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video_core/host_shaders: Add CMake integration for string shaders

Add the necessary CMake code to copy the contents in a string source
shader (GLSL or GLASM) to a header file then consumed by video_core
files.

This allows editting GLSL in its own files without having to maintain
them in source files.

For now, only OpenGL presentation shaders are moved, but we can add
GLASM presentation shaders and static SPIR-V generation through
glslangValidator in the future.
This commit is contained in:
ReinUsesLisp 2020-08-23 21:28:15 -03:00
parent 0eaf7e1daa
commit 91df2beee3
7 changed files with 106 additions and 42 deletions

View file

@ -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)

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@ -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}
)

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@ -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)

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@ -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);
}

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@ -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;
}

View file

@ -0,0 +1,9 @@
#pragma once
#include <string_view>
namespace HostShaders {
constexpr std::string_view @CONTENTS_NAME@ = R"(@CONTENTS@)";
} // namespace HostShaders

View file

@ -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;
@ -460,10 +422,10 @@ 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);