mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2025-05-23 20:05:01 +00:00
renderer_vulkan: Implement rectlist emulation with tessellation (#1857)
* renderer_vulkan: Implement rectlist emulation with tessellation * clang format * renderer_vulkan: Use tessellation for quad primitive as well * vk_rasterizer: Handle viewport enable flags * review * shader_recompiler: Fix quad/rect list FS passthrough semantics. * spirv: Bump to 1.5 * remove pragma --------- Co-authored-by: squidbus <175574877+squidbus@users.noreply.github.com>
This commit is contained in:
parent
c2e9c877dd
commit
092d42e981
15 changed files with 426 additions and 123 deletions
|
@ -1,5 +1,6 @@
|
|||
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#include <span>
|
||||
#include <type_traits>
|
||||
#include <utility>
|
||||
|
|
329
src/shader_recompiler/backend/spirv/emit_spirv_quad_rect.cpp
Normal file
329
src/shader_recompiler/backend/spirv/emit_spirv_quad_rect.cpp
Normal file
|
@ -0,0 +1,329 @@
|
|||
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#include <sirit/sirit.h>
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_quad_rect.h"
|
||||
#include "shader_recompiler/runtime_info.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
|
||||
using Sirit::Id;
|
||||
|
||||
constexpr u32 SPIRV_VERSION_1_5 = 0x00010500;
|
||||
|
||||
struct QuadRectListEmitter : public Sirit::Module {
|
||||
explicit QuadRectListEmitter(const FragmentRuntimeInfo& fs_info_)
|
||||
: Sirit::Module{SPIRV_VERSION_1_5}, fs_info{fs_info_}, inputs{fs_info_.num_inputs},
|
||||
outputs{fs_info_.num_inputs} {
|
||||
void_id = TypeVoid();
|
||||
bool_id = TypeBool();
|
||||
float_id = TypeFloat(32);
|
||||
uint_id = TypeUInt(32U);
|
||||
int_id = TypeInt(32U, true);
|
||||
bvec2_id = TypeVector(bool_id, 2);
|
||||
vec2_id = TypeVector(float_id, 2);
|
||||
vec3_id = TypeVector(float_id, 3);
|
||||
vec4_id = TypeVector(float_id, 4);
|
||||
|
||||
float_one = Constant(float_id, 1.0f);
|
||||
float_min_one = Constant(float_id, -1.0f);
|
||||
int_zero = Constant(int_id, 0);
|
||||
|
||||
const Id float_arr{TypeArray(float_id, Constant(uint_id, 1U))};
|
||||
gl_per_vertex_type = TypeStruct(vec4_id, float_id, float_arr, float_arr);
|
||||
Decorate(gl_per_vertex_type, spv::Decoration::Block);
|
||||
MemberDecorate(gl_per_vertex_type, 0U, spv::Decoration::BuiltIn,
|
||||
static_cast<u32>(spv::BuiltIn::Position));
|
||||
MemberDecorate(gl_per_vertex_type, 1U, spv::Decoration::BuiltIn,
|
||||
static_cast<u32>(spv::BuiltIn::PointSize));
|
||||
MemberDecorate(gl_per_vertex_type, 2U, spv::Decoration::BuiltIn,
|
||||
static_cast<u32>(spv::BuiltIn::ClipDistance));
|
||||
MemberDecorate(gl_per_vertex_type, 3U, spv::Decoration::BuiltIn,
|
||||
static_cast<u32>(spv::BuiltIn::CullDistance));
|
||||
}
|
||||
|
||||
/// Emits tessellation control shader for interpolating the 4th vertex of rectange primitive
|
||||
void EmitRectListTCS() {
|
||||
DefineEntry(spv::ExecutionModel::TessellationControl);
|
||||
|
||||
// Set passthrough tessellation factors
|
||||
const Id output_float_id{TypePointer(spv::StorageClass::Output, float_id)};
|
||||
for (int i = 0; i < 4; i++) {
|
||||
const Id ptr{OpAccessChain(output_float_id, gl_tess_level_outer, Int(i))};
|
||||
OpStore(ptr, float_one);
|
||||
}
|
||||
for (int i = 0; i < 2; i++) {
|
||||
const Id ptr{OpAccessChain(output_float_id, gl_tess_level_inner, Int(i))};
|
||||
OpStore(ptr, float_one);
|
||||
}
|
||||
|
||||
const Id input_vec4{TypePointer(spv::StorageClass::Input, vec4_id)};
|
||||
const Id output_vec4{TypePointer(spv::StorageClass::Output, vec4_id)};
|
||||
|
||||
// Emit interpolation block of the 4th vertex in rect.
|
||||
// Load positions
|
||||
std::array<Id, 3> pos;
|
||||
for (int i = 0; i < 3; i++) {
|
||||
pos[i] = OpLoad(vec4_id, OpAccessChain(input_vec4, gl_in, Int(i), int_zero));
|
||||
}
|
||||
|
||||
std::array<Id, 3> point_coord_equal;
|
||||
for (int i = 0; i < 3; i++) {
|
||||
// point_coord_equal[i] = equal(gl_in[i].gl_Position.xy, gl_in[(i + 1) %
|
||||
// 3].gl_Position.xy);
|
||||
const Id pos_l_xy{OpVectorShuffle(vec2_id, pos[i], pos[i], 0, 1)};
|
||||
const Id pos_r_xy{OpVectorShuffle(vec2_id, pos[(i + 1) % 3], pos[(i + 1) % 3], 0, 1)};
|
||||
point_coord_equal[i] = OpFOrdEqual(bvec2_id, pos_l_xy, pos_r_xy);
|
||||
}
|
||||
|
||||
std::array<Id, 3> bary_coord;
|
||||
std::array<Id, 3> is_edge_vertex;
|
||||
for (int i = 0; i < 3; i++) {
|
||||
// bool xy_equal = point_coord_equal[i].x && point_coord_equal[(i + 2) % 3].y;
|
||||
const Id xy_equal{
|
||||
OpLogicalAnd(bool_id, OpCompositeExtract(bool_id, point_coord_equal[i], 0),
|
||||
OpCompositeExtract(bool_id, point_coord_equal[(i + 2) % 3], 1))};
|
||||
// bool yx_equal = point_coord_equal[i].y && point_coord_equal[(i + 2) % 3].x;
|
||||
const Id yx_equal{
|
||||
OpLogicalAnd(bool_id, OpCompositeExtract(bool_id, point_coord_equal[i], 1),
|
||||
OpCompositeExtract(bool_id, point_coord_equal[(i + 2) % 3], 0))};
|
||||
// bary_coord[i] = (xy_equal || yx_equal) ? -1.f : 1.f;
|
||||
is_edge_vertex[i] = OpLogicalOr(bool_id, xy_equal, yx_equal);
|
||||
bary_coord[i] = OpSelect(float_id, is_edge_vertex[i], float_min_one, float_one);
|
||||
}
|
||||
|
||||
const auto interpolate = [&](Id v0, Id v1, Id v2) {
|
||||
// return v0 * bary_coord.x + v1 * bary_coord.y + v2 * bary_coord.z;
|
||||
const Id p0{OpVectorTimesScalar(vec4_id, v0, bary_coord[0])};
|
||||
const Id p1{OpVectorTimesScalar(vec4_id, v1, bary_coord[1])};
|
||||
const Id p2{OpVectorTimesScalar(vec4_id, v2, bary_coord[2])};
|
||||
return OpFAdd(vec4_id, p0, OpFAdd(vec4_id, p1, p2));
|
||||
};
|
||||
|
||||
// int vertex_index_id = is_edge_vertex[1] ? 1 : (is_edge_vertex[2] ? 2 : 0);
|
||||
Id vertex_index{OpSelect(int_id, is_edge_vertex[2], Int(2), Int(0))};
|
||||
vertex_index = OpSelect(int_id, is_edge_vertex[1], Int(1), vertex_index);
|
||||
|
||||
// int index = (vertex_index_id + gl_InvocationID) % 3;
|
||||
const Id invocation_id{OpLoad(int_id, gl_invocation_id)};
|
||||
const Id invocation_3{OpIEqual(bool_id, invocation_id, Int(3))};
|
||||
const Id index{OpSMod(int_id, OpIAdd(int_id, vertex_index, invocation_id), Int(3))};
|
||||
|
||||
// gl_out[gl_InvocationID].gl_Position = gl_InvocationID == 3 ? pos3 :
|
||||
// gl_in[index].gl_Position;
|
||||
const Id pos3{interpolate(pos[0], pos[1], pos[2])};
|
||||
const Id in_ptr{OpAccessChain(input_vec4, gl_in, index, Int(0))};
|
||||
const Id position{OpSelect(vec4_id, invocation_3, pos3, OpLoad(vec4_id, in_ptr))};
|
||||
OpStore(OpAccessChain(output_vec4, gl_out, invocation_id, Int(0)), position);
|
||||
|
||||
// Set attributes
|
||||
for (int i = 0; i < inputs.size(); i++) {
|
||||
// vec4 in_paramN3 = interpolate(bary_coord, in_paramN[0], in_paramN[1], in_paramN[2]);
|
||||
const Id v0{OpLoad(vec4_id, OpAccessChain(input_vec4, inputs[i], Int(0)))};
|
||||
const Id v1{OpLoad(vec4_id, OpAccessChain(input_vec4, inputs[i], Int(1)))};
|
||||
const Id v2{OpLoad(vec4_id, OpAccessChain(input_vec4, inputs[i], Int(2)))};
|
||||
const Id in_param3{interpolate(v0, v1, v2)};
|
||||
// out_paramN[gl_InvocationID] = gl_InvocationID == 3 ? in_paramN3 : in_paramN[index];
|
||||
const Id in_param{OpLoad(vec4_id, OpAccessChain(input_vec4, inputs[i], index))};
|
||||
const Id out_param{OpSelect(vec4_id, invocation_3, in_param3, in_param)};
|
||||
OpStore(OpAccessChain(output_vec4, outputs[i], invocation_id), out_param);
|
||||
}
|
||||
|
||||
OpReturn();
|
||||
OpFunctionEnd();
|
||||
}
|
||||
|
||||
/// Emits a passthrough quad tessellation control shader that outputs 4 control points.
|
||||
void EmitQuadListTCS() {
|
||||
DefineEntry(spv::ExecutionModel::TessellationControl);
|
||||
const Id array_type{TypeArray(int_id, Int(4))};
|
||||
const Id values{ConstantComposite(array_type, Int(1), Int(2), Int(0), Int(3))};
|
||||
const Id indices{AddLocalVariable(TypePointer(spv::StorageClass::Function, array_type),
|
||||
spv::StorageClass::Function, values)};
|
||||
|
||||
// Set passthrough tessellation factors
|
||||
const Id output_float{TypePointer(spv::StorageClass::Output, float_id)};
|
||||
for (int i = 0; i < 4; i++) {
|
||||
const Id ptr{OpAccessChain(output_float, gl_tess_level_outer, Int(i))};
|
||||
OpStore(ptr, float_one);
|
||||
}
|
||||
for (int i = 0; i < 2; i++) {
|
||||
const Id ptr{OpAccessChain(output_float, gl_tess_level_inner, Int(i))};
|
||||
OpStore(ptr, float_one);
|
||||
}
|
||||
|
||||
const Id input_vec4{TypePointer(spv::StorageClass::Input, vec4_id)};
|
||||
const Id output_vec4{TypePointer(spv::StorageClass::Output, vec4_id)};
|
||||
const Id func_int{TypePointer(spv::StorageClass::Function, int_id)};
|
||||
const Id invocation_id{OpLoad(int_id, gl_invocation_id)};
|
||||
const Id index{OpLoad(int_id, OpAccessChain(func_int, indices, invocation_id))};
|
||||
|
||||
// gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
|
||||
const Id in_position{OpLoad(vec4_id, OpAccessChain(input_vec4, gl_in, index, Int(0)))};
|
||||
OpStore(OpAccessChain(output_vec4, gl_out, invocation_id, Int(0)), in_position);
|
||||
|
||||
for (int i = 0; i < inputs.size(); i++) {
|
||||
// out_paramN[gl_InvocationID] = in_paramN[gl_InvocationID];
|
||||
const Id in_param{OpLoad(vec4_id, OpAccessChain(input_vec4, inputs[i], index))};
|
||||
OpStore(OpAccessChain(output_vec4, outputs[i], invocation_id), in_param);
|
||||
}
|
||||
|
||||
OpReturn();
|
||||
OpFunctionEnd();
|
||||
}
|
||||
|
||||
/// Emits a passthrough quad tessellation evaluation shader that outputs 4 control points.
|
||||
void EmitPassthroughTES() {
|
||||
DefineEntry(spv::ExecutionModel::TessellationEvaluation);
|
||||
|
||||
// const int index = int(gl_TessCoord.y) * 2 + int(gl_TessCoord.x);
|
||||
const Id input_float{TypePointer(spv::StorageClass::Input, float_id)};
|
||||
const Id tess_coord_x{OpLoad(float_id, OpAccessChain(input_float, gl_tess_coord, Int(0)))};
|
||||
const Id tess_coord_y{OpLoad(float_id, OpAccessChain(input_float, gl_tess_coord, Int(1)))};
|
||||
const Id index{OpIAdd(int_id, OpIMul(int_id, OpConvertFToS(int_id, tess_coord_y), Int(2)),
|
||||
OpConvertFToS(int_id, tess_coord_x))};
|
||||
|
||||
// gl_Position = gl_in[index].gl_Position;
|
||||
const Id input_vec4{TypePointer(spv::StorageClass::Input, vec4_id)};
|
||||
const Id output_vec4{TypePointer(spv::StorageClass::Output, vec4_id)};
|
||||
const Id position{OpLoad(vec4_id, OpAccessChain(input_vec4, gl_in, index, Int(0)))};
|
||||
OpStore(OpAccessChain(output_vec4, gl_per_vertex, Int(0)), position);
|
||||
|
||||
// out_paramN = in_paramN[index];
|
||||
for (int i = 0; i < inputs.size(); i++) {
|
||||
const Id param{OpLoad(vec4_id, OpAccessChain(input_vec4, inputs[i], index))};
|
||||
OpStore(outputs[i], param);
|
||||
}
|
||||
|
||||
OpReturn();
|
||||
OpFunctionEnd();
|
||||
}
|
||||
|
||||
private:
|
||||
Id Int(s32 value) {
|
||||
return Constant(int_id, value);
|
||||
}
|
||||
|
||||
Id AddInput(Id type) {
|
||||
const Id input{AddGlobalVariable(TypePointer(spv::StorageClass::Input, type),
|
||||
spv::StorageClass::Input)};
|
||||
interfaces.push_back(input);
|
||||
return input;
|
||||
}
|
||||
|
||||
Id AddOutput(Id type) {
|
||||
const Id output{AddGlobalVariable(TypePointer(spv::StorageClass::Output, type),
|
||||
spv::StorageClass::Output)};
|
||||
interfaces.push_back(output);
|
||||
return output;
|
||||
}
|
||||
|
||||
void DefineEntry(spv::ExecutionModel model) {
|
||||
AddCapability(spv::Capability::Shader);
|
||||
AddCapability(spv::Capability::Tessellation);
|
||||
const Id void_function{TypeFunction(void_id)};
|
||||
main = OpFunction(void_id, spv::FunctionControlMask::MaskNone, void_function);
|
||||
if (model == spv::ExecutionModel::TessellationControl) {
|
||||
AddExecutionMode(main, spv::ExecutionMode::OutputVertices, 4U);
|
||||
} else {
|
||||
AddExecutionMode(main, spv::ExecutionMode::Quads);
|
||||
AddExecutionMode(main, spv::ExecutionMode::SpacingEqual);
|
||||
AddExecutionMode(main, spv::ExecutionMode::VertexOrderCw);
|
||||
}
|
||||
DefineInputs(model);
|
||||
DefineOutputs(model);
|
||||
AddEntryPoint(model, main, "main", interfaces);
|
||||
AddLabel(OpLabel());
|
||||
}
|
||||
|
||||
void DefineOutputs(spv::ExecutionModel model) {
|
||||
if (model == spv::ExecutionModel::TessellationControl) {
|
||||
const Id gl_per_vertex_array{TypeArray(gl_per_vertex_type, Constant(uint_id, 4U))};
|
||||
gl_out = AddOutput(gl_per_vertex_array);
|
||||
|
||||
const Id arr2_id{TypeArray(float_id, Constant(uint_id, 2U))};
|
||||
gl_tess_level_inner = AddOutput(arr2_id);
|
||||
Decorate(gl_tess_level_inner, spv::Decoration::BuiltIn, spv::BuiltIn::TessLevelInner);
|
||||
Decorate(gl_tess_level_inner, spv::Decoration::Patch);
|
||||
|
||||
const Id arr4_id{TypeArray(float_id, Constant(uint_id, 4U))};
|
||||
gl_tess_level_outer = AddOutput(arr4_id);
|
||||
Decorate(gl_tess_level_outer, spv::Decoration::BuiltIn, spv::BuiltIn::TessLevelOuter);
|
||||
Decorate(gl_tess_level_outer, spv::Decoration::Patch);
|
||||
} else {
|
||||
gl_per_vertex = AddOutput(gl_per_vertex_type);
|
||||
}
|
||||
for (int i = 0; i < fs_info.num_inputs; i++) {
|
||||
outputs[i] = AddOutput(model == spv::ExecutionModel::TessellationControl
|
||||
? TypeArray(vec4_id, Int(4))
|
||||
: vec4_id);
|
||||
Decorate(outputs[i], spv::Decoration::Location, fs_info.inputs[i].param_index);
|
||||
}
|
||||
}
|
||||
|
||||
void DefineInputs(spv::ExecutionModel model) {
|
||||
if (model == spv::ExecutionModel::TessellationEvaluation) {
|
||||
gl_tess_coord = AddInput(vec3_id);
|
||||
Decorate(gl_tess_coord, spv::Decoration::BuiltIn, spv::BuiltIn::TessCoord);
|
||||
} else {
|
||||
gl_invocation_id = AddInput(int_id);
|
||||
Decorate(gl_invocation_id, spv::Decoration::BuiltIn, spv::BuiltIn::InvocationId);
|
||||
}
|
||||
const Id gl_per_vertex_array{TypeArray(gl_per_vertex_type, Constant(uint_id, 32U))};
|
||||
gl_in = AddInput(gl_per_vertex_array);
|
||||
const Id float_arr{TypeArray(vec4_id, Int(32))};
|
||||
for (int i = 0; i < fs_info.num_inputs; i++) {
|
||||
inputs[i] = AddInput(float_arr);
|
||||
Decorate(inputs[i], spv::Decoration::Location, fs_info.inputs[i].param_index);
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
FragmentRuntimeInfo fs_info;
|
||||
Id main;
|
||||
Id void_id;
|
||||
Id bool_id;
|
||||
Id float_id;
|
||||
Id uint_id;
|
||||
Id int_id;
|
||||
Id bvec2_id;
|
||||
Id vec2_id;
|
||||
Id vec3_id;
|
||||
Id vec4_id;
|
||||
Id float_one;
|
||||
Id float_min_one;
|
||||
Id int_zero;
|
||||
Id gl_per_vertex_type;
|
||||
Id gl_in;
|
||||
union {
|
||||
Id gl_out;
|
||||
Id gl_per_vertex;
|
||||
};
|
||||
Id gl_tess_level_inner;
|
||||
Id gl_tess_level_outer;
|
||||
union {
|
||||
Id gl_tess_coord;
|
||||
Id gl_invocation_id;
|
||||
};
|
||||
std::vector<Id> inputs;
|
||||
std::vector<Id> outputs;
|
||||
std::vector<Id> interfaces;
|
||||
};
|
||||
|
||||
std::vector<u32> EmitAuxilaryTessShader(AuxShaderType type, const FragmentRuntimeInfo& fs_info) {
|
||||
QuadRectListEmitter ctx{fs_info};
|
||||
switch (type) {
|
||||
case AuxShaderType::RectListTCS:
|
||||
ctx.EmitRectListTCS();
|
||||
break;
|
||||
case AuxShaderType::QuadListTCS:
|
||||
ctx.EmitQuadListTCS();
|
||||
break;
|
||||
case AuxShaderType::PassthroughTES:
|
||||
ctx.EmitPassthroughTES();
|
||||
break;
|
||||
}
|
||||
return ctx.Assemble();
|
||||
}
|
||||
|
||||
} // namespace Shader::Backend::SPIRV
|
24
src/shader_recompiler/backend/spirv/emit_spirv_quad_rect.h
Normal file
24
src/shader_recompiler/backend/spirv/emit_spirv_quad_rect.h
Normal file
|
@ -0,0 +1,24 @@
|
|||
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include "common/types.h"
|
||||
|
||||
namespace Shader {
|
||||
struct FragmentRuntimeInfo;
|
||||
}
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
|
||||
enum class AuxShaderType : u32 {
|
||||
RectListTCS,
|
||||
QuadListTCS,
|
||||
PassthroughTES,
|
||||
};
|
||||
|
||||
[[nodiscard]] std::vector<u32> EmitAuxilaryTessShader(AuxShaderType type,
|
||||
const FragmentRuntimeInfo& fs_info);
|
||||
|
||||
} // namespace Shader::Backend::SPIRV
|
|
@ -227,7 +227,7 @@ struct RuntimeInfo {
|
|||
ComputeRuntimeInfo cs_info;
|
||||
};
|
||||
|
||||
RuntimeInfo(Stage stage_) {
|
||||
void Initialize(Stage stage_) {
|
||||
memset(this, 0, sizeof(*this));
|
||||
stage = stage_;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue