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-rw-r--r--src/video_core/CMakeLists.txt5
-rw-r--r--src/video_core/host_shaders/CMakeLists.txt43
-rw-r--r--src/video_core/host_shaders/StringShaderHeader.cmake11
-rw-r--r--src/video_core/host_shaders/opengl_present.frag10
-rw-r--r--src/video_core/host_shaders/opengl_present.vert24
-rw-r--r--src/video_core/host_shaders/source_shader.h.in9
-rw-r--r--src/video_core/renderer_opengl/gl_resource_manager.cpp9
-rw-r--r--src/video_core/renderer_opengl/gl_resource_manager.h3
-rw-r--r--src/video_core/renderer_opengl/gl_shader_cache.cpp1
-rw-r--r--src/video_core/renderer_opengl/gl_shader_util.cpp15
-rw-r--r--src/video_core/renderer_opengl/gl_shader_util.h2
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp46
12 files changed, 127 insertions, 51 deletions
diff --git a/src/video_core/CMakeLists.txt b/src/video_core/CMakeLists.txt
index 3cd896a0f..d85f1e9d1 100644
--- a/src/video_core/CMakeLists.txt
+++ b/src/video_core/CMakeLists.txt
@@ -1,3 +1,5 @@
+add_subdirectory(host_shaders)
+
add_library(video_core STATIC
buffer_cache/buffer_block.h
buffer_cache/buffer_cache.h
@@ -244,6 +246,9 @@ create_target_directory_groups(video_core)
target_link_libraries(video_core PUBLIC common core)
target_link_libraries(video_core PRIVATE glad xbyak)
+add_dependencies(video_core host_shaders)
+target_include_directories(video_core PRIVATE ${HOST_SHADERS_INCLUDE})
+
if (ENABLE_VULKAN)
target_include_directories(video_core PRIVATE sirit ../../externals/Vulkan-Headers/include)
target_compile_definitions(video_core PRIVATE HAS_VULKAN)
diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt
new file mode 100644
index 000000000..aa62363a7
--- /dev/null
+++ b/src/video_core/host_shaders/CMakeLists.txt
@@ -0,0 +1,43 @@
+set(SHADER_FILES
+ opengl_present.frag
+ opengl_present.vert
+)
+
+set(SHADER_INCLUDE ${CMAKE_CURRENT_BINARY_DIR}/include)
+set(HOST_SHADERS_INCLUDE ${SHADER_INCLUDE} PARENT_SCOPE)
+
+set(SHADER_DIR ${SHADER_INCLUDE}/video_core/host_shaders)
+add_custom_command(
+ OUTPUT
+ ${SHADER_DIR}
+ COMMAND
+ ${CMAKE_COMMAND} -E make_directory ${SHADER_DIR}
+)
+
+set(INPUT_FILE ${CMAKE_CURRENT_SOURCE_DIR}/source_shader.h.in)
+set(HEADER_GENERATOR ${CMAKE_CURRENT_SOURCE_DIR}/StringShaderHeader.cmake)
+
+foreach(FILENAME IN ITEMS ${SHADER_FILES})
+ string(REPLACE "." "_" SHADER_NAME ${FILENAME})
+ set(SOURCE_FILE ${CMAKE_CURRENT_SOURCE_DIR}/${FILENAME})
+ set(HEADER_FILE ${SHADER_DIR}/${SHADER_NAME}.h)
+ add_custom_command(
+ OUTPUT
+ ${HEADER_FILE}
+ COMMAND
+ ${CMAKE_COMMAND} -P ${HEADER_GENERATOR} ${SOURCE_FILE} ${HEADER_FILE} ${INPUT_FILE}
+ MAIN_DEPENDENCY
+ ${SOURCE_FILE}
+ DEPENDS
+ ${HEADER_GENERATOR}
+ ${INPUT_FILE}
+ )
+ set(SHADER_HEADERS ${SHADER_HEADERS} ${HEADER_FILE})
+endforeach()
+
+add_custom_target(host_shaders
+ DEPENDS
+ ${SHADER_HEADERS}
+ SOURCES
+ ${SHADER_FILES}
+)
diff --git a/src/video_core/host_shaders/StringShaderHeader.cmake b/src/video_core/host_shaders/StringShaderHeader.cmake
new file mode 100644
index 000000000..368bce0ed
--- /dev/null
+++ b/src/video_core/host_shaders/StringShaderHeader.cmake
@@ -0,0 +1,11 @@
+set(SOURCE_FILE ${CMAKE_ARGV3})
+set(HEADER_FILE ${CMAKE_ARGV4})
+set(INPUT_FILE ${CMAKE_ARGV5})
+
+get_filename_component(CONTENTS_NAME ${SOURCE_FILE} NAME)
+string(REPLACE "." "_" CONTENTS_NAME ${CONTENTS_NAME})
+string(TOUPPER ${CONTENTS_NAME} CONTENTS_NAME)
+
+file(READ ${SOURCE_FILE} CONTENTS)
+
+configure_file(${INPUT_FILE} ${HEADER_FILE} @ONLY)
diff --git a/src/video_core/host_shaders/opengl_present.frag b/src/video_core/host_shaders/opengl_present.frag
new file mode 100644
index 000000000..8a4cb024b
--- /dev/null
+++ b/src/video_core/host_shaders/opengl_present.frag
@@ -0,0 +1,10 @@
+#version 430 core
+
+layout (location = 0) in vec2 frag_tex_coord;
+layout (location = 0) out vec4 color;
+
+layout (binding = 0) uniform sampler2D color_texture;
+
+void main() {
+ color = vec4(texture(color_texture, frag_tex_coord).rgb, 1.0f);
+}
diff --git a/src/video_core/host_shaders/opengl_present.vert b/src/video_core/host_shaders/opengl_present.vert
new file mode 100644
index 000000000..2235d31a4
--- /dev/null
+++ b/src/video_core/host_shaders/opengl_present.vert
@@ -0,0 +1,24 @@
+#version 430 core
+
+out gl_PerVertex {
+ vec4 gl_Position;
+};
+
+layout (location = 0) in vec2 vert_position;
+layout (location = 1) in vec2 vert_tex_coord;
+layout (location = 0) out vec2 frag_tex_coord;
+
+// This is a truncated 3x3 matrix for 2D transformations:
+// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
+// The third column performs translation.
+// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
+// implicitly be [0, 0, 1]
+layout (location = 0) uniform mat3x2 modelview_matrix;
+
+void main() {
+ // Multiply input position by the rotscale part of the matrix and then manually translate by
+ // the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
+ // to `vec3(vert_position.xy, 1.0)`
+ gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
+ frag_tex_coord = vert_tex_coord;
+}
diff --git a/src/video_core/host_shaders/source_shader.h.in b/src/video_core/host_shaders/source_shader.h.in
new file mode 100644
index 000000000..ccdb0d2a9
--- /dev/null
+++ b/src/video_core/host_shaders/source_shader.h.in
@@ -0,0 +1,9 @@
+#pragma once
+
+#include <string_view>
+
+namespace HostShaders {
+
+constexpr std::string_view @CONTENTS_NAME@ = R"(@CONTENTS@)";
+
+} // namespace HostShaders
diff --git a/src/video_core/renderer_opengl/gl_resource_manager.cpp b/src/video_core/renderer_opengl/gl_resource_manager.cpp
index a787e27d2..0ebcec427 100644
--- a/src/video_core/renderer_opengl/gl_resource_manager.cpp
+++ b/src/video_core/renderer_opengl/gl_resource_manager.cpp
@@ -2,6 +2,7 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
+#include <string_view>
#include <utility>
#include <glad/glad.h>
#include "common/common_types.h"
@@ -82,11 +83,13 @@ void OGLSampler::Release() {
handle = 0;
}
-void OGLShader::Create(const char* source, GLenum type) {
- if (handle != 0)
+void OGLShader::Create(std::string_view source, GLenum type) {
+ if (handle != 0) {
return;
- if (source == nullptr)
+ }
+ if (source.empty()) {
return;
+ }
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
handle = GLShader::LoadShader(source, type);
diff --git a/src/video_core/renderer_opengl/gl_resource_manager.h b/src/video_core/renderer_opengl/gl_resource_manager.h
index b05cb641c..f48398669 100644
--- a/src/video_core/renderer_opengl/gl_resource_manager.h
+++ b/src/video_core/renderer_opengl/gl_resource_manager.h
@@ -4,6 +4,7 @@
#pragma once
+#include <string_view>
#include <utility>
#include <glad/glad.h>
#include "common/common_types.h"
@@ -127,7 +128,7 @@ public:
return *this;
}
- void Create(const char* source, GLenum type);
+ void Create(std::string_view source, GLenum type);
void Release();
diff --git a/src/video_core/renderer_opengl/gl_shader_cache.cpp b/src/video_core/renderer_opengl/gl_shader_cache.cpp
index eb49a36bf..a07d56ef0 100644
--- a/src/video_core/renderer_opengl/gl_shader_cache.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_cache.cpp
@@ -22,6 +22,7 @@
#include "video_core/memory_manager.h"
#include "video_core/renderer_opengl/gl_arb_decompiler.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
+#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_cache.h"
#include "video_core/renderer_opengl/gl_shader_decompiler.h"
#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
diff --git a/src/video_core/renderer_opengl/gl_shader_util.cpp b/src/video_core/renderer_opengl/gl_shader_util.cpp
index 9e74eda0d..4bf0d6090 100644
--- a/src/video_core/renderer_opengl/gl_shader_util.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_util.cpp
@@ -2,6 +2,7 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
+#include <string_view>
#include <vector>
#include <glad/glad.h>
#include "common/assert.h"
@@ -11,7 +12,8 @@
namespace OpenGL::GLShader {
namespace {
-const char* GetStageDebugName(GLenum type) {
+
+std::string_view StageDebugName(GLenum type) {
switch (type) {
case GL_VERTEX_SHADER:
return "vertex";
@@ -25,12 +27,17 @@ const char* GetStageDebugName(GLenum type) {
UNIMPLEMENTED();
return "unknown";
}
+
} // Anonymous namespace
-GLuint LoadShader(const char* source, GLenum type) {
- const char* debug_type = GetStageDebugName(type);
+GLuint LoadShader(std::string_view source, GLenum type) {
+ const std::string_view debug_type = StageDebugName(type);
const GLuint shader_id = glCreateShader(type);
- glShaderSource(shader_id, 1, &source, nullptr);
+
+ const GLchar* source_string = source.data();
+ const GLint source_length = static_cast<GLint>(source.size());
+
+ glShaderSource(shader_id, 1, &source_string, &source_length);
LOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type);
glCompileShader(shader_id);
diff --git a/src/video_core/renderer_opengl/gl_shader_util.h b/src/video_core/renderer_opengl/gl_shader_util.h
index 03b7548c2..1b770532e 100644
--- a/src/video_core/renderer_opengl/gl_shader_util.h
+++ b/src/video_core/renderer_opengl/gl_shader_util.h
@@ -38,7 +38,7 @@ void LogShaderSource(T... shaders) {
* @param source String of the GLSL shader program
* @param type Type of the shader (GL_VERTEX_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER)
*/
-GLuint LoadShader(const char* source, GLenum type);
+GLuint LoadShader(std::string_view source, GLenum type);
/**
* Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader)
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index c39663db7..b759c2dba 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -21,6 +21,8 @@
#include "core/perf_stats.h"
#include "core/settings.h"
#include "core/telemetry_session.h"
+#include "video_core/host_shaders/opengl_present_frag.h"
+#include "video_core/host_shaders/opengl_present_vert.h"
#include "video_core/morton.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
@@ -44,46 +46,6 @@ struct Frame {
bool is_srgb{}; /// Framebuffer is sRGB or RGB
};
-constexpr char VERTEX_SHADER[] = R"(
-#version 430 core
-
-out gl_PerVertex {
- vec4 gl_Position;
-};
-
-layout (location = 0) in vec2 vert_position;
-layout (location = 1) in vec2 vert_tex_coord;
-layout (location = 0) out vec2 frag_tex_coord;
-
-// This is a truncated 3x3 matrix for 2D transformations:
-// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
-// The third column performs translation.
-// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
-// implicitly be [0, 0, 1]
-layout (location = 0) uniform mat3x2 modelview_matrix;
-
-void main() {
- // Multiply input position by the rotscale part of the matrix and then manually translate by
- // the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
- // to `vec3(vert_position.xy, 1.0)`
- gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
- frag_tex_coord = vert_tex_coord;
-}
-)";
-
-constexpr char FRAGMENT_SHADER[] = R"(
-#version 430 core
-
-layout (location = 0) in vec2 frag_tex_coord;
-layout (location = 0) out vec4 color;
-
-layout (binding = 0) uniform sampler2D color_texture;
-
-void main() {
- color = vec4(texture(color_texture, frag_tex_coord).rgb, 1.0f);
-}
-)";
-
constexpr GLint PositionLocation = 0;
constexpr GLint TexCoordLocation = 1;
constexpr GLint ModelViewMatrixLocation = 0;
@@ -461,10 +423,10 @@ void RendererOpenGL::InitOpenGLObjects() {
// Create shader programs
OGLShader vertex_shader;
- vertex_shader.Create(VERTEX_SHADER, GL_VERTEX_SHADER);
+ vertex_shader.Create(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
OGLShader fragment_shader;
- fragment_shader.Create(FRAGMENT_SHADER, GL_FRAGMENT_SHADER);
+ fragment_shader.Create(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER);
vertex_program.Create(true, false, vertex_shader.handle);
fragment_program.Create(true, false, fragment_shader.handle);