mirror of
https://github.com/thejerf/baijiSteamVR.git
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121 lines
3.9 KiB
C++
121 lines
3.9 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "Common/CommonTypes.h"
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#include "Common/EnumFormatter.h"
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#include "VideoCommon/LightingShaderGen.h"
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#include "VideoCommon/ShaderGenCommon.h"
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enum class APIType;
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enum class TexInputForm : u32;
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enum class TexGenType : u32;
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enum class SourceRow : u32;
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enum class VSExpand : u32;
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// TODO should be reordered
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enum class ShaderAttrib : u32
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{
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Position = 0,
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PositionMatrix = 1,
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Normal = 2,
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Tangent = 3,
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Binormal = 4,
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Color0 = 5,
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Color1 = 6,
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TexCoord0 = 8,
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TexCoord1 = 9,
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TexCoord2 = 10,
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TexCoord3 = 11,
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TexCoord4 = 12,
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TexCoord5 = 13,
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TexCoord6 = 14,
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TexCoord7 = 15
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};
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template <>
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struct fmt::formatter<ShaderAttrib> : EnumFormatter<ShaderAttrib::TexCoord7>
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{
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static constexpr array_type names = {
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"Position", "Position Matrix", "Normal", "Tangent", "Binormal", "Color 0",
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"Color 1", nullptr, "Tex Coord 0", "Tex Coord 1", "Tex Coord 2", "Tex Coord 3",
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"Tex Coord 4", "Tex Coord 5", "Tex Coord 6", "Tex Coord 7"};
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constexpr formatter() : EnumFormatter(names) {}
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};
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// Intended for offsetting from Color0/TexCoord0
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constexpr ShaderAttrib operator+(ShaderAttrib attrib, int offset)
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{
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return static_cast<ShaderAttrib>(static_cast<u8>(attrib) + offset);
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}
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#pragma pack(1)
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struct vertex_shader_uid_data
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{
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u32 NumValues() const { return sizeof(vertex_shader_uid_data); }
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u32 components : 23;
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u32 numTexGens : 4;
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u32 numColorChans : 2;
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u32 dualTexTrans_enabled : 1;
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VSExpand vs_expand : 2;
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u32 position_has_3_elems : 1;
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// 6 bits (max 63) — widened from 4 once the VR HUD iteration pushed it past 15.
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u32 code_version : 6;
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u16 texcoord_elem_count; // 2 bits per texcoord input
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u16 texMtxInfo_n_projection; // Stored separately to guarantee that the texMtxInfo struct is
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// 8 bits wide
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struct
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{
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TexInputForm inputform : 2;
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TexGenType texgentype : 3;
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SourceRow sourcerow : 5;
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u32 embosssourceshift : 3;
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u32 embosslightshift : 3;
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} texMtxInfo[8];
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struct
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{
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u32 index : 6;
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u32 normalize : 1;
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u32 pad : 1;
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} postMtxInfo[8];
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LightingUidData lighting;
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};
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#pragma pack()
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using VertexShaderUid = ShaderUid<vertex_shader_uid_data>;
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struct CustomVertexContents
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{
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std::string_view shader = "";
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std::string_view uniforms = "";
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};
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VertexShaderUid GetVertexShaderUid();
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ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& host_config,
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const vertex_shader_uid_data* uid_data,
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CustomVertexContents custom_contents);
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void WriteVertexBody(APIType api_type, const ShaderHostConfig& host_config,
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const vertex_shader_uid_data* uid_data, ShaderCode& out);
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// True when the VS itself must apply the per-eye VR projection (VK_KHR_multiview /
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// GL_OVR_multiview path — no GS stage for triangles). Shared between the specialized
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// and uber vertex shader generators so the two can never disagree.
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bool UseVRMultiviewVSProjection(APIType api_type, const ShaderHostConfig& host_config);
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// Emits the multiview VR position block: declares `bool vr_pos_replaced` and replaces
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// o.pos with per-eye clip coordinates selected via gl_ViewIndex (perspective VR,
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// head-locked perspective HUD, head-locked 2D, orthographic virtual screen).
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// `view_space_pos` is the expression holding the view-space (pre-projection) position.
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// Callers must suppress the trailing depth-range/pixel-center fixups and neutralize
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// clip distances when `vr_pos_replaced` is true. Mirrors GeometryShaderGen's stereo
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// paths — any change here must be kept in sync with the GS.
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void GenerateVRMultiviewVSProjection(ShaderCode& out, APIType api_type,
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const ShaderHostConfig& host_config,
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std::string_view view_space_pos);
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