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
12 changed files with 127 additions and 51 deletions
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@ -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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buffer_cache/buffer_block.h
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buffer_cache/buffer_cache.h
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@ -244,6 +246,9 @@ create_target_directory_groups(video_core)
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target_link_libraries(video_core PUBLIC common core)
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target_link_libraries(video_core PRIVATE glad xbyak)
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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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if (ENABLE_VULKAN)
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target_include_directories(video_core PRIVATE sirit ../../externals/Vulkan-Headers/include)
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target_compile_definitions(video_core PRIVATE HAS_VULKAN)
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43
src/video_core/host_shaders/CMakeLists.txt
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43
src/video_core/host_shaders/CMakeLists.txt
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@ -0,0 +1,43 @@
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set(SHADER_FILES
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opengl_present.frag
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opengl_present.vert
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)
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set(SHADER_INCLUDE ${CMAKE_CURRENT_BINARY_DIR}/include)
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set(HOST_SHADERS_INCLUDE ${SHADER_INCLUDE} PARENT_SCOPE)
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set(SHADER_DIR ${SHADER_INCLUDE}/video_core/host_shaders)
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add_custom_command(
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OUTPUT
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${SHADER_DIR}
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COMMAND
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${CMAKE_COMMAND} -E make_directory ${SHADER_DIR}
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)
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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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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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set(HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}.h)
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add_custom_command(
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OUTPUT
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${HEADER_FILE}
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COMMAND
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${CMAKE_COMMAND} -P ${HEADER_GENERATOR} ${SOURCE_FILE} ${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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${HEADER_GENERATOR}
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${INPUT_FILE}
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)
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set(SHADER_HEADERS ${SHADER_HEADERS} ${HEADER_FILE})
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endforeach()
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add_custom_target(host_shaders
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DEPENDS
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${SHADER_HEADERS}
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SOURCES
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${SHADER_FILES}
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)
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11
src/video_core/host_shaders/StringShaderHeader.cmake
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11
src/video_core/host_shaders/StringShaderHeader.cmake
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@ -0,0 +1,11 @@
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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 ${SOURCE_FILE} CONTENTS)
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configure_file(${INPUT_FILE} ${HEADER_FILE} @ONLY)
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10
src/video_core/host_shaders/opengl_present.frag
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10
src/video_core/host_shaders/opengl_present.frag
Normal file
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@ -0,0 +1,10 @@
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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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void main() {
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color = vec4(texture(color_texture, frag_tex_coord).rgb, 1.0f);
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}
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24
src/video_core/host_shaders/opengl_present.vert
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24
src/video_core/host_shaders/opengl_present.vert
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@ -0,0 +1,24 @@
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#version 430 core
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out gl_PerVertex {
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vec4 gl_Position;
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};
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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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layout (location = 0) 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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9
src/video_core/host_shaders/source_shader.h.in
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9
src/video_core/host_shaders/source_shader.h.in
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@ -0,0 +1,9 @@
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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@ = R"(@CONTENTS@)";
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} // namespace HostShaders
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@ -2,6 +2,7 @@
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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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#include <string_view>
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#include <utility>
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#include <glad/glad.h>
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#include "common/common_types.h"
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@ -82,11 +83,13 @@ void OGLSampler::Release() {
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handle = 0;
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}
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void OGLShader::Create(const char* source, GLenum type) {
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if (handle != 0)
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void OGLShader::Create(std::string_view source, GLenum type) {
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if (handle != 0) {
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return;
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if (source == nullptr)
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}
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if (source.empty()) {
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return;
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}
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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handle = GLShader::LoadShader(source, type);
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@ -4,6 +4,7 @@
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#pragma once
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#include <string_view>
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#include <utility>
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#include <glad/glad.h>
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#include "common/common_types.h"
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@ -127,7 +128,7 @@ public:
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return *this;
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}
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void Create(const char* source, GLenum type);
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void Create(std::string_view source, GLenum type);
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void Release();
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@ -22,6 +22,7 @@
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#include "video_core/memory_manager.h"
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#include "video_core/renderer_opengl/gl_arb_decompiler.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_shader_cache.h"
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#include "video_core/renderer_opengl/gl_shader_decompiler.h"
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#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
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@ -2,6 +2,7 @@
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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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#include <string_view>
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#include <vector>
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#include <glad/glad.h>
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#include "common/assert.h"
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@ -11,7 +12,8 @@
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namespace OpenGL::GLShader {
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namespace {
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const char* GetStageDebugName(GLenum type) {
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std::string_view StageDebugName(GLenum type) {
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switch (type) {
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case GL_VERTEX_SHADER:
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return "vertex";
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@ -25,12 +27,17 @@ const char* GetStageDebugName(GLenum type) {
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UNIMPLEMENTED();
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return "unknown";
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}
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} // Anonymous namespace
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GLuint LoadShader(const char* source, GLenum type) {
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const char* debug_type = GetStageDebugName(type);
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GLuint LoadShader(std::string_view source, GLenum type) {
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const std::string_view debug_type = StageDebugName(type);
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const GLuint shader_id = glCreateShader(type);
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glShaderSource(shader_id, 1, &source, nullptr);
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const GLchar* source_string = source.data();
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const GLint source_length = static_cast<GLint>(source.size());
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glShaderSource(shader_id, 1, &source_string, &source_length);
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LOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type);
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glCompileShader(shader_id);
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@ -38,7 +38,7 @@ void LogShaderSource(T... shaders) {
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* @param source String of the GLSL shader program
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* @param type Type of the shader (GL_VERTEX_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER)
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*/
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GLuint LoadShader(const char* source, GLenum type);
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GLuint LoadShader(std::string_view source, GLenum type);
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/**
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* Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader)
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@ -21,6 +21,8 @@
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#include "core/perf_stats.h"
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#include "core/settings.h"
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#include "core/telemetry_session.h"
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#include "video_core/host_shaders/opengl_present_frag.h"
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#include "video_core/host_shaders/opengl_present_vert.h"
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#include "video_core/morton.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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@ -44,46 +46,6 @@ struct Frame {
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bool is_srgb{}; /// Framebuffer is sRGB or RGB
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};
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constexpr char VERTEX_SHADER[] = R"(
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#version 430 core
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out gl_PerVertex {
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vec4 gl_Position;
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};
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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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layout (location = 0) 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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)";
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constexpr char FRAGMENT_SHADER[] = R"(
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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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void main() {
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color = vec4(texture(color_texture, frag_tex_coord).rgb, 1.0f);
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}
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)";
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constexpr GLint PositionLocation = 0;
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constexpr GLint TexCoordLocation = 1;
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constexpr GLint ModelViewMatrixLocation = 0;
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@ -461,10 +423,10 @@ void RendererOpenGL::InitOpenGLObjects() {
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// Create shader programs
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OGLShader vertex_shader;
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vertex_shader.Create(VERTEX_SHADER, GL_VERTEX_SHADER);
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vertex_shader.Create(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
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OGLShader fragment_shader;
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fragment_shader.Create(FRAGMENT_SHADER, GL_FRAGMENT_SHADER);
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fragment_shader.Create(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER);
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vertex_program.Create(true, false, vertex_shader.handle);
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fragment_program.Create(true, false, fragment_shader.handle);
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