dolphin/Source/Core/VideoCommon/Resources/ShaderResource.cpp

312 lines
11 KiB
C++

// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/Resources/ShaderResource.h"
#include <string_view>
#include <fmt/format.h>
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/Assets/CustomAssetCache.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/GeometryShaderGen.h"
#include "VideoCommon/PipelineUtils.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoConfig.h"
namespace VideoCommon
{
namespace
{
std::unique_ptr<AbstractShader>
CompileGeometryShader(const GeometryShaderUid& uid, APIType api_type, ShaderHostConfig host_config)
{
const ShaderCode source_code =
GenerateGeometryShaderCode(api_type, host_config, uid.GetUidData());
return g_gfx->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer(), nullptr,
fmt::format("Geometry shader: {}", *uid.GetUidData()));
}
std::unique_ptr<AbstractShader> CompilePixelShader(const PixelShaderUid& uid,
std::string_view preprocessor_settings,
APIType api_type,
const ShaderHostConfig& host_config,
RasterSurfaceShaderData* shader_data)
{
ShaderCode shader_code;
// Write any preprocessor values that were passed in
shader_code.Write("{}", preprocessor_settings);
// TODO: in the future we could dynamically determine the amount of samplers
// available, for now just hardcode to start at 8 (the first non game
// sampler index available)
const std::size_t custom_sampler_index_offset = 8;
for (std::size_t i = 0; i < shader_data->samplers.size(); i++)
{
const auto& sampler = shader_data->samplers[i];
std::string_view sampler_type;
switch (sampler.type)
{
case AbstractTextureType::Texture_2D:
sampler_type = "sampler2D";
break;
case AbstractTextureType::Texture_2DArray:
sampler_type = "sampler2DArray";
break;
case AbstractTextureType::Texture_CubeMap:
sampler_type = "samplerCube";
break;
};
shader_code.Write("SAMPLER_BINDING({}) uniform {} samp_{};\n", custom_sampler_index_offset + i,
sampler_type, sampler.name);
// Sampler usage is passed in from the material
// Write a new preprocessor value with the sampler name
// for easier code in the shader
shader_code.Write("#if HAS_SAMPLER_{} == 1\n", i);
shader_code.Write("#define HAS_{} 1\n", sampler.name);
shader_code.Write("#endif\n");
shader_code.Write("\n");
}
shader_code.Write("\n");
// Now write the custom shader
shader_code.Write("{}", ReplaceAll(shader_data->pixel_source, "\r\n", "\n"));
// Write out the uniform data
ShaderCode uniform_code;
for (const auto& property : shader_data->uniform_properties)
{
VideoCommon::ShaderProperty::WriteAsShaderCode(uniform_code, property);
}
if (!shader_data->uniform_properties.empty())
uniform_code.Write("\n\n");
// Compile the shader
CustomPixelContents contents{.shader = shader_code.GetBuffer(),
.uniforms = uniform_code.GetBuffer()};
const ShaderCode source_code =
GeneratePixelShaderCode(api_type, host_config, uid.GetUidData(), contents);
ShaderIncluder* shader_includer =
shader_data->shader_includer ? &*shader_data->shader_includer : nullptr;
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(), shader_includer,
"Custom Pixel Shader");
}
std::unique_ptr<AbstractShader> CompileVertexShader(const VertexShaderUid& uid,
std::string_view preprocessor_settings,
APIType api_type,
const ShaderHostConfig& host_config,
const RasterSurfaceShaderData& shader_data)
{
ShaderCode shader_code;
// Write any preprocessor values that were passed in
shader_code.Write("{}", preprocessor_settings);
// TODO: in the future we could dynamically determine the amount of samplers
// available, for now just hardcode to start at 8 (the first non game
// sampler index available)
const std::size_t custom_sampler_index_offset = 8;
for (std::size_t i = 0; i < shader_data.samplers.size(); i++)
{
const auto& sampler = shader_data.samplers[i];
std::string_view sampler_type = "";
switch (sampler.type)
{
case AbstractTextureType::Texture_2D:
sampler_type = "sampler2D";
break;
case AbstractTextureType::Texture_2DArray:
sampler_type = "sampler2DArray";
break;
case AbstractTextureType::Texture_CubeMap:
sampler_type = "samplerCube";
break;
};
shader_code.Write("SAMPLER_BINDING({}) uniform {} samp_{};\n", custom_sampler_index_offset + i,
sampler_type, sampler.name);
// Sampler usage is passed in from the material
// Write a new preprocessor value with the sampler name
// for easier code in the shader
shader_code.Write("#if HAS_SAMPLER_{} == 1\n", i);
shader_code.Write("#define HAS_{} 1\n", sampler.name);
shader_code.Write("#endif\n");
shader_code.Write("\n");
}
shader_code.Write("\n");
// Now write the custom shader
shader_code.Write("{}", ReplaceAll(shader_data.vertex_source, "\r\n", "\n"));
// Write out the uniform data
ShaderCode uniform_code;
for (const auto& property : shader_data.uniform_properties)
{
VideoCommon::ShaderProperty::WriteAsShaderCode(uniform_code, property);
}
if (!shader_data.uniform_properties.empty())
uniform_code.Write("\n\n");
// Compile the shader
CustomVertexContents contents{.shader = shader_code.GetBuffer(),
.uniforms = uniform_code.GetBuffer()};
const ShaderCode source_code =
GenerateVertexShaderCode(api_type, host_config, uid.GetUidData(), contents);
return g_gfx->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer(), nullptr,
"Custom Vertex Shader");
}
} // namespace
ShaderResource::ShaderResource(Resource::ResourceContext resource_context,
const GXPipelineUid& pipeline_uid,
const std::string& preprocessor_setting,
const ShaderHostConfig& shader_host_config)
: Resource(std::move(resource_context)), m_uid(pipeline_uid),
m_preprocessor_settings(preprocessor_setting),
m_shader_host_config{.bits = shader_host_config.bits}
{
m_shader_asset = m_resource_context.asset_cache->CreateAsset<RasterSurfaceShaderAsset>(
m_resource_context.primary_asset_id, m_resource_context.asset_library, this);
}
void ShaderResource::SetHostConfig(const ShaderHostConfig& host_config)
{
m_shader_host_config.bits = host_config.bits;
}
void ShaderResource::MarkAsPending()
{
m_resource_context.asset_cache->MarkAssetPending(m_shader_asset);
}
void ShaderResource::MarkAsActive()
{
m_resource_context.asset_cache->MarkAssetActive(m_shader_asset);
}
AbstractShader* ShaderResource::Data::GetVertexShader() const
{
if (!m_vertex_shader)
return nullptr;
return m_vertex_shader.get();
}
AbstractShader* ShaderResource::Data::GetPixelShader() const
{
if (!m_pixel_shader)
return nullptr;
return m_pixel_shader.get();
}
AbstractShader* ShaderResource::Data::GetGeometryShader() const
{
if (!m_geometry_shader)
return nullptr;
return m_geometry_shader.get();
}
bool ShaderResource::Data::IsCompiled() const
{
return m_vertex_shader && m_pixel_shader && (!m_needs_geometry_shader || m_geometry_shader);
}
AbstractTextureType ShaderResource::Data::GetTextureType(std::size_t index)
{
// If the data doesn't exist, just pick one...
if (!m_shader_data || index >= m_shader_data->samplers.size()) [[unlikely]]
return AbstractTextureType::Texture_2D;
return m_shader_data->samplers[index].type;
}
void ShaderResource::ResetData()
{
m_load_data = std::make_shared<Data>();
m_processing_load_data = false;
}
Resource::TaskComplete ShaderResource::CollectPrimaryData()
{
const auto shader_data = m_shader_asset->GetData();
if (!shader_data) [[unlikely]]
{
return Resource::TaskComplete::No;
}
m_load_data->m_shader_data = shader_data;
return Resource::TaskComplete::Yes;
}
Resource::TaskComplete ShaderResource::ProcessData()
{
class WorkItem final : public VideoCommon::AsyncShaderCompiler::WorkItem
{
public:
WorkItem(std::shared_ptr<ShaderResource::Data> resource_data, VideoCommon::GXPipelineUid* uid,
u32 shader_bits, std::string_view preprocessor_settings)
: m_resource_data(std::move(resource_data)), m_uid(uid), m_shader_bits(shader_bits),
m_preprocessor_settings(preprocessor_settings)
{
}
bool Compile() override
{
const ShaderHostConfig shader_host_config{.bits = m_shader_bits};
auto actual_uid = ApplyDriverBugs(*m_uid);
ClearUnusedPixelShaderUidBits(g_backend_info.api_type, shader_host_config,
&actual_uid.ps_uid);
m_resource_data->m_needs_geometry_shader = shader_host_config.backend_geometry_shaders &&
!actual_uid.gs_uid.GetUidData()->IsPassthrough();
if (m_resource_data->m_needs_geometry_shader)
{
m_resource_data->m_geometry_shader =
CompileGeometryShader(actual_uid.gs_uid, g_backend_info.api_type, shader_host_config);
}
m_resource_data->m_pixel_shader =
CompilePixelShader(actual_uid.ps_uid, m_preprocessor_settings, g_backend_info.api_type,
shader_host_config, m_resource_data->m_shader_data.get());
m_resource_data->m_vertex_shader =
CompileVertexShader(actual_uid.vs_uid, m_preprocessor_settings, g_backend_info.api_type,
shader_host_config, *m_resource_data->m_shader_data);
m_resource_data->m_processing_finished = true;
return true;
}
void Retrieve() override {}
private:
std::shared_ptr<ShaderResource::Data> m_resource_data;
VideoCommon::GXPipelineUid* m_uid;
u32 m_shader_bits;
std::string_view m_preprocessor_settings;
};
if (!m_processing_load_data)
{
std::string_view preprocessor_settings = m_preprocessor_settings;
auto wi = m_resource_context.shader_compiler->CreateWorkItem<WorkItem>(
m_load_data, &m_uid, m_shader_host_config.bits, preprocessor_settings);
// We don't need priority, that is already handled by the resource system
m_resource_context.shader_compiler->QueueWorkItem(std::move(wi), 0);
m_processing_load_data = true;
}
if (!m_load_data->m_processing_finished)
return Resource::TaskComplete::No;
if (!m_load_data->IsCompiled())
return Resource::TaskComplete::Error;
std::swap(m_current_data, m_load_data);
return Resource::TaskComplete::Yes;
}
} // namespace VideoCommon