Merge pull request #4569 from ReinUsesLisp/glsl-cmake
video_core/host_shaders: Add CMake integration for string shaders
This commit is contained in:
commit
1bb8c27a70
|
@ -1,3 +1,5 @@
|
||||||
|
add_subdirectory(host_shaders)
|
||||||
|
|
||||||
add_library(video_core STATIC
|
add_library(video_core STATIC
|
||||||
buffer_cache/buffer_block.h
|
buffer_cache/buffer_block.h
|
||||||
buffer_cache/buffer_cache.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 PUBLIC common core)
|
||||||
target_link_libraries(video_core PRIVATE glad xbyak)
|
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)
|
if (ENABLE_VULKAN)
|
||||||
target_include_directories(video_core PRIVATE sirit ../../externals/Vulkan-Headers/include)
|
target_include_directories(video_core PRIVATE sirit ../../externals/Vulkan-Headers/include)
|
||||||
target_compile_definitions(video_core PRIVATE HAS_VULKAN)
|
target_compile_definitions(video_core PRIVATE HAS_VULKAN)
|
||||||
|
|
|
@ -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}
|
||||||
|
)
|
|
@ -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)
|
|
@ -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);
|
||||||
|
}
|
|
@ -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;
|
||||||
|
}
|
|
@ -0,0 +1,9 @@
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <string_view>
|
||||||
|
|
||||||
|
namespace HostShaders {
|
||||||
|
|
||||||
|
constexpr std::string_view @CONTENTS_NAME@ = R"(@CONTENTS@)";
|
||||||
|
|
||||||
|
} // namespace HostShaders
|
|
@ -2,6 +2,7 @@
|
||||||
// Licensed under GPLv2 or any later version
|
// Licensed under GPLv2 or any later version
|
||||||
// Refer to the license.txt file included.
|
// Refer to the license.txt file included.
|
||||||
|
|
||||||
|
#include <string_view>
|
||||||
#include <utility>
|
#include <utility>
|
||||||
#include <glad/glad.h>
|
#include <glad/glad.h>
|
||||||
#include "common/common_types.h"
|
#include "common/common_types.h"
|
||||||
|
@ -82,11 +83,13 @@ void OGLSampler::Release() {
|
||||||
handle = 0;
|
handle = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void OGLShader::Create(const char* source, GLenum type) {
|
void OGLShader::Create(std::string_view source, GLenum type) {
|
||||||
if (handle != 0)
|
if (handle != 0) {
|
||||||
return;
|
return;
|
||||||
if (source == nullptr)
|
}
|
||||||
|
if (source.empty()) {
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
|
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
|
||||||
handle = GLShader::LoadShader(source, type);
|
handle = GLShader::LoadShader(source, type);
|
||||||
|
|
|
@ -4,6 +4,7 @@
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include <string_view>
|
||||||
#include <utility>
|
#include <utility>
|
||||||
#include <glad/glad.h>
|
#include <glad/glad.h>
|
||||||
#include "common/common_types.h"
|
#include "common/common_types.h"
|
||||||
|
@ -127,7 +128,7 @@ public:
|
||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Create(const char* source, GLenum type);
|
void Create(std::string_view source, GLenum type);
|
||||||
|
|
||||||
void Release();
|
void Release();
|
||||||
|
|
||||||
|
|
|
@ -22,6 +22,7 @@
|
||||||
#include "video_core/memory_manager.h"
|
#include "video_core/memory_manager.h"
|
||||||
#include "video_core/renderer_opengl/gl_arb_decompiler.h"
|
#include "video_core/renderer_opengl/gl_arb_decompiler.h"
|
||||||
#include "video_core/renderer_opengl/gl_rasterizer.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_cache.h"
|
||||||
#include "video_core/renderer_opengl/gl_shader_decompiler.h"
|
#include "video_core/renderer_opengl/gl_shader_decompiler.h"
|
||||||
#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
|
#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
|
||||||
|
|
|
@ -2,6 +2,7 @@
|
||||||
// Licensed under GPLv2 or any later version
|
// Licensed under GPLv2 or any later version
|
||||||
// Refer to the license.txt file included.
|
// Refer to the license.txt file included.
|
||||||
|
|
||||||
|
#include <string_view>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#include <glad/glad.h>
|
#include <glad/glad.h>
|
||||||
#include "common/assert.h"
|
#include "common/assert.h"
|
||||||
|
@ -11,7 +12,8 @@
|
||||||
namespace OpenGL::GLShader {
|
namespace OpenGL::GLShader {
|
||||||
|
|
||||||
namespace {
|
namespace {
|
||||||
const char* GetStageDebugName(GLenum type) {
|
|
||||||
|
std::string_view StageDebugName(GLenum type) {
|
||||||
switch (type) {
|
switch (type) {
|
||||||
case GL_VERTEX_SHADER:
|
case GL_VERTEX_SHADER:
|
||||||
return "vertex";
|
return "vertex";
|
||||||
|
@ -25,12 +27,17 @@ const char* GetStageDebugName(GLenum type) {
|
||||||
UNIMPLEMENTED();
|
UNIMPLEMENTED();
|
||||||
return "unknown";
|
return "unknown";
|
||||||
}
|
}
|
||||||
|
|
||||||
} // Anonymous namespace
|
} // Anonymous namespace
|
||||||
|
|
||||||
GLuint LoadShader(const char* source, GLenum type) {
|
GLuint LoadShader(std::string_view source, GLenum type) {
|
||||||
const char* debug_type = GetStageDebugName(type);
|
const std::string_view debug_type = StageDebugName(type);
|
||||||
const GLuint shader_id = glCreateShader(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<GLint>(source.size());
|
||||||
|
|
||||||
|
glShaderSource(shader_id, 1, &source_string, &source_length);
|
||||||
LOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type);
|
LOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type);
|
||||||
glCompileShader(shader_id);
|
glCompileShader(shader_id);
|
||||||
|
|
||||||
|
|
|
@ -38,7 +38,7 @@ void LogShaderSource(T... shaders) {
|
||||||
* @param source String of the GLSL shader program
|
* @param source String of the GLSL shader program
|
||||||
* @param type Type of the shader (GL_VERTEX_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER)
|
* @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)
|
* Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader)
|
||||||
|
|
|
@ -21,6 +21,8 @@
|
||||||
#include "core/perf_stats.h"
|
#include "core/perf_stats.h"
|
||||||
#include "core/settings.h"
|
#include "core/settings.h"
|
||||||
#include "core/telemetry_session.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/morton.h"
|
||||||
#include "video_core/renderer_opengl/gl_rasterizer.h"
|
#include "video_core/renderer_opengl/gl_rasterizer.h"
|
||||||
#include "video_core/renderer_opengl/gl_shader_manager.h"
|
#include "video_core/renderer_opengl/gl_shader_manager.h"
|
||||||
|
@ -44,46 +46,6 @@ struct Frame {
|
||||||
bool is_srgb{}; /// Framebuffer is sRGB or RGB
|
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 PositionLocation = 0;
|
||||||
constexpr GLint TexCoordLocation = 1;
|
constexpr GLint TexCoordLocation = 1;
|
||||||
constexpr GLint ModelViewMatrixLocation = 0;
|
constexpr GLint ModelViewMatrixLocation = 0;
|
||||||
|
@ -461,10 +423,10 @@ void RendererOpenGL::InitOpenGLObjects() {
|
||||||
|
|
||||||
// Create shader programs
|
// Create shader programs
|
||||||
OGLShader vertex_shader;
|
OGLShader vertex_shader;
|
||||||
vertex_shader.Create(VERTEX_SHADER, GL_VERTEX_SHADER);
|
vertex_shader.Create(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
|
||||||
|
|
||||||
OGLShader fragment_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);
|
vertex_program.Create(true, false, vertex_shader.handle);
|
||||||
fragment_program.Create(true, false, fragment_shader.handle);
|
fragment_program.Create(true, false, fragment_shader.handle);
|
||||||
|
|
Reference in New Issue