringstream& ss, const std::initializer_list<const char*>& attributes, u32 num_color_outputs,
u32 num_texcoord_outputs, const std::initializer_list<std::pair<const char*, const char*>>& additional_outputs,
bool declare_vertex_id, const char* output_block_suffix)
bool declare_vertex_id /* = false */, const char* output_block_suffix /* = "" */,
bool centroid_interpolation /* = false */, bool sample_interpolation /* = false */)
{
if (m_glsl)
{
@ -291,30 +304,42 @@ void ShaderGen::DeclareVertexEntryPoint(
if (m_use_glsl_interface_blocks)
{
const char* qualifier =
GetInterpolationQualifier(m_glsl, IsVulkan(), true, centroid_interpolation, sample_interpolation);
if (IsVulkan())
ss << "layout(location = 0) ";
ss << "out VertexData" << output_block_suffix << " {\n";
for (u32 i = 0; i < num_color_outputs; i++)
ss << " float4 v_col" << i << ";\n";
ss << " " << qualifier << "float4 v_col" << i << ";\n";
for (u32 i = 0; i < num_texcoord_outputs; i++)
ss << " float2 v_tex" << i << ";\n";
ss << " " << qualifier << "float2 v_tex" << i << ";\n";
for (const auto [qualifiers, name] : additional_outputs)
ss << " " << qualifiers << " " << name << ";\n";
{
const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
ss << " " << qualifier_to_use << " " << name << ";\n";
}
ss << "};\n";
}
else
{
const char* qualifier =
GetInterpolationQualifier(m_glsl, IsVulkan(), false, centroid_interpolation, sample_interpolation);
for (u32 i = 0; i < num_color_outputs; i++)
ss << "out float4 v_col" << i << ";\n";
ss << qualifier << "out float4 v_col" << i << ";\n";
for (u32 i = 0; i < num_texcoord_outputs; i++)
ss << "out float2 v_tex" << i << ";\n";
ss << qualifier << "out float2 v_tex" << i << ";\n";
for (const auto [qualifiers, name] : additional_outputs)
ss << qualifiers << " out " << name << ";\n";
{
const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
ss << qualifier_to_use << " out " << name << ";\n";
}
}
ss << "#define v_pos gl_Position\n\n";
@ -331,6 +356,9 @@ void ShaderGen::DeclareVertexEntryPoint(
}
else
{
const char* qualifier =
GetInterpolationQualifier(false, false, false, centroid_interpolation, sample_interpolation);
ss << "void main(\n";
if (declare_vertex_id)
@ -344,15 +372,16 @@ void ShaderGen::DeclareVertexEntryPoint(
}
for (u32 i = 0; i < num_color_outputs; i++)
ss << " out float4 v_col" << i << " : COLOR" << i << ",\n";
ss << " " << qualifier << "out float4 v_col" << i << " : COLOR" << i << ",\n";
for (u32 i = 0; i < num_texcoord_outputs; i++)
ss << " out float2 v_tex" << i << " : TEXCOORD" << i << ",\n";
ss << " " << qualifier << "out float2 v_tex" << i << " : TEXCOORD" << i << ",\n";
u32 additional_counter = num_texcoord_outputs;
for (const auto [qualifiers, name] : additional_outputs)
{
ss << " " << qualifiers << " out " << name << " : TEXCOORD" << additional_counter << ",\n";
const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
ss << " " << qualifier_to_use << " out " << name << " : TEXCOORD" << additional_counter << ",\n";
additional_counter++;
}
@ -363,41 +392,58 @@ void ShaderGen::DeclareVertexEntryPoint(
void ShaderGen::DeclareFragmentEntryPoint(
std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs,
bool declare_fragcoord /* = false */, u32 num_color_outputs /* = 1 */, bool depth_output /* = false */)
bool declare_fragcoord /* = false */, u32 num_color_outputs /* = 1 */, bool depth_output /* = false */,
bool centroid_interpolation /* = false */, bool sample_interpolation /* = false */,
bool declare_sample_id /* = false */)
{
if (m_glsl)
{
if (m_use_glsl_interface_blocks)
{
const char* qualifier =
GetInterpolationQualifier(m_glsl, IsVulkan(), true, centroid_interpolation, sample_interpolation);
if (IsVulkan())
ss << "layout(location = 0) ";
ss << "in VertexData {\n";
for (u32 i = 0; i < num_color_inputs; i++)
ss << " float4 v_col" << i << ";\n";
ss << " " << qualifier << "float4 v_col" << i << ";\n";
for (u32 i = 0; i < num_texcoord_inputs; i++)
ss << " float2 v_tex" << i << ";\n";
ss << " " << qualifier << "float2 v_tex" << i << ";\n";
for (const auto [qualifiers, name] : additional_inputs)
ss << " " << qualifiers << " " << name << ";\n";
{
const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
ss << " " << qualifier_to_use << " " << name << ";\n";
}
ss << "};\n";
}
else
{
const char* qualifier =
GetInterpolationQualifier(m_glsl, IsVulkan(), false, centroid_interpolation, sample_interpolation);
for (u32 i = 0; i < num_color_inputs; i++)
ss << "in float4 v_col" << i << ";\n";
ss << qualifier << "in float4 v_col" << i << ";\n";
for (u32 i = 0; i < num_texcoord_inputs; i++)
ss << "in float2 v_tex" << i << ";\n";
ss << qualifier << "in float2 v_tex" << i << ";\n";
for (const auto [qualifiers, name] : additional_inputs)
ss << qualifiers << " in " << name << ";\n";
{
const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
ss << qualifier_to_use << " in " << name << ";\n";
}
}
if (declare_fragcoord)
ss << "#define v_pos gl_FragCoord\n";
if (declare_sample_id)
ss << "#define f_sample_index uint(gl_SampleID)\n";
if (depth_output)
ss << "#define o_depth gl_FragDepth\n";
@ -427,43 +473,47 @@ void ShaderGen::DeclareFragmentEntryPoint(
}
else
{
const char* qualifier =
GetInterpolationQualifier(false, false, false, centroid_interpolation, sample_interpolation);
ss << "void main(\n";
for (u32 i = 0; i < num_color_inputs; i++)
ss << " " << qualifier << "in float4 v_col" << i << " : COLOR" << i << ",\n";
for (u32 i = 0; i < num_texcoord_inputs; i++)
ss << " " << qualifier << "in float2 v_tex" << i << " : TEXCOORD" << i << ",\n";
u32 additional_counter = num_texcoord_inputs;
for (const auto [qualifiers, name] : additional_inputs)
{
ss << "void main(\n";
const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
ss << " " << qualifier_to_use << " in " << name << " : TEXCOORD" << additional_counter << ",\n";
additional_counter++;
}
for (u32 i = 0; i < num_color_inputs; i++)
ss << " in float4 v_col" << i << " : COLOR" << i << ",\n";
if (declare_fragcoord)
ss << " in float4 v_pos : SV_Position,\n";
if (declare_sample_id)
ss << " in uint f_sample_index : SV_SampleIndex,\n";
for (u32 i = 0; i < num_texcoord_inputs; i++)
ss << " in float2 v_tex" << i << " : TEXCOORD" << i << ",\n";
if (depth_output)
{
ss << " out float o_depth : SV_Depth";
if (num_color_outputs > 0)
ss << ",\n";
else
ss << ")\n";
}
u32 additional_counter = num_texcoord_inputs;
for (const auto [qualifiers, name] : additional_inputs)
{
ss << " " << qualifiers << " in " << name << " : TEXCOORD" << additional_counter << ",\n";
additional_counter++;
}
for (u32 i = 0; i < num_color_outputs; i++)
{
ss << " out float4 o_col" << i << " : SV_Target" << i;
if (declare_fragcoord)
ss << " in float4 v_pos : SV_Position,\n";
if (depth_output)
{
ss << " out float o_depth : SV_Depth";
if (num_color_outputs > 0)
ss << ",\n";
else
ss << ")\n";
}
for (u32 i = 0; i < num_color_outputs; i++)
{
ss << " out float4 o_col" << i << " : SV_Target" << i;
if (i == (num_color_outputs - 1))
ss << ")\n";
else
ss << ",\n";
}
if (i == (num_color_outputs - 1))
ss << ")\n";
else
ss << ",\n";
}
}
}

View File

@ -25,15 +25,17 @@ protected:
void WriteUniformBufferDeclaration(std::stringstream& ss, bool push_constant_on_vulkan);
void DeclareUniformBuffer(std::stringstream& ss, const std::initializer_list<const char*>& members,
bool push_constant_on_vulkan);
void DeclareTexture(std::stringstream& ss, const char* name, u32 index);
void DeclareTexture(std::stringstream& ss, const char* name, u32 index, bool multisampled = false);
void DeclareTextureBuffer(std::stringstream& ss, const char* name, u32 index, bool is_int, bool is_unsigned);
void DeclareVertexEntryPoint(std::stringstream& ss, const std::initializer_list<const char*>& attributes,
u32 num_color_outputs, u32 num_texcoord_outputs,
const std::initializer_list<std::pair<const char*, const char*>>& additional_outputs,
bool declare_vertex_id = false, const char* output_block_suffix = "");
bool declare_vertex_id = false, const char* output_block_suffix = "", bool msaa = false,
bool ssaa = false);
void DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs,
bool declare_fragcoord = false, u32 num_color_outputs = 1, bool depth_output = false);
bool declare_fragcoord = false, u32 num_color_outputs = 1, bool depth_output = false,
bool msaa = false, bool ssaa = false, bool declare_sample_id = false);
HostDisplay::RenderAPI m_render_api;
bool m_glsl;