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