mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-10-30 19:57:52 +00:00
video_core: Perform quaternion correction and interpolation in fragment shader using barycentric extension. (#7126)
This commit is contained in:
parent
fcc0fd671a
commit
84f9e9a10f
9 changed files with 100 additions and 7 deletions
|
@ -280,7 +280,15 @@ bool RasterizerOpenGL::SetupGeometryShader() {
|
|||
return false;
|
||||
}
|
||||
|
||||
shader_manager.UseFixedGeometryShader(regs);
|
||||
// Enable the quaternion fix-up geometry-shader only if we are actually doing per-fragment
|
||||
// lighting and care about proper quaternions. Otherwise just use standard vertex+fragment
|
||||
// shaders
|
||||
if (regs.lighting.disable) {
|
||||
shader_manager.UseTrivialGeometryShader();
|
||||
} else {
|
||||
shader_manager.UseFixedGeometryShader(regs);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -88,7 +88,12 @@ static std::tuple<PicaVSConfig, Pica::Shader::ShaderSetup> BuildVSConfigFromRaw(
|
|||
Pica::Shader::ShaderSetup setup;
|
||||
setup.program_code = program_code;
|
||||
setup.swizzle_data = swizzle_data;
|
||||
return {PicaVSConfig{raw.GetRawShaderConfig(), setup, driver.HasClipCullDistance(), true},
|
||||
|
||||
// Enable the geometry-shader only if we are actually doing per-fragment lighting
|
||||
// and care about proper quaternions. Otherwise just use standard vertex+fragment shaders
|
||||
const bool use_geometry_shader = !raw.GetRawShaderConfig().lighting.disable;
|
||||
return {PicaVSConfig{raw.GetRawShaderConfig(), setup, driver.HasClipCullDistance(),
|
||||
use_geometry_shader},
|
||||
setup};
|
||||
}
|
||||
|
||||
|
@ -265,6 +270,7 @@ public:
|
|||
.has_geometry_shader = true,
|
||||
.has_custom_border_color = true,
|
||||
.has_fragment_shader_interlock = false,
|
||||
.has_fragment_shader_barycentric = false,
|
||||
.has_blend_minmax_factor = driver.HasBlendMinMaxFactor(),
|
||||
.has_minus_one_to_one_range = true,
|
||||
.has_logic_op = !driver.IsOpenGLES(),
|
||||
|
@ -272,6 +278,8 @@ public:
|
|||
.has_gl_arm_framebuffer_fetch = driver.HasArmShaderFramebufferFetch(),
|
||||
.has_gl_nv_fragment_shader_interlock = driver.GetVendor() == Vendor::Nvidia,
|
||||
.has_gl_intel_fragment_shader_interlock = driver.GetVendor() == Vendor::Intel,
|
||||
// TODO: This extension requires GLSL 450 / OpenGL 4.5 context.
|
||||
.has_gl_nv_fragment_shader_barycentric = false,
|
||||
.is_vulkan = false,
|
||||
};
|
||||
}
|
||||
|
@ -327,7 +335,11 @@ ShaderProgramManager::~ShaderProgramManager() = default;
|
|||
|
||||
bool ShaderProgramManager::UseProgrammableVertexShader(const Pica::Regs& regs,
|
||||
Pica::Shader::ShaderSetup& setup) {
|
||||
PicaVSConfig config{regs, setup, driver.HasClipCullDistance(), true};
|
||||
// Enable the geometry-shader only if we are actually doing per-fragment lighting
|
||||
// and care about proper quaternions. Otherwise just use standard vertex+fragment shaders
|
||||
const bool use_geometry_shader = !regs.lighting.disable;
|
||||
|
||||
PicaVSConfig config{regs, setup, driver.HasClipCullDistance(), use_geometry_shader};
|
||||
auto [handle, result] = impl->programmable_vertex_shaders.Get(config, setup);
|
||||
if (handle == 0)
|
||||
return false;
|
||||
|
|
|
@ -403,7 +403,8 @@ bool Instance::CreateDevice() {
|
|||
vk::PhysicalDeviceTimelineSemaphoreFeaturesKHR,
|
||||
vk::PhysicalDeviceCustomBorderColorFeaturesEXT, vk::PhysicalDeviceIndexTypeUint8FeaturesEXT,
|
||||
vk::PhysicalDeviceFragmentShaderInterlockFeaturesEXT,
|
||||
vk::PhysicalDevicePipelineCreationCacheControlFeaturesEXT>();
|
||||
vk::PhysicalDevicePipelineCreationCacheControlFeaturesEXT,
|
||||
vk::PhysicalDeviceFragmentShaderBarycentricFeaturesKHR>();
|
||||
const vk::StructureChain properties_chain =
|
||||
physical_device.getProperties2<vk::PhysicalDeviceProperties2,
|
||||
vk::PhysicalDevicePortabilitySubsetPropertiesKHR>();
|
||||
|
@ -436,6 +437,7 @@ bool Instance::CreateDevice() {
|
|||
};
|
||||
|
||||
const bool is_nvidia = driver_id == vk::DriverIdKHR::eNvidiaProprietary;
|
||||
const bool is_moltenvk = driver_id == vk::DriverIdKHR::eMoltenvk;
|
||||
const bool is_arm = driver_id == vk::DriverIdKHR::eArmProprietary;
|
||||
const bool is_qualcomm = driver_id == vk::DriverIdKHR::eQualcommProprietary;
|
||||
|
||||
|
@ -459,6 +461,9 @@ bool Instance::CreateDevice() {
|
|||
const bool has_pipeline_creation_cache_control =
|
||||
add_extension(VK_EXT_PIPELINE_CREATION_CACHE_CONTROL_EXTENSION_NAME, is_nvidia,
|
||||
"it is broken on Nvidia drivers");
|
||||
const bool has_fragment_shader_barycentric =
|
||||
add_extension(VK_KHR_FRAGMENT_SHADER_BARYCENTRIC_EXTENSION_NAME, is_moltenvk,
|
||||
"the PerVertexKHR attribute is not supported by MoltenVK");
|
||||
|
||||
const auto family_properties = physical_device.getQueueFamilyProperties();
|
||||
if (family_properties.empty()) {
|
||||
|
@ -514,6 +519,7 @@ bool Instance::CreateDevice() {
|
|||
vk::PhysicalDeviceIndexTypeUint8FeaturesEXT{},
|
||||
vk::PhysicalDeviceFragmentShaderInterlockFeaturesEXT{},
|
||||
vk::PhysicalDevicePipelineCreationCacheControlFeaturesEXT{},
|
||||
vk::PhysicalDeviceFragmentShaderBarycentricFeaturesKHR{},
|
||||
};
|
||||
|
||||
#define PROP_GET(structName, prop, property) property = properties_chain.get<structName>().prop;
|
||||
|
@ -581,6 +587,13 @@ bool Instance::CreateDevice() {
|
|||
device_chain.unlink<vk::PhysicalDevicePipelineCreationCacheControlFeaturesEXT>();
|
||||
}
|
||||
|
||||
if (has_fragment_shader_barycentric) {
|
||||
FEAT_SET(vk::PhysicalDeviceFragmentShaderBarycentricFeaturesKHR, fragmentShaderBarycentric,
|
||||
fragment_shader_barycentric)
|
||||
} else {
|
||||
device_chain.unlink<vk::PhysicalDeviceFragmentShaderBarycentricFeaturesKHR>();
|
||||
}
|
||||
|
||||
#undef PROP_GET
|
||||
#undef FEAT_SET
|
||||
|
||||
|
|
|
@ -168,6 +168,11 @@ public:
|
|||
return shader_stencil_export;
|
||||
}
|
||||
|
||||
/// Returns true when VK_KHR_fragment_shader_barycentric is supported
|
||||
bool IsFragmentShaderBarycentricSupported() const {
|
||||
return fragment_shader_barycentric;
|
||||
}
|
||||
|
||||
/// Returns the vendor ID of the physical device
|
||||
u32 GetVendorID() const {
|
||||
return properties.vendorID;
|
||||
|
@ -307,6 +312,7 @@ private:
|
|||
bool fragment_shader_interlock{};
|
||||
bool image_format_list{};
|
||||
bool pipeline_creation_cache_control{};
|
||||
bool fragment_shader_barycentric{};
|
||||
bool shader_stencil_export{};
|
||||
bool tooling_info{};
|
||||
bool debug_utils_supported{};
|
||||
|
|
|
@ -96,6 +96,7 @@ PipelineCache::PipelineCache(const Instance& instance_, Scheduler& scheduler_,
|
|||
.has_geometry_shader = instance.UseGeometryShaders(),
|
||||
.has_custom_border_color = instance.IsCustomBorderColorSupported(),
|
||||
.has_fragment_shader_interlock = instance.IsFragmentShaderInterlockSupported(),
|
||||
.has_fragment_shader_barycentric = instance.IsFragmentShaderBarycentricSupported(),
|
||||
.has_blend_minmax_factor = false,
|
||||
.has_minus_one_to_one_range = false,
|
||||
.has_logic_op = !instance.NeedsLogicOpEmulation(),
|
||||
|
@ -331,8 +332,13 @@ bool PipelineCache::BindPipeline(const PipelineInfo& info, bool wait_built) {
|
|||
bool PipelineCache::UseProgrammableVertexShader(const Pica::Regs& regs,
|
||||
Pica::Shader::ShaderSetup& setup,
|
||||
const VertexLayout& layout) {
|
||||
PicaVSConfig config{regs, setup, instance.IsShaderClipDistanceSupported(),
|
||||
instance.UseGeometryShaders()};
|
||||
// Enable the geometry-shader only if we are actually doing per-fragment lighting
|
||||
// and care about proper quaternions. Otherwise just use standard vertex+fragment shaders.
|
||||
// We also don't need the geometry shader if we have the barycentric extension.
|
||||
const bool use_geometry_shader = instance.UseGeometryShaders() && !regs.lighting.disable &&
|
||||
!instance.IsFragmentShaderBarycentricSupported();
|
||||
|
||||
PicaVSConfig config{regs, setup, instance.IsShaderClipDistanceSupported(), use_geometry_shader};
|
||||
|
||||
for (u32 i = 0; i < layout.attribute_count; i++) {
|
||||
const VertexAttribute& attr = layout.attributes[i];
|
||||
|
|
|
@ -337,6 +337,14 @@ bool RasterizerVulkan::SetupGeometryShader() {
|
|||
return false;
|
||||
}
|
||||
|
||||
// Enable the quaternion fix-up geometry-shader only if we are actually doing per-fragment
|
||||
// lighting and care about proper quaternions. Otherwise just use standard vertex+fragment
|
||||
// shaders. We also don't need a geometry shader if the barycentric extension is supported.
|
||||
if (regs.lighting.disable || instance.IsFragmentShaderBarycentricSupported()) {
|
||||
pipeline_cache.UseTrivialGeometryShader();
|
||||
return true;
|
||||
}
|
||||
|
||||
return pipeline_cache.UseFixedGeometryShader(regs);
|
||||
}
|
||||
|
||||
|
|
|
@ -567,6 +567,17 @@ void FragmentModule::WriteLighting() {
|
|||
}
|
||||
}
|
||||
|
||||
// If the barycentric extension is enabled, perform quaternion correction here.
|
||||
if (use_fragment_shader_barycentric) {
|
||||
out += "vec4 normquat_0 = normquats[0];\n"
|
||||
"vec4 normquat_1 = mix(normquats[1], -normquats[1], "
|
||||
"bvec4(AreQuaternionsOpposite(normquats[0], normquats[1])));\n"
|
||||
"vec4 normquat_2 = mix(normquats[2], -normquats[2], "
|
||||
"bvec4(AreQuaternionsOpposite(normquats[0], normquats[2])));\n"
|
||||
"vec4 normquat = gl_BaryCoord.x * normquat_0 + gl_BaryCoord.y * normquat_1 + "
|
||||
"gl_BaryCoord.z * normquat_2;\n";
|
||||
}
|
||||
|
||||
// Rotate the surface-local normal by the interpolated normal quaternion to convert it to
|
||||
// eyespace.
|
||||
out += "vec4 normalized_normquat = normalize(normquat);\n"
|
||||
|
@ -1231,6 +1242,20 @@ void FragmentModule::DefineExtensions() {
|
|||
use_fragment_shader_interlock = false;
|
||||
}
|
||||
}
|
||||
if (config.lighting.enable) {
|
||||
use_fragment_shader_barycentric = true;
|
||||
if (profile.has_fragment_shader_barycentric) {
|
||||
out += "#extension GL_EXT_fragment_shader_barycentric : enable\n";
|
||||
out += "#define pervertex pervertexEXT\n";
|
||||
out += "#define gl_BaryCoord gl_BaryCoordEXT\n";
|
||||
} else if (profile.has_gl_nv_fragment_shader_barycentric) {
|
||||
out += "#extension GL_NV_fragment_shader_barycentric : enable\n";
|
||||
out += "#define pervertex pervertexNV\n";
|
||||
out += "#define gl_BaryCoord gl_BaryCoordNV\n";
|
||||
} else {
|
||||
use_fragment_shader_barycentric = false;
|
||||
}
|
||||
}
|
||||
if (config.EmulateBlend()) {
|
||||
if (profile.has_gl_ext_framebuffer_fetch) {
|
||||
out += "#extension GL_EXT_shader_framebuffer_fetch : enable\n";
|
||||
|
@ -1263,7 +1288,11 @@ void FragmentModule::DefineInterface() {
|
|||
define_input("vec2 texcoord1", Semantic::Texcoord1);
|
||||
define_input("vec2 texcoord2", Semantic::Texcoord2);
|
||||
define_input("float texcoord0_w", Semantic::Texcoord0_W);
|
||||
define_input("vec4 normquat", Semantic::Normquat);
|
||||
if (use_fragment_shader_barycentric) {
|
||||
define_input("pervertex vec4 normquats[]", Semantic::Normquat);
|
||||
} else {
|
||||
define_input("vec4 normquat", Semantic::Normquat);
|
||||
}
|
||||
define_input("vec3 view", Semantic::View);
|
||||
|
||||
// Output attributes
|
||||
|
@ -1360,6 +1389,14 @@ float LookupLightingLUTSigned(int lut_index, float pos) {
|
|||
return LookupLightingLUT(lut_index, index, delta);
|
||||
}
|
||||
)";
|
||||
|
||||
if (use_fragment_shader_barycentric) {
|
||||
out += R"(
|
||||
bool AreQuaternionsOpposite(vec4 qa, vec4 qb) {
|
||||
return (dot(qa, qb) < 0.0);
|
||||
}
|
||||
)";
|
||||
}
|
||||
}
|
||||
|
||||
void FragmentModule::DefineShadowHelpers() {
|
||||
|
|
|
@ -87,6 +87,7 @@ private:
|
|||
std::string out;
|
||||
bool use_blend_fallback{};
|
||||
bool use_fragment_shader_interlock{};
|
||||
bool use_fragment_shader_barycentric{};
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
|
@ -12,6 +12,7 @@ struct Profile {
|
|||
bool has_geometry_shader{};
|
||||
bool has_custom_border_color{};
|
||||
bool has_fragment_shader_interlock{};
|
||||
bool has_fragment_shader_barycentric{};
|
||||
bool has_blend_minmax_factor{};
|
||||
bool has_minus_one_to_one_range{};
|
||||
bool has_logic_op{};
|
||||
|
@ -19,6 +20,7 @@ struct Profile {
|
|||
bool has_gl_arm_framebuffer_fetch{};
|
||||
bool has_gl_nv_fragment_shader_interlock{};
|
||||
bool has_gl_intel_fragment_shader_interlock{};
|
||||
bool has_gl_nv_fragment_shader_barycentric{};
|
||||
bool is_vulkan{};
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue