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[dxgi] Re-implement presentation shaders in GLSL

This commit is contained in:
Philip Rebohle 2018-04-10 18:46:39 +02:00
parent f6c6f5eb1f
commit 41132b8c13
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GPG Key ID: C8CC613427A31C99
4 changed files with 40 additions and 178 deletions

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@ -2,6 +2,9 @@
#include "../spirv/spirv_module.h"
#include <dxgi_presenter_frag.h>
#include <dxgi_presenter_vert.h>
namespace dxvk {
DxgiPresenter::DxgiPresenter(
@ -342,190 +345,17 @@ namespace dxvk {
Rc<DxvkShader> DxgiPresenter::createVertexShader() {
SpirvModule module;
const SpirvCodeBuffer codeBuffer(dxgi_presenter_vert);
// Set up basic vertex shader capabilities
module.enableCapability(spv::CapabilityShader);
module.setMemoryModel(
spv::AddressingModelLogical,
spv::MemoryModelGLSL450);
// ID of the entry point (function)
uint32_t entryPointId = module.allocateId();
// Data type definitions
uint32_t typeVoid = module.defVoidType();
uint32_t typeU32 = module.defIntType(32, 0);
uint32_t typeF32 = module.defFloatType(32);
uint32_t typeVec2 = module.defVectorType(typeF32, 2);
uint32_t typeVec4 = module.defVectorType(typeF32, 4);
uint32_t typeVec4Arr4 = module.defArrayType(typeVec4, module.constu32(4));
uint32_t typeFn = module.defFunctionType(typeVoid, 0, nullptr);
// Pointer type definitions
uint32_t ptrInputU32 = module.defPointerType(typeU32, spv::StorageClassInput);
uint32_t ptrOutputVec2 = module.defPointerType(typeVec2, spv::StorageClassOutput);
uint32_t ptrOutputVec4 = module.defPointerType(typeVec4, spv::StorageClassOutput);
uint32_t ptrPrivateVec4 = module.defPointerType(typeVec4, spv::StorageClassPrivate);
uint32_t ptrPrivateArr4 = module.defPointerType(typeVec4Arr4, spv::StorageClassPrivate);
// Input variable: VertexIndex
uint32_t inVertexId = module.newVar(
ptrInputU32, spv::StorageClassInput);
module.decorateBuiltIn(inVertexId, spv::BuiltInVertexIndex);
// Output variable: Position
uint32_t outPosition = module.newVar(
ptrOutputVec4, spv::StorageClassOutput);
module.decorateBuiltIn(outPosition, spv::BuiltInPosition);
// Output variable: Texture coordinates
uint32_t outTexCoord = module.newVar(
ptrOutputVec2, spv::StorageClassOutput);
module.decorateLocation(outTexCoord, 0);
// Temporary variable: Vertex array
uint32_t varVertexArray = module.newVar(
ptrPrivateArr4, spv::StorageClassPrivate);
// Scalar constants
uint32_t constF32Zero = module.constf32( 0.0f);
uint32_t constF32Half = module.constf32( 0.5f);
uint32_t constF32Pos1 = module.constf32( 1.0f);
uint32_t constF32Neg1 = module.constf32(-1.0f);
// Vector constants
uint32_t constVec2HalfIds[2] = { constF32Half, constF32Half };
uint32_t constVec2Half = module.constComposite(typeVec2, 2, constVec2HalfIds);
// Construct vertex array
uint32_t vertexData[16] = {
constF32Neg1, constF32Neg1, constF32Zero, constF32Pos1,
constF32Neg1, constF32Pos1, constF32Zero, constF32Pos1,
constF32Pos1, constF32Neg1, constF32Zero, constF32Pos1,
constF32Pos1, constF32Pos1, constF32Zero, constF32Pos1,
};
uint32_t vertexConstants[4] = {
module.constComposite(typeVec4, 4, vertexData + 0),
module.constComposite(typeVec4, 4, vertexData + 4),
module.constComposite(typeVec4, 4, vertexData + 8),
module.constComposite(typeVec4, 4, vertexData + 12),
};
uint32_t vertexArray = module.constComposite(
typeVec4Arr4, 4, vertexConstants);
// Function header
module.functionBegin(typeVoid, entryPointId, typeFn, spv::FunctionControlMaskNone);
module.opLabel(module.allocateId());
module.opStore(varVertexArray, vertexArray);
// Load position of the current vertex
uint32_t tmpVertexId = module.opLoad(typeU32, inVertexId);
uint32_t tmpVertexPtr = module.opAccessChain(
ptrPrivateVec4, varVertexArray, 1, &tmpVertexId);
uint32_t tmpVertexPos = module.opLoad(typeVec4, tmpVertexPtr);
module.opStore(outPosition, tmpVertexPos);
// Compute texture coordinates
uint32_t swizzleIndices[2] = { 0, 1 };
uint32_t tmpTexCoord = module.opVectorShuffle(typeVec2,
tmpVertexPos, tmpVertexPos, 2, swizzleIndices);
tmpTexCoord = module.opFMul(typeVec2, tmpTexCoord, constVec2Half);
tmpTexCoord = module.opFAdd(typeVec2, tmpTexCoord, constVec2Half);
module.opStore(outTexCoord, tmpTexCoord);
module.opReturn();
module.functionEnd();
// Register function entry point
std::array<uint32_t, 3> interfaces = {
inVertexId, outPosition, outTexCoord,
};
module.addEntryPoint(entryPointId, spv::ExecutionModelVertex,
"main", interfaces.size(), interfaces.data());
// Create the actual shader module
return m_device->createShader(
VK_SHADER_STAGE_VERTEX_BIT,
0, nullptr, { 0u, 1u },
module.compile());
codeBuffer);
}
Rc<DxvkShader> DxgiPresenter::createFragmentShader() {
SpirvModule module;
module.enableCapability(spv::CapabilityShader);
module.setMemoryModel(
spv::AddressingModelLogical,
spv::MemoryModelGLSL450);
uint32_t entryPointId = module.allocateId();
// Data type definitions
uint32_t typeVoid = module.defVoidType();
uint32_t typeF32 = module.defFloatType(32);
uint32_t typeVec2 = module.defVectorType(typeF32, 2);
uint32_t typeVec4 = module.defVectorType(typeF32, 4);
uint32_t typeFn = module.defFunctionType(typeVoid, 0, nullptr);
uint32_t typeSampler = module.defSamplerType();
uint32_t typeTexture = module.defImageType(
typeF32, spv::Dim2D, 0, 0, 0, 1, spv::ImageFormatUnknown);
uint32_t typeSampledTex = module.defSampledImageType(typeTexture);
// Pointer type definitions
uint32_t ptrInputVec2 = module.defPointerType(typeVec2, spv::StorageClassInput);
uint32_t ptrOutputVec4 = module.defPointerType(typeVec4, spv::StorageClassOutput);
uint32_t ptrSampler = module.defPointerType(typeSampler, spv::StorageClassUniformConstant);
uint32_t ptrTexture = module.defPointerType(typeTexture, spv::StorageClassUniformConstant);
// Sampler
uint32_t rcSampler = module.newVar(ptrSampler, spv::StorageClassUniformConstant);
module.decorateDescriptorSet(rcSampler, 0);
module.decorateBinding(rcSampler, BindingIds::Sampler);
// Texture
uint32_t rcTexture = module.newVar(ptrTexture, spv::StorageClassUniformConstant);
module.decorateDescriptorSet(rcTexture, 0);
module.decorateBinding(rcTexture, BindingIds::Texture);
// Input variable: Texture coordinates
uint32_t inTexCoord = module.newVar(
ptrInputVec2, spv::StorageClassInput);
module.decorateLocation(inTexCoord, 0);
// Output variable: Final color
uint32_t outColor = module.newVar(
ptrOutputVec4, spv::StorageClassOutput);
module.decorateLocation(outColor, 0);
// Function header
module.functionBegin(typeVoid, entryPointId, typeFn, spv::FunctionControlMaskNone);
module.opLabel(module.allocateId());
// Load texture coordinates
module.opStore(outColor,
module.opImageSampleImplicitLod(
typeVec4,
module.opSampledImage(
typeSampledTex,
module.opLoad(typeTexture, rcTexture),
module.opLoad(typeSampler, rcSampler)),
module.opLoad(typeVec2, inTexCoord),
SpirvImageOperands()));
module.opReturn();
module.functionEnd();
// Register function entry point
std::array<uint32_t, 2> interfaces = { inTexCoord, outColor };
module.addEntryPoint(entryPointId, spv::ExecutionModelFragment,
"main", interfaces.size(), interfaces.data());
const SpirvCodeBuffer codeBuffer(dxgi_presenter_frag);
// Shader resource slots
std::array<DxvkResourceSlot, 2> resourceSlots = {{
@ -539,7 +369,7 @@ namespace dxvk {
resourceSlots.size(),
resourceSlots.data(),
{ 1u, 1u },
module.compile());
codeBuffer);
}
}

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@ -1,3 +1,8 @@
dxgi_shaders = files([
'shaders/dxgi_presenter_frag.frag',
'shaders/dxgi_presenter_vert.vert',
])
dxgi_src = [
'dxgi_adapter.cpp',
'dxgi_device.cpp',
@ -9,7 +14,7 @@ dxgi_src = [
'dxgi_swapchain.cpp',
]
dxgi_dll = shared_library('dxgi', dxgi_src,
dxgi_dll = shared_library('dxgi', dxgi_src, glsl_generator.process(dxgi_shaders),
name_prefix : '',
link_with : [ util_lib ],
dependencies : [ dxvk_dep ],

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@ -0,0 +1,11 @@
#version 450
layout(binding = 0) uniform sampler s_sampler;
layout(binding = 1) uniform texture2D t_texture;
layout(location = 0) in vec2 i_texcoord;
layout(location = 0) out vec4 o_color;
void main() {
o_color = texture(sampler2D(t_texture, s_sampler), i_texcoord);
}

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@ -0,0 +1,16 @@
#version 450
const vec4 g_vpos[4] = {
vec4(-1.0f, -1.0f, 0.0f, 1.0f),
vec4(-1.0f, 1.0f, 0.0f, 1.0f),
vec4( 1.0f, -1.0f, 0.0f, 1.0f),
vec4( 1.0f, 1.0f, 0.0f, 1.0f),
};
layout(location = 0) out vec2 o_texcoord;
void main() {
vec4 pos = g_vpos[gl_VertexIndex];
o_texcoord = 0.5f + 0.5f * pos.xy;
gl_Position = pos;
}