renderer_opengl: Refactor shader generation/caching to be more organized + various cleanups.

This commit is contained in:
bunnei 2015-10-05 22:33:47 -04:00
parent 3c057bd3d8
commit c86b9d4242
11 changed files with 527 additions and 788 deletions

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@ -4,6 +4,9 @@
#pragma once
#include <cstddef>
#include <functional>
#include "common_types.h"
#define ARRAY_SIZE(a) (sizeof(a) / sizeof(a[0]))
@ -95,3 +98,18 @@ inline u64 _rotr64(u64 x, unsigned int shift){
// This function might change the error code.
// Defined in Misc.cpp.
const char* GetLastErrorMsg();
template <typename T>
inline std::size_t hash(const T& o) {
return std::hash<T>()(o);
}
template <typename T>
inline std::size_t combine_hash(const T& o) {
return hash(o);
}
template <typename T, typename... Args>
inline std::size_t combine_hash(const T& o, const Args&... args) {
return hash(o) * 3 + combine_hash(args...);
}

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@ -1,6 +1,7 @@
set(SRCS
renderer_opengl/gl_rasterizer.cpp
renderer_opengl/gl_rasterizer_cache.cpp
renderer_opengl/gl_shader_gen.cpp
renderer_opengl/gl_shader_util.cpp
renderer_opengl/gl_state.cpp
renderer_opengl/renderer_opengl.cpp
@ -21,8 +22,8 @@ set(HEADERS
renderer_opengl/gl_rasterizer.h
renderer_opengl/gl_rasterizer_cache.h
renderer_opengl/gl_resource_manager.h
renderer_opengl/gl_shader_gen.h
renderer_opengl/gl_shader_util.h
renderer_opengl/gl_shaders.h
renderer_opengl/gl_state.h
renderer_opengl/pica_to_gl.h
renderer_opengl/renderer_opengl.h

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@ -9,6 +9,7 @@
#include "common/color.h"
#include "common/file_util.h"
#include "common/make_unique.h"
#include "common/math_util.h"
#include "common/microprofile.h"
#include "common/profiler.h"
@ -20,7 +21,7 @@
#include "video_core/pica.h"
#include "video_core/utils.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shaders.h"
#include "video_core/renderer_opengl/gl_shader_gen.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/pica_to_gl.h"
@ -54,20 +55,20 @@ void RasterizerOpenGL::InitObjects() {
state.Apply();
// Set vertex attributes
glVertexAttribPointer(ShaderUtil::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
glEnableVertexAttribArray(ShaderUtil::ATTRIBUTE_POSITION);
glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION);
glVertexAttribPointer(ShaderUtil::ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, color));
glEnableVertexAttribArray(ShaderUtil::ATTRIBUTE_COLOR);
glVertexAttribPointer(GLShader::ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, color));
glEnableVertexAttribArray(GLShader::ATTRIBUTE_COLOR);
glVertexAttribPointer(ShaderUtil::ATTRIBUTE_TEXCOORDS, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord0));
glVertexAttribPointer(ShaderUtil::ATTRIBUTE_TEXCOORDS + 1, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord1));
glVertexAttribPointer(ShaderUtil::ATTRIBUTE_TEXCOORDS + 2, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord2));
glEnableVertexAttribArray(ShaderUtil::ATTRIBUTE_TEXCOORDS);
glEnableVertexAttribArray(ShaderUtil::ATTRIBUTE_TEXCOORDS + 1);
glEnableVertexAttribArray(ShaderUtil::ATTRIBUTE_TEXCOORDS + 2);
glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORDS + 0, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord0));
glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORDS + 1, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord1));
glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORDS + 2, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord2));
glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORDS + 0);
glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORDS + 1);
glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORDS + 2);
RegenerateShaders();
SetShader();
// Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
fb_color_texture.texture.Create();
@ -117,8 +118,6 @@ void RasterizerOpenGL::InitObjects() {
}
void RasterizerOpenGL::Reset() {
const auto& regs = Pica::g_state.regs;
SyncCullMode();
SyncBlendEnabled();
SyncBlendFuncs();
@ -127,7 +126,7 @@ void RasterizerOpenGL::Reset() {
SyncStencilTest();
SyncDepthTest();
RegenerateShaders();
SetShader();
res_cache.FullFlush();
}
@ -140,70 +139,12 @@ void RasterizerOpenGL::AddTriangle(const Pica::Shader::OutputVertex& v0,
vertex_batch.emplace_back(v2);
}
namespace ShaderCache {
extern std::string GenerateFragmentShader(const ShaderCacheKey& config);
}
void RasterizerOpenGL::RegenerateShaders() {
ShaderCacheKey config = ShaderCacheKey::CurrentShaderConfig();
auto cached_shader = shader_cache.find(config);
if (cached_shader != shader_cache.end()) {
current_shader = &cached_shader->second;
state.draw.shader_program = current_shader->shader.handle;
state.Apply();
} else {
LOG_CRITICAL(Render_OpenGL, "Creating new shader: %08X", hash(config));
TEVShader shader;
std::string fragShader = ShaderCache::GenerateFragmentShader(config);
shader.shader.Create(GLShaders::g_vertex_shader_hw, fragShader.c_str());
shader.uniform_alphatest_ref = glGetUniformLocation(shader.shader.handle, "alphatest_ref");
shader.uniform_tex = glGetUniformLocation(shader.shader.handle, "tex");
shader.uniform_tev_combiner_buffer_color = glGetUniformLocation(shader.shader.handle, "tev_combiner_buffer_color");
shader.uniform_tev_const_colors = glGetUniformLocation(shader.shader.handle, "const_color");
current_shader = &shader_cache.emplace(config, std::move(shader)).first->second;
state.draw.shader_program = current_shader->shader.handle;
state.Apply();
// Set the texture samplers to correspond to different texture units
if (shader.uniform_tex != -1) {
glUniform1i(shader.uniform_tex, 0);
glUniform1i(shader.uniform_tex + 1, 1);
glUniform1i(shader.uniform_tex + 2, 2);
}
}
// Sync alpha reference
if (current_shader->uniform_alphatest_ref != -1)
glUniform1i(current_shader->uniform_alphatest_ref, Pica::g_state.regs.output_merger.alpha_test.ref);
// Sync combiner buffer color
if (current_shader->uniform_tev_combiner_buffer_color != -1) {
auto combiner_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.tev_combiner_buffer_color.raw);
glUniform4fv(current_shader->uniform_tev_combiner_buffer_color, 1, combiner_color.data());
}
// Sync TEV const colors
if (current_shader->uniform_tev_const_colors != -1) {
auto& tev_stages = Pica::g_state.regs.GetTevStages();
for (int tev_index = 0; tev_index < tev_stages.size(); ++tev_index) {
auto const_color = PicaToGL::ColorRGBA8(tev_stages[tev_index].const_color);
glUniform4fv(current_shader->uniform_tev_const_colors + tev_index, 1, const_color.data());
}
}
}
void RasterizerOpenGL::DrawTriangles() {
SyncFramebuffer();
SyncDrawState();
if (state.draw.shader_dirty) {
RegenerateShaders();
SetShader();
state.draw.shader_dirty = false;
}
@ -519,6 +460,48 @@ void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::
state.Apply();
}
void RasterizerOpenGL::SetShader() {
ShaderCacheKey config = ShaderCacheKey::CurrentConfig();
// Find (or generate) the GLSL shader for the current TEV state
auto cached_shader = shader_cache.find(config);
if (cached_shader != shader_cache.end()) {
current_shader = cached_shader->second.get();
state.draw.shader_program = current_shader->shader.handle;
state.Apply();
} else {
LOG_DEBUG(Render_OpenGL, "Creating new shader: %08X", hash(config));
std::unique_ptr<TEVShader> shader = Common::make_unique<TEVShader>();
shader->shader.Create(GLShader::GenerateVertexShader().c_str(), GLShader::GenerateFragmentShader(config).c_str());
shader->uniform_alphatest_ref = glGetUniformLocation(shader->shader.handle, "alphatest_ref");
shader->uniform_tex = glGetUniformLocation(shader->shader.handle, "tex");
shader->uniform_tev_combiner_buffer_color = glGetUniformLocation(shader->shader.handle, "tev_combiner_buffer_color");
shader->uniform_tev_const_colors = glGetUniformLocation(shader->shader.handle, "const_color");
state.draw.shader_program = shader->shader.handle;
state.Apply();
// Set the texture samplers to correspond to different texture units
if (shader->uniform_tex != -1) {
glUniform1i(shader->uniform_tex, 0);
glUniform1i(shader->uniform_tex + 1, 1);
glUniform1i(shader->uniform_tex + 2, 2);
}
current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
}
// Update uniforms
SyncAlphaTest();
SyncCombinerColor();
auto& tev_stages = Pica::g_state.regs.GetTevStages();
for (int index = 0; index < tev_stages.size(); ++index)
SyncTevConstColor(index, tev_stages[index]);
}
void RasterizerOpenGL::SyncFramebuffer() {
const auto& regs = Pica::g_state.regs;

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@ -4,6 +4,8 @@
#pragma once
#include <cstddef>
#include <memory>
#include <vector>
#include <unordered_map>
@ -15,21 +17,6 @@
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/shader/shader_interpreter.h"
template <typename T>
inline size_t hash(const T& o) {
return std::hash<T>()(o);
}
template <typename T>
inline size_t combine_hash(const T& o) {
return hash(o);
}
template <typename T, typename... Args>
inline size_t combine_hash(const T& o, const Args&... args) {
return hash(o) * 3 + combine_hash(args...);
}
struct ShaderCacheKey {
using Regs = Pica::Regs;
@ -49,7 +36,7 @@ struct ShaderCacheKey {
return (stage_index < 4) && ((combiner_buffer_input >> 4) & (1 << stage_index));
}
static ShaderCacheKey CurrentShaderConfig() {
static ShaderCacheKey CurrentConfig() {
const auto& regs = Pica::g_state.regs;
ShaderCacheKey config;
@ -94,8 +81,14 @@ struct ShaderCacheKey {
namespace std {
template<> struct hash<::Pica::Regs::CompareFunc> {
std::size_t operator()(const ::Pica::Regs::CompareFunc& o) {
return ::hash((unsigned)o);
}
};
template<> struct hash<::Pica::Regs::TevStageConfig> {
size_t operator()(const ::Pica::Regs::TevStageConfig& o) {
std::size_t operator()(const ::Pica::Regs::TevStageConfig& o) {
return ::combine_hash(
::hash(o.source_raw), ::hash(o.modifier_raw),
::hash(o.op_raw), ::hash(o.scale_raw));
@ -103,13 +96,14 @@ template<> struct hash<::Pica::Regs::TevStageConfig> {
};
template<> struct hash<::ShaderCacheKey> {
size_t operator()(const ::ShaderCacheKey& o) const {
std::size_t operator()(const ::ShaderCacheKey& o) const {
return ::combine_hash(o.alpha_test_func, o.combiner_buffer_input,
o.tev_stages[0], o.tev_stages[1], o.tev_stages[2],
o.tev_stages[3], o.tev_stages[4], o.tev_stages[5]);
}
};
}
} // namespace std
class RasterizerOpenGL : public HWRasterizer {
public:
@ -131,8 +125,6 @@ public:
/// Draw the current batch of triangles
void DrawTriangles() override;
void RegenerateShaders();
/// Commit the rasterizer's framebuffer contents immediately to the current 3DS memory framebuffer
void CommitFramebuffer() override;
@ -245,6 +237,9 @@ private:
/// Reconfigure the OpenGL depth texture to use the given format and dimensions
void ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height);
/// Sets the OpenGL shader in accordance with the current PICA register state
void SetShader();
/// Syncs the state and contents of the OpenGL framebuffer to match the current PICA framebuffer
void SyncFramebuffer();
@ -315,8 +310,8 @@ private:
TextureInfo fb_color_texture;
DepthTextureInfo fb_depth_texture;
std::unordered_map<ShaderCacheKey, TEVShader> shader_cache;
TEVShader* current_shader = nullptr;
std::unordered_map<ShaderCacheKey, std::unique_ptr<TEVShader>> shader_cache;
const TEVShader* current_shader = nullptr;
OGLVertexArray vertex_array;
OGLBuffer vertex_buffer;

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@ -71,7 +71,7 @@ public:
/// Creates a new internal OpenGL resource and stores the handle
void Create(const char* vert_shader, const char* frag_shader) {
if (handle != 0) return;
handle = ShaderUtil::LoadShaders(vert_shader, frag_shader);
handle = GLShader::LoadProgram(vert_shader, frag_shader);
}
/// Deletes the internal OpenGL resource

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@ -0,0 +1,371 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "video_core/pica.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shader_gen.h"
namespace GLShader {
static bool IsPassThroughTevStage(const Pica::Regs::TevStageConfig& stage) {
return (stage.color_op == Pica::Regs::TevStageConfig::Operation::Replace &&
stage.alpha_op == Pica::Regs::TevStageConfig::Operation::Replace &&
stage.color_source1 == Pica::Regs::TevStageConfig::Source::Previous &&
stage.alpha_source1 == Pica::Regs::TevStageConfig::Source::Previous &&
stage.color_modifier1 == Pica::Regs::TevStageConfig::ColorModifier::SourceColor &&
stage.alpha_modifier1 == Pica::Regs::TevStageConfig::AlphaModifier::SourceAlpha &&
stage.GetColorMultiplier() == 1 &&
stage.GetAlphaMultiplier() == 1);
}
static void AppendSource(std::string& shader, Pica::Regs::TevStageConfig::Source source, const std::string& index_name) {
using Source = Pica::Regs::TevStageConfig::Source;
switch (source) {
case Source::PrimaryColor:
shader += "o[2]";
break;
case Source::PrimaryFragmentColor:
// HACK: Until we implement fragment lighting, use primary_color
shader += "o[2]";
break;
case Source::SecondaryFragmentColor:
// HACK: Until we implement fragment lighting, use zero
shader += "vec4(0.0, 0.0, 0.0, 0.0)";
break;
case Source::Texture0:
shader += "texture(tex[0], o[3].xy)";
break;
case Source::Texture1:
shader += "texture(tex[1], o[3].zw)";
break;
case Source::Texture2: // TODO: Unverified
shader += "texture(tex[2], o[5].zw)";
break;
case Source::PreviousBuffer:
shader += "g_combiner_buffer";
break;
case Source::Constant:
shader += "const_color[" + index_name + "]";
break;
case Source::Previous:
shader += "g_last_tex_env_out";
break;
default:
shader += "vec4(0.0)";
LOG_CRITICAL(Render_OpenGL, "Unknown source op %u", source);
break;
}
}
static void AppendColorModifier(std::string& shader, Pica::Regs::TevStageConfig::ColorModifier modifier,
Pica::Regs::TevStageConfig::Source source, const std::string& index_name) {
using ColorModifier = Pica::Regs::TevStageConfig::ColorModifier;
switch (modifier) {
case ColorModifier::SourceColor:
AppendSource(shader, source, index_name);
shader += ".rgb";
break;
case ColorModifier::OneMinusSourceColor:
shader += "vec3(1.0) - ";
AppendSource(shader, source, index_name);
shader += ".rgb";
break;
case ColorModifier::SourceAlpha:
AppendSource(shader, source, index_name);
shader += ".aaa";
break;
case ColorModifier::OneMinusSourceAlpha:
shader += "vec3(1.0) - ";
AppendSource(shader, source, index_name);
shader += ".aaa";
break;
case ColorModifier::SourceRed:
AppendSource(shader, source, index_name);
shader += ".rrr";
break;
case ColorModifier::OneMinusSourceRed:
shader += "vec3(1.0) - ";
AppendSource(shader, source, index_name);
shader += ".rrr";
break;
case ColorModifier::SourceGreen:
AppendSource(shader, source, index_name);
shader += ".ggg";
break;
case ColorModifier::OneMinusSourceGreen:
shader += "vec3(1.0) - ";
AppendSource(shader, source, index_name);
shader += ".ggg";
break;
case ColorModifier::SourceBlue:
AppendSource(shader, source, index_name);
shader += ".bbb";
break;
case ColorModifier::OneMinusSourceBlue:
shader += "vec3(1.0) - ";
AppendSource(shader, source, index_name);
shader += ".bbb";
break;
default:
shader += "vec3(0.0)";
LOG_CRITICAL(Render_OpenGL, "Unknown color modifier op %u", modifier);
break;
}
}
static void AppendAlphaModifier(std::string& shader, Pica::Regs::TevStageConfig::AlphaModifier modifier,
Pica::Regs::TevStageConfig::Source source, const std::string& index_name) {
using AlphaModifier = Pica::Regs::TevStageConfig::AlphaModifier;
switch (modifier) {
case AlphaModifier::SourceAlpha:
AppendSource(shader, source, index_name);
shader += ".a";
break;
case AlphaModifier::OneMinusSourceAlpha:
shader += "1.0 - ";
AppendSource(shader, source, index_name);
shader += ".a";
break;
case AlphaModifier::SourceRed:
AppendSource(shader, source, index_name);
shader += ".r";
break;
case AlphaModifier::OneMinusSourceRed:
shader += "1.0 - ";
AppendSource(shader, source, index_name);
shader += ".r";
break;
case AlphaModifier::SourceGreen:
AppendSource(shader, source, index_name);
shader += ".g";
break;
case AlphaModifier::OneMinusSourceGreen:
shader += "1.0 - ";
AppendSource(shader, source, index_name);
shader += ".g";
break;
case AlphaModifier::SourceBlue:
AppendSource(shader, source, index_name);
shader += ".b";
break;
case AlphaModifier::OneMinusSourceBlue:
shader += "1.0 - ";
AppendSource(shader, source, index_name);
shader += ".b";
break;
default:
shader += "vec3(0.0)";
LOG_CRITICAL(Render_OpenGL, "Unknown alpha modifier op %u", modifier);
break;
}
}
static void AppendColorCombiner(std::string& shader, Pica::Regs::TevStageConfig::Operation operation,
const std::string& variable_name) {
using Operation = Pica::Regs::TevStageConfig::Operation;
switch (operation) {
case Operation::Replace:
shader += variable_name + "[0]";
break;
case Operation::Modulate:
shader += variable_name + "[0] * " + variable_name + "[1]";
break;
case Operation::Add:
shader += "min(" + variable_name + "[0] + " + variable_name + "[1], vec3(1.0))";
break;
case Operation::AddSigned:
shader += "clamp(" + variable_name + "[0] + " + variable_name + "[1] - vec3(0.5), vec3(0.0), vec3(1.0))";
break;
case Operation::Lerp:
shader += variable_name + "[0] * " + variable_name + "[2] + " + variable_name + "[1] * (vec3(1.0) - " + variable_name + "[2])";
break;
case Operation::Subtract:
shader += "max(" + variable_name + "[0] - " + variable_name + "[1], vec3(0.0))";
break;
case Operation::MultiplyThenAdd:
shader += "min(" + variable_name + "[0] * " + variable_name + "[1] + " + variable_name + "[2], vec3(1.0))";
break;
case Operation::AddThenMultiply:
shader += "min(" + variable_name + "[0] + " + variable_name + "[1], vec3(1.0)) * " + variable_name + "[2]";
break;
default:
shader += "vec3(0.0)";
LOG_CRITICAL(Render_OpenGL, "Unknown color comb op %u", operation);
break;
}
}
static void AppendAlphaCombiner(std::string& shader, Pica::Regs::TevStageConfig::Operation operation,
const std::string& variable_name) {
using Operation = Pica::Regs::TevStageConfig::Operation;
switch (operation) {
case Operation::Replace:
shader += variable_name + "[0]";
break;
case Operation::Modulate:
shader += variable_name + "[0] * " + variable_name + "[1]";
break;
case Operation::Add:
shader += "min(" + variable_name + "[0] + " + variable_name + "[1], 1.0)";
break;
case Operation::AddSigned:
shader += "clamp(" + variable_name + "[0] + " + variable_name + "[1] - 0.5, 0.0, 1.0)";
break;
case Operation::Lerp:
shader += variable_name + "[0] * " + variable_name + "[2] + " + variable_name + "[1] * (1.0 - " + variable_name + "[2])";
break;
case Operation::Subtract:
shader += "max(" + variable_name + "[0] - " + variable_name + "[1], 0.0)";
break;
case Operation::MultiplyThenAdd:
shader += "min(" + variable_name + "[0] * " + variable_name + "[1] + " + variable_name + "[2], 1.0)";
break;
case Operation::AddThenMultiply:
shader += "min(" + variable_name + "[0] + " + variable_name + "[1], 1.0) * " + variable_name + "[2]";
break;
default:
shader += "0.0";
LOG_CRITICAL(Render_OpenGL, "Unknown alpha combiner op %u", operation);
break;
}
}
static void AppendAlphaTestCondition(std::string& shader, Pica::Regs::CompareFunc func) {
using CompareFunc = Pica::Regs::CompareFunc;
switch (func) {
case CompareFunc::Never:
shader += "true";
break;
case CompareFunc::Always:
shader += "false";
break;
case CompareFunc::Equal:
shader += "int(g_last_tex_env_out.a * 255.0f) != alphatest_ref";
break;
case CompareFunc::NotEqual:
shader += "int(g_last_tex_env_out.a * 255.0f) == alphatest_ref";
break;
case CompareFunc::LessThan:
shader += "int(g_last_tex_env_out.a * 255.0f) >= alphatest_ref";
break;
case CompareFunc::LessThanOrEqual:
shader += "int(g_last_tex_env_out.a * 255.0f) > alphatest_ref";
break;
case CompareFunc::GreaterThan:
shader += "int(g_last_tex_env_out.a * 255.0f) <= alphatest_ref";
break;
case CompareFunc::GreaterThanOrEqual:
shader += "int(g_last_tex_env_out.a * 255.0f) < alphatest_ref";
break;
default:
shader += "false";
LOG_CRITICAL(Render_OpenGL, "Unknown alpha test condition %u", func);
break;
}
}
std::string GenerateFragmentShader(const ShaderCacheKey& config) {
std::string shader = R"(
#version 150 core
#define NUM_VTX_ATTR 7
#define NUM_TEV_STAGES 6
in vec4 o[NUM_VTX_ATTR];
out vec4 color;
uniform int alphatest_ref;
uniform vec4 const_color[NUM_TEV_STAGES];
uniform sampler2D tex[3];
uniform vec4 tev_combiner_buffer_color;
void main(void) {
vec4 g_combiner_buffer = tev_combiner_buffer_color;
vec4 g_last_tex_env_out = vec4(0.0, 0.0, 0.0, 0.0);
)";
// Do not do any sort of processing if it's obvious we're not going to pass the alpha test
if (config.alpha_test_func == Pica::Regs::CompareFunc::Never) {
shader += "discard;";
return shader;
}
auto& tev_stages = config.tev_stages;
for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); ++tev_stage_index) {
auto& tev_stage = tev_stages[tev_stage_index];
if (!IsPassThroughTevStage(tev_stage)) {
std::string index_name = std::to_string(tev_stage_index);
shader += "vec3 color_results_" + index_name + "[3] = vec3[3](";
AppendColorModifier(shader, tev_stage.color_modifier1, tev_stage.color_source1, index_name);
shader += ", ";
AppendColorModifier(shader, tev_stage.color_modifier2, tev_stage.color_source2, index_name);
shader += ", ";
AppendColorModifier(shader, tev_stage.color_modifier3, tev_stage.color_source3, index_name);
shader += ");\n";
shader += "vec3 color_output_" + index_name + " = ";
AppendColorCombiner(shader, tev_stage.color_op, "color_results_" + index_name);
shader += ";\n";
shader += "float alpha_results_" + index_name + "[3] = float[3](";
AppendAlphaModifier(shader, tev_stage.alpha_modifier1, tev_stage.alpha_source1, index_name);
shader += ", ";
AppendAlphaModifier(shader, tev_stage.alpha_modifier2, tev_stage.alpha_source2, index_name);
shader += ", ";
AppendAlphaModifier(shader, tev_stage.alpha_modifier3, tev_stage.alpha_source3, index_name);
shader += ");\n";
shader += "float alpha_output_" + index_name + " = ";
AppendAlphaCombiner(shader, tev_stage.alpha_op, "alpha_results_" + index_name);
shader += ";\n";
shader += "g_last_tex_env_out = vec4(min(color_output_" + index_name + " * " + std::to_string(tev_stage.GetColorMultiplier()) + ".0, 1.0), min(alpha_output_" + index_name + " * " + std::to_string(tev_stage.GetAlphaMultiplier()) + ".0, 1.0));\n";
}
if (config.TevStageUpdatesCombinerBufferColor(tev_stage_index))
shader += "g_combiner_buffer.rgb = g_last_tex_env_out.rgb;\n";
if (config.TevStageUpdatesCombinerBufferAlpha(tev_stage_index))
shader += "g_combiner_buffer.a = g_last_tex_env_out.a;\n";
}
if (config.alpha_test_func != Pica::Regs::CompareFunc::Always) {
shader += "if (";
AppendAlphaTestCondition(shader, config.alpha_test_func);
shader += ") {\n discard;\n }\n";
}
shader += "color = g_last_tex_env_out;\n}";
return shader;
}
std::string GenerateVertexShader() {
static const std::string shader_str = R"(
#version 150 core
#define NUM_VTX_ATTR 7
in vec4 vert_position;
in vec4 vert_color;
in vec2 vert_texcoords0;
in vec2 vert_texcoords1;
in vec2 vert_texcoords2;
out vec4 o[NUM_VTX_ATTR];
void main() {
o[2] = vert_color;
o[3] = vec4(vert_texcoords0.xy, vert_texcoords1.xy);
o[5] = vec4(0.0, 0.0, vert_texcoords2.xy);
gl_Position = vec4(vert_position.x, -vert_position.y, -vert_position.z, vert_position.w);
}
)";
return shader_str;
}
} // namespace GLShaderGen

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@ -0,0 +1,17 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <string>
#include "video_core/renderer_opengl/gl_rasterizer.h"
namespace GLShader {
std::string GenerateVertexShader();
std::string GenerateFragmentShader(const ShaderCacheKey& config);
} // namespace GLShader

View File

@ -2,22 +2,15 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "gl_shader_util.h"
#include "gl_rasterizer.h"
#include "common/logging/log.h"
#include "video_core/pica.h"
#include <algorithm>
#include <vector>
#include "common/logging/log.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
namespace ShaderUtil {
namespace GLShader {
GLuint LoadShaders(const char* vertex_shader, const char* fragment_shader) {
GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
// Create the shaders
GLuint vertex_shader_id = glCreateShader(GL_VERTEX_SHADER);
@ -101,339 +94,4 @@ GLuint LoadShaders(const char* vertex_shader, const char* fragment_shader) {
return program_id;
}
}
namespace ShaderCache
{
static bool IsPassThroughTevStage(const Pica::Regs::TevStageConfig& stage) {
return (stage.color_op == Pica::Regs::TevStageConfig::Operation::Replace &&
stage.alpha_op == Pica::Regs::TevStageConfig::Operation::Replace &&
stage.color_source1 == Pica::Regs::TevStageConfig::Source::Previous &&
stage.alpha_source1 == Pica::Regs::TevStageConfig::Source::Previous &&
stage.color_modifier1 == Pica::Regs::TevStageConfig::ColorModifier::SourceColor &&
stage.alpha_modifier1 == Pica::Regs::TevStageConfig::AlphaModifier::SourceAlpha &&
stage.GetColorMultiplier() == 1 &&
stage.GetAlphaMultiplier() == 1);
}
void AppendSource(std::string& shader, Pica::Regs::TevStageConfig::Source source, const std::string& index_name) {
using Source = Pica::Regs::TevStageConfig::Source;
switch (source) {
case Source::PrimaryColor:
shader += "o[2]";
break;
case Source::PrimaryFragmentColor:
// HACK: Until we implement fragment lighting, use primary_color
shader += "o[2]";
break;
case Source::SecondaryFragmentColor:
// HACK: Until we implement fragment lighting, use zero
shader += "vec4(0.0, 0.0, 0.0, 0.0)";
break;
case Source::Texture0:
shader += "texture(tex[0], o[3].xy)";
break;
case Source::Texture1:
shader += "texture(tex[1], o[3].zw)";
break;
case Source::Texture2: // TODO: Unverified
shader += "texture(tex[2], o[5].zw)";
break;
case Source::PreviousBuffer:
shader += "g_combiner_buffer";
break;
case Source::Constant:
shader += "const_color[" + index_name + "]";
break;
case Source::Previous:
shader += "g_last_tex_env_out";
break;
default:
shader += "vec4(0.0)";
LOG_CRITICAL(Render_OpenGL, "Unknown source op %u", source);
break;
}
}
void AppendColorModifier(std::string& shader, Pica::Regs::TevStageConfig::ColorModifier modifier, Pica::Regs::TevStageConfig::Source source, const std::string& index_name) {
using ColorModifier = Pica::Regs::TevStageConfig::ColorModifier;
switch (modifier) {
case ColorModifier::SourceColor:
AppendSource(shader, source, index_name);
shader += ".rgb";
break;
case ColorModifier::OneMinusSourceColor:
shader += "vec3(1.0) - ";
AppendSource(shader, source, index_name);
shader += ".rgb";
break;
case ColorModifier::SourceAlpha:
AppendSource(shader, source, index_name);
shader += ".aaa";
break;
case ColorModifier::OneMinusSourceAlpha:
shader += "vec3(1.0) - ";
AppendSource(shader, source, index_name);
shader += ".aaa";
break;
case ColorModifier::SourceRed:
AppendSource(shader, source, index_name);
shader += ".rrr";
break;
case ColorModifier::OneMinusSourceRed:
shader += "vec3(1.0) - ";
AppendSource(shader, source, index_name);
shader += ".rrr";
break;
case ColorModifier::SourceGreen:
AppendSource(shader, source, index_name);
shader += ".ggg";
break;
case ColorModifier::OneMinusSourceGreen:
shader += "vec3(1.0) - ";
AppendSource(shader, source, index_name);
shader += ".ggg";
break;
case ColorModifier::SourceBlue:
AppendSource(shader, source, index_name);
shader += ".bbb";
break;
case ColorModifier::OneMinusSourceBlue:
shader += "vec3(1.0) - ";
AppendSource(shader, source, index_name);
shader += ".bbb";
break;
default:
shader += "vec3(0.0)";
LOG_CRITICAL(Render_OpenGL, "Unknown color modifier op %u", modifier);
break;
}
}
void AppendAlphaModifier(std::string& shader, Pica::Regs::TevStageConfig::AlphaModifier modifier, Pica::Regs::TevStageConfig::Source source, const std::string& index_name) {
using AlphaModifier = Pica::Regs::TevStageConfig::AlphaModifier;
switch (modifier) {
case AlphaModifier::SourceAlpha:
AppendSource(shader, source, index_name);
shader += ".a";
break;
case AlphaModifier::OneMinusSourceAlpha:
shader += "1.0 - ";
AppendSource(shader, source, index_name);
shader += ".a";
break;
case AlphaModifier::SourceRed:
AppendSource(shader, source, index_name);
shader += ".r";
break;
case AlphaModifier::OneMinusSourceRed:
shader += "1.0 - ";
AppendSource(shader, source, index_name);
shader += ".r";
break;
case AlphaModifier::SourceGreen:
AppendSource(shader, source, index_name);
shader += ".g";
break;
case AlphaModifier::OneMinusSourceGreen:
shader += "1.0 - ";
AppendSource(shader, source, index_name);
shader += ".g";
break;
case AlphaModifier::SourceBlue:
AppendSource(shader, source, index_name);
shader += ".b";
break;
case AlphaModifier::OneMinusSourceBlue:
shader += "1.0 - ";
AppendSource(shader, source, index_name);
shader += ".b";
break;
default:
shader += "vec3(0.0)";
LOG_CRITICAL(Render_OpenGL, "Unknown alpha modifier op %u", modifier);
break;
}
}
void AppendColorCombiner(std::string& shader, Pica::Regs::TevStageConfig::Operation operation, const std::string& variable_name) {
using Operation = Pica::Regs::TevStageConfig::Operation;
switch (operation) {
case Operation::Replace:
shader += variable_name + "[0]";
break;
case Operation::Modulate:
shader += variable_name + "[0] * " + variable_name + "[1]";
break;
case Operation::Add:
shader += "min(" + variable_name + "[0] + " + variable_name + "[1], vec3(1.0))";
break;
case Operation::AddSigned:
shader += "clamp(" + variable_name + "[0] + " + variable_name + "[1] - vec3(0.5), vec3(0.0), vec3(1.0))";
break;
case Operation::Lerp:
shader += variable_name + "[0] * " + variable_name + "[2] + " + variable_name + "[1] * (vec3(1.0) - " + variable_name + "[2])";
break;
case Operation::Subtract:
shader += "max(" + variable_name + "[0] - " + variable_name + "[1], vec3(0.0))";
break;
case Operation::MultiplyThenAdd:
shader += "min(" + variable_name + "[0] * " + variable_name + "[1] + " + variable_name + "[2], vec3(1.0))";
break;
case Operation::AddThenMultiply:
shader += "min(" + variable_name + "[0] + " + variable_name + "[1], vec3(1.0)) * " + variable_name + "[2]";
break;
default:
shader += "vec3(0.0)";
LOG_CRITICAL(Render_OpenGL, "Unknown color comb op %u", operation);
break;
}
}
void AppendAlphaCombiner(std::string& shader, Pica::Regs::TevStageConfig::Operation operation, const std::string& variable_name) {
using Operation = Pica::Regs::TevStageConfig::Operation;
switch (operation) {
case Operation::Replace:
shader += variable_name + "[0]";
break;
case Operation::Modulate:
shader += variable_name + "[0] * " + variable_name + "[1]";
break;
case Operation::Add:
shader += "min(" + variable_name + "[0] + " + variable_name + "[1], 1.0)";
break;
case Operation::AddSigned:
shader += "clamp(" + variable_name + "[0] + " + variable_name + "[1] - 0.5, 0.0, 1.0)";
break;
case Operation::Lerp:
shader += variable_name + "[0] * " + variable_name + "[2] + " + variable_name + "[1] * (1.0 - " + variable_name + "[2])";
break;
case Operation::Subtract:
shader += "max(" + variable_name + "[0] - " + variable_name + "[1], 0.0)";
break;
case Operation::MultiplyThenAdd:
shader += "min(" + variable_name + "[0] * " + variable_name + "[1] + " + variable_name + "[2], 1.0)";
break;
case Operation::AddThenMultiply:
shader += "min(" + variable_name + "[0] + " + variable_name + "[1], 1.0) * " + variable_name + "[2]";
break;
default:
shader += "0.0";
LOG_CRITICAL(Render_OpenGL, "Unknown alpha combiner op %u", operation);
break;
}
}
void AppendAlphaTestCondition(std::string& shader, Pica::Regs::CompareFunc func) {
using CompareFunc = Pica::Regs::CompareFunc;
switch (func) {
case CompareFunc::Never:
shader += "true";
break;
case CompareFunc::Always:
shader += "false";
break;
case CompareFunc::Equal:
shader += "int(g_last_tex_env_out.a * 255.0f) != alphatest_ref";
break;
case CompareFunc::NotEqual:
shader += "int(g_last_tex_env_out.a * 255.0f) == alphatest_ref";
break;
case CompareFunc::LessThan:
shader += "int(g_last_tex_env_out.a * 255.0f) >= alphatest_ref";
break;
case CompareFunc::LessThanOrEqual:
shader += "int(g_last_tex_env_out.a * 255.0f) > alphatest_ref";
break;
case CompareFunc::GreaterThan:
shader += "int(g_last_tex_env_out.a * 255.0f) <= alphatest_ref";
break;
case CompareFunc::GreaterThanOrEqual:
shader += "int(g_last_tex_env_out.a * 255.0f) < alphatest_ref";
break;
default:
shader += "false";
LOG_CRITICAL(Render_OpenGL, "Unknown alpha test condition %u", func);
break;
}
}
std::string GenerateFragmentShader(const ShaderCacheKey& config) {
std::string shader = R"(
#version 150 core
#define NUM_VTX_ATTR 7
#define NUM_TEV_STAGES 6
in vec4 o[NUM_VTX_ATTR];
out vec4 color;
uniform int alphatest_ref;
uniform vec4 const_color[NUM_TEV_STAGES];
uniform sampler2D tex[3];
uniform vec4 tev_combiner_buffer_color;
void main(void) {
vec4 g_combiner_buffer = tev_combiner_buffer_color;
vec4 g_last_tex_env_out = vec4(0.0, 0.0, 0.0, 0.0);
)";
// Do not do any sort of processing if it's obvious we're not going to pass the alpha test
if (config.alpha_test_func == Pica::Regs::CompareFunc::Never) {
shader += "discard;";
return shader;
}
auto& tev_stages = config.tev_stages;
for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); ++tev_stage_index) {
auto& tev_stage = tev_stages[tev_stage_index];
if (!IsPassThroughTevStage(tev_stage)) {
std::string index_name = std::to_string(tev_stage_index);
shader += "vec3 color_results_" + index_name + "[3] = vec3[3](";
AppendColorModifier(shader, tev_stage.color_modifier1, tev_stage.color_source1, index_name);
shader += ", ";
AppendColorModifier(shader, tev_stage.color_modifier2, tev_stage.color_source2, index_name);
shader += ", ";
AppendColorModifier(shader, tev_stage.color_modifier3, tev_stage.color_source3, index_name);
shader += ");\n";
shader += "vec3 color_output_" + index_name + " = ";
AppendColorCombiner(shader, tev_stage.color_op, "color_results_" + index_name);
shader += ";\n";
shader += "float alpha_results_" + index_name + "[3] = float[3](";
AppendAlphaModifier(shader, tev_stage.alpha_modifier1, tev_stage.alpha_source1, index_name);
shader += ", ";
AppendAlphaModifier(shader, tev_stage.alpha_modifier2, tev_stage.alpha_source2, index_name);
shader += ", ";
AppendAlphaModifier(shader, tev_stage.alpha_modifier3, tev_stage.alpha_source3, index_name);
shader += ");\n";
shader += "float alpha_output_" + index_name + " = ";
AppendAlphaCombiner(shader, tev_stage.alpha_op, "alpha_results_" + index_name);
shader += ";\n";
shader += "g_last_tex_env_out = vec4(min(color_output_" + index_name + " * " + std::to_string(tev_stage.GetColorMultiplier()) + ".0, 1.0), min(alpha_output_" + index_name + " * " + std::to_string(tev_stage.GetAlphaMultiplier()) + ".0, 1.0));\n";
}
if (config.TevStageUpdatesCombinerBufferColor(tev_stage_index))
shader += "g_combiner_buffer.rgb = g_last_tex_env_out.rgb;\n";
if (config.TevStageUpdatesCombinerBufferAlpha(tev_stage_index))
shader += "g_combiner_buffer.a = g_last_tex_env_out.a;\n";
}
if (config.alpha_test_func != Pica::Regs::CompareFunc::Always) {
shader += "if (";
AppendAlphaTestCondition(shader, config.alpha_test_func);
shader += ") {\n discard;\n }\n";
}
shader += "color = g_last_tex_env_out;\n}";
return shader;
}
}
} // namespace GLShader

View File

@ -6,7 +6,7 @@
#include <glad/glad.h>
namespace ShaderUtil {
namespace GLShader {
enum Attributes {
ATTRIBUTE_POSITION = 0,
@ -14,6 +14,6 @@ enum Attributes {
ATTRIBUTE_TEXCOORDS = 2,
};
GLuint LoadShaders(const char* vertex_file_path, const char* fragment_file_path);
GLuint LoadProgram(const char* vertex_file_path, const char* fragment_file_path);
}
} // namespace

View File

@ -1,339 +0,0 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
namespace GLShaders {
const char g_vertex_shader[] = R"(
#version 150 core
in vec2 vert_position;
in vec2 vert_tex_coord;
out vec2 frag_tex_coord;
// This is a truncated 3x3 matrix for 2D transformations:
// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
// The third column performs translation.
// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
// implicitly be [0, 0, 1]
uniform mat3x2 modelview_matrix;
void main() {
// Multiply input position by the rotscale part of the matrix and then manually translate by
// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
// to `vec3(vert_position.xy, 1.0)`
gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
frag_tex_coord = vert_tex_coord;
}
)";
const char g_fragment_shader[] = R"(
#version 150 core
in vec2 frag_tex_coord;
out vec4 color;
uniform sampler2D color_texture;
void main() {
color = texture(color_texture, frag_tex_coord);
}
)";
const char g_vertex_shader_hw[] = R"(
#version 150 core
#define NUM_VTX_ATTR 7
in vec4 vert_position;
in vec4 vert_color;
in vec2 vert_texcoords0;
in vec2 vert_texcoords1;
in vec2 vert_texcoords2;
out vec4 o[NUM_VTX_ATTR];
void main() {
o[2] = vert_color;
o[3] = vec4(vert_texcoords0.xy, vert_texcoords1.xy);
o[5] = vec4(0.0, 0.0, vert_texcoords2.xy);
gl_Position = vec4(vert_position.x, -vert_position.y, -vert_position.z, vert_position.w);
}
)";
// TODO: Create a shader constructor and cache that builds this program with minimal conditionals instead of using tev_cfg uniforms
const char g_fragment_shader_hw[] = R"(
#version 150 core
#define NUM_VTX_ATTR 7
#define NUM_TEV_STAGES 6
#define SOURCE_PRIMARYCOLOR 0x0
#define SOURCE_PRIMARYFRAGMENTCOLOR 0x1
#define SOURCE_SECONDARYFRAGMENTCOLOR 0x2
#define SOURCE_TEXTURE0 0x3
#define SOURCE_TEXTURE1 0x4
#define SOURCE_TEXTURE2 0x5
#define SOURCE_TEXTURE3 0x6
#define SOURCE_PREVIOUSBUFFER 0xd
#define SOURCE_CONSTANT 0xe
#define SOURCE_PREVIOUS 0xf
#define COLORMODIFIER_SOURCECOLOR 0x0
#define COLORMODIFIER_ONEMINUSSOURCECOLOR 0x1
#define COLORMODIFIER_SOURCEALPHA 0x2
#define COLORMODIFIER_ONEMINUSSOURCEALPHA 0x3
#define COLORMODIFIER_SOURCERED 0x4
#define COLORMODIFIER_ONEMINUSSOURCERED 0x5
#define COLORMODIFIER_SOURCEGREEN 0x8
#define COLORMODIFIER_ONEMINUSSOURCEGREEN 0x9
#define COLORMODIFIER_SOURCEBLUE 0xc
#define COLORMODIFIER_ONEMINUSSOURCEBLUE 0xd
#define ALPHAMODIFIER_SOURCEALPHA 0x0
#define ALPHAMODIFIER_ONEMINUSSOURCEALPHA 0x1
#define ALPHAMODIFIER_SOURCERED 0x2
#define ALPHAMODIFIER_ONEMINUSSOURCERED 0x3
#define ALPHAMODIFIER_SOURCEGREEN 0x4
#define ALPHAMODIFIER_ONEMINUSSOURCEGREEN 0x5
#define ALPHAMODIFIER_SOURCEBLUE 0x6
#define ALPHAMODIFIER_ONEMINUSSOURCEBLUE 0x7
#define OPERATION_REPLACE 0
#define OPERATION_MODULATE 1
#define OPERATION_ADD 2
#define OPERATION_ADDSIGNED 3
#define OPERATION_LERP 4
#define OPERATION_SUBTRACT 5
#define OPERATION_MULTIPLYTHENADD 8
#define OPERATION_ADDTHENMULTIPLY 9
#define COMPAREFUNC_NEVER 0
#define COMPAREFUNC_ALWAYS 1
#define COMPAREFUNC_EQUAL 2
#define COMPAREFUNC_NOTEQUAL 3
#define COMPAREFUNC_LESSTHAN 4
#define COMPAREFUNC_LESSTHANOREQUAL 5
#define COMPAREFUNC_GREATERTHAN 6
#define COMPAREFUNC_GREATERTHANOREQUAL 7
in vec4 o[NUM_VTX_ATTR];
out vec4 color;
uniform bool alphatest_enabled;
uniform int alphatest_func;
uniform float alphatest_ref;
uniform sampler2D tex[3];
uniform vec4 tev_combiner_buffer_color;
struct TEVConfig
{
bool enabled;
ivec3 color_sources;
ivec3 alpha_sources;
ivec3 color_modifiers;
ivec3 alpha_modifiers;
ivec2 color_alpha_op;
ivec2 color_alpha_multiplier;
vec4 const_color;
bvec2 updates_combiner_buffer_color_alpha;
};
uniform TEVConfig tev_cfgs[NUM_TEV_STAGES];
vec4 g_combiner_buffer;
vec4 g_last_tex_env_out;
vec4 g_const_color;
vec4 GetSource(int source) {
if (source == SOURCE_PRIMARYCOLOR) {
return o[2];
} else if (source == SOURCE_PRIMARYFRAGMENTCOLOR) {
// HACK: Until we implement fragment lighting, use primary_color
return o[2];
} else if (source == SOURCE_SECONDARYFRAGMENTCOLOR) {
// HACK: Until we implement fragment lighting, use zero
return vec4(0.0, 0.0, 0.0, 0.0);
} else if (source == SOURCE_TEXTURE0) {
return texture(tex[0], o[3].xy);
} else if (source == SOURCE_TEXTURE1) {
return texture(tex[1], o[3].zw);
} else if (source == SOURCE_TEXTURE2) {
// TODO: Unverified
return texture(tex[2], o[5].zw);
} else if (source == SOURCE_TEXTURE3) {
// TODO: no 4th texture?
} else if (source == SOURCE_PREVIOUSBUFFER) {
return g_combiner_buffer;
} else if (source == SOURCE_CONSTANT) {
return g_const_color;
} else if (source == SOURCE_PREVIOUS) {
return g_last_tex_env_out;
}
return vec4(0.0);
}
vec3 GetColorModifier(int factor, vec4 color) {
if (factor == COLORMODIFIER_SOURCECOLOR) {
return color.rgb;
} else if (factor == COLORMODIFIER_ONEMINUSSOURCECOLOR) {
return vec3(1.0) - color.rgb;
} else if (factor == COLORMODIFIER_SOURCEALPHA) {
return color.aaa;
} else if (factor == COLORMODIFIER_ONEMINUSSOURCEALPHA) {
return vec3(1.0) - color.aaa;
} else if (factor == COLORMODIFIER_SOURCERED) {
return color.rrr;
} else if (factor == COLORMODIFIER_ONEMINUSSOURCERED) {
return vec3(1.0) - color.rrr;
} else if (factor == COLORMODIFIER_SOURCEGREEN) {
return color.ggg;
} else if (factor == COLORMODIFIER_ONEMINUSSOURCEGREEN) {
return vec3(1.0) - color.ggg;
} else if (factor == COLORMODIFIER_SOURCEBLUE) {
return color.bbb;
} else if (factor == COLORMODIFIER_ONEMINUSSOURCEBLUE) {
return vec3(1.0) - color.bbb;
}
return vec3(0.0);
}
float GetAlphaModifier(int factor, vec4 color) {
if (factor == ALPHAMODIFIER_SOURCEALPHA) {
return color.a;
} else if (factor == ALPHAMODIFIER_ONEMINUSSOURCEALPHA) {
return 1.0 - color.a;
} else if (factor == ALPHAMODIFIER_SOURCERED) {
return color.r;
} else if (factor == ALPHAMODIFIER_ONEMINUSSOURCERED) {
return 1.0 - color.r;
} else if (factor == ALPHAMODIFIER_SOURCEGREEN) {
return color.g;
} else if (factor == ALPHAMODIFIER_ONEMINUSSOURCEGREEN) {
return 1.0 - color.g;
} else if (factor == ALPHAMODIFIER_SOURCEBLUE) {
return color.b;
} else if (factor == ALPHAMODIFIER_ONEMINUSSOURCEBLUE) {
return 1.0 - color.b;
}
return 0.0;
}
vec3 ColorCombine(int op, vec3 color[3]) {
if (op == OPERATION_REPLACE) {
return color[0];
} else if (op == OPERATION_MODULATE) {
return color[0] * color[1];
} else if (op == OPERATION_ADD) {
return min(color[0] + color[1], 1.0);
} else if (op == OPERATION_ADDSIGNED) {
return clamp(color[0] + color[1] - vec3(0.5), 0.0, 1.0);
} else if (op == OPERATION_LERP) {
return color[0] * color[2] + color[1] * (vec3(1.0) - color[2]);
} else if (op == OPERATION_SUBTRACT) {
return max(color[0] - color[1], 0.0);
} else if (op == OPERATION_MULTIPLYTHENADD) {
return min(color[0] * color[1] + color[2], 1.0);
} else if (op == OPERATION_ADDTHENMULTIPLY) {
return min(color[0] + color[1], 1.0) * color[2];
}
return vec3(0.0);
}
float AlphaCombine(int op, float alpha[3]) {
if (op == OPERATION_REPLACE) {
return alpha[0];
} else if (op == OPERATION_MODULATE) {
return alpha[0] * alpha[1];
} else if (op == OPERATION_ADD) {
return min(alpha[0] + alpha[1], 1.0);
} else if (op == OPERATION_ADDSIGNED) {
return clamp(alpha[0] + alpha[1] - 0.5, 0.0, 1.0);
} else if (op == OPERATION_LERP) {
return alpha[0] * alpha[2] + alpha[1] * (1.0 - alpha[2]);
} else if (op == OPERATION_SUBTRACT) {
return max(alpha[0] - alpha[1], 0.0);
} else if (op == OPERATION_MULTIPLYTHENADD) {
return min(alpha[0] * alpha[1] + alpha[2], 1.0);
} else if (op == OPERATION_ADDTHENMULTIPLY) {
return min(alpha[0] + alpha[1], 1.0) * alpha[2];
}
return 0.0;
}
void main(void) {
g_combiner_buffer = tev_combiner_buffer_color;
for (int tex_env_idx = 0; tex_env_idx < NUM_TEV_STAGES; ++tex_env_idx) {
if (tev_cfgs[tex_env_idx].enabled) {
g_const_color = tev_cfgs[tex_env_idx].const_color;
vec3 color_results[3] = vec3[3](GetColorModifier(tev_cfgs[tex_env_idx].color_modifiers.x, GetSource(tev_cfgs[tex_env_idx].color_sources.x)),
GetColorModifier(tev_cfgs[tex_env_idx].color_modifiers.y, GetSource(tev_cfgs[tex_env_idx].color_sources.y)),
GetColorModifier(tev_cfgs[tex_env_idx].color_modifiers.z, GetSource(tev_cfgs[tex_env_idx].color_sources.z)));
vec3 color_output = ColorCombine(tev_cfgs[tex_env_idx].color_alpha_op.x, color_results);
float alpha_results[3] = float[3](GetAlphaModifier(tev_cfgs[tex_env_idx].alpha_modifiers.x, GetSource(tev_cfgs[tex_env_idx].alpha_sources.x)),
GetAlphaModifier(tev_cfgs[tex_env_idx].alpha_modifiers.y, GetSource(tev_cfgs[tex_env_idx].alpha_sources.y)),
GetAlphaModifier(tev_cfgs[tex_env_idx].alpha_modifiers.z, GetSource(tev_cfgs[tex_env_idx].alpha_sources.z)));
float alpha_output = AlphaCombine(tev_cfgs[tex_env_idx].color_alpha_op.y, alpha_results);
g_last_tex_env_out = vec4(min(color_output * tev_cfgs[tex_env_idx].color_alpha_multiplier.x, 1.0), min(alpha_output * tev_cfgs[tex_env_idx].color_alpha_multiplier.y, 1.0));
}
if (tev_cfgs[tex_env_idx].updates_combiner_buffer_color_alpha.x) {
g_combiner_buffer.rgb = g_last_tex_env_out.rgb;
}
if (tev_cfgs[tex_env_idx].updates_combiner_buffer_color_alpha.y) {
g_combiner_buffer.a = g_last_tex_env_out.a;
}
}
if (alphatest_enabled) {
if (alphatest_func == COMPAREFUNC_NEVER) {
discard;
} else if (alphatest_func == COMPAREFUNC_ALWAYS) {
} else if (alphatest_func == COMPAREFUNC_EQUAL) {
if (g_last_tex_env_out.a != alphatest_ref) {
discard;
}
} else if (alphatest_func == COMPAREFUNC_NOTEQUAL) {
if (g_last_tex_env_out.a == alphatest_ref) {
discard;
}
} else if (alphatest_func == COMPAREFUNC_LESSTHAN) {
if (g_last_tex_env_out.a >= alphatest_ref) {
discard;
}
} else if (alphatest_func == COMPAREFUNC_LESSTHANOREQUAL) {
if (g_last_tex_env_out.a > alphatest_ref) {
discard;
}
} else if (alphatest_func == COMPAREFUNC_GREATERTHAN) {
if (g_last_tex_env_out.a <= alphatest_ref) {
discard;
}
} else if (alphatest_func == COMPAREFUNC_GREATERTHANOREQUAL) {
if (g_last_tex_env_out.a < alphatest_ref) {
discard;
}
}
}
color = g_last_tex_env_out;
}
)";
}

View File

@ -21,9 +21,44 @@
#include "video_core/debug_utils/debug_utils.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/gl_shaders.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
static const char vertex_shader[] = R"(
#version 150 core
in vec2 vert_position;
in vec2 vert_tex_coord;
out vec2 frag_tex_coord;
// This is a truncated 3x3 matrix for 2D transformations:
// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
// The third column performs translation.
// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
// implicitly be [0, 0, 1]
uniform mat3x2 modelview_matrix;
void main() {
// Multiply input position by the rotscale part of the matrix and then manually translate by
// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
// to `vec3(vert_position.xy, 1.0)`
gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
frag_tex_coord = vert_tex_coord;
}
)";
static const char fragment_shader[] = R"(
#version 150 core
in vec2 frag_tex_coord;
out vec4 color;
uniform sampler2D color_texture;
void main() {
color = texture(color_texture, frag_tex_coord);
}
)";
/**
* Vertex structure that the drawn screen rectangles are composed of.
*/
@ -207,7 +242,7 @@ void RendererOpenGL::InitOpenGLObjects() {
glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, 0.0f);
// Link shaders and get variable locations
program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader);
program_id = GLShader::LoadProgram(vertex_shader, fragment_shader);
uniform_modelview_matrix = glGetUniformLocation(program_id, "modelview_matrix");
uniform_color_texture = glGetUniformLocation(program_id, "color_texture");
attrib_position = glGetAttribLocation(program_id, "vert_position");