ShaderGen: Support multiple render target output

This commit is contained in:
Stenzek
2024-03-24 22:29:21 +10:00
parent 80d1056ddf
commit 1cb3e6bd49
4 changed files with 37 additions and 32 deletions

View File

@ -809,20 +809,21 @@ float3 ApplyDebanding(float2 frag_coord)
{
DeclareFragmentEntryPoint(ss, 1, 1,
{{"nointerpolation", "uint4 v_texpage"}, {"nointerpolation", "float4 v_uv_limits"}},
true, use_dual_source ? 2 : 1, m_write_mask_as_depth, UsingMSAA(),
true, use_dual_source ? 2 : 1, use_dual_source, m_write_mask_as_depth, UsingMSAA(),
UsingPerSampleShading(), false, m_disable_color_perspective, shader_blending);
}
else
{
DeclareFragmentEntryPoint(ss, 1, 1, {{"nointerpolation", "uint4 v_texpage"}}, true, use_dual_source ? 2 : 1,
m_write_mask_as_depth, UsingMSAA(), UsingPerSampleShading(), false,
use_dual_source, m_write_mask_as_depth, UsingMSAA(), UsingPerSampleShading(), false,
m_disable_color_perspective, shader_blending);
}
}
else
{
DeclareFragmentEntryPoint(ss, 1, 0, {}, true, use_dual_source ? 2 : 1, m_write_mask_as_depth, UsingMSAA(),
UsingPerSampleShading(), false, m_disable_color_perspective, shader_blending);
DeclareFragmentEntryPoint(ss, 1, 0, {}, true, use_dual_source ? 2 : 1, use_dual_source, m_write_mask_as_depth,
UsingMSAA(), UsingPerSampleShading(), false, m_disable_color_perspective,
shader_blending);
}
ss << R"(
@ -1170,7 +1171,7 @@ std::string GPU_HW_ShaderGen::GenerateWireframeFragmentShader()
WriteHeader(ss);
WriteCommonFunctions(ss);
DeclareFragmentEntryPoint(ss, 0, 0, {}, false, 1);
DeclareFragmentEntryPoint(ss, 0, 0);
ss << R"(
{
o_col0 = float4(1.0, 1.0, 1.0, 0.5);
@ -1277,7 +1278,7 @@ std::string GPU_HW_ShaderGen::GenerateVRAMWriteFragmentShader(bool use_buffer, b
ss << "#define GET_VALUE(buffer_offset) (LOAD_TEXTURE_BUFFER(samp0, int(buffer_offset)).r)\n\n";
}
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, m_write_mask_as_depth);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, false, m_write_mask_as_depth);
ss << R"(
{
uint2 coords = uint2(v_pos.xy) / uint2(RESOLUTION_SCALE, RESOLUTION_SCALE);
@ -1326,7 +1327,7 @@ std::string GPU_HW_ShaderGen::GenerateVRAMCopyFragmentShader()
DeclareTexture(ss, "samp0", 0, msaa);
DefineMacro(ss, "MSAA_COPY", msaa);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, m_write_mask_as_depth, false, false, msaa);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, false, m_write_mask_as_depth, false, false, msaa);
ss << R"(
{
uint2 dst_coords = uint2(v_pos.xy);
@ -1373,7 +1374,7 @@ std::string GPU_HW_ShaderGen::GenerateVRAMFillFragmentShader(bool wrapped, bool
DeclareUniformBuffer(
ss, {"uint2 u_dst_coords", "uint2 u_end_coords", "float4 u_fill_color", "uint u_interlaced_displayed_field"}, true);
DeclareFragmentEntryPoint(ss, 0, 1, {}, interlaced || wrapped, 1, m_write_mask_as_depth, false, false, false);
DeclareFragmentEntryPoint(ss, 0, 1, {}, interlaced || wrapped, 1, false, m_write_mask_as_depth, false, false, false);
ss << R"(
{
#if INTERLACED || WRAPPED
@ -1409,7 +1410,7 @@ std::string GPU_HW_ShaderGen::GenerateVRAMUpdateDepthFragmentShader()
WriteHeader(ss);
WriteCommonFunctions(ss);
DeclareTexture(ss, "samp0", 0, UsingMSAA());
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 0, true, false, false, UsingMSAA());
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 0, false, true, false, false, UsingMSAA());
ss << R"(
{
@ -1484,7 +1485,7 @@ float4 get_bias(float4 c00, float4 c01, float4 c10, float4 c11)
)";
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1, false, false, false, false);
DeclareFragmentEntryPoint(ss, 0, 1);
ss << R"(
{
float2 uv = v_tex0 - (u_rcp_resolution * 0.25);
@ -1516,7 +1517,7 @@ std::string GPU_HW_ShaderGen::GenerateAdaptiveDownsampleBlurFragmentShader()
DeclareTexture(ss, "samp0", 0, false);
// mipmap_blur.glsl ported from parallel-rsx.
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1, false, false, false, false);
DeclareFragmentEntryPoint(ss, 0, 1);
ss << R"(
{
float bias = 0.0;
@ -1549,7 +1550,7 @@ std::string GPU_HW_ShaderGen::GenerateAdaptiveDownsampleCompositeFragmentShader(
DeclareTexture(ss, "samp1", 1, false);
// mipmap_resolve.glsl ported from parallel-rsx.
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, false, false, false, false);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true);
ss << R"(
{
float bias = SAMPLE_TEXTURE(samp1, v_tex0).r;
@ -1572,7 +1573,7 @@ std::string GPU_HW_ShaderGen::GenerateBoxSampleDownsampleFragmentShader(u32 fact
ss << "#define FACTOR " << factor << "\n";
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1, false, false, false, false);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true);
ss << R"(
{
float3 color = float3(0.0, 0.0, 0.0);