GPU/HW: Add framebuffer fetch blending path
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@ -14,10 +14,11 @@
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Log_SetChannel(ShaderGen);
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ShaderGen::ShaderGen(RenderAPI render_api, bool supports_dual_source_blend)
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ShaderGen::ShaderGen(RenderAPI render_api, bool supports_dual_source_blend, bool supports_framebuffer_fetch)
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: m_render_api(render_api), m_glsl(render_api != RenderAPI::D3D11 && render_api != RenderAPI::D3D12),
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m_spirv(render_api == RenderAPI::Vulkan || render_api == RenderAPI::Metal),
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m_supports_dual_source_blend(supports_dual_source_blend), m_use_glsl_interface_blocks(false)
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m_supports_dual_source_blend(supports_dual_source_blend), m_supports_framebuffer_fetch(supports_framebuffer_fetch),
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m_use_glsl_interface_blocks(false)
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{
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#if defined(ENABLE_OPENGL) || defined(ENABLE_VULKAN) || defined(__APPLE__)
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if (m_glsl)
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@ -62,6 +63,11 @@ void ShaderGen::DefineMacro(std::stringstream& ss, const char* name, bool enable
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ss << "#define " << name << " " << BoolToUInt32(enabled) << "\n";
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}
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void ShaderGen::DefineMacro(std::stringstream& ss, const char* name, s32 value)
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{
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ss << "#define " << name << " " << value << "\n";
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}
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#ifdef ENABLE_OPENGL
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void ShaderGen::SetGLSLVersionString()
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{
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@ -123,6 +129,8 @@ void ShaderGen::WriteHeader(std::stringstream& ss)
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ss << "#extension GL_EXT_blend_func_extended : require\n";
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if (GLAD_GL_ARB_blend_func_extended)
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ss << "#extension GL_ARB_blend_func_extended : require\n";
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if (GLAD_GL_EXT_shader_framebuffer_fetch)
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ss << "#extension GL_EXT_shader_framebuffer_fetch : require\n";
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// Test for V3D driver - we have to fudge coordinates slightly.
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if (std::strstr(reinterpret_cast<const char*>(glGetString(GL_VENDOR)), "Broadcom") &&
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@ -151,6 +159,11 @@ void ShaderGen::WriteHeader(std::stringstream& ss)
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// Enable SSBOs if it's not required by the version.
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if (!GLAD_GL_VERSION_4_3 && !GLAD_GL_ES_VERSION_3_1 && GLAD_GL_ARB_shader_storage_buffer_object)
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ss << "#extension GL_ARB_shader_storage_buffer_object : require\n";
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if (GLAD_GL_EXT_shader_framebuffer_fetch)
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ss << "#extension GL_EXT_shader_framebuffer_fetch : require\n";
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else if (GLAD_GL_ARM_shader_framebuffer_fetch)
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ss << "#extension GL_ARM_shader_framebuffer_fetch : require\n";
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}
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#endif
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@ -486,7 +499,7 @@ void ShaderGen::DeclareFragmentEntryPoint(
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const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs,
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bool declare_fragcoord /* = false */, u32 num_color_outputs /* = 1 */, bool depth_output /* = false */,
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bool msaa /* = false */, bool ssaa /* = false */, bool declare_sample_id /* = false */,
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bool noperspective_color /* = false */)
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bool noperspective_color /* = false */, bool framebuffer_fetch /* = false */)
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{
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if (m_glsl)
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{
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@ -540,24 +553,43 @@ void ShaderGen::DeclareFragmentEntryPoint(
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if (depth_output)
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ss << "#define o_depth gl_FragDepth\n";
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const char* target_0_qualifier = "out";
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#ifdef ENABLE_OPENGL
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if ((m_render_api == RenderAPI::OpenGL || m_render_api == RenderAPI::OpenGLES) && m_supports_framebuffer_fetch &&
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framebuffer_fetch)
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{
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if (GLAD_GL_EXT_shader_framebuffer_fetch)
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{
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target_0_qualifier = "inout";
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ss << "#define LAST_FRAG_COLOR o_col0\n";
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}
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else if (GLAD_GL_ARM_shader_framebuffer_fetch)
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{
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ss << "#define LAST_FRAG_COLOR gl_LastFragColorARM\n";
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}
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}
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#endif
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if (m_use_glsl_binding_layout)
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{
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if (m_supports_dual_source_blend)
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{
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for (u32 i = 0; i < num_color_outputs; i++)
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ss << "layout(location = 0, index = " << i << ") out float4 o_col" << i << ";\n";
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{
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ss << "layout(location = 0, index = " << i << ") " << ((i == 0) ? target_0_qualifier : "out")
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<< " float4 o_col" << i << ";\n";
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}
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}
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else
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{
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Assert(num_color_outputs <= 1);
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for (u32 i = 0; i < num_color_outputs; i++)
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ss << "layout(location = " << i << ") out float4 o_col" << i << ";\n";
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ss << "layout(location = 0) " << target_0_qualifier << " float4 o_col0;\n";
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}
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}
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else
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{
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for (u32 i = 0; i < num_color_outputs; i++)
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ss << "out float4 o_col" << i << ";\n";
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ss << ((i == 0) ? target_0_qualifier : "out") << " float4 o_col" << i << ";\n";
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}
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ss << "\n";
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