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Renderer: Use interface blocks for ImGui shaders

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stenzek committed Oct 2, 2019
1 parent c98a5f7 commit af849126b37b3a9adb9542437b134aca947b8f5a
@@ -14,9 +14,9 @@ static APIType GetAPIType()
static void EmitUniformBufferDeclaration(std::stringstream& ss)
{
if (GetAPIType() == APIType::D3D)
ss << "cbuffer UBO : register(b0)\n";
ss << "cbuffer PSBlock : register(b0)\n";
else
ss << "UBO_BINDING(std140, 1) uniform UBO\n";
ss << "UBO_BINDING(std140, 1) uniform PSBlock\n";
}

static void EmitSamplerDeclarations(std::stringstream& ss, u32 start = 0, u32 end = 1,
@@ -661,4 +661,43 @@ std::string GenerateEFBRestorePixelShader()
return ss.str();
}

std::string GenerateImGuiVertexShader()
{
std::stringstream ss;

// Uniform buffer contains the viewport size, and we transform in the vertex shader.
EmitUniformBufferDeclaration(ss);
ss << "{\n";
ss << "float2 u_rcp_viewport_size_mul2;\n";
ss << "};\n\n";

EmitVertexMainDeclaration(ss, 1, 1, true, 1, 1);
ss << "{\n"
<< " v_tex0 = float3(rawtex0.xy, 0.0);\n"
<< " v_col0 = rawcolor0;\n"
<< " opos = float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0,"
<< " 1.0 - rawpos.y * u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n";

// NDC space is flipped in Vulkan.
if (GetAPIType() == APIType::Vulkan)
ss << " opos.y = -opos.y;\n";

ss << "}\n";
return ss.str();
}

std::string GenerateImGuiPixelShader()
{
std::stringstream ss;
EmitSamplerDeclarations(ss, 0, 1, false);
EmitPixelMainDeclaration(ss, 1, 1);
ss << "{\n";
ss << " ocol0 = ";
EmitSampleTexture(ss, 0, "float3(v_tex0.xy, 0.0)");
ss << " * v_col0;\n";
ss << "}\n";

return ss.str();
}

} // namespace FramebufferShaderGen
@@ -31,5 +31,7 @@ std::string GenerateColorPixelShader();
std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samples);
std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureFormat to_format);
std::string GenerateEFBRestorePixelShader();
std::string GenerateImGuiVertexShader();
std::string GenerateImGuiPixelShader();

} // namespace FramebufferShaderGen
@@ -910,90 +910,6 @@ void Renderer::RecordVideoMemory()
texMem);
}

static std::string GenerateImGuiVertexShader()
{
const APIType api_type = g_ActiveConfig.backend_info.api_type;
std::stringstream ss;

// Uniform buffer contains the viewport size, and we transform in the vertex shader.
if (api_type == APIType::D3D)
ss << "cbuffer PSBlock : register(b0) {\n";
else if (api_type == APIType::OpenGL)
ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
else if (api_type == APIType::Vulkan)
ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
ss << "float2 u_rcp_viewport_size_mul2;\n";
ss << "};\n";

if (api_type == APIType::D3D)
{
ss << "void main(in float2 rawpos : POSITION,\n"
<< " in float2 rawtex0 : TEXCOORD,\n"
<< " in float4 rawcolor0 : COLOR,\n"
<< " out float3 v_tex0 : TEXCOORD,\n"
<< " out float4 v_col0 : COLOR,\n"
<< " out float4 out_pos : SV_Position)\n";
}
else
{
ss << "ATTRIBUTE_LOCATION(" << SHADER_POSITION_ATTRIB << ") in float2 rawpos;\n"
<< "ATTRIBUTE_LOCATION(" << SHADER_TEXTURE0_ATTRIB << ") in float2 rawtex0;\n"
<< "ATTRIBUTE_LOCATION(" << SHADER_COLOR0_ATTRIB << ") in float4 rawcolor0;\n"
<< "VARYING_LOCATION(0) out float3 v_tex0;\n"
<< "VARYING_LOCATION(1) out float4 v_col0;\n"
<< "void main()\n";
}

ss << "{\n"
<< " v_tex0 = float3(rawtex0, 0.0);\n"
<< " v_col0 = rawcolor0;\n";

ss << " " << (api_type == APIType::D3D ? "out_pos" : "gl_Position")
<< "= float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0, 1.0 - rawpos.y * "
"u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n";

// Clip-space is flipped in Vulkan
if (api_type == APIType::Vulkan)
ss << " gl_Position.y = -gl_Position.y;\n";

ss << "}\n";
return ss.str();
}

static std::string GenerateImGuiPixelShader()
{
const APIType api_type = g_ActiveConfig.backend_info.api_type;

std::stringstream ss;
if (api_type == APIType::D3D)
{
ss << "Texture2DArray tex0 : register(t0);\n"
<< "SamplerState samp0 : register(s0);\n"
<< "void main(in float3 v_tex0 : TEXCOORD,\n"
<< " in float4 v_col0 : COLOR,\n"
<< " out float4 ocol0 : SV_Target)\n";
}
else
{
ss << "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
<< "VARYING_LOCATION(0) in float3 v_tex0; \n"
<< "VARYING_LOCATION(1) in float4 v_col0;\n"
<< "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n"
<< "void main()\n";
}

ss << "{\n";

if (api_type == APIType::D3D)
ss << " ocol0 = tex0.Sample(samp0, float3(v_tex0.xy, 0.0)) * v_col0;\n";
else
ss << " ocol0 = texture(samp0, float3(v_tex0.xy, 0.0)) * v_col0;\n";

ss << "}\n";

return ss.str();
}

bool Renderer::InitializeImGui()
{
if (!ImGui::CreateContext())
@@ -1054,10 +970,10 @@ bool Renderer::InitializeImGui()

bool Renderer::RecompileImGuiPipeline()
{
std::unique_ptr<AbstractShader> vertex_shader =
CreateShaderFromSource(ShaderStage::Vertex, GenerateImGuiVertexShader());
std::unique_ptr<AbstractShader> vertex_shader = CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateImGuiVertexShader());
std::unique_ptr<AbstractShader> pixel_shader =
CreateShaderFromSource(ShaderStage::Pixel, GenerateImGuiPixelShader());
CreateShaderFromSource(ShaderStage::Pixel, FramebufferShaderGen::GenerateImGuiPixelShader());
if (!vertex_shader || !pixel_shader)
{
PanicAlert("Failed to compile imgui shaders");

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