diff --git a/.github/workflows/validate.yml b/.github/workflows/validate.yml index 05002d3..ba05721 100644 --- a/.github/workflows/validate.yml +++ b/.github/workflows/validate.yml @@ -233,11 +233,6 @@ jobs: token: ${{ secrets.ASSET_REPO_TOKEN }} path: ./private - - name: Setup latest Xcode - uses: maxim-lobanov/setup-xcode@v1 - with: - xcode-version: latest-stable - - name: Setup ccache uses: hendrikmuhs/ccache-action@v1.2 with: diff --git a/.gitmodules b/.gitmodules index b4b2dba..2adc375 100644 --- a/.gitmodules +++ b/.gitmodules @@ -6,7 +6,7 @@ url = https://github.com/redorav/ddspp.git [submodule "tools/XenosRecomp"] path = tools/XenosRecomp - url = https://github.com/hedge-dev/XenosRecomp.git + url = https://github.com/squidbus/XenosRecomp.git [submodule "UnleashedRecompResources"] path = UnleashedRecompResources url = https://github.com/hedge-dev/UnleashedRecompResources.git diff --git a/CMakeLists.txt b/CMakeLists.txt index 6a06ffb..c95ca06 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -40,6 +40,11 @@ if (UNLEASHED_RECOMP_ARCHITECTURE STREQUAL "x86_64" OR UNLEASHED_RECOMP_ARCHITEC ) endif() +if (CMAKE_BUILD_TYPE STREQUAL "Debug") + # Normally only defined by Visual Studio, added for consistency + add_compile_definitions(_DEBUG) +endif() + add_subdirectory(${UNLEASHED_RECOMP_THIRDPARTY_ROOT}) add_subdirectory(${UNLEASHED_RECOMP_TOOLS_ROOT}) diff --git a/UnleashedRecomp/CMakeLists.txt b/UnleashedRecomp/CMakeLists.txt index 01e040a..1cf455e 100644 --- a/UnleashedRecomp/CMakeLists.txt +++ b/UnleashedRecomp/CMakeLists.txt @@ -4,6 +4,10 @@ if (WIN32) option(UNLEASHED_RECOMP_D3D12 "Add D3D12 support for rendering" ON) endif() +if (APPLE) + option(UNLEASHED_RECOMP_METAL "Add Metal support for rendering" ON) +endif() + if (CMAKE_SYSTEM_NAME MATCHES "Linux") option(UNLEASHED_RECOMP_FLATPAK "Configure the build for Flatpak compatibility." OFF) endif() @@ -255,6 +259,10 @@ if (NOT ${CMAKE_BUILD_TYPE} MATCHES "Release") set(SHOW_GIT_INFO_AND_BUILD_TYPE 1) endif() +if (UNLEASHED_RECOMP_METAL) + set(XCRUN_TOOL "/usr/bin/xcrun") +endif() + GenerateVersionSources( OUTPUT_DIR ${PROJECT_SOURCE_DIR} VERSION_TXT ${VERSION_TXT} @@ -375,6 +383,10 @@ if (UNLEASHED_RECOMP_D3D12) ) endif() +if (UNLEASHED_RECOMP_METAL) + target_compile_definitions(UnleashedRecomp PRIVATE UNLEASHED_RECOMP_METAL) +endif() + if (WIN32) target_link_libraries(UnleashedRecomp PRIVATE comctl32 @@ -418,22 +430,37 @@ endif() target_precompile_headers(UnleashedRecomp PUBLIC ${UNLEASHED_RECOMP_PRECOMPILED_HEADERS}) function(compile_shader FILE_PATH TARGET_NAME) - set(FILE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/gpu/shader/${FILE_PATH}.hlsl) - cmake_path(GET FILE_PATH STEM VARIABLE_NAME) + set(HLSL_FILE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/gpu/shader/hlsl/${FILE_PATH}.hlsl) + set(MSL_FILE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/gpu/shader/msl/${FILE_PATH}.metal) + cmake_path(GET HLSL_FILE_PATH STEM HLSL_NAME) + cmake_path(GET MSL_FILE_PATH STEM MSL_NAME) + if (UNLEASHED_RECOMP_METAL) + add_custom_command( + OUTPUT ${MSL_FILE_PATH}.ir + COMMAND ${XCRUN_TOOL} -sdk macosx metal -o ${MSL_FILE_PATH}.ir -c ${MSL_FILE_PATH} -D__air__ -frecord-sources -gline-tables-only + DEPENDS ${MSL_FILE_PATH} + ) + add_custom_command( + OUTPUT ${MSL_FILE_PATH}.metallib + COMMAND ${XCRUN_TOOL} -sdk macosx metallib -o ${MSL_FILE_PATH}.metallib ${MSL_FILE_PATH}.ir + DEPENDS ${MSL_FILE_PATH}.ir + ) + BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${MSL_FILE_PATH}.metallib" DEST_FILE "${MSL_FILE_PATH}.metallib" ARRAY_NAME "g_${MSL_NAME}_air") + endif() if (UNLEASHED_RECOMP_D3D12) add_custom_command( - OUTPUT ${FILE_PATH}.dxil.h - COMMAND ${DIRECTX_DXC_TOOL} -T ${TARGET_NAME} -HV 2021 -all-resources-bound -Wno-ignored-attributes -Fh ${FILE_PATH}.dxil.h ${FILE_PATH} -Vn g_${VARIABLE_NAME}_dxil - DEPENDS ${FILE_PATH} + OUTPUT ${HLSL_FILE_PATH}.dxil.h + COMMAND ${DIRECTX_DXC_TOOL} -T ${TARGET_NAME} -HV 2021 -all-resources-bound -Wno-ignored-attributes -E shaderMain -Fh ${HLSL_FILE_PATH}.dxil.h ${HLSL_FILE_PATH} -Vn g_${HLSL_NAME}_dxil + DEPENDS ${HLSL_FILE_PATH} ) - target_sources(UnleashedRecomp PRIVATE ${FILE_PATH}.dxil.h) + target_sources(UnleashedRecomp PRIVATE ${HLSL_FILE_PATH}.dxil.h) endif() add_custom_command( - OUTPUT ${FILE_PATH}.spirv.h - COMMAND ${DIRECTX_DXC_TOOL} -T ${TARGET_NAME} -HV 2021 -all-resources-bound -spirv -fvk-use-dx-layout ${ARGN} -Fh ${FILE_PATH}.spirv.h ${FILE_PATH} -Vn g_${VARIABLE_NAME}_spirv - DEPENDS ${FILE_PATH} + OUTPUT ${HLSL_FILE_PATH}.spirv.h + COMMAND ${DIRECTX_DXC_TOOL} -T ${TARGET_NAME} -HV 2021 -all-resources-bound -spirv -fvk-use-dx-layout ${ARGN} -E shaderMain -Fh ${HLSL_FILE_PATH}.spirv.h ${HLSL_FILE_PATH} -Vn g_${HLSL_NAME}_spirv + DEPENDS ${HLSL_FILE_PATH} ) - target_sources(UnleashedRecomp PRIVATE ${FILE_PATH}.spirv.h) + target_sources(UnleashedRecomp PRIVATE ${HLSL_FILE_PATH}.spirv.h) endfunction() function(compile_vertex_shader FILE_PATH) diff --git a/UnleashedRecomp/gpu/imgui/imgui_common.h b/UnleashedRecomp/gpu/imgui/imgui_common.h index 10c5ebb..c9d0f06 100644 --- a/UnleashedRecomp/gpu/imgui/imgui_common.h +++ b/UnleashedRecomp/gpu/imgui/imgui_common.h @@ -13,7 +13,7 @@ #define IMGUI_SHADER_MODIFIER_RECTANGLE_BEVEL 10 #define IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT 11 -#ifdef __cplusplus +#if defined(__cplusplus) && !defined(__air__) enum class ImGuiCallback : int32_t { diff --git a/UnleashedRecomp/gpu/shader/.gitignore b/UnleashedRecomp/gpu/shader/hlsl/.gitignore similarity index 100% rename from UnleashedRecomp/gpu/shader/.gitignore rename to UnleashedRecomp/gpu/shader/hlsl/.gitignore diff --git a/UnleashedRecomp/gpu/shader/blend_color_alpha_ps.hlsl b/UnleashedRecomp/gpu/shader/hlsl/blend_color_alpha_ps.hlsl similarity index 93% rename from UnleashedRecomp/gpu/shader/blend_color_alpha_ps.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/blend_color_alpha_ps.hlsl index 6c24290..ee16fb4 100644 --- a/UnleashedRecomp/gpu/shader/blend_color_alpha_ps.hlsl +++ b/UnleashedRecomp/gpu/shader/hlsl/blend_color_alpha_ps.hlsl @@ -1,4 +1,4 @@ -#include "../../../tools/XenosRecomp/XenosRecomp/shader_common.h" +#include "../../../../tools/XenosRecomp/XenosRecomp/shader_common.h" #ifdef __spirv__ @@ -22,7 +22,7 @@ cbuffer SharedConstants : register(b2, space4) #endif -float4 main( +float4 shaderMain( in float4 iPos : SV_Position, in float4 iTexCoord0 : TEXCOORD0) : SV_Target0 { diff --git a/UnleashedRecomp/gpu/shader/copy_color_ps.hlsl b/UnleashedRecomp/gpu/shader/hlsl/copy_color_ps.hlsl similarity index 76% rename from UnleashedRecomp/gpu/shader/copy_color_ps.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/copy_color_ps.hlsl index 0559557..95bd5c5 100644 --- a/UnleashedRecomp/gpu/shader/copy_color_ps.hlsl +++ b/UnleashedRecomp/gpu/shader/hlsl/copy_color_ps.hlsl @@ -2,7 +2,7 @@ Texture2D g_Texture2DDescriptorHeap[] : register(t0, space0); -float4 main(in float4 position : SV_Position) : SV_Target +float4 shaderMain(in float4 position : SV_Position) : SV_Target { return g_Texture2DDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int3(position.xy, 0)); } diff --git a/UnleashedRecomp/gpu/shader/copy_common.hlsli b/UnleashedRecomp/gpu/shader/hlsl/copy_common.hlsli similarity index 100% rename from UnleashedRecomp/gpu/shader/copy_common.hlsli rename to UnleashedRecomp/gpu/shader/hlsl/copy_common.hlsli diff --git a/UnleashedRecomp/gpu/shader/copy_depth_ps.hlsl b/UnleashedRecomp/gpu/shader/hlsl/copy_depth_ps.hlsl similarity index 77% rename from UnleashedRecomp/gpu/shader/copy_depth_ps.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/copy_depth_ps.hlsl index 251f893..61d8328 100644 --- a/UnleashedRecomp/gpu/shader/copy_depth_ps.hlsl +++ b/UnleashedRecomp/gpu/shader/hlsl/copy_depth_ps.hlsl @@ -2,7 +2,7 @@ Texture2D g_Texture2DDescriptorHeap[] : register(t0, space0); -float main(in float4 position : SV_Position) : SV_Depth +float shaderMain(in float4 position : SV_Position) : SV_Depth { return g_Texture2DDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int3(position.xy, 0)); } diff --git a/UnleashedRecomp/gpu/shader/copy_vs.hlsl b/UnleashedRecomp/gpu/shader/hlsl/copy_vs.hlsl similarity index 55% rename from UnleashedRecomp/gpu/shader/copy_vs.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/copy_vs.hlsl index 5a2576d..9494376 100644 --- a/UnleashedRecomp/gpu/shader/copy_vs.hlsl +++ b/UnleashedRecomp/gpu/shader/hlsl/copy_vs.hlsl @@ -1,4 +1,4 @@ -void main(in uint vertexId : SV_VertexID, out float4 position : SV_Position, out float2 texCoord : TEXCOORD) +void shaderMain(in uint vertexId : SV_VertexID, out float4 position : SV_Position, out float2 texCoord : TEXCOORD) { texCoord = float2((vertexId << 1) & 2, vertexId & 2); position = float4(texCoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); diff --git a/UnleashedRecomp/gpu/shader/csd_filter_ps.hlsl b/UnleashedRecomp/gpu/shader/hlsl/csd_filter_ps.hlsl similarity index 94% rename from UnleashedRecomp/gpu/shader/csd_filter_ps.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/csd_filter_ps.hlsl index e1ecde3..0e544a3 100644 --- a/UnleashedRecomp/gpu/shader/csd_filter_ps.hlsl +++ b/UnleashedRecomp/gpu/shader/hlsl/csd_filter_ps.hlsl @@ -1,4 +1,4 @@ -#include "../../../tools/XenosRecomp/XenosRecomp/shader_common.h" +#include "../../../../tools/XenosRecomp/XenosRecomp/shader_common.h" #ifdef __spirv__ @@ -16,7 +16,7 @@ cbuffer SharedConstants : register(b2, space4) #endif -float4 main( +float4 shaderMain( in float4 iPosition : SV_Position, in float4 iTexCoord0 : TEXCOORD0, in float4 iTexCoord1 : TEXCOORD1) : SV_Target diff --git a/UnleashedRecomp/gpu/shader/csd_no_tex_vs.hlsl b/UnleashedRecomp/gpu/shader/hlsl/csd_no_tex_vs.hlsl similarity index 95% rename from UnleashedRecomp/gpu/shader/csd_no_tex_vs.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/csd_no_tex_vs.hlsl index 1654e73..b8163b2 100644 --- a/UnleashedRecomp/gpu/shader/csd_no_tex_vs.hlsl +++ b/UnleashedRecomp/gpu/shader/hlsl/csd_no_tex_vs.hlsl @@ -1,4 +1,4 @@ -#include "../../../tools/XenosRecomp/XenosRecomp/shader_common.h" +#include "../../../../tools/XenosRecomp/XenosRecomp/shader_common.h" #ifdef __spirv__ @@ -20,7 +20,7 @@ cbuffer SharedConstants : register(b2, space4) #endif -void main( +void shaderMain( [[vk::location(0)]] in float4 iPosition0 : POSITION0, [[vk::location(8)]] in float4 iColor0 : COLOR0, out float4 oPos : SV_Position, diff --git a/UnleashedRecomp/gpu/shader/csd_vs.hlsl b/UnleashedRecomp/gpu/shader/hlsl/csd_vs.hlsl similarity index 95% rename from UnleashedRecomp/gpu/shader/csd_vs.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/csd_vs.hlsl index 90b561f..0cb2836 100644 --- a/UnleashedRecomp/gpu/shader/csd_vs.hlsl +++ b/UnleashedRecomp/gpu/shader/hlsl/csd_vs.hlsl @@ -1,4 +1,4 @@ -#include "../../../tools/XenosRecomp/XenosRecomp/shader_common.h" +#include "../../../../tools/XenosRecomp/XenosRecomp/shader_common.h" #ifdef __spirv__ @@ -20,7 +20,7 @@ cbuffer SharedConstants : register(b2, space4) #endif -void main( +void shaderMain( [[vk::location(0)]] in float4 iPosition0 : POSITION0, [[vk::location(8)]] in float4 iColor0 : COLOR0, [[vk::location(4)]] in float4 iTexCoord0 : TEXCOORD0, diff --git a/UnleashedRecomp/gpu/shader/enhanced_motion_blur_ps.hlsl b/UnleashedRecomp/gpu/shader/hlsl/enhanced_motion_blur_ps.hlsl similarity index 94% rename from UnleashedRecomp/gpu/shader/enhanced_motion_blur_ps.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/enhanced_motion_blur_ps.hlsl index fd522da..3535b69 100644 --- a/UnleashedRecomp/gpu/shader/enhanced_motion_blur_ps.hlsl +++ b/UnleashedRecomp/gpu/shader/hlsl/enhanced_motion_blur_ps.hlsl @@ -1,4 +1,4 @@ -#include "../../../tools/XenosRecomp/XenosRecomp/shader_common.h" +#include "../../../../tools/XenosRecomp/XenosRecomp/shader_common.h" #ifdef __spirv__ @@ -38,7 +38,7 @@ cbuffer SharedConstants : register(b2, space4) #endif -float4 main(in float4 position : SV_Position, in float4 texCoord : TEXCOORD0) : SV_Target +float4 shaderMain(in float4 position : SV_Position, in float4 texCoord : TEXCOORD0) : SV_Target { Texture2D sampColor = g_Texture2DDescriptorHeap[sampColor_Texture2DDescriptorIndex]; Texture2D sampVelocityMap = g_Texture2DDescriptorHeap[sampVelocityMap_Texture2DDescriptorIndex]; diff --git a/UnleashedRecomp/gpu/shader/gamma_correction_ps.hlsl b/UnleashedRecomp/gpu/shader/hlsl/gamma_correction_ps.hlsl similarity index 87% rename from UnleashedRecomp/gpu/shader/gamma_correction_ps.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/gamma_correction_ps.hlsl index 2f98b6e..0c1d936 100644 --- a/UnleashedRecomp/gpu/shader/gamma_correction_ps.hlsl +++ b/UnleashedRecomp/gpu/shader/hlsl/gamma_correction_ps.hlsl @@ -1,4 +1,4 @@ -#include "../../../tools/XenosRecomp/XenosRecomp/shader_common.h" +#include "../../../../tools/XenosRecomp/XenosRecomp/shader_common.h" #ifdef __spirv__ @@ -20,7 +20,7 @@ cbuffer SharedConstants : register(b2, space4) #endif -float4 main(in float4 position : SV_Position) : SV_Target +float4 shaderMain(in float4 position : SV_Position) : SV_Target { Texture2D texture = g_Texture2DDescriptorHeap[g_TextureDescriptorIndex]; diff --git a/UnleashedRecomp/gpu/shader/gaussian_blur.hlsli b/UnleashedRecomp/gpu/shader/hlsl/gaussian_blur.hlsli similarity index 93% rename from UnleashedRecomp/gpu/shader/gaussian_blur.hlsli rename to UnleashedRecomp/gpu/shader/hlsl/gaussian_blur.hlsli index 10d76cf..a31c07c 100644 --- a/UnleashedRecomp/gpu/shader/gaussian_blur.hlsli +++ b/UnleashedRecomp/gpu/shader/hlsl/gaussian_blur.hlsli @@ -1,4 +1,4 @@ -#include "../../../tools/XenosRecomp/XenosRecomp/shader_common.h" +#include "../../../../tools/XenosRecomp/XenosRecomp/shader_common.h" #ifdef __spirv__ @@ -40,7 +40,7 @@ float ComputeWeight(float x) return exp(-(x * x) / (2.0 * std * std)) / (std * sqrt(2.0 * PI)); } -float4 main(in float4 iPosition : SV_Position, in float4 iTexCoord0 : TEXCOORD0) : SV_Target +float4 shaderMain(in float4 iPosition : SV_Position, in float4 iTexCoord0 : TEXCOORD0) : SV_Target { Texture2D texture = g_Texture2DDescriptorHeap[s0_Texture2DDescriptorIndex]; SamplerState samplerState = g_SamplerDescriptorHeap[s0_SamplerDescriptorIndex]; diff --git a/UnleashedRecomp/gpu/shader/gaussian_blur_3x3.hlsl b/UnleashedRecomp/gpu/shader/hlsl/gaussian_blur_3x3.hlsl similarity index 100% rename from UnleashedRecomp/gpu/shader/gaussian_blur_3x3.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/gaussian_blur_3x3.hlsl diff --git a/UnleashedRecomp/gpu/shader/gaussian_blur_5x5.hlsl b/UnleashedRecomp/gpu/shader/hlsl/gaussian_blur_5x5.hlsl similarity index 100% rename from UnleashedRecomp/gpu/shader/gaussian_blur_5x5.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/gaussian_blur_5x5.hlsl diff --git a/UnleashedRecomp/gpu/shader/gaussian_blur_7x7.hlsl b/UnleashedRecomp/gpu/shader/hlsl/gaussian_blur_7x7.hlsl similarity index 100% rename from UnleashedRecomp/gpu/shader/gaussian_blur_7x7.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/gaussian_blur_7x7.hlsl diff --git a/UnleashedRecomp/gpu/shader/gaussian_blur_9x9.hlsl b/UnleashedRecomp/gpu/shader/hlsl/gaussian_blur_9x9.hlsl similarity index 100% rename from UnleashedRecomp/gpu/shader/gaussian_blur_9x9.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/gaussian_blur_9x9.hlsl diff --git a/UnleashedRecomp/gpu/shader/imgui_common.hlsli b/UnleashedRecomp/gpu/shader/hlsl/imgui_common.hlsli similarity index 95% rename from UnleashedRecomp/gpu/shader/imgui_common.hlsli rename to UnleashedRecomp/gpu/shader/hlsl/imgui_common.hlsli index f4cbe3c..42bd94e 100644 --- a/UnleashedRecomp/gpu/shader/imgui_common.hlsli +++ b/UnleashedRecomp/gpu/shader/hlsl/imgui_common.hlsli @@ -1,6 +1,6 @@ #pragma once -#include "../imgui/imgui_common.h" +#include "../../imgui/imgui_common.h" struct PushConstants { diff --git a/UnleashedRecomp/gpu/shader/imgui_ps.hlsl b/UnleashedRecomp/gpu/shader/hlsl/imgui_ps.hlsl similarity index 99% rename from UnleashedRecomp/gpu/shader/imgui_ps.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/imgui_ps.hlsl index ac0a598..3ee9209 100644 --- a/UnleashedRecomp/gpu/shader/imgui_ps.hlsl +++ b/UnleashedRecomp/gpu/shader/hlsl/imgui_ps.hlsl @@ -123,7 +123,7 @@ float4 SampleSdfFont(float4 color, Texture2D texture, float2 uv, float2 return color; } -float4 main(in Interpolators interpolators) : SV_Target +float4 shaderMain(in Interpolators interpolators) : SV_Target { float4 color = interpolators.Color; color *= PixelAntialiasing(interpolators.Position.xy - g_PushConstants.ProceduralOrigin); diff --git a/UnleashedRecomp/gpu/shader/imgui_vs.hlsl b/UnleashedRecomp/gpu/shader/hlsl/imgui_vs.hlsl similarity index 85% rename from UnleashedRecomp/gpu/shader/imgui_vs.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/imgui_vs.hlsl index 50a53f4..747b41e 100644 --- a/UnleashedRecomp/gpu/shader/imgui_vs.hlsl +++ b/UnleashedRecomp/gpu/shader/hlsl/imgui_vs.hlsl @@ -1,6 +1,6 @@ #include "imgui_common.hlsli" -void main(in float2 position : POSITION, in float2 uv : TEXCOORD, in float4 color : COLOR, out Interpolators interpolators) +void shaderMain(in float2 position : POSITION, in float2 uv : TEXCOORD, in float4 color : COLOR, out Interpolators interpolators) { if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TEXT_SKEW) { diff --git a/UnleashedRecomp/gpu/shader/movie_common.hlsli b/UnleashedRecomp/gpu/shader/hlsl/movie_common.hlsli similarity index 97% rename from UnleashedRecomp/gpu/shader/movie_common.hlsli rename to UnleashedRecomp/gpu/shader/hlsl/movie_common.hlsli index 1294235..61cc3b3 100644 --- a/UnleashedRecomp/gpu/shader/movie_common.hlsli +++ b/UnleashedRecomp/gpu/shader/hlsl/movie_common.hlsli @@ -1,6 +1,6 @@ #pragma once -#include "../../../tools/XenosRecomp/XenosRecomp/shader_common.h" +#include "../../../../tools/XenosRecomp/XenosRecomp/shader_common.h" #ifdef __spirv__ diff --git a/UnleashedRecomp/gpu/shader/movie_ps.hlsl b/UnleashedRecomp/gpu/shader/hlsl/movie_ps.hlsl similarity index 98% rename from UnleashedRecomp/gpu/shader/movie_ps.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/movie_ps.hlsl index ec441a1..fc3c887 100644 --- a/UnleashedRecomp/gpu/shader/movie_ps.hlsl +++ b/UnleashedRecomp/gpu/shader/hlsl/movie_ps.hlsl @@ -1,6 +1,6 @@ #include "movie_common.hlsli" -PixelShaderOutput main(in Interpolators In) +PixelShaderOutput shaderMain(in Interpolators In) { Texture2D Tex0 = g_Texture2DDescriptorHeap[Tex0_ResourceDescriptorIndex]; Texture2D Tex1 = g_Texture2DDescriptorHeap[Tex1_ResourceDescriptorIndex]; diff --git a/UnleashedRecomp/gpu/shader/movie_vs.hlsl b/UnleashedRecomp/gpu/shader/hlsl/movie_vs.hlsl similarity index 78% rename from UnleashedRecomp/gpu/shader/movie_vs.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/movie_vs.hlsl index 6d00919..1ab5a36 100644 --- a/UnleashedRecomp/gpu/shader/movie_vs.hlsl +++ b/UnleashedRecomp/gpu/shader/hlsl/movie_vs.hlsl @@ -1,6 +1,6 @@ #include "movie_common.hlsli" -Interpolators main(in VertexShaderInput In) +Interpolators shaderMain(in VertexShaderInput In) { Interpolators Out; Out.ProjPos = In.ObjPos; diff --git a/UnleashedRecomp/gpu/shader/resolve_msaa_color.hlsli b/UnleashedRecomp/gpu/shader/hlsl/resolve_msaa_color.hlsli similarity index 87% rename from UnleashedRecomp/gpu/shader/resolve_msaa_color.hlsli rename to UnleashedRecomp/gpu/shader/hlsl/resolve_msaa_color.hlsli index f9b029d..3b09d0c 100644 --- a/UnleashedRecomp/gpu/shader/resolve_msaa_color.hlsli +++ b/UnleashedRecomp/gpu/shader/hlsl/resolve_msaa_color.hlsli @@ -4,7 +4,7 @@ Texture2DMS g_Texture2DMSDescriptorHeap[] : register(t0, space0); -float4 main(in float4 position : SV_Position) : SV_Target +float4 shaderMain(in float4 position : SV_Position) : SV_Target { float4 result = g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int2(position.xy), 0); diff --git a/UnleashedRecomp/gpu/shader/resolve_msaa_color_2x.hlsl b/UnleashedRecomp/gpu/shader/hlsl/resolve_msaa_color_2x.hlsl similarity index 100% rename from UnleashedRecomp/gpu/shader/resolve_msaa_color_2x.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/resolve_msaa_color_2x.hlsl diff --git a/UnleashedRecomp/gpu/shader/resolve_msaa_color_4x.hlsl b/UnleashedRecomp/gpu/shader/hlsl/resolve_msaa_color_4x.hlsl similarity index 100% rename from UnleashedRecomp/gpu/shader/resolve_msaa_color_4x.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/resolve_msaa_color_4x.hlsl diff --git a/UnleashedRecomp/gpu/shader/resolve_msaa_color_8x.hlsl b/UnleashedRecomp/gpu/shader/hlsl/resolve_msaa_color_8x.hlsl similarity index 100% rename from UnleashedRecomp/gpu/shader/resolve_msaa_color_8x.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/resolve_msaa_color_8x.hlsl diff --git a/UnleashedRecomp/gpu/shader/resolve_msaa_depth.hlsli b/UnleashedRecomp/gpu/shader/hlsl/resolve_msaa_depth.hlsli similarity index 88% rename from UnleashedRecomp/gpu/shader/resolve_msaa_depth.hlsli rename to UnleashedRecomp/gpu/shader/hlsl/resolve_msaa_depth.hlsli index a06c7ba..0d8f070 100644 --- a/UnleashedRecomp/gpu/shader/resolve_msaa_depth.hlsli +++ b/UnleashedRecomp/gpu/shader/hlsl/resolve_msaa_depth.hlsli @@ -4,7 +4,7 @@ Texture2DMS g_Texture2DMSDescriptorHeap[] : register(t0, space0); -float main(in float4 position : SV_Position) : SV_Depth +float shaderMain(in float4 position : SV_Position) : SV_Depth { float result = g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int2(position.xy), 0); diff --git a/UnleashedRecomp/gpu/shader/resolve_msaa_depth_2x.hlsl b/UnleashedRecomp/gpu/shader/hlsl/resolve_msaa_depth_2x.hlsl similarity index 100% rename from UnleashedRecomp/gpu/shader/resolve_msaa_depth_2x.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/resolve_msaa_depth_2x.hlsl diff --git a/UnleashedRecomp/gpu/shader/resolve_msaa_depth_4x.hlsl b/UnleashedRecomp/gpu/shader/hlsl/resolve_msaa_depth_4x.hlsl similarity index 100% rename from UnleashedRecomp/gpu/shader/resolve_msaa_depth_4x.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/resolve_msaa_depth_4x.hlsl diff --git a/UnleashedRecomp/gpu/shader/resolve_msaa_depth_8x.hlsl b/UnleashedRecomp/gpu/shader/hlsl/resolve_msaa_depth_8x.hlsl similarity index 100% rename from UnleashedRecomp/gpu/shader/resolve_msaa_depth_8x.hlsl rename to UnleashedRecomp/gpu/shader/hlsl/resolve_msaa_depth_8x.hlsl diff --git a/UnleashedRecomp/gpu/shader/msl/.gitignore b/UnleashedRecomp/gpu/shader/msl/.gitignore new file mode 100644 index 0000000..40d087f --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/.gitignore @@ -0,0 +1,4 @@ +*.ir +*.metallib +*.metal.*.c +*.metal.*.h \ No newline at end of file diff --git a/UnleashedRecomp/gpu/shader/msl/blend_color_alpha_ps.metal b/UnleashedRecomp/gpu/shader/msl/blend_color_alpha_ps.metal new file mode 100644 index 0000000..461130e --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/blend_color_alpha_ps.metal @@ -0,0 +1,31 @@ +#include "../../../../tools/XenosRecomp/XenosRecomp/shader_common.h" + +#define g_SrcAlpha_DestAlpha (*(reinterpret_cast(g_PushConstants.PixelShaderConstants + 2400))) +#define s0_Texture2DDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 0))) +#define s0_SamplerDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 192))) + +struct Interpolators +{ + float4 iTexCoord0 [[user(TEXCOORD0)]]; +}; + +[[fragment]] +float4 shaderMain(float4 iPos [[position]], + Interpolators input [[stage_in]], + constant Texture2DDescriptorHeap* g_Texture2DDescriptorHeap [[buffer(0)]], + constant SamplerDescriptorHeap* g_SamplerDescriptorHeap [[buffer(3)]], + constant PushConstants& g_PushConstants [[buffer(8)]]) +{ + texture2d texture = g_Texture2DDescriptorHeap[s0_Texture2DDescriptorIndex].tex; + sampler samplerState = g_SamplerDescriptorHeap[s0_SamplerDescriptorIndex].samp; + + float4 color = texture.sample(samplerState, input.iTexCoord0.xy); + + if (any(input.iTexCoord0.xy < 0.0 || input.iTexCoord0.xy > 1.0)) + color = float4(0.0, 0.0, 0.0, 1.0); + + color.rgb *= color.a * g_SrcAlpha_DestAlpha.x; + color.a = g_SrcAlpha_DestAlpha.y + (1.0 - color.a) * g_SrcAlpha_DestAlpha.x; + + return color; +} diff --git a/UnleashedRecomp/gpu/shader/msl/copy_color_ps.metal b/UnleashedRecomp/gpu/shader/msl/copy_color_ps.metal new file mode 100644 index 0000000..1ca6f6b --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/copy_color_ps.metal @@ -0,0 +1,14 @@ +#include "copy_common.metali" + +struct Texture2DDescriptorHeap +{ + texture2d tex; +}; + +[[fragment]] +float4 shaderMain(float4 position [[position]], + constant Texture2DDescriptorHeap* g_Texture2DDescriptorHeap [[buffer(0)]], + constant PushConstants& g_PushConstants [[buffer(8)]]) +{ + return g_Texture2DDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].tex.read(uint2(position.xy), 0); +} diff --git a/UnleashedRecomp/gpu/shader/msl/copy_common.metali b/UnleashedRecomp/gpu/shader/msl/copy_common.metali new file mode 100644 index 0000000..2040a3a --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/copy_common.metali @@ -0,0 +1,9 @@ +#pragma once +#include + +using namespace metal; + +struct PushConstants +{ + uint ResourceDescriptorIndex; +}; diff --git a/UnleashedRecomp/gpu/shader/msl/copy_depth_ps.metal b/UnleashedRecomp/gpu/shader/msl/copy_depth_ps.metal new file mode 100644 index 0000000..7f9bd37 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/copy_depth_ps.metal @@ -0,0 +1,23 @@ +#include "copy_common.metali" + +struct Texture2DDescriptorHeap +{ + texture2d tex; +}; + +struct PixelShaderOutput +{ + float oDepth [[depth(any)]]; +}; + +[[fragment]] +PixelShaderOutput shaderMain(float4 position [[position]], + constant Texture2DDescriptorHeap* g_Texture2DDescriptorHeap [[buffer(0)]], + constant PushConstants& g_PushConstants [[buffer(8)]]) +{ + PixelShaderOutput output = PixelShaderOutput{}; + + output.oDepth = g_Texture2DDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].tex.read(uint2(position.xy), 0).x; + + return output; +} diff --git a/UnleashedRecomp/gpu/shader/msl/copy_vs.metal b/UnleashedRecomp/gpu/shader/msl/copy_vs.metal new file mode 100644 index 0000000..5703be5 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/copy_vs.metal @@ -0,0 +1,16 @@ +struct Interpolators +{ + float4 position [[position]]; + float2 texCoord [[user(TEXCOORD)]]; +}; + +[[vertex]] +Interpolators shaderMain(uint vertexId [[vertex_id]]) +{ + Interpolators interpolators; + + interpolators.texCoord = float2((vertexId << 1) & 2, vertexId & 2); + interpolators.position = float4(interpolators.texCoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); + + return interpolators; +} diff --git a/UnleashedRecomp/gpu/shader/msl/csd_filter_ps.metal b/UnleashedRecomp/gpu/shader/msl/csd_filter_ps.metal new file mode 100644 index 0000000..6dacbb6 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/csd_filter_ps.metal @@ -0,0 +1,38 @@ +#include "../../../../tools/XenosRecomp/XenosRecomp/shader_common.h" + +#define s0_Texture2DDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 0))) +#define s0_SamplerDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 192))) + +struct Interpolators +{ + float4 iPosition [[position]]; + float4 iTexCoord0 [[user(TEXCOORD0)]]; + float4 iTexCoord1 [[user(TEXCOORD1)]]; +}; + +[[fragment]] +float4 shaderMain(Interpolators input [[stage_in]], + constant Texture2DDescriptorHeap* g_Texture2DDescriptorHeap [[buffer(0)]], + constant SamplerDescriptorHeap* g_SamplerDescriptorHeap [[buffer(3)]], + constant PushConstants& g_PushConstants [[buffer(8)]]) +{ + texture2d texture = g_Texture2DDescriptorHeap[s0_Texture2DDescriptorIndex].tex; + sampler samplerState = g_SamplerDescriptorHeap[s0_SamplerDescriptorIndex].samp; + + uint2 dimensions = getTexture2DDimensions(texture); + + // https://www.shadertoy.com/view/csX3RH + float2 uvTexspace = input.iTexCoord1.xy * float2(dimensions); + float2 seam = floor(uvTexspace + 0.5); + uvTexspace = (uvTexspace - seam) / fwidth(uvTexspace) + seam; + uvTexspace = clamp(uvTexspace, seam - 0.5, seam + 0.5); + float2 texCoord = uvTexspace / float2(dimensions); + + float4 color = texture.sample(samplerState, texCoord); + color *= input.iTexCoord0; + + // The game enables alpha test for CSD, but the alpha threshold doesn't seem to be assigned anywhere? Weird. + clip(color.a - g_AlphaThreshold); + + return color; +} diff --git a/UnleashedRecomp/gpu/shader/msl/csd_no_tex_vs.metal b/UnleashedRecomp/gpu/shader/msl/csd_no_tex_vs.metal new file mode 100644 index 0000000..4e25d94 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/csd_no_tex_vs.metal @@ -0,0 +1,64 @@ +#include "../../../../tools/XenosRecomp/XenosRecomp/shader_common.h" + +#define g_ViewportSize (*(reinterpret_cast(g_PushConstants.VertexShaderConstants + 2880))) +#define g_Z (*(reinterpret_cast(g_PushConstants.VertexShaderConstants + 3936))) + +struct VertexShaderInput +{ + float4 iPosition0 [[attribute(0)]]; + float4 iColor0 [[attribute(8)]]; +}; + +struct Interpolators +{ + float4 oPos [[position]]; + float4 oTexCoord0 [[user(TEXCOORD0)]]; + float4 oTexCoord1 [[user(TEXCOORD1)]]; + float4 oTexCoord2 [[user(TEXCOORD2)]]; + float4 oTexCoord3 [[user(TEXCOORD3)]]; + float4 oTexCoord4 [[user(TEXCOORD4)]]; + float4 oTexCoord5 [[user(TEXCOORD5)]]; + float4 oTexCoord6 [[user(TEXCOORD6)]]; + float4 oTexCoord7 [[user(TEXCOORD7)]]; + float4 oTexCoord8 [[user(TEXCOORD8)]]; + float4 oTexCoord9 [[user(TEXCOORD9)]]; + float4 oTexCoord10 [[user(TEXCOORD10)]]; + float4 oTexCoord11 [[user(TEXCOORD11)]]; + float4 oTexCoord12 [[user(TEXCOORD12)]]; + float4 oTexCoord13 [[user(TEXCOORD13)]]; + float4 oTexCoord14 [[user(TEXCOORD14)]]; + float4 oTexCoord15 [[user(TEXCOORD15)]]; + float4 oColor0 [[user(COLOR0)]]; + float4 oColor1 [[user(COLOR1)]]; +}; + +[[vertex]] +Interpolators shaderMain(VertexShaderInput input [[stage_in]], + constant PushConstants& g_PushConstants [[buffer(8)]]) +{ + Interpolators output; + + output.oPos.xy = input.iPosition0.xy * g_ViewportSize.zw * float2(2.0, -2.0) + float2(-1.0, 1.0); + output.oPos.z = g_Z.x; + output.oPos.w = 1.0; + output.oTexCoord0 = input.iColor0.wxyz; + output.oTexCoord1 = 0.0; + output.oTexCoord2 = 0.0; + output.oTexCoord3 = 0.0; + output.oTexCoord4 = 0.0; + output.oTexCoord5 = 0.0; + output.oTexCoord6 = 0.0; + output.oTexCoord7 = 0.0; + output.oTexCoord8 = 0.0; + output.oTexCoord9 = 0.0; + output.oTexCoord10 = 0.0; + output.oTexCoord11 = 0.0; + output.oTexCoord12 = 0.0; + output.oTexCoord13 = 0.0; + output.oTexCoord14 = 0.0; + output.oTexCoord15 = 0.0; + output.oColor0 = 0.0; + output.oColor1 = 0.0; + + return output; +} diff --git a/UnleashedRecomp/gpu/shader/msl/csd_vs.metal b/UnleashedRecomp/gpu/shader/msl/csd_vs.metal new file mode 100644 index 0000000..1493f77 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/csd_vs.metal @@ -0,0 +1,66 @@ +#include "../../../../tools/XenosRecomp/XenosRecomp/shader_common.h" + +#define g_ViewportSize (*(reinterpret_cast(g_PushConstants.VertexShaderConstants + 2880))) +#define g_Z (*(reinterpret_cast(g_PushConstants.VertexShaderConstants + 3936))) + +struct VertexShaderInput +{ + float4 iPosition0 [[attribute(0)]]; + float4 iColor0 [[attribute(8)]]; + float4 iTexCoord0 [[attribute(4)]]; +}; + +struct Interpolators +{ + float4 oPos [[position]]; + float4 oTexCoord0 [[user(TEXCOORD0)]]; + float4 oTexCoord1 [[user(TEXCOORD1)]]; + float4 oTexCoord2 [[user(TEXCOORD2)]]; + float4 oTexCoord3 [[user(TEXCOORD3)]]; + float4 oTexCoord4 [[user(TEXCOORD4)]]; + float4 oTexCoord5 [[user(TEXCOORD5)]]; + float4 oTexCoord6 [[user(TEXCOORD6)]]; + float4 oTexCoord7 [[user(TEXCOORD7)]]; + float4 oTexCoord8 [[user(TEXCOORD8)]]; + float4 oTexCoord9 [[user(TEXCOORD9)]]; + float4 oTexCoord10 [[user(TEXCOORD10)]]; + float4 oTexCoord11 [[user(TEXCOORD11)]]; + float4 oTexCoord12 [[user(TEXCOORD12)]]; + float4 oTexCoord13 [[user(TEXCOORD13)]]; + float4 oTexCoord14 [[user(TEXCOORD14)]]; + float4 oTexCoord15 [[user(TEXCOORD15)]]; + float4 oColor0 [[user(COLOR0)]]; + float4 oColor1 [[user(COLOR1)]]; +}; + +[[vertex]] +Interpolators shaderMain(VertexShaderInput input [[stage_in]], + constant PushConstants& g_PushConstants [[buffer(8)]]) +{ + Interpolators output; + + output.oPos.xy = input.iPosition0.xy * g_ViewportSize.zw * float2(2.0, -2.0) + float2(-1.0, 1.0); + output.oPos.z = g_Z.x; + output.oPos.w = 1.0; + output.oTexCoord0 = input.iColor0.wxyz; + output.oTexCoord1.xy = input.iTexCoord0.xy; + output.oTexCoord1.zw = 0.0; + output.oTexCoord2 = 0.0; + output.oTexCoord3 = 0.0; + output.oTexCoord4 = 0.0; + output.oTexCoord5 = 0.0; + output.oTexCoord6 = 0.0; + output.oTexCoord7 = 0.0; + output.oTexCoord8 = 0.0; + output.oTexCoord9 = 0.0; + output.oTexCoord10 = 0.0; + output.oTexCoord11 = 0.0; + output.oTexCoord12 = 0.0; + output.oTexCoord13 = 0.0; + output.oTexCoord14 = 0.0; + output.oTexCoord15 = 0.0; + output.oColor0 = 0.0; + output.oColor1 = 0.0; + + return output; +} diff --git a/UnleashedRecomp/gpu/shader/msl/enhanced_motion_blur_ps.metal b/UnleashedRecomp/gpu/shader/msl/enhanced_motion_blur_ps.metal new file mode 100644 index 0000000..a520532 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/enhanced_motion_blur_ps.metal @@ -0,0 +1,59 @@ +#include "../../../../tools/XenosRecomp/XenosRecomp/shader_common.h" + +#define g_BlurRate (*(reinterpret_cast(g_PushConstants.PixelShaderConstants + 2400))) +#define g_ViewportSize (*(reinterpret_cast(g_PushConstants.PixelShaderConstants + 384))) + +#define sampColor_Texture2DDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 0))) +#define sampColor_SamplerDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 192))) + +#define sampVelocityMap_Texture2DDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 4))) +#define sampVelocityMap_SamplerDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 196))) + +#define sampZBuffer_Texture2DDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 8))) +#define sampZBuffer_SamplerDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 200))) + +struct Interpolators +{ + float4 texCoord [[user(TEXCOORD0)]]; +}; + +[[fragment]] +float4 shaderMain(float4 position [[position]], + Interpolators input [[stage_in]], + constant Texture2DDescriptorHeap* g_Texture2DDescriptorHeap [[buffer(0)]], + constant SamplerDescriptorHeap* g_SamplerDescriptorHeap [[buffer(3)]], + constant PushConstants& g_PushConstants [[buffer(8)]]) +{ + texture2d sampColor = g_Texture2DDescriptorHeap[sampColor_Texture2DDescriptorIndex].tex; + texture2d sampVelocityMap = g_Texture2DDescriptorHeap[sampVelocityMap_Texture2DDescriptorIndex].tex; + texture2d sampZBuffer = g_Texture2DDescriptorHeap[sampZBuffer_Texture2DDescriptorIndex].tex; + + sampler sampColor_s = g_SamplerDescriptorHeap[sampColor_SamplerDescriptorIndex].samp; + sampler sampVelocityMap_s = g_SamplerDescriptorHeap[sampVelocityMap_SamplerDescriptorIndex].samp; + sampler sampZBuffer_s = g_SamplerDescriptorHeap[sampZBuffer_SamplerDescriptorIndex].samp; + + float depth = sampZBuffer.sample(sampZBuffer_s, input.texCoord.xy, level(0)).x; + float4 velocityMap = sampVelocityMap.sample(sampVelocityMap_s, input.texCoord.xy, level(0)); + float2 velocity = (velocityMap.xz + velocityMap.yw / 255.0) * 2.0 - 1.0; + + int sampleCount = min(64, int(round(length(velocity * g_ViewportSize.xy)))); + float2 sampleOffset = velocity / (float) sampleCount; + + float3 color = sampColor.sample(sampColor_s, input.texCoord.xy, level(0)).rgb; + int count = 1; + + for (int i = 1; i <= sampleCount; i++) + { + float2 sampleCoord = input.texCoord.xy + sampleOffset * i; + float3 sampleColor = sampColor.sample(sampColor_s, sampleCoord, level(0)).rgb; + float sampleDepth = sampZBuffer.sample(sampZBuffer_s, sampleCoord, 0).x; + + if (sampleDepth - depth < 0.01) + { + color += sampleColor; + count += 1; + } + } + + return float4(color / count, g_BlurRate.x * saturate(dot(abs(velocity), g_ViewportSize.xy) / 8.0) * saturate(float(count - 1))); +} diff --git a/UnleashedRecomp/gpu/shader/msl/gamma_correction_ps.metal b/UnleashedRecomp/gpu/shader/msl/gamma_correction_ps.metal new file mode 100644 index 0000000..6db3b88 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/gamma_correction_ps.metal @@ -0,0 +1,23 @@ +#include "../../../../tools/XenosRecomp/XenosRecomp/shader_common.h" + +#define g_Gamma (*(reinterpret_cast(g_PushConstants.SharedConstants + 0))) +#define g_TextureDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 12))) + +#define g_ViewportOffset (*(reinterpret_cast(g_PushConstants.SharedConstants + 16))) +#define g_ViewportSize (*(reinterpret_cast(g_PushConstants.SharedConstants + 24))) + +[[fragment]] +float4 shaderMain(float4 position [[position]], + constant Texture2DDescriptorHeap* g_Texture2DDescriptorHeap [[buffer(0)]], + constant PushConstants& g_PushConstants [[buffer(8)]]) +{ + texture2d texture = g_Texture2DDescriptorHeap[g_TextureDescriptorIndex].tex; + + int2 movedPosition = int2(position.xy) - g_ViewportOffset; + bool boxed = any(movedPosition < 0) || any(movedPosition >= g_ViewportSize); + if (boxed) movedPosition = 0; + + float4 color = boxed ? 0.0 : texture.read(uint2(movedPosition), 0); + color.rgb = pow(color.rgb, g_Gamma); + return color; +} diff --git a/UnleashedRecomp/gpu/shader/msl/gaussian_blur.metali b/UnleashedRecomp/gpu/shader/msl/gaussian_blur.metali new file mode 100644 index 0000000..dba5968 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/gaussian_blur.metali @@ -0,0 +1,63 @@ +#include "../../../../tools/XenosRecomp/XenosRecomp/shader_common.h" + +#define g_ViewportSize (*(reinterpret_cast(g_PushConstants.PixelShaderConstants + 384))) +#define g_offsets(INDEX) selectWrapper((INDEX) < 74,(*(reinterpret_cast(g_PushConstants.PixelShaderConstants + (150 + min(INDEX, 73)) * 16))), 0.0) +#define g_weights (*(reinterpret_cast(g_PushConstants.PixelShaderConstants + 2656))) + +#define s0_Texture2DDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 0))) +#define s0_SamplerDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 192))) + +#ifdef __INTELLISENSE__ +#define KERNEL_SIZE 5 +#endif + +#define PI 3.14159265358979323846 + +float ComputeWeight(float x) +{ + float std = 0.952; + return exp(-(x * x) / (2.0 * std * std)) / (std * sqrt(2.0 * PI)); +} + +struct Interpolators +{ + float4 iTexCoord0 [[user(TEXCOORD0)]]; +}; + +[[fragment]] +float4 shaderMain(float4 iPosition [[position]], + Interpolators input [[stage_in]], + constant Texture2DDescriptorHeap* g_Texture2DDescriptorHeap [[buffer(0)]], + constant SamplerDescriptorHeap* g_SamplerDescriptorHeap [[buffer(3)]], + constant PushConstants& g_PushConstants [[buffer(8)]]) +{ + texture2d texture = g_Texture2DDescriptorHeap[s0_Texture2DDescriptorIndex].tex; + sampler samplerState = g_SamplerDescriptorHeap[s0_SamplerDescriptorIndex].samp; + + float scale; + if ((g_ViewportSize.x * g_ViewportSize.w) >= (16.0 / 9.0)) + scale = g_ViewportSize.y / 360.0; + else + scale = g_ViewportSize.x / 640.0; + + float2 offsets[3]; + offsets[0] = g_offsets(0).xy * scale; + offsets[1] = g_offsets(0).zw * scale; + offsets[2] = g_offsets(1).xy * scale; + + float4 color = 0.0; + float weightSum = 0.0; + + for (int i = 0; i < KERNEL_SIZE; i++) + { + float step = i / float(KERNEL_SIZE - 1); + float scaled = step * 2; + float2 offset = mix(offsets[int(scaled)], offsets[min(int(scaled) + 1, 2)], frac(scaled)); + float offsetScale = 1.0 / 0.75; + float weight = ComputeWeight(mix(-offsetScale, offsetScale, step)); + color += texture.sample(samplerState, input.iTexCoord0.xy + offset, level(0)) * weight; + weightSum += weight; + } + + return color / weightSum; +} diff --git a/UnleashedRecomp/gpu/shader/msl/gaussian_blur_3x3.metal b/UnleashedRecomp/gpu/shader/msl/gaussian_blur_3x3.metal new file mode 100644 index 0000000..1f8dbf3 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/gaussian_blur_3x3.metal @@ -0,0 +1,2 @@ +#define KERNEL_SIZE 3 +#include "gaussian_blur.metali" diff --git a/UnleashedRecomp/gpu/shader/msl/gaussian_blur_5x5.metal b/UnleashedRecomp/gpu/shader/msl/gaussian_blur_5x5.metal new file mode 100644 index 0000000..5b1a2c2 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/gaussian_blur_5x5.metal @@ -0,0 +1,2 @@ +#define KERNEL_SIZE 5 +#include "gaussian_blur.metali" diff --git a/UnleashedRecomp/gpu/shader/msl/gaussian_blur_7x7.metal b/UnleashedRecomp/gpu/shader/msl/gaussian_blur_7x7.metal new file mode 100644 index 0000000..ba1bd73 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/gaussian_blur_7x7.metal @@ -0,0 +1,2 @@ +#define KERNEL_SIZE 7 +#include "gaussian_blur.metali" diff --git a/UnleashedRecomp/gpu/shader/msl/gaussian_blur_9x9.metal b/UnleashedRecomp/gpu/shader/msl/gaussian_blur_9x9.metal new file mode 100644 index 0000000..50198a7 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/gaussian_blur_9x9.metal @@ -0,0 +1,2 @@ +#define KERNEL_SIZE 9 +#include "gaussian_blur.metali" diff --git a/UnleashedRecomp/gpu/shader/msl/imgui_common.metali b/UnleashedRecomp/gpu/shader/msl/imgui_common.metali new file mode 100644 index 0000000..35cc10e --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/imgui_common.metali @@ -0,0 +1,41 @@ +#pragma once +#include + +using namespace metal; + +#include "../../imgui/imgui_common.h" + +struct PushConstants +{ + float2 BoundsMin; + float2 BoundsMax; + uint GradientTopLeft; + uint GradientTopRight; + uint GradientBottomRight; + uint GradientBottomLeft; + uint ShaderModifier; + uint Texture2DDescriptorIndex; + float2 DisplaySize; + float2 InverseDisplaySize; + float2 Origin; + float2 Scale; + float2 ProceduralOrigin; + float Outline; +}; + +struct Interpolators +{ + float4 Position [[position]]; + float2 UV; + float4 Color; +}; + +struct Texture2DDescriptorHeap +{ + texture2d tex; +}; + +struct SamplerDescriptorHeap +{ + sampler samp; +}; \ No newline at end of file diff --git a/UnleashedRecomp/gpu/shader/msl/imgui_ps.metal b/UnleashedRecomp/gpu/shader/msl/imgui_ps.metal new file mode 100644 index 0000000..e00dc36 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/imgui_ps.metal @@ -0,0 +1,235 @@ +#include "imgui_common.metali" + +float4 DecodeColor(uint color) +{ + return float4(color & 0xFF, (color >> 8) & 0xFF, (color >> 16) & 0xFF, (color >> 24) & 0xFF) / 255.0; +} + +float4 SamplePoint(int2 position, constant PushConstants& g_PushConstants) +{ + switch (g_PushConstants.ShaderModifier) + { + case IMGUI_SHADER_MODIFIER_SCANLINE: + { + if (int(position.y) % 2 == 0) + return float4(1.0, 1.0, 1.0, 0.0); + + break; + } + case IMGUI_SHADER_MODIFIER_CHECKERBOARD: + { + int remnantX = int(position.x) % 9; + int remnantY = int(position.y) % 9; + + float4 color = 1.0; + + if (remnantX == 0 || remnantY == 0) + color.a = 0.0; + + if ((remnantY % 2) == 0) + color.rgb = 0.5; + + return color; + } + case IMGUI_SHADER_MODIFIER_SCANLINE_BUTTON: + { + if (int(position.y) % 2 == 0) + return float4(1.0, 1.0, 1.0, 0.5); + + break; + } + } + + return 1.0; +} + +float4 SampleLinear(float2 uvTexspace, constant PushConstants& g_PushConstants) +{ + int2 integerPart = int2(floor(uvTexspace)); + float2 fracPart = fract(uvTexspace); + + float4 topLeft = SamplePoint(integerPart + int2(0, 0), g_PushConstants); + float4 topRight = SamplePoint(integerPart + int2(1, 0), g_PushConstants); + float4 bottomLeft = SamplePoint(integerPart + int2(0, 1), g_PushConstants); + float4 bottomRight = SamplePoint(integerPart + int2(1, 1), g_PushConstants); + + float4 top = mix(topLeft, topRight, fracPart.x); + float4 bottom = mix(bottomLeft, bottomRight, fracPart.x); + + return mix(top, bottom, fracPart.y); +} + +float4 PixelAntialiasing(float2 uvTexspace, constant PushConstants& g_PushConstants) +{ + if ((g_PushConstants.DisplaySize.x * g_PushConstants.InverseDisplaySize.y) >= (4.0 / 3.0)) + uvTexspace *= g_PushConstants.InverseDisplaySize.y * 720.0; + else + uvTexspace *= g_PushConstants.InverseDisplaySize.x * 960.0; + + float2 seam = floor(uvTexspace + 0.5); + uvTexspace = (uvTexspace - seam) / fwidth(uvTexspace) + seam; + uvTexspace = clamp(uvTexspace, seam - 0.5, seam + 0.5); + + return SampleLinear(uvTexspace - 0.5, g_PushConstants); +} + +float median(float r, float g, float b) +{ + return max(min(r, g), min(max(r, g), b)); +} + +float4 SampleSdfFont(float4 color, texture2d texture, float2 uv, float2 screenTexSize, + constant SamplerDescriptorHeap* g_SamplerDescriptorHeap, + constant PushConstants& g_PushConstants) +{ + float4 textureColor = texture.sample(g_SamplerDescriptorHeap[0].samp, uv); + + uint width = texture.get_width(); + uint height = texture.get_height(); + + float pxRange = 8.0; + float2 unitRange = pxRange / float2(width, height); + float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0); + + float sd = median(textureColor.r, textureColor.g, textureColor.b) - 0.5; + float screenPxDistance = screenPxRange * (sd + g_PushConstants.Outline / (pxRange * 1.5)); + + if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TITLE_BEVEL) + { + float2 normal = normalize(float3(dfdx(sd), dfdy(sd), 0.01)).xy; + float3 rimColor = float3(1, 0.8, 0.29); + float3 shadowColor = float3(0.84, 0.57, 0); + + float cosTheta = dot(normal, normalize(float2(1, 1))); + float3 gradient = mix(color.rgb, cosTheta >= 0.0 ? rimColor : shadowColor, abs(cosTheta)); + color.rgb = mix(gradient, color.rgb, pow(saturate(sd + 0.77), 32.0)); + } + else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_CATEGORY_BEVEL) + { + float2 normal = normalize(float3(dfdx(sd), dfdy(sd), 0.25)).xy; + float cosTheta = dot(normal, normalize(float2(1, 1))); + float gradient = 1.0 + cosTheta * 0.5; + color.rgb = saturate(color.rgb * gradient); + } + else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TEXT_SKEW) + { + float2 normal = normalize(float3(dfdx(sd), dfdy(sd), 0.5)).xy; + float cosTheta = dot(normal, normalize(float2(1, 1))); + float gradient = saturate(1.0 + cosTheta); + color.rgb = mix(color.rgb * gradient, color.rgb, pow(saturate(sd + 0.77), 32.0)); + } + + color.a *= saturate(screenPxDistance + 0.5); + color.a *= textureColor.a; + + return color; +} + +[[fragment]] +float4 shaderMain(Interpolators interpolators [[stage_in]], + constant Texture2DDescriptorHeap* g_Texture2DDescriptorHeap [[buffer(0)]], + constant SamplerDescriptorHeap* g_SamplerDescriptorHeap [[buffer(1)]], + constant PushConstants& g_PushConstants [[buffer(8)]]) +{ + float4 color = interpolators.Color; + color *= PixelAntialiasing(interpolators.Position.xy - g_PushConstants.ProceduralOrigin, g_PushConstants); + + if (g_PushConstants.Texture2DDescriptorIndex != 0) + { + texture2d texture = g_Texture2DDescriptorHeap[g_PushConstants.Texture2DDescriptorIndex & 0x7FFFFFFF].tex; + + if ((g_PushConstants.Texture2DDescriptorIndex & 0x80000000) != 0) + { + if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT) + { + float scale; + float invScale; + + if ((g_PushConstants.DisplaySize.x * g_PushConstants.InverseDisplaySize.y) >= (4.0 / 3.0)) + { + scale = g_PushConstants.InverseDisplaySize.y * 720.0; + invScale = g_PushConstants.DisplaySize.y / 720.0; + } + else + { + scale = g_PushConstants.InverseDisplaySize.x * 960.0; + invScale = g_PushConstants.DisplaySize.x / 960.0; + } + + float2 lowQualityPosition = (interpolators.Position.xy - 0.5) * scale; + float2 fracPart = fract(lowQualityPosition); + + float2 uvStep = fwidth(interpolators.UV) * invScale; + float2 lowQualityUV = interpolators.UV - fracPart * uvStep; + float2 screenTexSize = 1.0 / uvStep; + + float4 topLeft = SampleSdfFont(color, texture, lowQualityUV + float2(0, 0), screenTexSize, g_SamplerDescriptorHeap, g_PushConstants); + float4 topRight = SampleSdfFont(color, texture, lowQualityUV + float2(uvStep.x, 0), screenTexSize, g_SamplerDescriptorHeap, g_PushConstants); + float4 bottomLeft = SampleSdfFont(color, texture, lowQualityUV + float2(0, uvStep.y), screenTexSize, g_SamplerDescriptorHeap, g_PushConstants); + float4 bottomRight = SampleSdfFont(color, texture, lowQualityUV + uvStep.xy, screenTexSize, g_SamplerDescriptorHeap, g_PushConstants); + + float4 top = mix(topLeft, topRight, fracPart.x); + float4 bottom = mix(bottomLeft, bottomRight, fracPart.x); + + color = mix(top, bottom, fracPart.y); + } + else + { + color = SampleSdfFont(color, texture, interpolators.UV, 1.0 / fwidth(interpolators.UV), g_SamplerDescriptorHeap, g_PushConstants); + } + } + else + { + color *= texture.sample(g_SamplerDescriptorHeap[0].samp, interpolators.UV); + } + } + + if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_HORIZONTAL_MARQUEE_FADE) + { + float minAlpha = saturate((interpolators.Position.x - g_PushConstants.BoundsMin.x) / g_PushConstants.Scale.x); + float maxAlpha = saturate((g_PushConstants.BoundsMax.x - interpolators.Position.x) / g_PushConstants.Scale.y); + + color.a *= minAlpha; + color.a *= maxAlpha; + } + else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_VERTICAL_MARQUEE_FADE) + { + float minAlpha = saturate((interpolators.Position.y - g_PushConstants.BoundsMin.y) / g_PushConstants.Scale.x); + float maxAlpha = saturate((g_PushConstants.BoundsMax.y - interpolators.Position.y) / g_PushConstants.Scale.y); + + color.a *= minAlpha; + color.a *= maxAlpha; + } + else if (any(g_PushConstants.BoundsMin != g_PushConstants.BoundsMax)) + { + float2 factor = saturate((interpolators.Position.xy - g_PushConstants.BoundsMin) / (g_PushConstants.BoundsMax - g_PushConstants.BoundsMin)); + + if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_RECTANGLE_BEVEL) + { + float bevelSize = 0.9; + + float shadow = saturate((factor.x - bevelSize) / (1.0 - bevelSize)); + shadow = max(shadow, saturate((factor.y - bevelSize) / (1.0 - bevelSize))); + + float rim = saturate((1.0 - factor.x - bevelSize) / (1.0 - bevelSize)); + rim = max(rim, saturate((1.0 - factor.y - bevelSize) / (1.0 - bevelSize))); + + float3 rimColor = float3(1, 0.8, 0.29); + float3 shadowColor = float3(0.84, 0.57, 0); + + color.rgb = mix(color.rgb, rimColor, smoothstep(0.0, 1.0, rim)); + color.rgb = mix(color.rgb, shadowColor, smoothstep(0.0, 1.0, shadow)); + } + else + { + float4 top = mix(DecodeColor(g_PushConstants.GradientTopLeft), DecodeColor(g_PushConstants.GradientTopRight), smoothstep(0.0, 1.0, factor.x)); + float4 bottom = mix(DecodeColor(g_PushConstants.GradientBottomLeft), DecodeColor(g_PushConstants.GradientBottomRight), smoothstep(0.0, 1.0, factor.x)); + color *= mix(top, bottom, smoothstep(0.0, 1.0, factor.y)); + } + } + + if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_GRAYSCALE) + color.rgb = dot(color.rgb, float3(0.2126, 0.7152, 0.0722)); + + return color; +} diff --git a/UnleashedRecomp/gpu/shader/msl/imgui_vs.metal b/UnleashedRecomp/gpu/shader/msl/imgui_vs.metal new file mode 100644 index 0000000..8da61c4 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/imgui_vs.metal @@ -0,0 +1,32 @@ +#include "imgui_common.metali" + +struct VertexStageIn +{ + float2 position [[attribute(0)]]; + float2 uv [[attribute(1)]]; + float4 color [[attribute(2)]]; +}; + +[[vertex]] +Interpolators shaderMain(VertexStageIn input [[stage_in]], + constant PushConstants& g_PushConstants [[buffer(8)]]) +{ + Interpolators interpolators = Interpolators{}; + + if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TEXT_SKEW) + { + if (input.position.y < g_PushConstants.Origin.y) + input.position.x += g_PushConstants.Scale.x; + } + else if (g_PushConstants.ShaderModifier != IMGUI_SHADER_MODIFIER_HORIZONTAL_MARQUEE_FADE && + g_PushConstants.ShaderModifier != IMGUI_SHADER_MODIFIER_VERTICAL_MARQUEE_FADE) + { + input.position.xy = g_PushConstants.Origin + (input.position.xy - g_PushConstants.Origin) * g_PushConstants.Scale; + } + + interpolators.Position = float4(input.position.xy * g_PushConstants.InverseDisplaySize * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); + interpolators.UV = input.uv; + interpolators.Color = input.color; + + return interpolators; +} diff --git a/UnleashedRecomp/gpu/shader/msl/movie_common.metali b/UnleashedRecomp/gpu/shader/msl/movie_common.metali new file mode 100644 index 0000000..9193155 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/movie_common.metali @@ -0,0 +1,39 @@ +#pragma once + +#include "../../../../tools/XenosRecomp/XenosRecomp/shader_common.h" + +#define fZmin (*(reinterpret_cast(g_PushConstants.PixelShaderConstants + 0))) +#define fZmax (*(reinterpret_cast(g_PushConstants.PixelShaderConstants + 16))) + +#define Tex0_ResourceDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 0))) +#define Tex1_ResourceDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 4))) +#define Tex2_ResourceDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 8))) +#define Tex3_ResourceDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 12))) +#define Tex4_ResourceDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 16))) + +#define Tex0_SamplerDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 64))) +#define Tex1_SamplerDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 68))) +#define Tex2_SamplerDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 72))) +#define Tex3_SamplerDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 76))) +#define Tex4_SamplerDescriptorIndex (*(reinterpret_cast(g_PushConstants.SharedConstants + 80))) + +#define bCsc (g_Booleans & (1 << (16 + 0))) +#define bAmv (g_Booleans & (1 << (16 + 1))) +#define bZmv (g_Booleans & (1 << (16 + 2))) + +struct VertexShaderInput +{ + float4 ObjPos [[attribute(0)]]; + float2 UV [[attribute(4)]]; +}; + +struct Interpolators +{ + float4 ProjPos [[position]]; + float2 UV; +}; + +struct PixelShaderOutput +{ + float4 Color [[color(0)]]; +}; diff --git a/UnleashedRecomp/gpu/shader/msl/movie_ps.metal b/UnleashedRecomp/gpu/shader/msl/movie_ps.metal new file mode 100644 index 0000000..2b9fb5d --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/movie_ps.metal @@ -0,0 +1,104 @@ +#include "movie_common.metali" + +[[fragment]] +PixelShaderOutput shaderMain(Interpolators In [[stage_in]], + constant Texture2DDescriptorHeap* g_Texture2DDescriptorHeap [[buffer(0)]], + constant SamplerDescriptorHeap* g_SamplerDescriptorHeap [[buffer(3)]], + constant PushConstants& g_PushConstants [[buffer(8)]]) +{ + texture2d Tex0 = g_Texture2DDescriptorHeap[Tex0_ResourceDescriptorIndex].tex; + texture2d Tex1 = g_Texture2DDescriptorHeap[Tex1_ResourceDescriptorIndex].tex; + texture2d Tex2 = g_Texture2DDescriptorHeap[Tex2_ResourceDescriptorIndex].tex; + texture2d Tex3 = g_Texture2DDescriptorHeap[Tex3_ResourceDescriptorIndex].tex; + texture2d Tex4 = g_Texture2DDescriptorHeap[Tex4_ResourceDescriptorIndex].tex; + + sampler Tex0_s = g_SamplerDescriptorHeap[Tex0_SamplerDescriptorIndex].samp; + sampler Tex1_s = g_SamplerDescriptorHeap[Tex1_SamplerDescriptorIndex].samp; + sampler Tex2_s = g_SamplerDescriptorHeap[Tex2_SamplerDescriptorIndex].samp; + sampler Tex3_s = g_SamplerDescriptorHeap[Tex3_SamplerDescriptorIndex].samp; + sampler Tex4_s = g_SamplerDescriptorHeap[Tex4_SamplerDescriptorIndex].samp; + + PixelShaderOutput Out; + float ValY = Tex0.sample(Tex0_s, In.UV).r; + float ValU = Tex1.sample(Tex1_s, In.UV).r - 0.5; + float ValV = Tex2.sample(Tex2_s, In.UV).r - 0.5; + float ValA = 1.0; + float ValD = 0.0; + if (bAmv) + ValA = (Tex3.sample(Tex3_s, In.UV).r - 0.0625) * 1.164; + if (bZmv) + { + ValD = (Tex4.sample(Tex4_s, In.UV).r - 0.0625) * 1.164; + if (ValD < 9.0 / 255.0) + { + ValD = 0.0; + } + else if (ValD < 17.0 / 255.0) + { + ValD = fZmin; + } + else if (ValD < 224.0 / 255.0) + { + ValD = (ValD - 17.0 / 255.0) / (223.0 / 255.0 - 17.0 / 255.0) * (fZmax - fZmin) + fZmin; + } + else if (ValD < 240.0 / 255.0) + { + ValD = fZmax; + } + else + { + ValD = 1.0; + } + } + if (bCsc) + { + if (ValY < 16.0 / 255.0) + { + ValY = ValY * 3.0 / 2.0; + } + else if (ValY < 176.0 / 255.0) + { + ValY = 24.0 / 255.0 + (ValY - 16.0 / 255.0) / 2.0; + } + else if (ValY < 192.0 / 255.0) + { + ValY = 104.0 / 255.0 + (ValY - 176.0 / 255.0) / 1.0; + } + else + { + ValY = 120.0 / 255.0 + (ValY - 192.0 / 255.0) * 2.0; + } + if (abs(ValU) < 24.0 / 255.0) + { + ValU /= 3.0; + } + else + { + ValU = (8.0 / 255.0 + (abs(ValU) - 24.0 / 255.0) * (120.0 / 104.0)) * sign(ValU); + } + if (abs(ValV) < 24.0 / 255.0) + { + ValV /= 3.0; + } + else + { + ValV = (8.0 / 255.0 + (abs(ValV) - 24.0 / 255.0) * (120.0 / 104.0)) * sign(ValV); + } + Out.Color.r = ValY + ValV * 1.402; + Out.Color.g = ValY - ValU * 0.344 - ValV * 0.714; + Out.Color.b = ValY + ValU * 1.772; + } + else + { + ValY = (ValY - 0.0625) * 1.164; + Out.Color.r = ValY + ValV * 1.596; + Out.Color.g = ValY - ValU * 0.392 - ValV * 0.813; + Out.Color.b = ValY + ValU * 2.017; + } + Out.Color.a = ValA; + + if (any(In.UV < 0.0) || any(In.UV > 1.0)) + Out.Color.rgb = 0.0; + + return Out; +} diff --git a/UnleashedRecomp/gpu/shader/msl/movie_vs.metal b/UnleashedRecomp/gpu/shader/msl/movie_vs.metal new file mode 100644 index 0000000..30ad604 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/movie_vs.metal @@ -0,0 +1,12 @@ +#include "movie_common.metali" + +[[vertex]] +Interpolators shaderMain(VertexShaderInput In [[stage_in]], + constant PushConstants& g_PushConstants [[buffer(8)]]) +{ + Interpolators Out; + Out.ProjPos = In.ObjPos; + Out.ProjPos.xy += g_HalfPixelOffset * Out.ProjPos.w; + Out.UV = In.UV; + return Out; +} diff --git a/UnleashedRecomp/gpu/shader/msl/resolve_msaa_color.metali b/UnleashedRecomp/gpu/shader/msl/resolve_msaa_color.metali new file mode 100644 index 0000000..2a3bba5 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/resolve_msaa_color.metali @@ -0,0 +1,21 @@ +#pragma once + +#include "copy_common.metali" + +struct Texture2DMSDescriptorHeap +{ + texture2d_ms tex; +}; + +[[fragment]] +float4 shaderMain(float4 position [[position]], + constant Texture2DMSDescriptorHeap* g_Texture2DMSDescriptorHeap [[buffer(0)]], + constant PushConstants& g_PushConstants [[buffer(8)]]) +{ + float4 result = g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].tex.read(uint2(position.xy), 0); + + for (int i = 1; i < SAMPLE_COUNT; i++) + result += g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].tex.read(uint2(position.xy), i); + + return result / SAMPLE_COUNT; +} diff --git a/UnleashedRecomp/gpu/shader/msl/resolve_msaa_color_2x.metal b/UnleashedRecomp/gpu/shader/msl/resolve_msaa_color_2x.metal new file mode 100644 index 0000000..6aa43bb --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/resolve_msaa_color_2x.metal @@ -0,0 +1,2 @@ +#define SAMPLE_COUNT 2 +#include "resolve_msaa_color.metali" diff --git a/UnleashedRecomp/gpu/shader/msl/resolve_msaa_color_4x.metal b/UnleashedRecomp/gpu/shader/msl/resolve_msaa_color_4x.metal new file mode 100644 index 0000000..1787888 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/resolve_msaa_color_4x.metal @@ -0,0 +1,2 @@ +#define SAMPLE_COUNT 4 +#include "resolve_msaa_color.metali" diff --git a/UnleashedRecomp/gpu/shader/msl/resolve_msaa_color_8x.metal b/UnleashedRecomp/gpu/shader/msl/resolve_msaa_color_8x.metal new file mode 100644 index 0000000..497f2ed --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/resolve_msaa_color_8x.metal @@ -0,0 +1,2 @@ +#define SAMPLE_COUNT 8 +#include "resolve_msaa_color.metali" diff --git a/UnleashedRecomp/gpu/shader/msl/resolve_msaa_depth.metali b/UnleashedRecomp/gpu/shader/msl/resolve_msaa_depth.metali new file mode 100644 index 0000000..bdd4aa9 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/resolve_msaa_depth.metali @@ -0,0 +1,30 @@ +#pragma once + +#include "copy_common.metali" + +struct Texture2DMSDescriptorHeap +{ + texture2d_ms tex; +}; + +struct PixelShaderOutput +{ + float oDepth [[depth(any)]]; +}; + +[[fragment]] +PixelShaderOutput shaderMain(float4 position [[position]], + constant Texture2DMSDescriptorHeap* g_Texture2DMSDescriptorHeap [[buffer(0)]], + constant PushConstants& g_PushConstants [[buffer(8)]]) +{ + PixelShaderOutput output = PixelShaderOutput{}; + + float result = g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].tex.read(uint2(position.xy), 0).x; + + for (int i = 1; i < SAMPLE_COUNT; i++) + result = min(result, g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].tex.read(uint2(position.xy), i).x); + + output.oDepth = result; + + return output; +} diff --git a/UnleashedRecomp/gpu/shader/msl/resolve_msaa_depth_2x.metal b/UnleashedRecomp/gpu/shader/msl/resolve_msaa_depth_2x.metal new file mode 100644 index 0000000..cd3be17 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/resolve_msaa_depth_2x.metal @@ -0,0 +1,2 @@ +#define SAMPLE_COUNT 2 +#include "resolve_msaa_depth.metali" diff --git a/UnleashedRecomp/gpu/shader/msl/resolve_msaa_depth_4x.metal b/UnleashedRecomp/gpu/shader/msl/resolve_msaa_depth_4x.metal new file mode 100644 index 0000000..e69b2c0 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/resolve_msaa_depth_4x.metal @@ -0,0 +1,2 @@ +#define SAMPLE_COUNT 4 +#include "resolve_msaa_depth.metali" diff --git a/UnleashedRecomp/gpu/shader/msl/resolve_msaa_depth_8x.metal b/UnleashedRecomp/gpu/shader/msl/resolve_msaa_depth_8x.metal new file mode 100644 index 0000000..eaa42e5 --- /dev/null +++ b/UnleashedRecomp/gpu/shader/msl/resolve_msaa_depth_8x.metal @@ -0,0 +1,2 @@ +#define SAMPLE_COUNT 8 +#include "resolve_msaa_depth.metali" diff --git a/UnleashedRecomp/gpu/video.cpp b/UnleashedRecomp/gpu/video.cpp index a9edd0b..065ed17 100644 --- a/UnleashedRecomp/gpu/video.cpp +++ b/UnleashedRecomp/gpu/video.cpp @@ -41,54 +41,80 @@ #include "../../tools/XenosRecomp/XenosRecomp/shader_common.h" #ifdef UNLEASHED_RECOMP_D3D12 -#include "shader/blend_color_alpha_ps.hlsl.dxil.h" -#include "shader/copy_vs.hlsl.dxil.h" -#include "shader/copy_color_ps.hlsl.dxil.h" -#include "shader/copy_depth_ps.hlsl.dxil.h" -#include "shader/csd_filter_ps.hlsl.dxil.h" -#include "shader/csd_no_tex_vs.hlsl.dxil.h" -#include "shader/csd_vs.hlsl.dxil.h" -#include "shader/enhanced_motion_blur_ps.hlsl.dxil.h" -#include "shader/gamma_correction_ps.hlsl.dxil.h" -#include "shader/gaussian_blur_3x3.hlsl.dxil.h" -#include "shader/gaussian_blur_5x5.hlsl.dxil.h" -#include "shader/gaussian_blur_7x7.hlsl.dxil.h" -#include "shader/gaussian_blur_9x9.hlsl.dxil.h" -#include "shader/imgui_ps.hlsl.dxil.h" -#include "shader/imgui_vs.hlsl.dxil.h" -#include "shader/movie_ps.hlsl.dxil.h" -#include "shader/movie_vs.hlsl.dxil.h" -#include "shader/resolve_msaa_color_2x.hlsl.dxil.h" -#include "shader/resolve_msaa_color_4x.hlsl.dxil.h" -#include "shader/resolve_msaa_color_8x.hlsl.dxil.h" -#include "shader/resolve_msaa_depth_2x.hlsl.dxil.h" -#include "shader/resolve_msaa_depth_4x.hlsl.dxil.h" -#include "shader/resolve_msaa_depth_8x.hlsl.dxil.h" +#include "shader/hlsl/blend_color_alpha_ps.hlsl.dxil.h" +#include "shader/hlsl/copy_vs.hlsl.dxil.h" +#include "shader/hlsl/copy_color_ps.hlsl.dxil.h" +#include "shader/hlsl/copy_depth_ps.hlsl.dxil.h" +#include "shader/hlsl/csd_filter_ps.hlsl.dxil.h" +#include "shader/hlsl/csd_no_tex_vs.hlsl.dxil.h" +#include "shader/hlsl/csd_vs.hlsl.dxil.h" +#include "shader/hlsl/enhanced_motion_blur_ps.hlsl.dxil.h" +#include "shader/hlsl/gamma_correction_ps.hlsl.dxil.h" +#include "shader/hlsl/gaussian_blur_3x3.hlsl.dxil.h" +#include "shader/hlsl/gaussian_blur_5x5.hlsl.dxil.h" +#include "shader/hlsl/gaussian_blur_7x7.hlsl.dxil.h" +#include "shader/hlsl/gaussian_blur_9x9.hlsl.dxil.h" +#include "shader/hlsl/imgui_ps.hlsl.dxil.h" +#include "shader/hlsl/imgui_vs.hlsl.dxil.h" +#include "shader/hlsl/movie_ps.hlsl.dxil.h" +#include "shader/hlsl/movie_vs.hlsl.dxil.h" +#include "shader/hlsl/resolve_msaa_color_2x.hlsl.dxil.h" +#include "shader/hlsl/resolve_msaa_color_4x.hlsl.dxil.h" +#include "shader/hlsl/resolve_msaa_color_8x.hlsl.dxil.h" +#include "shader/hlsl/resolve_msaa_depth_2x.hlsl.dxil.h" +#include "shader/hlsl/resolve_msaa_depth_4x.hlsl.dxil.h" +#include "shader/hlsl/resolve_msaa_depth_8x.hlsl.dxil.h" #endif -#include "shader/blend_color_alpha_ps.hlsl.spirv.h" -#include "shader/copy_vs.hlsl.spirv.h" -#include "shader/copy_color_ps.hlsl.spirv.h" -#include "shader/copy_depth_ps.hlsl.spirv.h" -#include "shader/csd_filter_ps.hlsl.spirv.h" -#include "shader/csd_no_tex_vs.hlsl.spirv.h" -#include "shader/csd_vs.hlsl.spirv.h" -#include "shader/enhanced_motion_blur_ps.hlsl.spirv.h" -#include "shader/gamma_correction_ps.hlsl.spirv.h" -#include "shader/gaussian_blur_3x3.hlsl.spirv.h" -#include "shader/gaussian_blur_5x5.hlsl.spirv.h" -#include "shader/gaussian_blur_7x7.hlsl.spirv.h" -#include "shader/gaussian_blur_9x9.hlsl.spirv.h" -#include "shader/imgui_ps.hlsl.spirv.h" -#include "shader/imgui_vs.hlsl.spirv.h" -#include "shader/movie_ps.hlsl.spirv.h" -#include "shader/movie_vs.hlsl.spirv.h" -#include "shader/resolve_msaa_color_2x.hlsl.spirv.h" -#include "shader/resolve_msaa_color_4x.hlsl.spirv.h" -#include "shader/resolve_msaa_color_8x.hlsl.spirv.h" -#include "shader/resolve_msaa_depth_2x.hlsl.spirv.h" -#include "shader/resolve_msaa_depth_4x.hlsl.spirv.h" -#include "shader/resolve_msaa_depth_8x.hlsl.spirv.h" +#ifdef UNLEASHED_RECOMP_METAL +#include "shader/msl/blend_color_alpha_ps.metal.metallib.h" +#include "shader/msl/copy_vs.metal.metallib.h" +#include "shader/msl/copy_color_ps.metal.metallib.h" +#include "shader/msl/copy_depth_ps.metal.metallib.h" +#include "shader/msl/csd_filter_ps.metal.metallib.h" +#include "shader/msl/csd_no_tex_vs.metal.metallib.h" +#include "shader/msl/csd_vs.metal.metallib.h" +#include "shader/msl/enhanced_motion_blur_ps.metal.metallib.h" +#include "shader/msl/gamma_correction_ps.metal.metallib.h" +#include "shader/msl/gaussian_blur_3x3.metal.metallib.h" +#include "shader/msl/gaussian_blur_5x5.metal.metallib.h" +#include "shader/msl/gaussian_blur_7x7.metal.metallib.h" +#include "shader/msl/gaussian_blur_9x9.metal.metallib.h" +#include "shader/msl/imgui_ps.metal.metallib.h" +#include "shader/msl/imgui_vs.metal.metallib.h" +#include "shader/msl/movie_ps.metal.metallib.h" +#include "shader/msl/movie_vs.metal.metallib.h" +#include "shader/msl/resolve_msaa_color_2x.metal.metallib.h" +#include "shader/msl/resolve_msaa_color_4x.metal.metallib.h" +#include "shader/msl/resolve_msaa_color_8x.metal.metallib.h" +#include "shader/msl/resolve_msaa_depth_2x.metal.metallib.h" +#include "shader/msl/resolve_msaa_depth_4x.metal.metallib.h" +#include "shader/msl/resolve_msaa_depth_8x.metal.metallib.h" +#endif + +#include "shader/hlsl/blend_color_alpha_ps.hlsl.spirv.h" +#include "shader/hlsl/copy_vs.hlsl.spirv.h" +#include "shader/hlsl/copy_color_ps.hlsl.spirv.h" +#include "shader/hlsl/copy_depth_ps.hlsl.spirv.h" +#include "shader/hlsl/csd_filter_ps.hlsl.spirv.h" +#include "shader/hlsl/csd_no_tex_vs.hlsl.spirv.h" +#include "shader/hlsl/csd_vs.hlsl.spirv.h" +#include "shader/hlsl/enhanced_motion_blur_ps.hlsl.spirv.h" +#include "shader/hlsl/gamma_correction_ps.hlsl.spirv.h" +#include "shader/hlsl/gaussian_blur_3x3.hlsl.spirv.h" +#include "shader/hlsl/gaussian_blur_5x5.hlsl.spirv.h" +#include "shader/hlsl/gaussian_blur_7x7.hlsl.spirv.h" +#include "shader/hlsl/gaussian_blur_9x9.hlsl.spirv.h" +#include "shader/hlsl/imgui_ps.hlsl.spirv.h" +#include "shader/hlsl/imgui_vs.hlsl.spirv.h" +#include "shader/hlsl/movie_ps.hlsl.spirv.h" +#include "shader/hlsl/movie_vs.hlsl.spirv.h" +#include "shader/hlsl/resolve_msaa_color_2x.hlsl.spirv.h" +#include "shader/hlsl/resolve_msaa_color_4x.hlsl.spirv.h" +#include "shader/hlsl/resolve_msaa_color_8x.hlsl.spirv.h" +#include "shader/hlsl/resolve_msaa_depth_2x.hlsl.spirv.h" +#include "shader/hlsl/resolve_msaa_depth_4x.hlsl.spirv.h" +#include "shader/hlsl/resolve_msaa_depth_8x.hlsl.spirv.h" #ifdef _WIN32 extern "C" @@ -103,6 +129,9 @@ namespace plume #ifdef UNLEASHED_RECOMP_D3D12 extern std::unique_ptr CreateD3D12Interface(); #endif +#ifdef UNLEASHED_RECOMP_METAL + extern std::unique_ptr CreateMetalInterface(); +#endif #ifdef SDL_VULKAN_ENABLED extern std::unique_ptr CreateVulkanInterface(RenderWindow sdlWindow); #else @@ -283,17 +312,14 @@ static Profiler g_swapChainAcquireProfiler; static bool g_profilerVisible; static bool g_profilerWasToggled; -#ifdef UNLEASHED_RECOMP_D3D12 -static bool g_vulkan = false; +#if !defined(UNLEASHED_RECOMP_D3D12) && !defined(UNLEASHED_RECOMP_METAL) +static constexpr Backend g_backend = Backend::VULKAN; #else -static constexpr bool g_vulkan = true; +static Backend g_backend; #endif static bool g_triangleStripWorkaround = false; -static bool g_hardwareResolve = true; -static bool g_hardwareDepthResolve = true; - static std::unique_ptr g_interface; static std::unique_ptr g_device; @@ -486,7 +512,7 @@ struct UploadAllocator auto& buffer = buffers[index]; if (buffer.buffer == nullptr) { - buffer.buffer = g_device->createBuffer(RenderBufferDesc::UploadBuffer(UploadBuffer::SIZE, RenderBufferFlag::CONSTANT | RenderBufferFlag::VERTEX | RenderBufferFlag::INDEX)); + buffer.buffer = g_device->createBuffer(RenderBufferDesc::UploadBuffer(UploadBuffer::SIZE, RenderBufferFlag::CONSTANT | RenderBufferFlag::VERTEX | RenderBufferFlag::INDEX | RenderBufferFlag::DEVICE_ADDRESSABLE)); buffer.memory = reinterpret_cast(buffer.buffer->map()); buffer.deviceAddress = buffer.buffer->getDeviceAddress(); } @@ -780,18 +806,26 @@ static std::unique_ptr g_buttonBcDiff; static void LoadEmbeddedResources() { - if (g_vulkan) + switch (g_backend) { + case Backend::VULKAN: g_shaderCache = std::make_unique(g_spirvCacheDecompressedSize); ZSTD_decompress(g_shaderCache.get(), g_spirvCacheDecompressedSize, g_compressedSpirvCache, g_spirvCacheCompressedSize); - } -#ifdef UNLEASHED_RECOMP_D3D12 - else - { + break; +#if defined(UNLEASHED_RECOMP_D3D12) + case Backend::D3D12: g_shaderCache = std::make_unique(g_dxilCacheDecompressedSize); ZSTD_decompress(g_shaderCache.get(), g_dxilCacheDecompressedSize, g_compressedDxilCache, g_dxilCacheCompressedSize); - } + break; +#elif defined(UNLEASHED_RECOMP_METAL) + case Backend::METAL: + g_shaderCache = std::make_unique(g_airCacheDecompressedSize); + ZSTD_decompress(g_shaderCache.get(), g_airCacheDecompressedSize, g_compressedAirCache, g_airCacheCompressedSize); + break; #endif + default: + assert(false); + } g_buttonBcDiff = decompressZstd(g_button_bc_diff, g_button_bc_diff_uncompressed_size); } @@ -1187,7 +1221,7 @@ static void ProcSetRenderState(const RenderCommand& cmd) } case D3DRS_ALPHAREF: { - SetDirtyValue(g_dirtyStates.pipelineState, g_sharedConstants.alphaThreshold, float(value) / 256.0f); + SetDirtyValue(g_dirtyStates.sharedConstants, g_sharedConstants.alphaThreshold, float(value) / 256.0f); break; } case D3DRS_ALPHABLENDENABLE: @@ -1294,19 +1328,28 @@ static GuestShader* g_csdShader; static std::unique_ptr g_enhancedMotionBlurShader; -#ifdef UNLEASHED_RECOMP_D3D12 +#if defined(UNLEASHED_RECOMP_D3D12) #define CREATE_SHADER(NAME) \ g_device->createShader( \ - g_vulkan ? g_##NAME##_spirv : g_##NAME##_dxil, \ - g_vulkan ? sizeof(g_##NAME##_spirv) : sizeof(g_##NAME##_dxil), \ - "main", \ - g_vulkan ? RenderShaderFormat::SPIRV : RenderShaderFormat::DXIL) + (g_backend == Backend::VULKAN) ? g_##NAME##_spirv : g_##NAME##_dxil, \ + (g_backend == Backend::VULKAN) ? sizeof(g_##NAME##_spirv) : sizeof(g_##NAME##_dxil), \ + "shaderMain", \ + (g_backend == Backend::VULKAN) ? RenderShaderFormat::SPIRV : RenderShaderFormat::DXIL) + +#elif defined(UNLEASHED_RECOMP_METAL) + +#define CREATE_SHADER(NAME) \ + g_device->createShader( \ + (g_backend == Backend::VULKAN) ? g_##NAME##_spirv : g_##NAME##_air, \ + (g_backend == Backend::VULKAN) ? sizeof(g_##NAME##_spirv) : sizeof(g_##NAME##_air), \ + "shaderMain", \ + (g_backend == Backend::VULKAN) ? RenderShaderFormat::SPIRV : RenderShaderFormat::METAL) #else #define CREATE_SHADER(NAME) \ - g_device->createShader(g_##NAME##_spirv, sizeof(g_##NAME##_spirv), "main", RenderShaderFormat::SPIRV) + g_device->createShader(g_##NAME##_spirv, sizeof(g_##NAME##_spirv), "shaderMain", RenderShaderFormat::SPIRV) #endif @@ -1671,8 +1714,10 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver, bool graphicsApiRetry) GameWindow::Init(sdlVideoDriver); -#ifdef UNLEASHED_RECOMP_D3D12 - g_vulkan = DetectWine() || Config::GraphicsAPI == EGraphicsAPI::Vulkan; +#if defined(UNLEASHED_RECOMP_D3D12) + g_backend = (DetectWine() || Config::GraphicsAPI == EGraphicsAPI::Vulkan) ? Backend::VULKAN : Backend::D3D12; +#elif defined(UNLEASHED_RECOMP_METAL) + g_backend = Config::GraphicsAPI == EGraphicsAPI::Vulkan ? Backend::VULKAN : Backend::METAL; #endif // Attempt to create the possible backends using a vector of function pointers. Whichever succeeds first will be the chosen API. @@ -1685,15 +1730,18 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver, bool graphicsApiRetry) if (graphicsApiRetry) { // If we are attempting to create again after a reboot due to a crash, swap the order. - g_vulkan = !g_vulkan; + g_backend = (g_backend == Backend::VULKAN) ? Backend::D3D12 : Backend::VULKAN; // Don't allow redirection to Vulkan if we are retrying after a crash, // so the user can at least boot the game with D3D12 if Vulkan fails to work. allowVulkanRedirection = false; } - interfaceFunctions.push_back(g_vulkan ? CreateVulkanInterfaceWrapper : CreateD3D12Interface); - interfaceFunctions.push_back(g_vulkan ? CreateD3D12Interface : CreateVulkanInterfaceWrapper); + interfaceFunctions.push_back((g_backend == Backend::VULKAN) ? CreateVulkanInterfaceWrapper : CreateD3D12Interface); + interfaceFunctions.push_back((g_backend == Backend::VULKAN) ? CreateD3D12Interface : CreateVulkanInterfaceWrapper); +#elif defined(UNLEASHED_RECOMP_METAL) + interfaceFunctions.push_back((g_backend == Backend::VULKAN) ? CreateVulkanInterfaceWrapper : CreateMetalInterface); + interfaceFunctions.push_back((g_backend == Backend::VULKAN) ? CreateMetalInterface : CreateVulkanInterfaceWrapper); #else interfaceFunctions.push_back(CreateVulkanInterfaceWrapper); #endif @@ -1718,7 +1766,7 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver, bool graphicsApiRetry) { const RenderDeviceDescription &deviceDescription = g_device->getDescription(); -#ifdef UNLEASHED_RECOMP_D3D12 +#if defined(UNLEASHED_RECOMP_D3D12) if (interfaceFunction == CreateD3D12Interface) { if (allowVulkanRedirection) @@ -1749,7 +1797,7 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver, bool graphicsApiRetry) // In case Vulkan fails to initialize, we will try D3D12 again afterwards, // just to get the game to boot. This only really happens in very old Intel GPU drivers. - if (!g_vulkan) + if (g_backend != Backend::VULKAN) { interfaceFunctions.push_back(CreateD3D12Interface); allowVulkanRedirection = false; @@ -1758,13 +1806,11 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver, bool graphicsApiRetry) continue; } } - - // Hardware resolve seems to be completely bugged on Intel D3D12 drivers. - g_hardwareResolve = (deviceDescription.vendor != RenderDeviceVendor::INTEL); - g_hardwareDepthResolve = (deviceDescription.vendor != RenderDeviceVendor::INTEL); } - g_vulkan = (interfaceFunction == CreateVulkanInterfaceWrapper); + g_backend = (interfaceFunction == CreateVulkanInterfaceWrapper) ? Backend::VULKAN : Backend::D3D12; +#elif defined(UNLEASHED_RECOMP_METAL) + g_backend = (interfaceFunction == CreateVulkanInterfaceWrapper) ? Backend::VULKAN : Backend::METAL; #endif // Enable triangle strip workaround if we are on AMD, as there is a bug where // restart indices cause triangles to be culled incorrectly. Converting them to degenerate triangles fixes it. @@ -1800,7 +1846,7 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver, bool graphicsApiRetry) if (graphicsApiRetry) { // If we managed to create a device after retrying it in a reboot, remember the one we picked. - Config::GraphicsAPI = g_vulkan ? EGraphicsAPI::Vulkan : EGraphicsAPI::D3D12; + Config::GraphicsAPI = g_backend == Backend::VULKAN ? EGraphicsAPI::Vulkan : EGraphicsAPI::D3D12; } #endif @@ -1855,15 +1901,18 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver, bool graphicsApiRetry) switch (Config::TripleBuffering) { case ETripleBuffering::Auto: - if (g_vulkan) - { + switch (g_backend) { + case Backend::VULKAN: // Defaulting to 3 is fine if presentWait as supported, as the maximum frame latency allowed is only 1. bufferCount = g_device->getCapabilities().presentWait ? 3 : 2; - } - else - { + break; + case Backend::D3D12: // Defaulting to 3 is fine on D3D12 thanks to flip discard model. bufferCount = 3; + break; + case Backend::METAL: + bufferCount = 2; + break; } break; @@ -1960,7 +2009,7 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver, bool graphicsApiRetry) pipelineLayoutBuilder.addDescriptorSet(descriptorSetBuilder); - if (g_vulkan) + if (g_backend != Backend::D3D12) { pipelineLayoutBuilder.addPushConstant(0, 4, 24, RenderShaderStageFlag::VERTEX | RenderShaderStageFlag::PIXEL); } @@ -2459,12 +2508,27 @@ static void DrawProfiler() ImGui::Text("Present Wait: %s", g_capabilities.presentWait ? "Supported" : "Unsupported"); ImGui::Text("Triangle Fan: %s", g_capabilities.triangleFan ? "Supported" : "Unsupported"); ImGui::Text("Dynamic Depth Bias: %s", g_capabilities.dynamicDepthBias ? "Supported" : "Unsupported"); + ImGui::Text("Hardware Resolve Modes: %s", g_capabilities.resolveModes ? "Supported" : "Unsupported"); ImGui::Text("Triangle Strip Workaround: %s", g_triangleStripWorkaround ? "Enabled" : "Disabled"); - ImGui::Text("Hardware Resolve: %s", g_hardwareResolve ? "Enabled" : "Disabled"); - ImGui::Text("Hardware Depth Resolve: %s", g_hardwareDepthResolve ? "Enabled" : "Disabled"); ImGui::NewLine(); - ImGui::Text("API: %s", g_vulkan ? "Vulkan" : "D3D12"); + std::string backend; + + switch (g_backend) { + case Backend::VULKAN: + backend = "Vulkan"; + break; + case Backend::D3D12: + backend = "D3D12"; + break; + case Backend::METAL: + backend = "Metal"; + break; + default: + assert(false && "Unknown graphics backend"); + } + + ImGui::Text("API: %s", backend.c_str()); ImGui::Text("Device: %s", g_device->getDescription().name.c_str()); ImGui::Text("Device Type: %s", DeviceTypeName(g_device->getDescription().type)); ImGui::Text("VRAM: %.2f MiB", (double)(g_device->getDescription().dedicatedVideoMemory) / (1024.0 * 1024.0)); @@ -2888,7 +2952,7 @@ static void SetRootDescriptor(const UploadAllocation& allocation, size_t index) { auto& commandList = g_commandLists[g_frame]; - if (g_vulkan) + if (g_backend != Backend::D3D12) commandList->setGraphicsPushConstants(0, &allocation.deviceAddress, 8 * index, 8); else commandList->setGraphicsRootDescriptor(allocation.buffer->at(allocation.offset), index); @@ -3375,12 +3439,9 @@ static bool PopulateBarriersForStretchRect(GuestSurface* renderTarget, GuestSurf RenderTextureLayout dstLayout; bool shaderResolve = true; - if (multiSampling && g_hardwareResolve) + if (multiSampling) { - // Hardware depth resolve is only supported on D3D12 when programmable sample positions are available. - bool hardwareDepthResolveAvailable = g_hardwareDepthResolve && !g_vulkan && g_capabilities.sampleLocations; - - if (surface->format != RenderFormat::D32_FLOAT || hardwareDepthResolveAvailable) + if (surface->format != RenderFormat::D32_FLOAT || g_capabilities.resolveModes) { srcLayout = RenderTextureLayout::RESOLVE_SOURCE; dstLayout = RenderTextureLayout::RESOLVE_DEST; @@ -3420,11 +3481,9 @@ static void ExecutePendingStretchRectCommands(GuestSurface* renderTarget, GuestS { bool shaderResolve = true; - if (multiSampling && g_hardwareResolve) + if (multiSampling) { - bool hardwareDepthResolveAvailable = g_hardwareDepthResolve && !g_vulkan && g_capabilities.sampleLocations; - - if (surface->format != RenderFormat::D32_FLOAT || hardwareDepthResolveAvailable) + if (surface->format != RenderFormat::D32_FLOAT || g_capabilities.resolveModes) { if (surface->format == RenderFormat::D32_FLOAT) commandList->resolveTextureRegion(texture->texture, 0, 0, surface->texture, nullptr, RenderResolveMode::MIN); @@ -3540,7 +3599,7 @@ static void ExecutePendingStretchRectCommands(GuestSurface* renderTarget, GuestS g_dirtyStates.pipelineState = true; g_dirtyStates.scissorRect = true; - if (g_vulkan) + if (g_backend != Backend::D3D12) { g_dirtyStates.vertexShaderConstants = true; // The push constant call invalidates vertex shader constants. g_dirtyStates.depthBias = true; // Static depth bias in copy pipeline invalidates dynamic depth bias. @@ -3853,7 +3912,7 @@ static void ProcSetScissorRect(const RenderCommand& cmd) static RenderShader* GetOrLinkShader(GuestShader* guestShader, uint32_t specConstants) { - if (g_vulkan || + if (g_backend != Backend::D3D12 || guestShader->shaderCacheEntry == nullptr || guestShader->shaderCacheEntry->specConstantsMask == 0) { @@ -3863,7 +3922,8 @@ static RenderShader* GetOrLinkShader(GuestShader* guestShader, uint32_t specCons { assert(guestShader->shaderCacheEntry != nullptr); - if (g_vulkan) + switch (g_backend) { + case Backend::VULKAN: { auto compressedSpirvData = g_shaderCache.get() + guestShader->shaderCacheEntry->spirvOffset; @@ -3871,13 +3931,26 @@ static RenderShader* GetOrLinkShader(GuestShader* guestShader, uint32_t specCons bool result = smolv::Decode(compressedSpirvData, guestShader->shaderCacheEntry->spirvSize, decoded.data(), decoded.size()); assert(result); - guestShader->shader = g_device->createShader(decoded.data(), decoded.size(), "main", RenderShaderFormat::SPIRV); + guestShader->shader = g_device->createShader(decoded.data(), decoded.size(), "shaderMain", RenderShaderFormat::SPIRV); + break; } - else + case Backend::D3D12: { - guestShader->shader = g_device->createShader(g_shaderCache.get() + guestShader->shaderCacheEntry->dxilOffset, - guestShader->shaderCacheEntry->dxilSize, "main", RenderShaderFormat::DXIL); + guestShader->shader = g_device->createShader(g_shaderCache.get() + guestShader->shaderCacheEntry->dxilOffset, + guestShader->shaderCacheEntry->dxilSize, "shaderMain", RenderShaderFormat::DXIL); + break; } + case Backend::METAL: + { + guestShader->shader = g_device->createShader(g_shaderCache.get() + guestShader->shaderCacheEntry->airOffset, + guestShader->shaderCacheEntry->airSize, "shaderMain", RenderShaderFormat::METAL); + break; + } + } + +#ifdef _DEBUG + guestShader->shader->setName(fmt::format("{}:{:x}", guestShader->shaderCacheEntry->filename, guestShader->shaderCacheEntry->hash)); +#endif } return guestShader->shader.get(); @@ -3981,7 +4054,7 @@ static RenderShader* GetOrLinkShader(GuestShader* guestShader, uint32_t specCons const wchar_t* libraryNames[] = { specConstantsLibName, shaderLibName }; ComPtr result; - HRESULT hr = s_dxcLinker->Link(L"main", guestShader->type == ResourceType::VertexShader ? L"vs_6_0" : L"ps_6_0", + HRESULT hr = s_dxcLinker->Link(L"shaderMain", guestShader->type == ResourceType::VertexShader ? L"vs_6_0" : L"ps_6_0", libraryNames, std::size(libraryNames), nullptr, 0, result.GetAddressOf()); assert(SUCCEEDED(hr) && result != nullptr); @@ -3996,11 +4069,15 @@ static RenderShader* GetOrLinkShader(GuestShader* guestShader, uint32_t specCons auto& linkedShader = guestShader->linkedShaders[specConstants]; if (linkedShader == nullptr) { - linkedShader = g_device->createShader(blob->GetBufferPointer(), blob->GetBufferSize(), "main", RenderShaderFormat::DXIL); + linkedShader = g_device->createShader(blob->GetBufferPointer(), blob->GetBufferSize(), "shaderMain", RenderShaderFormat::DXIL); guestShader->shaderBlobs.push_back(std::move(blob)); } shader = linkedShader.get(); + +#ifdef _DEBUG + shader->setName(fmt::format("{}:{:x}", guestShader->shaderCacheEntry->filename, guestShader->shaderCacheEntry->hash)); +#endif } } #endif @@ -4494,7 +4571,7 @@ static void FlushRenderStateForRenderThread() // D3D12 resets depth bias values to the pipeline values, even if they are dynamic. // We can reduce unnecessary calls by making common depth bias values part of the pipeline. - if (g_capabilities.dynamicDepthBias && !g_vulkan) + if (g_capabilities.dynamicDepthBias && g_backend == Backend::D3D12) { bool useDepthBias = (g_depthBias != 0) || (g_slopeScaledDepthBias != 0.0f); @@ -4510,7 +4587,7 @@ static void FlushRenderStateForRenderThread() commandList->setPipeline(CreateGraphicsPipelineInRenderThread(g_pipelineState)); // D3D12 resets the depth bias values. Check if they need to be set again. - if (g_capabilities.dynamicDepthBias && !g_vulkan) + if (g_capabilities.dynamicDepthBias && g_backend == Backend::D3D12) g_dirtyStates.depthBias = (g_depthBias != g_pipelineState.depthBias) || (g_slopeScaledDepthBias != g_pipelineState.slopeScaledDepthBias); } @@ -4544,7 +4621,7 @@ static void FlushRenderStateForRenderThread() g_inputSlots + g_dirtyStates.vertexStreamFirst); } - if (g_dirtyStates.indices && (!g_vulkan || g_indexBufferView.buffer.ref != nullptr)) + if (g_dirtyStates.indices && (g_backend == Backend::D3D12 || g_indexBufferView.buffer.ref != nullptr)) commandList->setIndexBuffer(&g_indexBufferView); g_dirtyStates = DirtyStates(false); @@ -6479,7 +6556,7 @@ static void CompileMeshPipeline(const Mesh& mesh, CompilationArgs& args) if (g_capabilities.dynamicDepthBias) { // Put common depth bias values for reducing unnecessary calls. - if (!g_vulkan) + if (g_backend == Backend::D3D12) { pipelineState.depthBias = COMMON_DEPTH_BIAS_VALUE; pipelineState.slopeScaledDepthBias = COMMON_SLOPE_SCALED_DEPTH_BIAS_VALUE; @@ -7240,8 +7317,8 @@ static void PipelineTaskConsumerThread() if (!g_capabilities.triangleFan && pipelineState.primitiveTopology == RenderPrimitiveTopology::TRIANGLE_FAN) pipelineState.primitiveTopology = RenderPrimitiveTopology::TRIANGLE_LIST; - // Zero out depth bias for Vulkan, we only store common values for D3D12. - if (g_capabilities.dynamicDepthBias && g_vulkan) + // Zero out depth bias for Vulkan/Metal, we only store common values for D3D12. + if (g_capabilities.dynamicDepthBias && g_backend != Backend::D3D12) { pipelineState.depthBias = 0; pipelineState.slopeScaledDepthBias = 0.0f; diff --git a/UnleashedRecomp/gpu/video.h b/UnleashedRecomp/gpu/video.h index 6c24d30..0f6dc40 100644 --- a/UnleashedRecomp/gpu/video.h +++ b/UnleashedRecomp/gpu/video.h @@ -26,6 +26,12 @@ struct Video static void ComputeViewportDimensions(); }; +enum class Backend { + VULKAN, + D3D12, + METAL +}; + struct GuestSamplerState { be data[6]; diff --git a/UnleashedRecomp/user/config.cpp b/UnleashedRecomp/user/config.cpp index bd622b7..a5824b6 100644 --- a/UnleashedRecomp/user/config.cpp +++ b/UnleashedRecomp/user/config.cpp @@ -305,6 +305,9 @@ CONFIG_DEFINE_ENUM_TEMPLATE(EGraphicsAPI) { "Auto", EGraphicsAPI::Auto }, #ifdef UNLEASHED_RECOMP_D3D12 { "D3D12", EGraphicsAPI::D3D12 }, +#endif +#ifdef UNLEASHED_RECOMP_METAL + { "Metal", EGraphicsAPI::Metal }, #endif { "Vulkan", EGraphicsAPI::Vulkan } }; diff --git a/UnleashedRecomp/user/config.h b/UnleashedRecomp/user/config.h index 9e87d12..36978f9 100644 --- a/UnleashedRecomp/user/config.h +++ b/UnleashedRecomp/user/config.h @@ -70,6 +70,9 @@ enum class EGraphicsAPI : uint32_t Auto, #ifdef UNLEASHED_RECOMP_D3D12 D3D12, +#endif +#ifdef UNLEASHED_RECOMP_METAL + Metal, #endif Vulkan }; diff --git a/UnleashedRecompLib/shader/shader_cache.h b/UnleashedRecompLib/shader/shader_cache.h index 4343940..8fdbefc 100644 --- a/UnleashedRecompLib/shader/shader_cache.h +++ b/UnleashedRecompLib/shader/shader_cache.h @@ -7,7 +7,10 @@ struct ShaderCacheEntry const uint32_t dxilSize; const uint32_t spirvOffset; const uint32_t spirvSize; + const uint32_t airOffset; + const uint32_t airSize; const uint32_t specConstantsMask; + char filename[256]; struct GuestShader* guestShader; }; @@ -18,6 +21,10 @@ extern const uint8_t g_compressedDxilCache[]; extern const size_t g_dxilCacheCompressedSize; extern const size_t g_dxilCacheDecompressedSize; +extern const uint8_t g_compressedAirCache[]; +extern const size_t g_airCacheCompressedSize; +extern const size_t g_airCacheDecompressedSize; + extern const uint8_t g_compressedSpirvCache[]; extern const size_t g_spirvCacheCompressedSize; extern const size_t g_spirvCacheDecompressedSize; diff --git a/thirdparty/MoltenVK/MoltenVK b/thirdparty/MoltenVK/MoltenVK index 3a0b07a..db445ff 160000 --- a/thirdparty/MoltenVK/MoltenVK +++ b/thirdparty/MoltenVK/MoltenVK @@ -1 +1 @@ -Subproject commit 3a0b07a24a4a681ffe70b461b1f4333b2729e2ef +Subproject commit db445ff2042d9ce348c439ad8451112f354b8d2a diff --git a/thirdparty/MoltenVK/SPIRV-Cross b/thirdparty/MoltenVK/SPIRV-Cross index 22b22f5..b8bd9d5 160000 --- a/thirdparty/MoltenVK/SPIRV-Cross +++ b/thirdparty/MoltenVK/SPIRV-Cross @@ -1 +1 @@ -Subproject commit 22b22f5685d868828be01c9ac00c31902e60afd9 +Subproject commit b8bd9d53398efe5207b6eff552444453c53149f8 diff --git a/thirdparty/plume b/thirdparty/plume index 1192686..898904e 160000 --- a/thirdparty/plume +++ b/thirdparty/plume @@ -1 +1 @@ -Subproject commit 11926860e878e68626ea99ec88562ce2b8badc4f +Subproject commit 898904ef249f1834ac67ae3fbb2e3fac265088bf diff --git a/tools/XenosRecomp b/tools/XenosRecomp index 990d03b..4906992 160000 --- a/tools/XenosRecomp +++ b/tools/XenosRecomp @@ -1 +1 @@ -Subproject commit 990d03b28a27b50277ee5d8d942e1c5f873869d1 +Subproject commit 490699203914fe240b86ccf2401fe1f7d37b1bef