Merge pull request #4569 from ReinUsesLisp/glsl-cmake

video_core/host_shaders: Add CMake integration for string shaders
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bunnei 2020-08-26 22:57:39 -04:00 committed by GitHub
commit 1bb8c27a70
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12 changed files with 127 additions and 51 deletions

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@ -2,6 +2,7 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <string_view>
#include <utility>
#include <glad/glad.h>
#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);

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@ -4,6 +4,7 @@
#pragma once
#include <string_view>
#include <utility>
#include <glad/glad.h>
#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();

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@ -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"

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@ -2,6 +2,7 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <string_view>
#include <vector>
#include <glad/glad.h>
#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<GLint>(source.size());
glShaderSource(shader_id, 1, &source_string, &source_length);
LOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type);
glCompileShader(shader_id);

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@ -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)

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@ -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);