GPUShader: Add support for gpu_BaryCoord and fallback
This adds the possibility to use the `gpu_BaryCoord[NoPersp]` builtin to support barycentric coordinates without geometry shader. The `BuiltinBits::LAYER` builtin needs to be manually added to the `GPUShaderCreateInfo` in order to use this feature. Note: This is only available for shaders using `GPUShaderCreateInfo`. A geometry shader fallback is generated if the extension `AMD_shader_explicit_vertex_parameter` is not available. `NV_fragment_shader_barycentric` was not considered because it is not present inside the `glew.h` with use and seems to only be available with vulkan.
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@@ -249,6 +249,7 @@ static void detect_workarounds()
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GLContext::fixed_restart_index_support = false;
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GLContext::geometry_shader_invocations = false;
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GLContext::layered_rendering_support = false;
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GLContext::native_barycentric_support = false;
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GLContext::multi_bind_support = false;
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GLContext::multi_draw_indirect_support = false;
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GLContext::shader_draw_parameters_support = false;
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@@ -447,6 +448,7 @@ bool GLContext::explicit_location_support = false;
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bool GLContext::geometry_shader_invocations = false;
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bool GLContext::fixed_restart_index_support = false;
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bool GLContext::layered_rendering_support = false;
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bool GLContext::native_barycentric_support = false;
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bool GLContext::multi_bind_support = false;
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bool GLContext::multi_draw_indirect_support = false;
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bool GLContext::shader_draw_parameters_support = false;
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@@ -508,6 +510,7 @@ void GLBackend::capabilities_init()
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GLContext::geometry_shader_invocations = GLEW_ARB_gpu_shader5;
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GLContext::fixed_restart_index_support = GLEW_ARB_ES3_compatibility;
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GLContext::layered_rendering_support = GLEW_AMD_vertex_shader_layer;
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GLContext::native_barycentric_support = GLEW_AMD_shader_explicit_vertex_parameter;
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GLContext::multi_bind_support = GLEW_ARB_multi_bind;
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GLContext::multi_draw_indirect_support = GLEW_ARB_multi_draw_indirect;
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GLContext::shader_draw_parameters_support = GLEW_ARB_shader_draw_parameters;
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@@ -73,6 +73,7 @@ class GLContext : public Context {
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static bool geometry_shader_invocations;
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static bool fixed_restart_index_support;
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static bool layered_rendering_support;
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static bool native_barycentric_support;
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static bool multi_bind_support;
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static bool multi_draw_indirect_support;
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static bool shader_draw_parameters_support;
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@@ -424,9 +424,28 @@ std::string GLShader::resources_declare(const ShaderCreateInfo &info) const
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return ss.str();
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}
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static std::string main_function_wrapper(std::string &pre_main, std::string &post_main)
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{
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std::stringstream ss;
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/* Prototype for the original main. */
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ss << "\n";
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ss << "void main_function_();\n";
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/* Wrapper to the main function in order to inject code processing on globals. */
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ss << "void main() {\n";
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ss << pre_main;
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ss << " main_function_();\n";
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ss << post_main;
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ss << "}\n";
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/* Rename the original main. */
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ss << "#define main main_function_\n";
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ss << "\n";
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return ss.str();
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}
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std::string GLShader::vertex_interface_declare(const ShaderCreateInfo &info) const
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{
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std::stringstream ss;
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std::string post_main = "";
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ss << "\n/* Inputs. */\n";
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for (const ShaderCreateInfo::VertIn &attr : info.vertex_inputs_) {
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@@ -442,13 +461,32 @@ std::string GLShader::vertex_interface_declare(const ShaderCreateInfo &info) con
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if (!GLContext::layered_rendering_support && bool(info.builtins_ & BuiltinBits::LAYER)) {
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ss << "out int gpu_Layer;\n";
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}
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if (bool(info.builtins_ & BuiltinBits::BARYCENTRIC_COORD)) {
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if (!GLContext::native_barycentric_support) {
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/* Disabled or unsupported. */
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}
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else if (GLEW_AMD_shader_explicit_vertex_parameter) {
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/* Need this for stable barycentric. */
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ss << "flat out vec4 gpu_pos_flat;\n";
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ss << "out vec4 gpu_pos;\n";
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post_main += " gpu_pos = gpu_pos_flat = gl_Position;\n";
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}
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}
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ss << "\n";
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if (post_main.empty() == false) {
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std::string pre_main = "";
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ss << main_function_wrapper(pre_main, post_main);
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}
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return ss.str();
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}
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std::string GLShader::fragment_interface_declare(const ShaderCreateInfo &info) const
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{
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std::stringstream ss;
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std::string pre_main = "";
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ss << "\n/* Interfaces. */\n";
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const Vector<StageInterfaceInfo *> &in_interfaces = (info.geometry_source_.is_empty()) ?
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info.vertex_out_interfaces_ :
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@@ -456,6 +494,32 @@ std::string GLShader::fragment_interface_declare(const ShaderCreateInfo &info) c
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for (const StageInterfaceInfo *iface : in_interfaces) {
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print_interface(ss, "in", *iface);
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}
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if (bool(info.builtins_ & BuiltinBits::BARYCENTRIC_COORD)) {
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if (!GLContext::native_barycentric_support) {
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ss << "smooth in vec3 gpu_BaryCoord;\n";
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ss << "noperspective in vec3 gpu_BaryCoordNoPersp;\n";
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}
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else if (GLEW_AMD_shader_explicit_vertex_parameter) {
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/* NOTE(fclem): This won't work with geometry shader. Hopefully, we don't need geometry
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* shader workaround if this extension/feature is detected. */
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ss << "\n/* Stable Barycentric Coordinates. */\n";
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ss << "flat in vec4 gpu_pos_flat;\n";
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ss << "__explicitInterpAMD in vec4 gpu_pos;\n";
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/* Globals. */
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ss << "vec3 gpu_BaryCoord;\n";
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ss << "vec3 gpu_BaryCoordNoPersp;\n";
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ss << "\n";
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ss << "vec2 stable_bary_(vec2 in_bary) {\n";
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ss << " vec3 bary = vec3(in_bary, 1.0 - in_bary.x - in_bary.y);\n";
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ss << " if (interpolateAtVertexAMD(gpu_pos, 0) == gpu_pos_flat) { return bary.zxy; }\n";
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ss << " if (interpolateAtVertexAMD(gpu_pos, 2) == gpu_pos_flat) { return bary.yzx; }\n";
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ss << " return bary.xyz;\n";
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ss << "}\n";
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pre_main += " gpu_BaryCoord = stable_bary_(gl_BaryCoordSmoothAMD);\n";
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pre_main += " gpu_BaryCoordNoPersp = stable_bary_(gl_BaryCoordNoPerspAMD);\n";
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}
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}
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ss << "\n/* Outputs. */\n";
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for (const ShaderCreateInfo::FragOut &output : info.fragment_outputs_) {
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ss << "layout(location = " << output.index;
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@@ -473,6 +537,11 @@ std::string GLShader::fragment_interface_declare(const ShaderCreateInfo &info) c
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ss << "out " << to_string(output.type) << " " << output.name << ";\n";
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}
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ss << "\n";
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if (pre_main.empty() == false) {
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std::string post_main = "";
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ss << main_function_wrapper(pre_main, post_main);
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}
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return ss.str();
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}
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@@ -562,7 +631,7 @@ std::string GLShader::workaround_geometry_shader_source_create(
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const bool do_layer_workaround = !GLContext::layered_rendering_support &&
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bool(info.builtins_ & BuiltinBits::LAYER);
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const bool do_barycentric_workaround = !GLContext::native_barycentrics_support &&
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const bool do_barycentric_workaround = !GLContext::native_barycentric_support &&
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bool(info.builtins_ & BuiltinBits::BARYCENTRIC_COORD);
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shader::ShaderCreateInfo info_modified = info;
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@@ -578,6 +647,10 @@ std::string GLShader::workaround_geometry_shader_source_create(
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if (do_layer_workaround) {
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ss << "in int gpu_Layer[];\n";
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}
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if (do_barycentric_workaround) {
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ss << "smooth out vec3 gpu_BaryCoord;\n";
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ss << "noperspective out vec3 gpu_BaryCoordNoPersp;\n";
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}
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ss << "\n";
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ss << "void main()\n";
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@@ -592,6 +665,10 @@ std::string GLShader::workaround_geometry_shader_source_create(
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ss << " = " << iface->instance_name << "_in[" << i << "]." << inout.name << ";\n";
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}
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}
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if (do_barycentric_workaround) {
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ss << " gpu_BaryCoordNoPersp = gpu_BaryCoord =";
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ss << " vec3(" << int(i == 0) << ", " << int(i == 1) << ", " << int(i == 2) << ");\n";
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}
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ss << " gl_Position = gl_in[" << i << "].gl_Position;\n";
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ss << " EmitVertex();\n";
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}
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@@ -602,7 +679,10 @@ std::string GLShader::workaround_geometry_shader_source_create(
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bool GLShader::do_geometry_shader_injection(const shader::ShaderCreateInfo *info)
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{
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BuiltinBits builtins = info->builtins_;
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if (!GLContext::native_barycentrics_support && bool(builtins & BuiltinBits::BARYCENTRIC_COORD)) {
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if (!GLContext::native_barycentric_support && bool(builtins & BuiltinBits::BARYCENTRIC_COORD)) {
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return true;
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}
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if (!GLContext::layered_rendering_support && bool(builtins & BuiltinBits::LAYER)) {
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return true;
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}
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return false;
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@@ -665,6 +745,9 @@ static char *glsl_patch_default_get()
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STR_CONCAT(patch, slen, "#extension GL_AMD_vertex_shader_layer: enable\n");
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STR_CONCAT(patch, slen, "#define gpu_Layer gl_Layer\n");
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}
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if (GLContext::native_barycentric_support) {
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STR_CONCAT(patch, slen, "#extension GL_AMD_shader_explicit_vertex_parameter: enable\n");
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}
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/* Fallbacks. */
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if (!GLContext::shader_draw_parameters_support) {
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