citra/src/video_core/shader/shader.h

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// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <cstddef>
#include <functional>
Prepare frontend for multiple graphics APIs (#6347) * externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
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#include <span>
#include <type_traits>
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#include <boost/serialization/access.hpp>
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#include <boost/serialization/array.hpp>
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#include <boost/serialization/base_object.hpp>
#include "common/common_funcs.h"
#include "common/common_types.h"
#include "common/hash.h"
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#include "common/vector_math.h"
#include "video_core/pica_types.h"
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#include "video_core/regs_rasterizer.h"
#include "video_core/regs_shader.h"
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namespace Pica::Shader {
constexpr unsigned MAX_PROGRAM_CODE_LENGTH = 4096;
constexpr unsigned MAX_SWIZZLE_DATA_LENGTH = 4096;
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using ProgramCode = std::array<u32, MAX_PROGRAM_CODE_LENGTH>;
using SwizzleData = std::array<u32, MAX_SWIZZLE_DATA_LENGTH>;
struct AttributeBuffer {
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alignas(16) Common::Vec4<f24> attr[16];
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private:
friend class boost::serialization::access;
template <class Archive>
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void serialize(Archive& ar, const unsigned int file_version) {
ar& attr;
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}
};
/// Handler type for receiving vertex outputs from vertex shader or geometry shader
using VertexHandler = std::function<void(const AttributeBuffer&)>;
/// Handler type for signaling to invert the vertex order of the next triangle
using WindingSetter = std::function<void()>;
struct OutputVertex {
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Common::Vec4<f24> pos;
Common::Vec4<f24> quat;
Common::Vec4<f24> color;
Common::Vec2<f24> tc0;
Common::Vec2<f24> tc1;
f24 tc0_w;
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INSERT_PADDING_WORDS(1);
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Common::Vec3<f24> view;
INSERT_PADDING_WORDS(1);
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Common::Vec2<f24> tc2;
static void ValidateSemantics(const RasterizerRegs& regs);
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static OutputVertex FromAttributeBuffer(const RasterizerRegs& regs,
const AttributeBuffer& output);
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private:
template <class Archive>
void serialize(Archive& ar, const unsigned int) {
ar& pos;
ar& quat;
ar& color;
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ar& tc0;
ar& tc1;
ar& tc0_w;
ar& view;
ar& tc2;
}
friend class boost::serialization::access;
};
#define ASSERT_POS(var, pos) \
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static_assert(offsetof(OutputVertex, var) == pos * sizeof(f24), "Semantic at wrong " \
"offset.")
ASSERT_POS(pos, RasterizerRegs::VSOutputAttributes::POSITION_X);
ASSERT_POS(quat, RasterizerRegs::VSOutputAttributes::QUATERNION_X);
ASSERT_POS(color, RasterizerRegs::VSOutputAttributes::COLOR_R);
ASSERT_POS(tc0, RasterizerRegs::VSOutputAttributes::TEXCOORD0_U);
ASSERT_POS(tc1, RasterizerRegs::VSOutputAttributes::TEXCOORD1_U);
ASSERT_POS(tc0_w, RasterizerRegs::VSOutputAttributes::TEXCOORD0_W);
ASSERT_POS(view, RasterizerRegs::VSOutputAttributes::VIEW_X);
ASSERT_POS(tc2, RasterizerRegs::VSOutputAttributes::TEXCOORD2_U);
#undef ASSERT_POS
static_assert(std::is_trivial_v<OutputVertex>, "Structure is not POD");
static_assert(sizeof(OutputVertex) == 24 * sizeof(float), "OutputVertex has invalid size");
/**
* This structure contains state information for primitive emitting in geometry shader.
*/
struct GSEmitter {
std::array<AttributeBuffer, 3> buffer;
u8 vertex_id;
bool prim_emit;
bool winding;
u32 output_mask;
// Function objects are hidden behind a raw pointer to make the structure standard layout type,
// for JIT to use offsetof to access other members.
struct Handlers {
VertexHandler vertex_handler;
WindingSetter winding_setter;
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}* handlers;
GSEmitter();
~GSEmitter();
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void Emit(std::span<Common::Vec4<f24>, 16> output_regs);
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private:
friend class boost::serialization::access;
template <class Archive>
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void serialize(Archive& ar, const unsigned int file_version) {
ar& buffer;
ar& vertex_id;
ar& prim_emit;
ar& winding;
ar& output_mask;
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// Handlers are ignored because they're constant
}
};
static_assert(std::is_standard_layout<GSEmitter>::value, "GSEmitter is not standard layout type");
/**
* This structure contains the state information that needs to be unique for a shader unit. The 3DS
* has four shader units that process shaders in parallel. At the present, Citra only implements a
* single shader unit that processes all shaders serially. Putting the state information in a struct
* here will make it easier for us to parallelize the shader processing later.
*/
struct UnitState {
explicit UnitState(GSEmitter* emitter = nullptr);
struct Registers {
// The registers are accessed by the shader JIT using SSE instructions, and are therefore
// required to be 16-byte aligned.
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alignas(16) std::array<Common::Vec4<f24>, 16> input;
alignas(16) std::array<Common::Vec4<f24>, 16> temporary;
alignas(16) std::array<Common::Vec4<f24>, 16> output;
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private:
friend class boost::serialization::access;
template <class Archive>
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void serialize(Archive& ar, const unsigned int file_version) {
ar& input;
ar& temporary;
ar& output;
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}
} registers;
static_assert(std::is_trivial_v<Registers>, "Structure is not POD");
bool conditional_code[2];
// Two Address registers and one loop counter
// TODO: How many bits do these actually have?
s32 address_registers[3];
GSEmitter* emitter_ptr;
static std::size_t InputOffset(int register_index) {
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return offsetof(UnitState, registers.input) + register_index * sizeof(Common::Vec4<f24>);
}
static std::size_t OutputOffset(int register_index) {
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return offsetof(UnitState, registers.output) + register_index * sizeof(Common::Vec4<f24>);
}
static std::size_t TemporaryOffset(int register_index) {
return offsetof(UnitState, registers.temporary) +
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register_index * sizeof(Common::Vec4<f24>);
}
/**
* Loads the unit state with an input vertex.
*
* @param config Shader configuration registers corresponding to the unit.
* @param input Attribute buffer to load into the input registers.
*/
void LoadInput(const ShaderRegs& config, const AttributeBuffer& input);
void WriteOutput(const ShaderRegs& config, AttributeBuffer& output);
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private:
friend class boost::serialization::access;
template <class Archive>
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void serialize(Archive& ar, const unsigned int file_version) {
ar& registers;
ar& conditional_code;
ar& address_registers;
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// emitter_ptr is only set by GSUnitState and is serialized there
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}
};
/**
* This is an extended shader unit state that represents the special unit that can run both vertex
* shader and geometry shader. It contains an additional primitive emitter and utilities for
* geometry shader.
*/
struct GSUnitState : public UnitState {
GSUnitState();
void SetVertexHandler(VertexHandler vertex_handler, WindingSetter winding_setter);
void ConfigOutput(const ShaderRegs& config);
GSEmitter emitter;
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private:
friend class boost::serialization::access;
template <class Archive>
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void serialize(Archive& ar, const unsigned int file_version) {
ar& boost::serialization::base_object<UnitState>(*this);
ar& emitter;
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}
};
struct Uniforms {
// The float uniforms are accessed by the shader JIT using SSE instructions, and are
// therefore required to be 16-byte aligned.
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alignas(16) std::array<Common::Vec4<f24>, 96> f;
std::array<bool, 16> b;
std::array<Common::Vec4<u8>, 4> i;
static std::size_t GetFloatUniformOffset(unsigned index) {
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return offsetof(Uniforms, f) + index * sizeof(Common::Vec4<f24>);
}
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static std::size_t GetBoolUniformOffset(unsigned index) {
return offsetof(Uniforms, b) + index * sizeof(bool);
}
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static std::size_t GetIntUniformOffset(unsigned index) {
return offsetof(Uniforms, i) + index * sizeof(Common::Vec4<u8>);
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}
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private:
friend class boost::serialization::access;
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template <class Archive>
void serialize(Archive& ar, const unsigned int file_version) {
ar& f;
ar& b;
ar& i;
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}
};
struct ShaderSetup {
Uniforms uniforms;
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ProgramCode program_code;
SwizzleData swizzle_data;
/// Data private to ShaderEngines
struct EngineData {
unsigned int entry_point;
/// Used by the JIT, points to a compiled shader object.
const void* cached_shader = nullptr;
} engine_data;
void MarkProgramCodeDirty() {
program_code_hash_dirty = true;
}
void MarkSwizzleDataDirty() {
swizzle_data_hash_dirty = true;
}
u64 GetProgramCodeHash() {
if (program_code_hash_dirty) {
program_code_hash = Common::ComputeHash64(&program_code, sizeof(program_code));
program_code_hash_dirty = false;
}
return program_code_hash;
}
u64 GetSwizzleDataHash() {
if (swizzle_data_hash_dirty) {
swizzle_data_hash = Common::ComputeHash64(&swizzle_data, sizeof(swizzle_data));
swizzle_data_hash_dirty = false;
}
return swizzle_data_hash;
}
private:
bool program_code_hash_dirty = true;
bool swizzle_data_hash_dirty = true;
u64 program_code_hash = 0xDEADC0DE;
u64 swizzle_data_hash = 0xDEADC0DE;
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friend class boost::serialization::access;
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template <class Archive>
void serialize(Archive& ar, const unsigned int file_version) {
ar& uniforms;
ar& program_code;
ar& swizzle_data;
ar& program_code_hash_dirty;
ar& swizzle_data_hash_dirty;
ar& program_code_hash;
ar& swizzle_data_hash;
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}
};
class ShaderEngine {
public:
virtual ~ShaderEngine() = default;
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/**
* Performs any shader unit setup that only needs to happen once per shader (as opposed to once
* per vertex, which would happen within the `Run` function).
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*/
virtual void SetupBatch(ShaderSetup& setup, unsigned int entry_point) = 0;
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/**
* Runs the currently setup shader.
*
* @param setup Shader engine state, must be setup with SetupBatch on each shader change.
* @param state Shader unit state, must be setup with input data before each shader invocation.
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*/
virtual void Run(const ShaderSetup& setup, UnitState& state) const = 0;
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};
// TODO(yuriks): Remove and make it non-global state somewhere
ShaderEngine* GetEngine();
void Shutdown();
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} // namespace Pica::Shader