video_core/host_shaders: Add CMake integration for string shaders
This commit is contained in:
@ -1,3 +1,5 @@
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add_subdirectory(host_shaders)
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add_library(video_core STATIC
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command_processor.cpp
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command_processor.h
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@ -157,36 +159,6 @@ add_library(video_core STATIC
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video_core.h
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)
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set(SHADER_FILES
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renderer_opengl/depth_to_color.frag
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renderer_opengl/depth_to_color.vert
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renderer_opengl/ds_to_color.frag
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renderer_opengl/texture_filters/anime4k/refine.frag
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renderer_opengl/texture_filters/anime4k/x_gradient.frag
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renderer_opengl/texture_filters/anime4k/y_gradient.frag
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renderer_opengl/texture_filters/bicubic/bicubic.frag
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renderer_opengl/texture_filters/nearest_neighbor/nearest_neighbor.frag
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renderer_opengl/texture_filters/scale_force/scale_force.frag
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renderer_opengl/texture_filters/tex_coord.vert
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renderer_opengl/texture_filters/xbrz/xbrz_freescale.frag
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renderer_opengl/texture_filters/xbrz/xbrz_freescale.vert
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)
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include(${CMAKE_CURRENT_SOURCE_DIR}/generate_shaders.cmake)
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foreach(shader_file ${SHADER_FILES})
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get_filename_component(shader_file_name ${shader_file} NAME)
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GetShaderHeaderFile(${shader_file_name})
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list(APPEND SHADER_HEADERS ${shader_header_file})
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endforeach()
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add_custom_target(shaders
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BYPRODUCTS ${SHADER_HEADERS}
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COMMAND "${CMAKE_COMMAND}" -P ${CMAKE_CURRENT_SOURCE_DIR}/generate_shaders.cmake
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SOURCES ${SHADER_FILES}
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)
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add_dependencies(video_core shaders)
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target_include_directories(video_core PRIVATE ${CMAKE_CURRENT_BINARY_DIR})
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if(ARCHITECTURE_x86_64)
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@ -202,16 +174,19 @@ endif()
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create_target_directory_groups(video_core)
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# Ignore nullability warnings generated from VMA
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if (NOT MSVC)
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# Ignore nullability warnings generated from VMA
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target_compile_options(vma INTERFACE -Wno-unused-variable -Wno-nullability-completeness)
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endif()
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target_link_libraries(video_core PUBLIC common core)
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target_link_libraries(video_core PRIVATE nihstro-headers Boost::serialization glm::glm)
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target_link_libraries(video_core PRIVATE vulkan-headers vma sirit SPIRV glslang glad)
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set_target_properties(video_core PROPERTIES INTERPROCEDURAL_OPTIMIZATION ${ENABLE_LTO})
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add_dependencies(video_core host_shaders)
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target_include_directories(video_core PRIVATE ${HOST_SHADERS_INCLUDE})
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target_link_libraries(video_core PRIVATE vulkan-headers vma sirit SPIRV glslang glad)
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target_link_libraries(video_core PRIVATE nihstro-headers Boost::serialization glm::glm)
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if (ARCHITECTURE_x86_64)
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target_link_libraries(video_core PUBLIC xbyak)
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endif()
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100
src/video_core/host_shaders/CMakeLists.txt
Normal file
100
src/video_core/host_shaders/CMakeLists.txt
Normal file
@ -0,0 +1,100 @@
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# Copyright 2022 Citra Emulator Project
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# Licensed under GPLv2 or any later version
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# Refer to the license.txt file included.
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set(SHADER_FILES
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texture_filtering/bicubic.frag
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texture_filtering/nearest_neighbor.frag
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texture_filtering/refine.frag
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texture_filtering/scale_force.frag
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texture_filtering/tex_coord.vert
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texture_filtering/xbrz_freescale.frag
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texture_filtering/xbrz_freescale.vert
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texture_filtering/x_gradient.frag
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texture_filtering/y_gradient.frag
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opengl_present.frag
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opengl_present.vert
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opengl_present_anaglyph.frag
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opengl_present_interlaced.frag
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vulkan_present.frag
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vulkan_present.vert
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vulkan_present_anaglyph.frag
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vulkan_present_interlaced.frag
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)
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find_program(GLSLANGVALIDATOR "glslangValidator")
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if ("${GLSLANGVALIDATOR}" STREQUAL "GLSLANGVALIDATOR-NOTFOUND")
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message(FATAL_ERROR "Required program `glslangValidator` not found.")
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endif()
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set(MACROS "-Dgl_VertexID=gl_VertexIndex")
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set(QUIET_FLAG "--quiet")
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set(SHADER_INCLUDE ${CMAKE_CURRENT_BINARY_DIR}/include)
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set(SHADER_DIR ${SHADER_INCLUDE}/video_core/host_shaders)
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set(HOST_SHADERS_INCLUDE ${SHADER_INCLUDE} PARENT_SCOPE)
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set(INPUT_FILE ${CMAKE_CURRENT_SOURCE_DIR}/source_shader.h.in)
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set(HEADER_GENERATOR ${CMAKE_CURRENT_SOURCE_DIR}/StringShaderHeader.cmake)
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# Check if `--quiet` is available on host's glslangValidator version
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# glslangValidator prints to STDERR iff an unrecognized flag is passed to it
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execute_process(
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COMMAND
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${GLSLANGVALIDATOR} ${QUIET_FLAG}
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ERROR_VARIABLE
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GLSLANG_ERROR
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# STDOUT variable defined to silence unnecessary output during CMake configuration
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OUTPUT_VARIABLE
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GLSLANG_OUTPUT
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)
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if (NOT GLSLANG_ERROR STREQUAL "")
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message(WARNING "Refusing to use unavailable flag `${QUIET_FLAG}` on `${GLSLANGVALIDATOR}`")
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set(QUIET_FLAG "")
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endif()
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foreach(FILENAME IN ITEMS ${SHADER_FILES})
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string(REPLACE "." "_" SHADER_NAME ${FILENAME})
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set(SOURCE_FILE ${CMAKE_CURRENT_SOURCE_DIR}/${FILENAME})
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# Skip generating source headers on Vulkan exclusive files
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if (NOT ${FILENAME} MATCHES "vulkan.*")
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set(SOURCE_HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}.h)
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add_custom_command(
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OUTPUT
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${SOURCE_HEADER_FILE}
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COMMAND
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${CMAKE_COMMAND} -P ${HEADER_GENERATOR} ${SOURCE_FILE} ${SOURCE_HEADER_FILE} ${INPUT_FILE}
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MAIN_DEPENDENCY
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${SOURCE_FILE}
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DEPENDS
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${INPUT_FILE}
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# HEADER_GENERATOR should be included here but msbuild seems to assume it's always modified
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)
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set(SHADER_HEADERS ${SHADER_HEADERS} ${SOURCE_HEADER_FILE})
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endif()
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# Skip compiling to SPIR-V OpenGL exclusive files
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if (NOT ${FILENAME} MATCHES "opengl.*")
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string(TOUPPER ${SHADER_NAME}_SPV SPIRV_VARIABLE_NAME)
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set(SPIRV_HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}_spv.h)
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add_custom_command(
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OUTPUT
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${SPIRV_HEADER_FILE}
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COMMAND
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${GLSLANGVALIDATOR} --target-env vulkan1.1 --glsl-version 450 ${QUIET_FLAG} ${MACROS} --variable-name ${SPIRV_VARIABLE_NAME} -o ${SPIRV_HEADER_FILE} ${SOURCE_FILE}
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MAIN_DEPENDENCY
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${SOURCE_FILE}
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)
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set(SHADER_HEADERS ${SHADER_HEADERS} ${SPIRV_HEADER_FILE})
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endif()
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endforeach()
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set(SHADER_SOURCES ${SHADER_FILES})
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list(APPEND SHADER_SOURCES ${GLSL_INCLUDES})
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add_custom_target(host_shaders
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DEPENDS
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${SHADER_HEADERS}
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SOURCES
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${SHADER_SOURCES}
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)
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36
src/video_core/host_shaders/StringShaderHeader.cmake
Normal file
36
src/video_core/host_shaders/StringShaderHeader.cmake
Normal file
@ -0,0 +1,36 @@
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# SPDX-FileCopyrightText: 2020 yuzu Emulator Project
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# SPDX-License-Identifier: GPL-2.0-or-later
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set(SOURCE_FILE ${CMAKE_ARGV3})
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set(HEADER_FILE ${CMAKE_ARGV4})
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set(INPUT_FILE ${CMAKE_ARGV5})
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get_filename_component(CONTENTS_NAME ${SOURCE_FILE} NAME)
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string(REPLACE "." "_" CONTENTS_NAME ${CONTENTS_NAME})
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string(TOUPPER ${CONTENTS_NAME} CONTENTS_NAME)
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FILE(READ ${SOURCE_FILE} line_contents)
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# Replace double quotes with single quotes,
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# as double quotes will be used to wrap the lines
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STRING(REGEX REPLACE "\"" "'" line_contents "${line_contents}")
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# CMake separates list elements with semicolons, but semicolons
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# are used extensively in the shader code.
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# Replace with a temporary marker, to be reverted later.
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STRING(REGEX REPLACE ";" "{{SEMICOLON}}" line_contents "${line_contents}")
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# Make every line an individual element in the CMake list.
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STRING(REGEX REPLACE "\n" ";" line_contents "${line_contents}")
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# Build the shader string, wrapping each line in double quotes.
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foreach(line IN LISTS line_contents)
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string(CONCAT CONTENTS "${CONTENTS}" \"${line}\\n\"\n)
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endforeach()
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# Revert the original semicolons in the source.
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STRING(REGEX REPLACE "{{SEMICOLON}}" ";" CONTENTS "${CONTENTS}")
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get_filename_component(OUTPUT_DIR ${HEADER_FILE} DIRECTORY)
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make_directory(${OUTPUT_DIR})
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configure_file(${INPUT_FILE} ${HEADER_FILE} @ONLY)
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18
src/video_core/host_shaders/opengl_present.frag
Normal file
18
src/video_core/host_shaders/opengl_present.frag
Normal file
@ -0,0 +1,18 @@
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// Copyright 2022 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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//? #version 430 core
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layout(location = 0) in vec2 frag_tex_coord;
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layout(location = 0) out vec4 color;
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layout(binding = 0) uniform sampler2D color_texture;
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uniform vec4 i_resolution;
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uniform vec4 o_resolution;
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uniform int layer;
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void main() {
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color = texture(color_texture, frag_tex_coord);
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}
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23
src/video_core/host_shaders/opengl_present.vert
Normal file
23
src/video_core/host_shaders/opengl_present.vert
Normal file
@ -0,0 +1,23 @@
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// Copyright 2022 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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//? #version 430 core
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layout(location = 0) in vec2 vert_position;
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layout(location = 1) in vec2 vert_tex_coord;
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layout(location = 0) out vec2 frag_tex_coord;
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// This is a truncated 3x3 matrix for 2D transformations:
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// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
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// The third column performs translation.
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// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
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// implicitly be [0, 0, 1]
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uniform mat3x2 modelview_matrix;
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void main() {
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// Multiply input position by the rotscale part of the matrix and then manually translate by
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// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
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// to `vec3(vert_position.xy, 1.0)`
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gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
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frag_tex_coord = vert_tex_coord;
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}
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32
src/video_core/host_shaders/opengl_present_anaglyph.frag
Normal file
32
src/video_core/host_shaders/opengl_present_anaglyph.frag
Normal file
@ -0,0 +1,32 @@
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// Copyright 2022 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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//? #version 430 core
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// Anaglyph Red-Cyan shader based on Dubois algorithm
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// Constants taken from the paper:
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// "Conversion of a Stereo Pair to Anaglyph with
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// the Least-Squares Projection Method"
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// Eric Dubois, March 2009
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const mat3 l = mat3( 0.437, 0.449, 0.164,
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-0.062,-0.062,-0.024,
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-0.048,-0.050,-0.017);
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const mat3 r = mat3(-0.011,-0.032,-0.007,
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0.377, 0.761, 0.009,
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-0.026,-0.093, 1.234);
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layout(location = 0) in vec2 frag_tex_coord;
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layout(location = 0) out vec4 color;
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layout(binding = 0) uniform sampler2D color_texture;
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layout(binding = 1) uniform sampler2D color_texture_r;
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uniform vec4 resolution;
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uniform int layer;
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void main() {
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vec4 color_tex_l = texture(color_texture, frag_tex_coord);
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vec4 color_tex_r = texture(color_texture_r, frag_tex_coord);
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color = vec4(color_tex_l.rgb*l+color_tex_r.rgb*r, color_tex_l.a);
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}
|
22
src/video_core/host_shaders/opengl_present_interlaced.frag
Normal file
22
src/video_core/host_shaders/opengl_present_interlaced.frag
Normal file
@ -0,0 +1,22 @@
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// Copyright 2022 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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//? #version 430 core
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layout(location = 0) in vec2 frag_tex_coord;
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layout(location = 0) out vec4 color;
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layout(binding = 0) uniform sampler2D color_texture;
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layout(binding = 1) uniform sampler2D color_texture_r;
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uniform vec4 o_resolution;
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uniform int reverse_interlaced;
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void main() {
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float screen_row = o_resolution.x * frag_tex_coord.x;
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if (int(screen_row) % 2 == reverse_interlaced)
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color = texture(color_texture, frag_tex_coord);
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else
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color = texture(color_texture_r, frag_tex_coord);
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}
|
15
src/video_core/host_shaders/source_shader.h.in
Normal file
15
src/video_core/host_shaders/source_shader.h.in
Normal file
@ -0,0 +1,15 @@
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// Copyright 2022 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <string_view>
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namespace HostShaders {
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constexpr std::string_view @CONTENTS_NAME@ = {
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@CONTENTS@
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};
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} // namespace HostShaders
|
@ -1,11 +1,14 @@
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// Copyright 2022 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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//? #version 330
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precision mediump float;
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in vec2 tex_coord;
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layout(location = 0) in vec2 tex_coord;
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layout(location = 0) out vec4 frag_color;
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out vec4 frag_color;
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uniform sampler2D input_texture;
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layout(binding = 0) uniform sampler2D input_texture;
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// from http://www.java-gaming.org/index.php?topic=35123.0
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vec4 cubic(float v) {
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@ -18,9 +21,9 @@ vec4 cubic(float v) {
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return vec4(x, y, z, w) * (1.0 / 6.0);
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}
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vec4 textureBicubic(sampler2D sampler, vec2 texCoords) {
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vec4 textureBicubic(sampler2D tex_sampler, vec2 texCoords) {
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vec2 texSize = vec2(textureSize(sampler, 0));
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vec2 texSize = vec2(textureSize(tex_sampler, 0));
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vec2 invTexSize = 1.0 / texSize;
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texCoords = texCoords * texSize - 0.5;
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@ -38,10 +41,10 @@ vec4 textureBicubic(sampler2D sampler, vec2 texCoords) {
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offset *= invTexSize.xxyy;
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vec4 sample0 = texture(sampler, offset.xz);
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vec4 sample1 = texture(sampler, offset.yz);
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vec4 sample2 = texture(sampler, offset.xw);
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vec4 sample3 = texture(sampler, offset.yw);
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vec4 sample0 = texture(tex_sampler, offset.xz);
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vec4 sample1 = texture(tex_sampler, offset.yz);
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vec4 sample2 = texture(tex_sampler, offset.xw);
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vec4 sample3 = texture(tex_sampler, offset.yw);
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float sx = s.x / (s.x + s.y);
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float sy = s.z / (s.z + s.w);
|
@ -0,0 +1,15 @@
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// Copyright 2022 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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//? #version 430 core
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precision mediump float;
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layout(location = 0) in vec2 tex_coord;
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layout(location = 0) out vec4 frag_color;
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layout(binding = 0) uniform sampler2D input_texture;
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void main() {
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frag_color = texture(input_texture, tex_coord);
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}
|
@ -1,12 +1,15 @@
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//? #version 330
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// Copyright 2022 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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|
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//? #version 430 core
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precision mediump float;
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in vec2 tex_coord;
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layout(location = 0) in vec2 tex_coord;
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layout(location = 0) out vec4 frag_color;
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out vec4 frag_color;
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uniform sampler2D HOOKED;
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uniform sampler2D LUMAD;
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layout(binding = 0) uniform sampler2D HOOKED;
|
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layout(binding = 1) uniform sampler2D LUMAD;
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|
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const float LINE_DETECT_THRESHOLD = 0.4;
|
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const float STRENGTH = 0.6;
|
@ -1,5 +1,3 @@
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||||
//? #version 320 es
|
||||
|
||||
// from https://github.com/BreadFish64/ScaleFish/tree/master/scale_force
|
||||
|
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// MIT License
|
||||
@ -24,13 +22,18 @@
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
// Copyright 2022 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
//? #version 320 es
|
||||
|
||||
precision mediump float;
|
||||
|
||||
in vec2 tex_coord;
|
||||
layout(location = 0) in vec2 tex_coord;
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
out vec4 frag_color;
|
||||
|
||||
uniform sampler2D input_texture;
|
||||
layout(binding = 0) uniform sampler2D input_texture;
|
||||
|
||||
vec2 tex_size;
|
||||
vec2 inv_tex_size;
|
@ -1,5 +1,9 @@
|
||||
//? #version 330
|
||||
out vec2 tex_coord;
|
||||
// Copyright 2022 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
//? #version 430 core
|
||||
layout(location = 0) out vec2 tex_coord;
|
||||
|
||||
const vec2 vertices[4] =
|
||||
vec2[4](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
|
@ -1,11 +1,14 @@
|
||||
//? #version 330
|
||||
// Copyright 2022 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
//? #version 430 core
|
||||
precision mediump float;
|
||||
|
||||
in vec2 tex_coord;
|
||||
layout(location = 0) in vec2 tex_coord;
|
||||
layout(location = 0) out vec2 frag_color;
|
||||
|
||||
out vec2 frag_color;
|
||||
|
||||
uniform sampler2D tex_input;
|
||||
layout(binding = 0) uniform sampler2D tex_input;
|
||||
|
||||
const vec3 K = vec3(0.2627, 0.6780, 0.0593);
|
||||
// TODO: improve handling of alpha channel
|
@ -1,14 +1,25 @@
|
||||
//? #version 330
|
||||
// Copyright 2022 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
//? #version 430 core
|
||||
precision mediump float;
|
||||
|
||||
in vec2 tex_coord;
|
||||
in vec2 source_size;
|
||||
in vec2 output_size;
|
||||
layout(location = 0) in vec2 tex_coord;
|
||||
layout(location = 1) in vec2 source_size;
|
||||
layout(location = 2) in vec2 output_size;
|
||||
|
||||
out vec4 frag_color;
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
uniform sampler2D tex;
|
||||
layout(binding = 0) uniform sampler2D tex;
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(push_constant, std140) uniform XbrzInfo {
|
||||
lowp float scale;
|
||||
};
|
||||
#else
|
||||
uniform lowp float scale;
|
||||
#endif
|
||||
|
||||
const int BLEND_NONE = 0;
|
||||
const int BLEND_NORMAL = 1;
|
@ -0,0 +1,28 @@
|
||||
// Copyright 2022 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
//? #version 430 core
|
||||
layout(location = 0) out vec2 tex_coord;
|
||||
layout(location = 1) out vec2 source_size;
|
||||
layout(location = 2) out vec2 output_size;
|
||||
|
||||
layout(binding = 0) uniform sampler2D tex;
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(push_constant, std140) uniform XbrzInfo {
|
||||
lowp float scale;
|
||||
};
|
||||
#else
|
||||
uniform lowp float scale;
|
||||
#endif
|
||||
|
||||
const vec2 vertices[4] =
|
||||
vec2[4](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(vertices[gl_VertexID], 0.0, 1.0);
|
||||
tex_coord = (vertices[gl_VertexID] + 1.0) / 2.0;
|
||||
source_size = vec2(textureSize(tex, 0));
|
||||
output_size = source_size * scale;
|
||||
}
|
@ -1,11 +1,14 @@
|
||||
//? #version 330
|
||||
// Copyright 2022 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
//? #version 430 core
|
||||
precision mediump float;
|
||||
|
||||
in vec2 tex_coord;
|
||||
layout(location = 0) in vec2 tex_coord;
|
||||
layout(location = 0) out float frag_color;
|
||||
|
||||
out float frag_color;
|
||||
|
||||
uniform sampler2D tex_input;
|
||||
layout(binding = 0) uniform sampler2D tex_input;
|
||||
|
||||
void main() {
|
||||
vec2 t = textureLodOffset(tex_input, tex_coord, 0.0, ivec2(0, 1)).xy;
|
26
src/video_core/host_shaders/vulkan_present.frag
Normal file
26
src/video_core/host_shaders/vulkan_present.frag
Normal file
@ -0,0 +1,26 @@
|
||||
// Copyright 2022 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 450 core
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
|
||||
layout (location = 0) in vec2 frag_tex_coord;
|
||||
layout (location = 0) out vec4 color;
|
||||
|
||||
layout (push_constant, std140) uniform DrawInfo {
|
||||
mat4 modelview_matrix;
|
||||
vec4 i_resolution;
|
||||
vec4 o_resolution;
|
||||
int screen_id_l;
|
||||
int screen_id_r;
|
||||
int layer;
|
||||
int reverse_interlaced;
|
||||
};
|
||||
|
||||
layout (set = 0, binding = 0) uniform texture2D screen_textures[3];
|
||||
layout (set = 0, binding = 1) uniform sampler screen_sampler;
|
||||
|
||||
void main() {
|
||||
color = texture(sampler2D(screen_textures[screen_id_l], screen_sampler), frag_tex_coord);
|
||||
}
|
25
src/video_core/host_shaders/vulkan_present.vert
Normal file
25
src/video_core/host_shaders/vulkan_present.vert
Normal file
@ -0,0 +1,25 @@
|
||||
// Copyright 2022 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 450 core
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
|
||||
layout (location = 0) in vec2 vert_position;
|
||||
layout (location = 1) in vec2 vert_tex_coord;
|
||||
layout (location = 0) out vec2 frag_tex_coord;
|
||||
|
||||
layout (push_constant, std140) uniform DrawInfo {
|
||||
mat4 modelview_matrix;
|
||||
vec4 i_resolution;
|
||||
vec4 o_resolution;
|
||||
int screen_id_l;
|
||||
int screen_id_r;
|
||||
int layer;
|
||||
};
|
||||
|
||||
void main() {
|
||||
vec4 position = vec4(vert_position, 0.0, 1.0) * modelview_matrix;
|
||||
gl_Position = vec4(position.x, -position.y, 0.0, 1.0);
|
||||
frag_tex_coord = vert_tex_coord;
|
||||
}
|
40
src/video_core/host_shaders/vulkan_present_anaglyph.frag
Normal file
40
src/video_core/host_shaders/vulkan_present_anaglyph.frag
Normal file
@ -0,0 +1,40 @@
|
||||
// Copyright 2022 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 450 core
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
|
||||
layout (location = 0) in vec2 frag_tex_coord;
|
||||
layout (location = 0) out vec4 color;
|
||||
|
||||
// Anaglyph Red-Cyan shader based on Dubois algorithm
|
||||
// Constants taken from the paper:
|
||||
// "Conversion of a Stereo Pair to Anaglyph with
|
||||
// the Least-Squares Projection Method"
|
||||
// Eric Dubois, March 2009
|
||||
const mat3 l = mat3( 0.437, 0.449, 0.164,
|
||||
-0.062,-0.062,-0.024,
|
||||
-0.048,-0.050,-0.017);
|
||||
const mat3 r = mat3(-0.011,-0.032,-0.007,
|
||||
0.377, 0.761, 0.009,
|
||||
-0.026,-0.093, 1.234);
|
||||
|
||||
layout (push_constant, std140) uniform DrawInfo {
|
||||
mat4 modelview_matrix;
|
||||
vec4 i_resolution;
|
||||
vec4 o_resolution;
|
||||
int screen_id_l;
|
||||
int screen_id_r;
|
||||
int layer;
|
||||
int reverse_interlaced;
|
||||
};
|
||||
|
||||
layout (set = 0, binding = 0) uniform texture2D screen_textures[3];
|
||||
layout (set = 0, binding = 1) uniform sampler screen_sampler;
|
||||
|
||||
void main() {
|
||||
vec4 color_tex_l = texture(sampler2D(screen_textures[screen_id_l], screen_sampler), frag_tex_coord);
|
||||
vec4 color_tex_r = texture(sampler2D(screen_textures[screen_id_r], screen_sampler), frag_tex_coord);
|
||||
color = vec4(color_tex_l.rgb*l+color_tex_r.rgb*r, color_tex_l.a);
|
||||
}
|
30
src/video_core/host_shaders/vulkan_present_interlaced.frag
Normal file
30
src/video_core/host_shaders/vulkan_present_interlaced.frag
Normal file
@ -0,0 +1,30 @@
|
||||
// Copyright 2022 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 450 core
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
|
||||
layout (location = 0) in vec2 frag_tex_coord;
|
||||
layout (location = 0) out vec4 color;
|
||||
|
||||
layout (push_constant, std140) uniform DrawInfo {
|
||||
mat4 modelview_matrix;
|
||||
vec4 i_resolution;
|
||||
vec4 o_resolution;
|
||||
int screen_id_l;
|
||||
int screen_id_r;
|
||||
int layer;
|
||||
int reverse_interlaced;
|
||||
};
|
||||
|
||||
layout (set = 0, binding = 0) uniform texture2D screen_textures[3];
|
||||
layout (set = 0, binding = 1) uniform sampler screen_sampler;
|
||||
|
||||
void main() {
|
||||
float screen_row = o_resolution.x * frag_tex_coord.x;
|
||||
if (int(screen_row) % 2 == reverse_interlaced)
|
||||
color = texture(sampler2D(screen_textures[screen_id_l], screen_sampler), frag_tex_coord);
|
||||
else
|
||||
color = texture(sampler2D(screen_textures[screen_id_r], screen_sampler), frag_tex_coord);
|
||||
}
|
@ -117,7 +117,7 @@ void OGLSampler::Release() {
|
||||
handle = 0;
|
||||
}
|
||||
|
||||
void OGLShader::Create(const char* source, GLenum type) {
|
||||
void OGLShader::Create(std::string_view source, GLenum type) {
|
||||
if (handle != 0)
|
||||
return;
|
||||
if (source == nullptr)
|
||||
@ -144,7 +144,7 @@ void OGLProgram::Create(bool separable_program, const std::vector<GLuint>& shade
|
||||
handle = LoadProgram(separable_program, shaders);
|
||||
}
|
||||
|
||||
void OGLProgram::Create(const char* vert_shader, const char* frag_shader) {
|
||||
void OGLProgram::Create(std::string_view vert_shader, std::string_view frag_shader) {
|
||||
OGLShader vert, frag;
|
||||
vert.Create(vert_shader, GL_VERTEX_SHADER);
|
||||
frag.Create(frag_shader, GL_FRAGMENT_SHADER);
|
||||
|
@ -109,7 +109,7 @@ public:
|
||||
return *this;
|
||||
}
|
||||
|
||||
void Create(const char* source, GLenum type);
|
||||
void Create(std::string_view source, GLenum type);
|
||||
|
||||
void Release();
|
||||
|
||||
@ -136,10 +136,10 @@ public:
|
||||
void Create(bool separable_program, const std::vector<GLuint>& shaders);
|
||||
|
||||
/// Creates a new program from given shader soruce code
|
||||
void Create(const char* vert_shader, const char* frag_shader);
|
||||
void Create(std::string_view vert_shader, std::string_view frag_shader);
|
||||
|
||||
/// Creates a new compute shader program
|
||||
void Create(const std::string_view compute_shader);
|
||||
void Create(std::string_view compute_shader);
|
||||
|
||||
/// Deletes the internal OpenGL resource
|
||||
void Release();
|
||||
|
@ -13,7 +13,7 @@
|
||||
|
||||
namespace OpenGL {
|
||||
|
||||
GLuint LoadShader(const char* source, GLenum type) {
|
||||
GLuint LoadShader(std::string_view source, GLenum type) {
|
||||
const std::string version = GLES ? R"(
|
||||
#version 320 es
|
||||
#define CITRA_GLES
|
||||
@ -46,7 +46,7 @@ GLuint LoadShader(const char* source, GLenum type) {
|
||||
UNREACHABLE();
|
||||
}
|
||||
|
||||
std::array<const char*, 2> src_arr{version.data(), source};
|
||||
std::array<const char*, 2> src_arr{version.data(), source.data()};
|
||||
GLuint shader_id = glCreateShader(type);
|
||||
glShaderSource(shader_id, static_cast<GLsizei>(src_arr.size()), src_arr.data(), nullptr);
|
||||
LOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type);
|
||||
@ -71,7 +71,7 @@ GLuint LoadShader(const char* source, GLenum type) {
|
||||
return shader_id;
|
||||
}
|
||||
|
||||
GLuint LoadProgram(bool separable_program, const std::vector<GLuint>& shaders) {
|
||||
GLuint LoadProgram(bool separable_program, std::span<const GLuint> shaders) {
|
||||
// Link the program
|
||||
LOG_DEBUG(Render_OpenGL, "Linking program...");
|
||||
|
||||
|
@ -4,7 +4,8 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include <span>
|
||||
#include <string_view>
|
||||
#include <glad/glad.h>
|
||||
|
||||
namespace OpenGL {
|
||||
@ -29,7 +30,7 @@ precision mediump uimage2D;
|
||||
* @param source String of the GLSL shader program
|
||||
* @param type Type of the shader (GL_VERTEX_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER)
|
||||
*/
|
||||
GLuint LoadShader(const char* source, GLenum type);
|
||||
GLuint LoadShader(std::string_view source, GLenum type);
|
||||
|
||||
/**
|
||||
* Utility function to create and link an OpenGL GLSL shader program
|
||||
@ -37,6 +38,6 @@ GLuint LoadShader(const char* source, GLenum type);
|
||||
* @param shaders ID of shaders to attach to the program
|
||||
* @returns Handle of the newly created OpenGL program object
|
||||
*/
|
||||
GLuint LoadProgram(bool separable_program, const std::vector<GLuint>& shaders);
|
||||
GLuint LoadProgram(bool separable_program, std::span<const GLuint> shaders);
|
||||
|
||||
} // namespace OpenGL
|
||||
|
@ -23,6 +23,14 @@
|
||||
#include "video_core/renderer_opengl/renderer_opengl.h"
|
||||
#include "video_core/video_core.h"
|
||||
|
||||
#include "video_core/host_shaders/opengl_present_vert.h"
|
||||
#include "video_core/host_shaders/opengl_present_frag.h"
|
||||
#include "video_core/host_shaders/opengl_present_anaglyph_frag.h"
|
||||
#include "video_core/host_shaders/opengl_present_interlaced_frag.h"
|
||||
|
||||
MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64));
|
||||
MICROPROFILE_DEFINE(OpenGL_WaitPresent, "OpenGL", "Wait For Present", MP_RGB(128, 128, 128));
|
||||
|
||||
namespace OpenGL {
|
||||
|
||||
// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
|
||||
@ -220,93 +228,6 @@ public:
|
||||
}
|
||||
};
|
||||
|
||||
static const char vertex_shader[] = R"(
|
||||
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"(
|
||||
in vec2 frag_tex_coord;
|
||||
layout(location = 0) out vec4 color;
|
||||
|
||||
uniform vec4 i_resolution;
|
||||
uniform vec4 o_resolution;
|
||||
uniform int layer;
|
||||
|
||||
uniform sampler2D color_texture;
|
||||
|
||||
void main() {
|
||||
color = texture(color_texture, frag_tex_coord);
|
||||
}
|
||||
)";
|
||||
|
||||
static const char fragment_shader_anaglyph[] = R"(
|
||||
|
||||
// Anaglyph Red-Cyan shader based on Dubois algorithm
|
||||
// Constants taken from the paper:
|
||||
// "Conversion of a Stereo Pair to Anaglyph with
|
||||
// the Least-Squares Projection Method"
|
||||
// Eric Dubois, March 2009
|
||||
const mat3 l = mat3( 0.437, 0.449, 0.164,
|
||||
-0.062,-0.062,-0.024,
|
||||
-0.048,-0.050,-0.017);
|
||||
const mat3 r = mat3(-0.011,-0.032,-0.007,
|
||||
0.377, 0.761, 0.009,
|
||||
-0.026,-0.093, 1.234);
|
||||
|
||||
in vec2 frag_tex_coord;
|
||||
out vec4 color;
|
||||
|
||||
uniform vec4 resolution;
|
||||
uniform int layer;
|
||||
|
||||
uniform sampler2D color_texture;
|
||||
uniform sampler2D color_texture_r;
|
||||
|
||||
void main() {
|
||||
vec4 color_tex_l = texture(color_texture, frag_tex_coord);
|
||||
vec4 color_tex_r = texture(color_texture_r, frag_tex_coord);
|
||||
color = vec4(color_tex_l.rgb*l+color_tex_r.rgb*r, color_tex_l.a);
|
||||
}
|
||||
)";
|
||||
|
||||
static const char fragment_shader_interlaced[] = R"(
|
||||
|
||||
in vec2 frag_tex_coord;
|
||||
out vec4 color;
|
||||
|
||||
uniform vec4 o_resolution;
|
||||
|
||||
uniform sampler2D color_texture;
|
||||
uniform sampler2D color_texture_r;
|
||||
|
||||
uniform int reverse_interlaced;
|
||||
|
||||
void main() {
|
||||
float screen_row = o_resolution.x * frag_tex_coord.x;
|
||||
if (int(screen_row) % 2 == reverse_interlaced)
|
||||
color = texture(color_texture, frag_tex_coord);
|
||||
else
|
||||
color = texture(color_texture_r, frag_tex_coord);
|
||||
}
|
||||
)";
|
||||
|
||||
/**
|
||||
* Vertex structure that the drawn screen rectangles are composed of.
|
||||
*/
|
||||
@ -391,9 +312,6 @@ VideoCore::RasterizerInterface* RendererOpenGL::Rasterizer() {
|
||||
/// Shutdown the renderer
|
||||
void RendererOpenGL::ShutDown() {}
|
||||
|
||||
MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64));
|
||||
MICROPROFILE_DEFINE(OpenGL_WaitPresent, "OpenGL", "Wait For Present", MP_RGB(128, 128, 128));
|
||||
|
||||
/// Swap buffers (render frame)
|
||||
void RendererOpenGL::SwapBuffers() {
|
||||
// Maintain the rasterizer's state as a priority
|
||||
@ -710,13 +628,13 @@ void RendererOpenGL::ReloadShader() {
|
||||
|
||||
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph) {
|
||||
if (Settings::values.pp_shader_name.GetValue() == "dubois (builtin)") {
|
||||
shader_data += fragment_shader_anaglyph;
|
||||
shader_data += HostShaders::OPENGL_PRESENT_ANAGLYPH_FRAG;
|
||||
} else {
|
||||
std::string shader_text = OpenGL::GetPostProcessingShaderCode(
|
||||
true, Settings::values.pp_shader_name.GetValue());
|
||||
if (shader_text.empty()) {
|
||||
// Should probably provide some information that the shader couldn't load
|
||||
shader_data += fragment_shader_anaglyph;
|
||||
shader_data += HostShaders::OPENGL_PRESENT_ANAGLYPH_FRAG;
|
||||
} else {
|
||||
shader_data += shader_text;
|
||||
}
|
||||
@ -725,32 +643,32 @@ void RendererOpenGL::ReloadShader() {
|
||||
Settings::values.render_3d.GetValue() ==
|
||||
Settings::StereoRenderOption::ReverseInterlaced) {
|
||||
if (Settings::values.pp_shader_name.GetValue() == "horizontal (builtin)") {
|
||||
shader_data += fragment_shader_interlaced;
|
||||
shader_data += HostShaders::OPENGL_PRESENT_INTERLACED_FRAG;
|
||||
} else {
|
||||
std::string shader_text = OpenGL::GetPostProcessingShaderCode(
|
||||
false, Settings::values.pp_shader_name.GetValue());
|
||||
if (shader_text.empty()) {
|
||||
// Should probably provide some information that the shader couldn't load
|
||||
shader_data += fragment_shader_interlaced;
|
||||
shader_data += HostShaders::OPENGL_PRESENT_INTERLACED_FRAG;
|
||||
} else {
|
||||
shader_data += shader_text;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (Settings::values.pp_shader_name.GetValue() == "none (builtin)") {
|
||||
shader_data += fragment_shader;
|
||||
shader_data += HostShaders::OPENGL_PRESENT_FRAG;
|
||||
} else {
|
||||
std::string shader_text = OpenGL::GetPostProcessingShaderCode(
|
||||
false, Settings::values.pp_shader_name.GetValue());
|
||||
if (shader_text.empty()) {
|
||||
// Should probably provide some information that the shader couldn't load
|
||||
shader_data += fragment_shader;
|
||||
shader_data += HostShaders::OPENGL_PRESENT_FRAG;
|
||||
} else {
|
||||
shader_data += shader_text;
|
||||
}
|
||||
}
|
||||
}
|
||||
shader.Create(vertex_shader, shader_data.c_str());
|
||||
shader.Create(HostShaders::OPENGL_PRESENT_VERT, shader_data.c_str());
|
||||
state.draw.shader_program = shader.handle;
|
||||
state.Apply();
|
||||
uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
|
||||
|
@ -32,10 +32,10 @@
|
||||
|
||||
#include "video_core/renderer_opengl/texture_filters/anime4k/anime4k_ultrafast.h"
|
||||
|
||||
#include "shaders/refine.frag"
|
||||
#include "shaders/tex_coord.vert"
|
||||
#include "shaders/x_gradient.frag"
|
||||
#include "shaders/y_gradient.frag"
|
||||
#include "video_core/host_shaders/texture_filtering/refine_frag.h"
|
||||
#include "video_core/host_shaders/texture_filtering/tex_coord_vert.h"
|
||||
#include "video_core/host_shaders/texture_filtering/x_gradient_frag.h"
|
||||
#include "video_core/host_shaders/texture_filtering/y_gradient_frag.h"
|
||||
|
||||
namespace OpenGL {
|
||||
|
||||
@ -56,9 +56,9 @@ Anime4kUltrafast::Anime4kUltrafast(u16 scale_factor) : TextureFilterBase(scale_f
|
||||
}
|
||||
state.draw.vertex_array = vao.handle;
|
||||
|
||||
gradient_x_program.Create(tex_coord_vert.data(), x_gradient_frag.data());
|
||||
gradient_y_program.Create(tex_coord_vert.data(), y_gradient_frag.data());
|
||||
refine_program.Create(tex_coord_vert.data(), refine_frag.data());
|
||||
gradient_x_program.Create(HostShaders::TEX_COORD_VERT, HostShaders::X_GRADIENT_FRAG);
|
||||
gradient_y_program.Create(HostShaders::TEX_COORD_VERT, HostShaders::Y_GRADIENT_FRAG);
|
||||
refine_program.Create(HostShaders::TEX_COORD_VERT, HostShaders::REFINE_FRAG);
|
||||
|
||||
state.draw.shader_program = gradient_y_program.handle;
|
||||
state.Apply();
|
||||
|
@ -4,13 +4,13 @@
|
||||
|
||||
#include "video_core/renderer_opengl/texture_filters/bicubic/bicubic.h"
|
||||
|
||||
#include "shaders/bicubic.frag"
|
||||
#include "shaders/tex_coord.vert"
|
||||
#include "video_core/host_shaders/texture_filtering/bicubic_frag.h"
|
||||
#include "video_core/host_shaders/texture_filtering/tex_coord_vert.h"
|
||||
|
||||
namespace OpenGL {
|
||||
|
||||
Bicubic::Bicubic(u16 scale_factor) : TextureFilterBase(scale_factor) {
|
||||
program.Create(tex_coord_vert.data(), bicubic_frag.data());
|
||||
program.Create(HostShaders::TEX_COORD_VERT, HostShaders::BICUBIC_FRAG);
|
||||
vao.Create();
|
||||
src_sampler.Create();
|
||||
|
||||
|
@ -4,13 +4,13 @@
|
||||
|
||||
#include "video_core/renderer_opengl/texture_filters/nearest_neighbor/nearest_neighbor.h"
|
||||
|
||||
#include "shaders/nearest_neighbor.frag"
|
||||
#include "shaders/tex_coord.vert"
|
||||
#include "video_core/host_shaders/texture_filtering/nearest_neighbor_frag.h"
|
||||
#include "video_core/host_shaders/texture_filtering/tex_coord_vert.h"
|
||||
|
||||
namespace OpenGL {
|
||||
|
||||
NearestNeighbor::NearestNeighbor(u16 scale_factor) : TextureFilterBase(scale_factor) {
|
||||
program.Create(tex_coord_vert.data(), nearest_neighbor_frag.data());
|
||||
program.Create(HostShaders::TEX_COORD_VERT, HostShaders::NEAREST_NEIGHBOR_FRAG);
|
||||
vao.Create();
|
||||
src_sampler.Create();
|
||||
|
||||
|
@ -1,12 +0,0 @@
|
||||
//? #version 330
|
||||
precision mediump float;
|
||||
|
||||
in vec2 tex_coord;
|
||||
|
||||
out vec4 frag_color;
|
||||
|
||||
uniform sampler2D input_texture;
|
||||
|
||||
void main() {
|
||||
frag_color = texture(input_texture, tex_coord);
|
||||
}
|
@ -4,13 +4,13 @@
|
||||
|
||||
#include "video_core/renderer_opengl/texture_filters/scale_force/scale_force.h"
|
||||
|
||||
#include "shaders/scale_force.frag"
|
||||
#include "shaders/tex_coord.vert"
|
||||
#include "video_core/host_shaders/texture_filtering/scale_force_frag.h"
|
||||
#include "video_core/host_shaders/texture_filtering/tex_coord_vert.h"
|
||||
|
||||
namespace OpenGL {
|
||||
|
||||
ScaleForce::ScaleForce(u16 scale_factor) : TextureFilterBase(scale_factor) {
|
||||
program.Create(tex_coord_vert.data(), scale_force_frag.data());
|
||||
program.Create(HostShaders::TEX_COORD_VERT, HostShaders::SCALE_FORCE_FRAG);
|
||||
vao.Create();
|
||||
src_sampler.Create();
|
||||
|
||||
|
@ -42,8 +42,8 @@
|
||||
|
||||
#include "video_core/renderer_opengl/texture_filters/xbrz/xbrz_freescale.h"
|
||||
|
||||
#include "shaders/xbrz_freescale.frag"
|
||||
#include "shaders/xbrz_freescale.vert"
|
||||
#include "video_core/host_shaders/texture_filtering/xbrz_freescale_frag.h"
|
||||
#include "video_core/host_shaders/texture_filtering/xbrz_freescale_vert.h"
|
||||
|
||||
namespace OpenGL {
|
||||
|
||||
@ -51,7 +51,7 @@ XbrzFreescale::XbrzFreescale(u16 scale_factor) : TextureFilterBase(scale_factor)
|
||||
|
||||
const OpenGLState cur_state = OpenGLState::GetCurState();
|
||||
|
||||
program.Create(xbrz_freescale_vert.data(), xbrz_freescale_frag.data());
|
||||
program.Create(HostShaders::XBRZ_FREESCALE_VERT, HostShaders::XBRZ_FREESCALE_FRAG);
|
||||
vao.Create();
|
||||
src_sampler.Create();
|
||||
|
||||
|
@ -1,17 +0,0 @@
|
||||
//? #version 330
|
||||
out vec2 tex_coord;
|
||||
out vec2 source_size;
|
||||
out vec2 output_size;
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform lowp float scale;
|
||||
|
||||
const vec2 vertices[4] =
|
||||
vec2[4](vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0));
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(vertices[gl_VertexID], 0.0, 1.0);
|
||||
tex_coord = (vertices[gl_VertexID] + 1.0) / 2.0;
|
||||
source_size = vec2(textureSize(tex, 0));
|
||||
output_size = source_size * scale;
|
||||
}
|
@ -19,127 +19,16 @@
|
||||
#include "video_core/renderer_vulkan/vk_shader_util.h"
|
||||
#include "video_core/video_core.h"
|
||||
|
||||
#include "video_core/host_shaders/vulkan_present_vert_spv.h"
|
||||
#include "video_core/host_shaders/vulkan_present_frag_spv.h"
|
||||
#include "video_core/host_shaders/vulkan_present_anaglyph_frag_spv.h"
|
||||
#include "video_core/host_shaders/vulkan_present_interlaced_frag_spv.h"
|
||||
|
||||
namespace Vulkan {
|
||||
|
||||
constexpr std::string_view vertex_shader = R"(
|
||||
#version 450 core
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
layout (location = 0) in vec2 vert_position;
|
||||
layout (location = 1) in vec2 vert_tex_coord;
|
||||
layout (location = 0) 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]
|
||||
layout (push_constant, std140) uniform DrawInfo {
|
||||
mat4 modelview_matrix;
|
||||
vec4 i_resolution;
|
||||
vec4 o_resolution;
|
||||
int screen_id_l;
|
||||
int screen_id_r;
|
||||
int layer;
|
||||
};
|
||||
|
||||
void main() {
|
||||
vec4 position = vec4(vert_position, 0.0, 1.0) * modelview_matrix;
|
||||
gl_Position = vec4(position.x, -position.y, 0.0, 1.0);
|
||||
frag_tex_coord = vert_tex_coord;
|
||||
}
|
||||
)";
|
||||
|
||||
constexpr std::string_view fragment_shader = R"(
|
||||
#version 450 core
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
layout (location = 0) in vec2 frag_tex_coord;
|
||||
layout (location = 0) out vec4 color;
|
||||
|
||||
layout (push_constant, std140) uniform DrawInfo {
|
||||
mat4 modelview_matrix;
|
||||
vec4 i_resolution;
|
||||
vec4 o_resolution;
|
||||
int screen_id_l;
|
||||
int screen_id_r;
|
||||
int layer;
|
||||
int reverse_interlaced;
|
||||
};
|
||||
|
||||
layout (set = 0, binding = 0) uniform texture2D screen_textures[3];
|
||||
layout (set = 0, binding = 1) uniform sampler screen_sampler;
|
||||
|
||||
void main() {
|
||||
color = texture(sampler2D(screen_textures[screen_id_l], screen_sampler), frag_tex_coord);
|
||||
}
|
||||
)";
|
||||
|
||||
constexpr std::string_view fragment_shader_anaglyph = R"(
|
||||
#version 450 core
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
layout (location = 0) in vec2 frag_tex_coord;
|
||||
layout (location = 0) out vec4 color;
|
||||
|
||||
// Anaglyph Red-Cyan shader based on Dubois algorithm
|
||||
// Constants taken from the paper:
|
||||
// "Conversion of a Stereo Pair to Anaglyph with
|
||||
// the Least-Squares Projection Method"
|
||||
// Eric Dubois, March 2009
|
||||
const mat3 l = mat3( 0.437, 0.449, 0.164,
|
||||
-0.062,-0.062,-0.024,
|
||||
-0.048,-0.050,-0.017);
|
||||
const mat3 r = mat3(-0.011,-0.032,-0.007,
|
||||
0.377, 0.761, 0.009,
|
||||
-0.026,-0.093, 1.234);
|
||||
|
||||
layout (push_constant, std140) uniform DrawInfo {
|
||||
mat4 modelview_matrix;
|
||||
vec4 i_resolution;
|
||||
vec4 o_resolution;
|
||||
int screen_id_l;
|
||||
int screen_id_r;
|
||||
int layer;
|
||||
int reverse_interlaced;
|
||||
};
|
||||
|
||||
layout (set = 0, binding = 0) uniform texture2D screen_textures[3];
|
||||
layout (set = 0, binding = 1) uniform sampler screen_sampler;
|
||||
|
||||
void main() {
|
||||
vec4 color_tex_l = texture(sampler2D(screen_textures[screen_id_l], screen_sampler), frag_tex_coord);
|
||||
vec4 color_tex_r = texture(sampler2D(screen_textures[screen_id_r], screen_sampler), frag_tex_coord);
|
||||
color = vec4(color_tex_l.rgb*l+color_tex_r.rgb*r, color_tex_l.a);
|
||||
}
|
||||
)";
|
||||
|
||||
constexpr std::string_view fragment_shader_interlaced = R"(
|
||||
#version 450 core
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
layout (location = 0) in vec2 frag_tex_coord;
|
||||
layout (location = 0) out vec4 color;
|
||||
|
||||
layout (push_constant, std140) uniform DrawInfo {
|
||||
mat4 modelview_matrix;
|
||||
vec4 i_resolution;
|
||||
vec4 o_resolution;
|
||||
int screen_id_l;
|
||||
int screen_id_r;
|
||||
int layer;
|
||||
int reverse_interlaced;
|
||||
};
|
||||
|
||||
layout (set = 0, binding = 0) uniform texture2D screen_textures[3];
|
||||
layout (set = 0, binding = 1) uniform sampler screen_sampler;
|
||||
|
||||
void main() {
|
||||
float screen_row = o_resolution.x * frag_tex_coord.x;
|
||||
if (int(screen_row) % 2 == reverse_interlaced)
|
||||
color = texture(sampler2D(screen_textures[screen_id_l], screen_sampler), frag_tex_coord);
|
||||
else
|
||||
color = texture(sampler2D(screen_textures[screen_id_r], screen_sampler), frag_tex_coord);
|
||||
}
|
||||
)";
|
||||
|
||||
/// Vertex structure that the drawn screen rectangles are composed of.
|
||||
/**
|
||||
* Vertex structure that the drawn screen rectangles are composed of.
|
||||
*/
|
||||
struct ScreenRectVertex {
|
||||
ScreenRectVertex() = default;
|
||||
ScreenRectVertex(float x, float y, float u, float v)
|
||||
@ -151,33 +40,13 @@ struct ScreenRectVertex {
|
||||
|
||||
constexpr u32 VERTEX_BUFFER_SIZE = sizeof(ScreenRectVertex) * 8192;
|
||||
|
||||
/**
|
||||
* Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
|
||||
* corner and (width, height) on the lower-bottom.
|
||||
*
|
||||
* The projection part of the matrix is trivial, hence these operations are represented
|
||||
* by a 3x2 matrix.
|
||||
*
|
||||
* @param flipped Whether the frame should be flipped upside down.
|
||||
*/
|
||||
static std::array<float, 3 * 2> MakeOrthographicMatrix(float width, float height, bool flipped) {
|
||||
|
||||
std::array<float, 3 * 2> matrix; // Laid out in column-major order
|
||||
|
||||
// Last matrix row is implicitly assumed to be [0, 0, 1].
|
||||
if (flipped) {
|
||||
// clang-format off
|
||||
matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
|
||||
matrix[1] = 0.f; matrix[3] = 2.f / height; matrix[5] = -1.f;
|
||||
// clang-format on
|
||||
} else {
|
||||
// clang-format off
|
||||
matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
|
||||
matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
|
||||
// clang-format on
|
||||
}
|
||||
|
||||
return matrix;
|
||||
constexpr std::array<f32, 4 * 4> MakeOrthographicMatrix(f32 width, f32 height) {
|
||||
// clang-format off
|
||||
return { 2.f / width, 0.f, 0.f, 0.f,
|
||||
0.f, 2.f / height, 0.f, 0.f,
|
||||
0.f, 0.f, 1.f, 0.f,
|
||||
-1.f, -1.f, 0.f, 1.f};
|
||||
// clang-format on
|
||||
}
|
||||
|
||||
namespace {
|
||||
@ -418,14 +287,10 @@ void RendererVulkan::LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& fram
|
||||
|
||||
void RendererVulkan::CompileShaders() {
|
||||
vk::Device device = instance.GetDevice();
|
||||
present_vertex_shader =
|
||||
Compile(vertex_shader, vk::ShaderStageFlagBits::eVertex, device, ShaderOptimization::Debug);
|
||||
present_shaders[0] = Compile(fragment_shader, vk::ShaderStageFlagBits::eFragment, device,
|
||||
ShaderOptimization::Debug);
|
||||
present_shaders[1] = Compile(fragment_shader_anaglyph, vk::ShaderStageFlagBits::eFragment,
|
||||
device, ShaderOptimization::Debug);
|
||||
present_shaders[2] = Compile(fragment_shader_interlaced, vk::ShaderStageFlagBits::eFragment,
|
||||
device, ShaderOptimization::Debug);
|
||||
present_vertex_shader = CompileSPV(VULKAN_PRESENT_VERT_SPV, device);
|
||||
present_shaders[0] = CompileSPV(VULKAN_PRESENT_FRAG_SPV, device);
|
||||
present_shaders[1] = CompileSPV(VULKAN_PRESENT_ANAGLYPH_FRAG_SPV, device);
|
||||
present_shaders[2] = CompileSPV(VULKAN_PRESENT_INTERLACED_FRAG_SPV, device);
|
||||
|
||||
auto properties = instance.GetPhysicalDevice().getProperties();
|
||||
for (std::size_t i = 0; i < present_samplers.size(); i++) {
|
||||
@ -441,7 +306,8 @@ void RendererVulkan::CompileShaders() {
|
||||
.compareEnable = false,
|
||||
.compareOp = vk::CompareOp::eAlways,
|
||||
.borderColor = vk::BorderColor::eIntOpaqueBlack,
|
||||
.unnormalizedCoordinates = false};
|
||||
.unnormalizedCoordinates = false,
|
||||
};
|
||||
|
||||
present_samplers[i] = device.createSampler(sampler_info);
|
||||
}
|
||||
|
@ -12,111 +12,113 @@
|
||||
|
||||
namespace Vulkan {
|
||||
|
||||
constexpr TBuiltInResource DefaultTBuiltInResource = {.maxLights = 32,
|
||||
.maxClipPlanes = 6,
|
||||
.maxTextureUnits = 32,
|
||||
.maxTextureCoords = 32,
|
||||
.maxVertexAttribs = 64,
|
||||
.maxVertexUniformComponents = 4096,
|
||||
.maxVaryingFloats = 64,
|
||||
.maxVertexTextureImageUnits = 32,
|
||||
.maxCombinedTextureImageUnits = 80,
|
||||
.maxTextureImageUnits = 32,
|
||||
.maxFragmentUniformComponents = 4096,
|
||||
.maxDrawBuffers = 32,
|
||||
.maxVertexUniformVectors = 128,
|
||||
.maxVaryingVectors = 8,
|
||||
.maxFragmentUniformVectors = 16,
|
||||
.maxVertexOutputVectors = 16,
|
||||
.maxFragmentInputVectors = 15,
|
||||
.minProgramTexelOffset = -8,
|
||||
.maxProgramTexelOffset = 7,
|
||||
.maxClipDistances = 8,
|
||||
.maxComputeWorkGroupCountX = 65535,
|
||||
.maxComputeWorkGroupCountY = 65535,
|
||||
.maxComputeWorkGroupCountZ = 65535,
|
||||
.maxComputeWorkGroupSizeX = 1024,
|
||||
.maxComputeWorkGroupSizeY = 1024,
|
||||
.maxComputeWorkGroupSizeZ = 64,
|
||||
.maxComputeUniformComponents = 1024,
|
||||
.maxComputeTextureImageUnits = 16,
|
||||
.maxComputeImageUniforms = 8,
|
||||
.maxComputeAtomicCounters = 8,
|
||||
.maxComputeAtomicCounterBuffers = 1,
|
||||
.maxVaryingComponents = 60,
|
||||
.maxVertexOutputComponents = 64,
|
||||
.maxGeometryInputComponents = 64,
|
||||
.maxGeometryOutputComponents = 128,
|
||||
.maxFragmentInputComponents = 128,
|
||||
.maxImageUnits = 8,
|
||||
.maxCombinedImageUnitsAndFragmentOutputs = 8,
|
||||
.maxCombinedShaderOutputResources = 8,
|
||||
.maxImageSamples = 0,
|
||||
.maxVertexImageUniforms = 0,
|
||||
.maxTessControlImageUniforms = 0,
|
||||
.maxTessEvaluationImageUniforms = 0,
|
||||
.maxGeometryImageUniforms = 0,
|
||||
.maxFragmentImageUniforms = 8,
|
||||
.maxCombinedImageUniforms = 8,
|
||||
.maxGeometryTextureImageUnits = 16,
|
||||
.maxGeometryOutputVertices = 256,
|
||||
.maxGeometryTotalOutputComponents = 1024,
|
||||
.maxGeometryUniformComponents = 1024,
|
||||
.maxGeometryVaryingComponents = 64,
|
||||
.maxTessControlInputComponents = 128,
|
||||
.maxTessControlOutputComponents = 128,
|
||||
.maxTessControlTextureImageUnits = 16,
|
||||
.maxTessControlUniformComponents = 1024,
|
||||
.maxTessControlTotalOutputComponents = 4096,
|
||||
.maxTessEvaluationInputComponents = 128,
|
||||
.maxTessEvaluationOutputComponents = 128,
|
||||
.maxTessEvaluationTextureImageUnits = 16,
|
||||
.maxTessEvaluationUniformComponents = 1024,
|
||||
.maxTessPatchComponents = 120,
|
||||
.maxPatchVertices = 32,
|
||||
.maxTessGenLevel = 64,
|
||||
.maxViewports = 16,
|
||||
.maxVertexAtomicCounters = 0,
|
||||
.maxTessControlAtomicCounters = 0,
|
||||
.maxTessEvaluationAtomicCounters = 0,
|
||||
.maxGeometryAtomicCounters = 0,
|
||||
.maxFragmentAtomicCounters = 8,
|
||||
.maxCombinedAtomicCounters = 8,
|
||||
.maxAtomicCounterBindings = 1,
|
||||
.maxVertexAtomicCounterBuffers = 0,
|
||||
.maxTessControlAtomicCounterBuffers = 0,
|
||||
.maxTessEvaluationAtomicCounterBuffers = 0,
|
||||
.maxGeometryAtomicCounterBuffers = 0,
|
||||
.maxFragmentAtomicCounterBuffers = 1,
|
||||
.maxCombinedAtomicCounterBuffers = 1,
|
||||
.maxAtomicCounterBufferSize = 16384,
|
||||
.maxTransformFeedbackBuffers = 4,
|
||||
.maxTransformFeedbackInterleavedComponents =
|
||||
64,
|
||||
.maxCullDistances = 8,
|
||||
.maxCombinedClipAndCullDistances = 8,
|
||||
.maxSamples = 4,
|
||||
.maxMeshOutputVerticesNV = 256,
|
||||
.maxMeshOutputPrimitivesNV = 512,
|
||||
.maxMeshWorkGroupSizeX_NV = 32,
|
||||
.maxMeshWorkGroupSizeY_NV = 1,
|
||||
.maxMeshWorkGroupSizeZ_NV = 1,
|
||||
.maxTaskWorkGroupSizeX_NV = 32,
|
||||
.maxTaskWorkGroupSizeY_NV = 1,
|
||||
.maxTaskWorkGroupSizeZ_NV = 1,
|
||||
.maxMeshViewCountNV = 4,
|
||||
.maxDualSourceDrawBuffersEXT = 1,
|
||||
.limits = TLimits{
|
||||
.nonInductiveForLoops = 1,
|
||||
.whileLoops = 1,
|
||||
.doWhileLoops = 1,
|
||||
.generalUniformIndexing = 1,
|
||||
.generalAttributeMatrixVectorIndexing = 1,
|
||||
.generalVaryingIndexing = 1,
|
||||
.generalSamplerIndexing = 1,
|
||||
.generalVariableIndexing = 1,
|
||||
.generalConstantMatrixVectorIndexing = 1,
|
||||
}};
|
||||
constexpr TBuiltInResource DefaultTBuiltInResource = {
|
||||
.maxLights = 32,
|
||||
.maxClipPlanes = 6,
|
||||
.maxTextureUnits = 32,
|
||||
.maxTextureCoords = 32,
|
||||
.maxVertexAttribs = 64,
|
||||
.maxVertexUniformComponents = 4096,
|
||||
.maxVaryingFloats = 64,
|
||||
.maxVertexTextureImageUnits = 32,
|
||||
.maxCombinedTextureImageUnits = 80,
|
||||
.maxTextureImageUnits = 32,
|
||||
.maxFragmentUniformComponents = 4096,
|
||||
.maxDrawBuffers = 32,
|
||||
.maxVertexUniformVectors = 128,
|
||||
.maxVaryingVectors = 8,
|
||||
.maxFragmentUniformVectors = 16,
|
||||
.maxVertexOutputVectors = 16,
|
||||
.maxFragmentInputVectors = 15,
|
||||
.minProgramTexelOffset = -8,
|
||||
.maxProgramTexelOffset = 7,
|
||||
.maxClipDistances = 8,
|
||||
.maxComputeWorkGroupCountX = 65535,
|
||||
.maxComputeWorkGroupCountY = 65535,
|
||||
.maxComputeWorkGroupCountZ = 65535,
|
||||
.maxComputeWorkGroupSizeX = 1024,
|
||||
.maxComputeWorkGroupSizeY = 1024,
|
||||
.maxComputeWorkGroupSizeZ = 64,
|
||||
.maxComputeUniformComponents = 1024,
|
||||
.maxComputeTextureImageUnits = 16,
|
||||
.maxComputeImageUniforms = 8,
|
||||
.maxComputeAtomicCounters = 8,
|
||||
.maxComputeAtomicCounterBuffers = 1,
|
||||
.maxVaryingComponents = 60,
|
||||
.maxVertexOutputComponents = 64,
|
||||
.maxGeometryInputComponents = 64,
|
||||
.maxGeometryOutputComponents = 128,
|
||||
.maxFragmentInputComponents = 128,
|
||||
.maxImageUnits = 8,
|
||||
.maxCombinedImageUnitsAndFragmentOutputs = 8,
|
||||
.maxCombinedShaderOutputResources = 8,
|
||||
.maxImageSamples = 0,
|
||||
.maxVertexImageUniforms = 0,
|
||||
.maxTessControlImageUniforms = 0,
|
||||
.maxTessEvaluationImageUniforms = 0,
|
||||
.maxGeometryImageUniforms = 0,
|
||||
.maxFragmentImageUniforms = 8,
|
||||
.maxCombinedImageUniforms = 8,
|
||||
.maxGeometryTextureImageUnits = 16,
|
||||
.maxGeometryOutputVertices = 256,
|
||||
.maxGeometryTotalOutputComponents = 1024,
|
||||
.maxGeometryUniformComponents = 1024,
|
||||
.maxGeometryVaryingComponents = 64,
|
||||
.maxTessControlInputComponents = 128,
|
||||
.maxTessControlOutputComponents = 128,
|
||||
.maxTessControlTextureImageUnits = 16,
|
||||
.maxTessControlUniformComponents = 1024,
|
||||
.maxTessControlTotalOutputComponents = 4096,
|
||||
.maxTessEvaluationInputComponents = 128,
|
||||
.maxTessEvaluationOutputComponents = 128,
|
||||
.maxTessEvaluationTextureImageUnits = 16,
|
||||
.maxTessEvaluationUniformComponents = 1024,
|
||||
.maxTessPatchComponents = 120,
|
||||
.maxPatchVertices = 32,
|
||||
.maxTessGenLevel = 64,
|
||||
.maxViewports = 16,
|
||||
.maxVertexAtomicCounters = 0,
|
||||
.maxTessControlAtomicCounters = 0,
|
||||
.maxTessEvaluationAtomicCounters = 0,
|
||||
.maxGeometryAtomicCounters = 0,
|
||||
.maxFragmentAtomicCounters = 8,
|
||||
.maxCombinedAtomicCounters = 8,
|
||||
.maxAtomicCounterBindings = 1,
|
||||
.maxVertexAtomicCounterBuffers = 0,
|
||||
.maxTessControlAtomicCounterBuffers = 0,
|
||||
.maxTessEvaluationAtomicCounterBuffers = 0,
|
||||
.maxGeometryAtomicCounterBuffers = 0,
|
||||
.maxFragmentAtomicCounterBuffers = 1,
|
||||
.maxCombinedAtomicCounterBuffers = 1,
|
||||
.maxAtomicCounterBufferSize = 16384,
|
||||
.maxTransformFeedbackBuffers = 4,
|
||||
.maxTransformFeedbackInterleavedComponents =
|
||||
64,
|
||||
.maxCullDistances = 8,
|
||||
.maxCombinedClipAndCullDistances = 8,
|
||||
.maxSamples = 4,
|
||||
.maxMeshOutputVerticesNV = 256,
|
||||
.maxMeshOutputPrimitivesNV = 512,
|
||||
.maxMeshWorkGroupSizeX_NV = 32,
|
||||
.maxMeshWorkGroupSizeY_NV = 1,
|
||||
.maxMeshWorkGroupSizeZ_NV = 1,
|
||||
.maxTaskWorkGroupSizeX_NV = 32,
|
||||
.maxTaskWorkGroupSizeY_NV = 1,
|
||||
.maxTaskWorkGroupSizeZ_NV = 1,
|
||||
.maxMeshViewCountNV = 4,
|
||||
.maxDualSourceDrawBuffersEXT = 1,
|
||||
.limits = TLimits{
|
||||
.nonInductiveForLoops = 1,
|
||||
.whileLoops = 1,
|
||||
.doWhileLoops = 1,
|
||||
.generalUniformIndexing = 1,
|
||||
.generalAttributeMatrixVectorIndexing = 1,
|
||||
.generalVaryingIndexing = 1,
|
||||
.generalSamplerIndexing = 1,
|
||||
.generalVariableIndexing = 1,
|
||||
.generalConstantMatrixVectorIndexing = 1,
|
||||
},
|
||||
};
|
||||
|
||||
EShLanguage ToEshShaderStage(vk::ShaderStageFlagBits stage) {
|
||||
switch (stage) {
|
||||
@ -222,10 +224,13 @@ vk::ShaderModule Compile(std::string_view code, vk::ShaderStageFlagBits stage, v
|
||||
|
||||
MICROPROFILE_DEFINE(Vulkan_SPVCompilation, "Vulkan", "SPIR-V Shader Compilation",
|
||||
MP_RGB(100, 255, 52));
|
||||
vk::ShaderModule CompileSPV(std::vector<u32> code, vk::Device device) {
|
||||
vk::ShaderModule CompileSPV(std::span<const u32> code, vk::Device device) {
|
||||
MICROPROFILE_SCOPE(Vulkan_SPVCompilation);
|
||||
const vk::ShaderModuleCreateInfo shader_info = {.codeSize = code.size() * sizeof(u32),
|
||||
.pCode = code.data()};
|
||||
const vk::ShaderModuleCreateInfo shader_info = {
|
||||
.codeSize = code.size() * sizeof(u32),
|
||||
.pCode = code.data(),
|
||||
};
|
||||
|
||||
try {
|
||||
return device.createShaderModule(shader_info);
|
||||
} catch (vk::SystemError& err) {
|
||||
|
@ -13,6 +13,6 @@ enum class ShaderOptimization { High = 0, Debug = 1 };
|
||||
vk::ShaderModule Compile(std::string_view code, vk::ShaderStageFlagBits stage, vk::Device device,
|
||||
ShaderOptimization level);
|
||||
|
||||
vk::ShaderModule CompileSPV(std::vector<u32> code, vk::Device device);
|
||||
vk::ShaderModule CompileSPV(std::span<const u32> code, vk::Device device);
|
||||
|
||||
} // namespace Vulkan
|
||||
|
@ -13,7 +13,7 @@ struct ShaderRegs;
|
||||
|
||||
namespace Pica::Shader {
|
||||
|
||||
class ShaderSetup;
|
||||
struct ShaderSetup;
|
||||
|
||||
enum class UniformBindings : u32 { Common, VS, GS };
|
||||
|
||||
|
Reference in New Issue
Block a user