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Yellow squiggly lines begone! Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes. If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed. The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports. Not everything is removed, but the cleanup should be substantial enough. Because this done on Linux, code that isn't used on it is mostly untouched. (Hopefully no open PR is depending on these imports...)
172 lines
6.7 KiB
C++
172 lines
6.7 KiB
C++
// Copyright 2025 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/PipelineUtils.h"
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#include "Common/Assert.h"
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#include "Common/Logging/Log.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/ConstantManager.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/GeometryShaderGen.h"
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#include "VideoCommon/PixelShaderGen.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/VertexShaderGen.h"
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#include "VideoCommon/VideoConfig.h"
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namespace VideoCommon
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{
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/// Edits the UID based on driver bugs and other special configurations
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GXPipelineUid ApplyDriverBugs(const GXPipelineUid& in)
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{
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GXPipelineUid out;
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// TODO: static_assert(std::is_trivially_copyable_v<GXPipelineUid>);
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// GXPipelineUid is not trivially copyable because RasterizationState and BlendingState aren't
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// either, but we can pretend it is for now. This will be improved after PR #10848 is finished.
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memcpy(static_cast<void*>(&out), static_cast<const void*>(&in), sizeof(out)); // copy padding
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pixel_shader_uid_data* ps = out.ps_uid.GetUidData();
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BlendingState& blend = out.blending_state;
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if (ps->ztest == EmulatedZ::ForcedEarly && !out.depth_state.update_enable)
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{
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// No need to force early depth test if you're not writing z
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ps->ztest = EmulatedZ::Early;
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}
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// If framebuffer fetch is available, we can emulate logic ops in the fragment shader
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// and don't need the below blend approximation
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if (blend.logic_op_enable && !g_backend_info.bSupportsLogicOp &&
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!g_backend_info.bSupportsFramebufferFetch)
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{
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if (!blend.LogicOpApproximationIsExact())
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WARN_LOG_FMT(VIDEO,
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"Approximating logic op with blending, this will produce incorrect rendering.");
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if (blend.LogicOpApproximationWantsShaderHelp())
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{
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ps->emulate_logic_op_with_blend = true;
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ps->logic_op_mode = static_cast<u32>(blend.logic_mode.Value());
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}
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blend.ApproximateLogicOpWithBlending();
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}
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const bool benefits_from_ps_dual_source_off =
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(!g_backend_info.bSupportsDualSourceBlend && g_backend_info.bSupportsFramebufferFetch) ||
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DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING);
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if (benefits_from_ps_dual_source_off && !blend.RequiresDualSrc())
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{
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// Only use dual-source blending when required on drivers that don't support it very well.
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ps->no_dual_src = true;
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blend.use_dual_src = false;
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}
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if (g_backend_info.bSupportsFramebufferFetch)
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{
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bool fbfetch_blend = false;
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if ((DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DISCARD_WITH_EARLY_Z) ||
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!g_backend_info.bSupportsEarlyZ) &&
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ps->ztest == EmulatedZ::ForcedEarly)
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{
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ps->ztest = EmulatedZ::EarlyWithFBFetch;
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fbfetch_blend |= static_cast<bool>(out.blending_state.blend_enable);
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ps->no_dual_src = true;
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}
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fbfetch_blend |= blend.logic_op_enable && !g_backend_info.bSupportsLogicOp;
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fbfetch_blend |= blend.use_dual_src && !g_backend_info.bSupportsDualSourceBlend;
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if (fbfetch_blend)
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{
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ps->no_dual_src = true;
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if (blend.logic_op_enable)
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{
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ps->logic_op_enable = true;
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ps->logic_op_mode = static_cast<u32>(blend.logic_mode.Value());
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blend.logic_op_enable = false;
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}
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if (blend.blend_enable)
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{
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ps->blend_enable = true;
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ps->blend_src_factor = blend.src_factor;
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ps->blend_src_factor_alpha = blend.src_factor_alpha;
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ps->blend_dst_factor = blend.dst_factor;
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ps->blend_dst_factor_alpha = blend.dst_factor_alpha;
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ps->blend_subtract = blend.subtract;
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ps->blend_subtract_alpha = blend.subtract_alpha;
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blend.blend_enable = false;
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}
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}
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}
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// force dual src off if we can't support it
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if (!g_backend_info.bSupportsDualSourceBlend)
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{
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ps->no_dual_src = true;
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blend.use_dual_src = false;
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}
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if (ps->ztest == EmulatedZ::ForcedEarly && !g_backend_info.bSupportsEarlyZ)
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{
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// These things should be false
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ASSERT(!ps->zfreeze);
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// ZCOMPLOC HACK:
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// The only way to emulate alpha test + early-z is to force early-z in the shader.
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// As this isn't available on all drivers and as we can't emulate this feature otherwise,
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// we are only able to choose which one we want to respect more.
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// Tests seem to have proven that writing depth even when the alpha test fails is more
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// important that a reliable alpha test, so we just force the alpha test to always succeed.
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// At least this seems to be less buggy.
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ps->ztest = EmulatedZ::EarlyWithZComplocHack;
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}
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if (g_ActiveConfig.UseVSForLinePointExpand() &&
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(out.rasterization_state.primitive == PrimitiveType::Points ||
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out.rasterization_state.primitive == PrimitiveType::Lines))
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{
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// All primitives are expanded to triangles in the vertex shader
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vertex_shader_uid_data* vs = out.vs_uid.GetUidData();
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const PortableVertexDeclaration& decl = out.vertex_format->GetVertexDeclaration();
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vs->position_has_3_elems = decl.position.components >= 3;
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vs->texcoord_elem_count = 0;
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for (int i = 0; i < 8; i++)
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{
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if (decl.texcoords[i].enable)
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{
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ASSERT(decl.texcoords[i].components <= 3);
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vs->texcoord_elem_count |= decl.texcoords[i].components << (i * 2);
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}
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}
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out.vertex_format = nullptr;
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if (out.rasterization_state.primitive == PrimitiveType::Points)
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vs->vs_expand = VSExpand::Point;
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else
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vs->vs_expand = VSExpand::Line;
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PrimitiveType prim = g_backend_info.bSupportsPrimitiveRestart ? PrimitiveType::TriangleStrip :
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PrimitiveType::Triangles;
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out.rasterization_state.primitive = prim;
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out.gs_uid.GetUidData()->primitive_type = static_cast<u32>(prim);
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}
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return out;
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}
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std::size_t PipelineToHash(const GXPipelineUid& in)
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{
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XXH3_state_t pipeline_hash_state;
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XXH3_INITSTATE(&pipeline_hash_state);
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XXH3_64bits_reset_withSeed(&pipeline_hash_state, static_cast<XXH64_hash_t>(1));
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UpdateHashWithPipeline(in, &pipeline_hash_state);
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return XXH3_64bits_digest(&pipeline_hash_state);
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}
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void UpdateHashWithPipeline(const GXPipelineUid& in, XXH3_state_t* hash_state)
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{
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XXH3_64bits_update(hash_state, &in.vertex_format->GetVertexDeclaration(),
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sizeof(PortableVertexDeclaration));
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XXH3_64bits_update(hash_state, &in.blending_state, sizeof(BlendingState));
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XXH3_64bits_update(hash_state, &in.depth_state, sizeof(DepthState));
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XXH3_64bits_update(hash_state, &in.rasterization_state, sizeof(RasterizationState));
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XXH3_64bits_update(hash_state, &in.gs_uid, sizeof(GeometryShaderUid));
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XXH3_64bits_update(hash_state, &in.ps_uid, sizeof(PixelShaderUid));
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XXH3_64bits_update(hash_state, &in.vs_uid, sizeof(VertexShaderUid));
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}
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} // namespace VideoCommon
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