GPUShader: Add support for vertex shader gl_Layer and fallback

This adds the possibility to use the `gpu_Layer` builtin to
support layered rendering 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.
This commit is contained in:
2022-02-01 13:53:11 +01:00
parent 9bbfade772
commit 9e42b9827a
4 changed files with 89 additions and 3 deletions

View File

@@ -439,6 +439,9 @@ std::string GLShader::vertex_interface_declare(const ShaderCreateInfo &info) con
for (const StageInterfaceInfo *iface : info.vertex_out_interfaces_) {
print_interface(ss, "out", *iface);
}
if (!GLContext::layered_rendering_support && bool(info.builtins_ & BuiltinBits::LAYER)) {
ss << "out int gpu_Layer;\n";
}
ss << "\n";
return ss.str();
}
@@ -501,7 +504,7 @@ static StageInterfaceInfo *find_interface_by_name(const Vector<StageInterfaceInf
const StringRefNull &name)
{
for (auto *iface : ifaces) {
if (iface->name == name) {
if (iface->instance_name == name) {
return iface;
}
}
@@ -510,8 +513,8 @@ static StageInterfaceInfo *find_interface_by_name(const Vector<StageInterfaceInf
std::string GLShader::geometry_interface_declare(const ShaderCreateInfo &info) const
{
std::stringstream ss;
ss << "\n/* Interfaces. */\n";
for (const StageInterfaceInfo *iface : info.vertex_out_interfaces_) {
bool has_matching_output_iface = find_interface_by_name(info.geometry_out_interfaces_,
@@ -545,6 +548,65 @@ std::string GLShader::compute_layout_declare(const ShaderCreateInfo &info) const
ss << "\n";
return ss.str();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Passthrough geometry shader emulation
*
* \{ */
std::string GLShader::workaround_geometry_shader_source_create(
const shader::ShaderCreateInfo &info)
{
std::stringstream ss;
const bool do_layer_workaround = !GLContext::layered_rendering_support &&
bool(info.builtins_ & BuiltinBits::LAYER);
const bool do_barycentric_workaround = !GLContext::native_barycentrics_support &&
bool(info.builtins_ & BuiltinBits::BARYCENTRIC_COORD);
shader::ShaderCreateInfo info_modified = info;
info_modified.geometry_out_interfaces_ = info_modified.vertex_out_interfaces_;
/**
* NOTE(@fclem): Assuming we will render TRIANGLES. This will not work with other primitive
* types. In this case, it might not trigger an error on some implementations.
*/
info_modified.geometry_layout(PrimitiveIn::TRIANGLES, PrimitiveOut::TRIANGLE_STRIP, 3);
ss << geometry_layout_declare(info_modified);
ss << geometry_interface_declare(info_modified);
if (do_layer_workaround) {
ss << "in int gpu_Layer[];\n";
}
ss << "\n";
ss << "void main()\n";
ss << "{\n";
if (do_layer_workaround) {
ss << " gl_Layer = gpu_Layer[0];\n";
}
for (auto i : IndexRange(3)) {
for (auto iface : info_modified.vertex_out_interfaces_) {
for (auto &inout : iface->inouts) {
ss << " " << iface->instance_name << "_out." << inout.name;
ss << " = " << iface->instance_name << "_in[" << i << "]." << inout.name << ";\n";
}
}
ss << " gl_Position = gl_in[" << i << "].gl_Position;\n";
ss << " EmitVertex();\n";
}
ss << "}\n";
return ss.str();
}
bool GLShader::do_geometry_shader_injection(const shader::ShaderCreateInfo *info)
{
BuiltinBits builtins = info->builtins_;
if (!GLContext::native_barycentrics_support && bool(builtins & BuiltinBits::BARYCENTRIC_COORD)) {
return true;
}
return false;
}
/** \} */
@@ -555,7 +617,7 @@ std::string GLShader::compute_layout_declare(const ShaderCreateInfo &info) const
static char *glsl_patch_default_get()
{
/** Used for shader patching. Init once. */
static char patch[700] = "\0";
static char patch[1024] = "\0";
if (patch[0] != '\0') {
return patch;
}
@@ -599,6 +661,10 @@ static char *glsl_patch_default_get()
STR_CONCAT(patch, slen, "#extension GL_ARB_shader_image_load_store: enable\n");
STR_CONCAT(patch, slen, "#extension GL_ARB_shading_language_420pack: enable\n");
}
if (GLContext::layered_rendering_support) {
STR_CONCAT(patch, slen, "#extension GL_AMD_vertex_shader_layer: enable\n");
STR_CONCAT(patch, slen, "#define gpu_Layer gl_Layer\n");
}
/* Fallbacks. */
if (!GLContext::shader_draw_parameters_support) {
@@ -715,6 +781,14 @@ bool GLShader::finalize(const shader::ShaderCreateInfo *info)
return false;
}
if (info && do_geometry_shader_injection(info)) {
std::string source = workaround_geometry_shader_source_create(*info);
Vector<const char *> sources;
sources.append("version");
sources.append(source.c_str());
geometry_shader_from_glsl(sources);
}
glLinkProgram(shader_program_);
GLint status;