diff --git a/src/video_core/CMakeLists.txt b/src/video_core/CMakeLists.txt index 3cd896a0f5..d85f1e9d1a 100644 --- a/src/video_core/CMakeLists.txt +++ b/src/video_core/CMakeLists.txt @@ -1,3 +1,5 @@ +add_subdirectory(host_shaders) + add_library(video_core STATIC buffer_cache/buffer_block.h buffer_cache/buffer_cache.h @@ -244,6 +246,9 @@ create_target_directory_groups(video_core) target_link_libraries(video_core PUBLIC common core) target_link_libraries(video_core PRIVATE glad xbyak) +add_dependencies(video_core host_shaders) +target_include_directories(video_core PRIVATE ${HOST_SHADERS_INCLUDE}) + if (ENABLE_VULKAN) target_include_directories(video_core PRIVATE sirit ../../externals/Vulkan-Headers/include) target_compile_definitions(video_core PRIVATE HAS_VULKAN) diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt new file mode 100644 index 0000000000..aa62363a71 --- /dev/null +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -0,0 +1,43 @@ +set(SHADER_FILES + opengl_present.frag + opengl_present.vert +) + +set(SHADER_INCLUDE ${CMAKE_CURRENT_BINARY_DIR}/include) +set(HOST_SHADERS_INCLUDE ${SHADER_INCLUDE} PARENT_SCOPE) + +set(SHADER_DIR ${SHADER_INCLUDE}/video_core/host_shaders) +add_custom_command( + OUTPUT + ${SHADER_DIR} + COMMAND + ${CMAKE_COMMAND} -E make_directory ${SHADER_DIR} +) + +set(INPUT_FILE ${CMAKE_CURRENT_SOURCE_DIR}/source_shader.h.in) +set(HEADER_GENERATOR ${CMAKE_CURRENT_SOURCE_DIR}/StringShaderHeader.cmake) + +foreach(FILENAME IN ITEMS ${SHADER_FILES}) + string(REPLACE "." "_" SHADER_NAME ${FILENAME}) + set(SOURCE_FILE ${CMAKE_CURRENT_SOURCE_DIR}/${FILENAME}) + set(HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}.h) + add_custom_command( + OUTPUT + ${HEADER_FILE} + COMMAND + ${CMAKE_COMMAND} -P ${HEADER_GENERATOR} ${SOURCE_FILE} ${HEADER_FILE} ${INPUT_FILE} + MAIN_DEPENDENCY + ${SOURCE_FILE} + DEPENDS + ${HEADER_GENERATOR} + ${INPUT_FILE} + ) + set(SHADER_HEADERS ${SHADER_HEADERS} ${HEADER_FILE}) +endforeach() + +add_custom_target(host_shaders + DEPENDS + ${SHADER_HEADERS} + SOURCES + ${SHADER_FILES} +) diff --git a/src/video_core/host_shaders/StringShaderHeader.cmake b/src/video_core/host_shaders/StringShaderHeader.cmake new file mode 100644 index 0000000000..368bce0ed7 --- /dev/null +++ b/src/video_core/host_shaders/StringShaderHeader.cmake @@ -0,0 +1,11 @@ +set(SOURCE_FILE ${CMAKE_ARGV3}) +set(HEADER_FILE ${CMAKE_ARGV4}) +set(INPUT_FILE ${CMAKE_ARGV5}) + +get_filename_component(CONTENTS_NAME ${SOURCE_FILE} NAME) +string(REPLACE "." "_" CONTENTS_NAME ${CONTENTS_NAME}) +string(TOUPPER ${CONTENTS_NAME} CONTENTS_NAME) + +file(READ ${SOURCE_FILE} CONTENTS) + +configure_file(${INPUT_FILE} ${HEADER_FILE} @ONLY) diff --git a/src/video_core/host_shaders/opengl_present.frag b/src/video_core/host_shaders/opengl_present.frag new file mode 100644 index 0000000000..8a4cb024b8 --- /dev/null +++ b/src/video_core/host_shaders/opengl_present.frag @@ -0,0 +1,10 @@ +#version 430 core + +layout (location = 0) in vec2 frag_tex_coord; +layout (location = 0) out vec4 color; + +layout (binding = 0) uniform sampler2D color_texture; + +void main() { + color = vec4(texture(color_texture, frag_tex_coord).rgb, 1.0f); +} diff --git a/src/video_core/host_shaders/opengl_present.vert b/src/video_core/host_shaders/opengl_present.vert new file mode 100644 index 0000000000..2235d31a4e --- /dev/null +++ b/src/video_core/host_shaders/opengl_present.vert @@ -0,0 +1,24 @@ +#version 430 core + +out gl_PerVertex { + vec4 gl_Position; +}; + +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 (location = 0) 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; +} diff --git a/src/video_core/host_shaders/source_shader.h.in b/src/video_core/host_shaders/source_shader.h.in new file mode 100644 index 0000000000..ccdb0d2a9c --- /dev/null +++ b/src/video_core/host_shaders/source_shader.h.in @@ -0,0 +1,9 @@ +#pragma once + +#include + +namespace HostShaders { + +constexpr std::string_view @CONTENTS_NAME@ = R"(@CONTENTS@)"; + +} // namespace HostShaders diff --git a/src/video_core/renderer_opengl/gl_resource_manager.cpp b/src/video_core/renderer_opengl/gl_resource_manager.cpp index a787e27d2e..0ebcec4270 100644 --- a/src/video_core/renderer_opengl/gl_resource_manager.cpp +++ b/src/video_core/renderer_opengl/gl_resource_manager.cpp @@ -2,6 +2,7 @@ // Licensed under GPLv2 or any later version // Refer to the license.txt file included. +#include #include #include #include "common/common_types.h" @@ -82,11 +83,13 @@ void OGLSampler::Release() { handle = 0; } -void OGLShader::Create(const char* source, GLenum type) { - if (handle != 0) +void OGLShader::Create(std::string_view source, GLenum type) { + if (handle != 0) { return; - if (source == nullptr) + } + if (source.empty()) { return; + } MICROPROFILE_SCOPE(OpenGL_ResourceCreation); handle = GLShader::LoadShader(source, type); diff --git a/src/video_core/renderer_opengl/gl_resource_manager.h b/src/video_core/renderer_opengl/gl_resource_manager.h index b05cb641c0..f483986697 100644 --- a/src/video_core/renderer_opengl/gl_resource_manager.h +++ b/src/video_core/renderer_opengl/gl_resource_manager.h @@ -4,6 +4,7 @@ #pragma once +#include #include #include #include "common/common_types.h" @@ -127,7 +128,7 @@ public: return *this; } - void Create(const char* source, GLenum type); + void Create(std::string_view source, GLenum type); void Release(); diff --git a/src/video_core/renderer_opengl/gl_shader_cache.cpp b/src/video_core/renderer_opengl/gl_shader_cache.cpp index eb49a36bf4..a07d56ef07 100644 --- a/src/video_core/renderer_opengl/gl_shader_cache.cpp +++ b/src/video_core/renderer_opengl/gl_shader_cache.cpp @@ -22,6 +22,7 @@ #include "video_core/memory_manager.h" #include "video_core/renderer_opengl/gl_arb_decompiler.h" #include "video_core/renderer_opengl/gl_rasterizer.h" +#include "video_core/renderer_opengl/gl_resource_manager.h" #include "video_core/renderer_opengl/gl_shader_cache.h" #include "video_core/renderer_opengl/gl_shader_decompiler.h" #include "video_core/renderer_opengl/gl_shader_disk_cache.h" diff --git a/src/video_core/renderer_opengl/gl_shader_util.cpp b/src/video_core/renderer_opengl/gl_shader_util.cpp index 9e74eda0d4..4bf0d6090c 100644 --- a/src/video_core/renderer_opengl/gl_shader_util.cpp +++ b/src/video_core/renderer_opengl/gl_shader_util.cpp @@ -2,6 +2,7 @@ // Licensed under GPLv2 or any later version // Refer to the license.txt file included. +#include #include #include #include "common/assert.h" @@ -11,7 +12,8 @@ namespace OpenGL::GLShader { namespace { -const char* GetStageDebugName(GLenum type) { + +std::string_view StageDebugName(GLenum type) { switch (type) { case GL_VERTEX_SHADER: return "vertex"; @@ -25,12 +27,17 @@ const char* GetStageDebugName(GLenum type) { UNIMPLEMENTED(); return "unknown"; } + } // Anonymous namespace -GLuint LoadShader(const char* source, GLenum type) { - const char* debug_type = GetStageDebugName(type); +GLuint LoadShader(std::string_view source, GLenum type) { + const std::string_view debug_type = StageDebugName(type); const GLuint shader_id = glCreateShader(type); - glShaderSource(shader_id, 1, &source, nullptr); + + const GLchar* source_string = source.data(); + const GLint source_length = static_cast(source.size()); + + glShaderSource(shader_id, 1, &source_string, &source_length); LOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type); glCompileShader(shader_id); diff --git a/src/video_core/renderer_opengl/gl_shader_util.h b/src/video_core/renderer_opengl/gl_shader_util.h index 03b7548c21..1b770532e5 100644 --- a/src/video_core/renderer_opengl/gl_shader_util.h +++ b/src/video_core/renderer_opengl/gl_shader_util.h @@ -38,7 +38,7 @@ void LogShaderSource(T... shaders) { * @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 compile an OpenGL GLSL shader program (vertex + fragment shader) diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index c39663db7f..b759c2dbaa 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -21,6 +21,8 @@ #include "core/perf_stats.h" #include "core/settings.h" #include "core/telemetry_session.h" +#include "video_core/host_shaders/opengl_present_frag.h" +#include "video_core/host_shaders/opengl_present_vert.h" #include "video_core/morton.h" #include "video_core/renderer_opengl/gl_rasterizer.h" #include "video_core/renderer_opengl/gl_shader_manager.h" @@ -44,46 +46,6 @@ struct Frame { bool is_srgb{}; /// Framebuffer is sRGB or RGB }; -constexpr char VERTEX_SHADER[] = R"( -#version 430 core - -out gl_PerVertex { - vec4 gl_Position; -}; - -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 (location = 0) 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; -} -)"; - -constexpr char FRAGMENT_SHADER[] = R"( -#version 430 core - -layout (location = 0) in vec2 frag_tex_coord; -layout (location = 0) out vec4 color; - -layout (binding = 0) uniform sampler2D color_texture; - -void main() { - color = vec4(texture(color_texture, frag_tex_coord).rgb, 1.0f); -} -)"; - constexpr GLint PositionLocation = 0; constexpr GLint TexCoordLocation = 1; constexpr GLint ModelViewMatrixLocation = 0; @@ -461,10 +423,10 @@ void RendererOpenGL::InitOpenGLObjects() { // Create shader programs OGLShader vertex_shader; - vertex_shader.Create(VERTEX_SHADER, GL_VERTEX_SHADER); + vertex_shader.Create(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER); OGLShader fragment_shader; - fragment_shader.Create(FRAGMENT_SHADER, GL_FRAGMENT_SHADER); + fragment_shader.Create(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER); vertex_program.Create(true, false, vertex_shader.handle); fragment_program.Create(true, false, fragment_shader.handle);