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

@ -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";
}
}
}