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https://github.com/dolphin-emu/dolphin.git
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Replace the shader uid system with a new one which quasi-automatically generates uids for shaders.
Currently used in the vertex shader only (had to fork lighting shaders for now).
This commit is contained in:
parent
a8d4c78cec
commit
ca0e292dd4
@ -131,7 +131,7 @@ void GFXDebuggerBase::DumpVertexShader(const char* path)
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sprintf(filename, "%sdump_vs.txt", path);
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File::CreateEmptyFile(filename);
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File::WriteStringToFile(true, GenerateVertexShaderCode(g_nativeVertexFmt->m_components, g_ActiveConfig.backend_info.APIType), filename);
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/// File::WriteStringToFile(true, GenerateVertexShaderCode(g_nativeVertexFmt->m_components, g_ActiveConfig.backend_info.APIType), filename);
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}
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void GFXDebuggerBase::DumpPixelShaderConstants(const char* path)
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@ -26,149 +26,260 @@
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#include "VertexShaderGen.h"
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#include "VideoConfig.h"
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// Mash together all the inputs that contribute to the code of a generated vertex shader into
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components)
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static char text[16768];
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enum GenOutput
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{
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memset(uid->values, 0, sizeof(uid->values));
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uid->values[0] = components |
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(xfregs.numTexGen.numTexGens << 23) |
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(xfregs.numChan.numColorChans << 27) |
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(xfregs.dualTexTrans.enabled << 29);
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// TODO: If pixel lighting is enabled, do we even have to bother about storing lighting related registers here?
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GetLightingShaderId(&uid->values[1]);
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uid->values[2] |= (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) << 31;
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u32 *pcurvalue = &uid->values[3];
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) {
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TexMtxInfo tinfo = xfregs.texMtxInfo[i];
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if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
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tinfo.hex &= 0x7ff;
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if (tinfo.texgentype != XF_TEXGEN_REGULAR)
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tinfo.projection = 0;
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u32 val = ((tinfo.hex >> 1) & 0x1ffff);
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if (xfregs.dualTexTrans.enabled && tinfo.texgentype == XF_TEXGEN_REGULAR) {
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// rewrite normalization and post index
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val |= ((u32)xfregs.postMtxInfo[i].index << 17) | ((u32)xfregs.postMtxInfo[i].normalize << 23);
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}
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switch (i & 3) {
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case 0: pcurvalue[0] |= val; break;
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case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break;
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case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break;
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case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break;
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}
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}
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}
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void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components)
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GO_ShaderCode,
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GO_ShaderUid,
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};
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// TODO: Check if something goes wrong if the cached shaders used pixel lighting but it's disabled later??
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template<class T>
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void GenerateVSOutputStruct(T& object, u32 components, API_TYPE api_type)
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{
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// Just store all used registers here without caring whether we need all bits or less.
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memset(uid->values, 0, sizeof(uid->values));
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u32* ptr = uid->values;
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*ptr++ = components;
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*ptr++ = xfregs.numTexGen.hex;
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*ptr++ = xfregs.numChan.hex;
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*ptr++ = xfregs.dualTexTrans.hex;
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object.Write("struct VS_OUTPUT {\n");
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object.Write(" float4 pos : POSITION;\n");
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object.Write(" float4 colors_0 : COLOR0;\n");
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object.Write(" float4 colors_1 : COLOR1;\n");
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for (int i = 0; i < 2; ++i) {
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*ptr++ = xfregs.color[i].hex;
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*ptr++ = xfregs.alpha[i].hex;
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}
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*ptr++ = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
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for (unsigned int i = 0; i < 8; ++i) {
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*ptr++ = xfregs.texMtxInfo[i].hex;
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*ptr++ = xfregs.postMtxInfo[i].hex;
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}
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_assert_((ptr - uid->values) == uid->GetNumValues());
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}
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void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std::string& old_code, u32 components)
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{
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if (!g_ActiveConfig.bEnableShaderDebugging)
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return;
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VERTEXSHADERUIDSAFE new_id;
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GetSafeVertexShaderId(&new_id, components);
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if (!(old_id == new_id))
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if (xfregs.numTexGen.numTexGens < 7)
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{
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std::string new_code(GenerateVertexShaderCode(components, api));
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if (old_code != new_code)
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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object.Write(" float3 tex%d : TEXCOORD%d;\n", i, i);
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object.Write(" float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens);
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/// if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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/// object.Write(" float4 Normal : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens + 1);
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}
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else
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{
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// clip position is in w of first 4 texcoords
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/// if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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/// {
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/// for (int i = 0; i < 8; ++i)
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/// object.Write(" float4 tex%d : TEXCOORD%d;\n", i, i);
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/// }
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/// else
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{
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_assert_(old_id.GetNumValues() == new_id.GetNumValues());
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char msg[8192];
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char* ptr = msg;
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ptr += sprintf(ptr, "Vertex shader IDs matched but unique IDs did not!\nUnique IDs (old <-> new):\n");
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const int N = new_id.GetNumValues();
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for (int i = 0; i < N/2; ++i)
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ptr += sprintf(ptr, "%02d, %08X %08X | %08X %08X\n", 2*i, old_id.values[2*i], old_id.values[2*i+1],
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new_id.values[2*i], new_id.values[2*i+1]);
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if (N % 2)
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ptr += sprintf(ptr, "%02d, %08X | %08X\n", N-1, old_id.values[N-1], new_id.values[N-1]);
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static int num_failures = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%svsuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file(szTemp);
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file << msg;
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file << "\n\nOld shader code:\n" << old_code;
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file << "\n\nNew shader code:\n" << new_code;
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file.close();
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PanicAlert("Unique pixel shader ID mismatch!\n\nReport this to the devs, along with the contents of %s.", szTemp);
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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object.Write(" float%d tex%d : TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, i);
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}
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}
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object.Write("};\n");
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}
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static char text[16384];
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#define WRITE p+=sprintf
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char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type)
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template<class T, GenOutput type>
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void _GenerateLightShader(T& object, int index, int litchan_index, const char* lightsName, int coloralpha)
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{
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WRITE(p, "struct VS_OUTPUT {\n");
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WRITE(p, " float4 pos : POSITION;\n");
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WRITE(p, " float4 colors_0 : COLOR0;\n");
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WRITE(p, " float4 colors_1 : COLOR1;\n");
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#define SetUidField(name, value) if (type == GO_ShaderUid) { object.GetUidData().name = value; };
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const LitChannel& chan = (litchan_index > 1) ? xfregs.alpha[litchan_index-2] : xfregs.color[litchan_index];
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const char* swizzle = "xyzw";
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if (coloralpha == 1 ) swizzle = "xyz";
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else if (coloralpha == 2 ) swizzle = "w";
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if (xfregs.numTexGen.numTexGens < 7) {
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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WRITE(p, " float3 tex%d : TEXCOORD%d;\n", i, i);
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WRITE(p, " float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens);
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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WRITE(p, " float4 Normal : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens + 1);
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} else {
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// clip position is in w of first 4 texcoords
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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SetUidField(lit_chans[litchan_index].attnfunc, chan.attnfunc);
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SetUidField(lit_chans[litchan_index].diffusefunc, chan.diffusefunc);
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if (!(chan.attnfunc & 1)) {
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// atten disabled
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switch (chan.diffusefunc) {
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case LIGHTDIF_NONE:
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object.Write("lacc.%s += %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
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break;
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case LIGHTDIF_SIGN:
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case LIGHTDIF_CLAMP:
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object.Write("ldir = normalize(%s.lights[%d].pos.xyz - pos.xyz);\n", lightsName, index);
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object.Write("lacc.%s += %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n",
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swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", lightsName, index, swizzle);
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break;
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default: _assert_(0);
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}
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}
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else { // spec and spot
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if (chan.attnfunc == 3)
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{ // spot
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object.Write("ldir = %s.lights[%d].pos.xyz - pos.xyz;\n", lightsName, index);
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object.Write("dist2 = dot(ldir, ldir);\n"
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"dist = sqrt(dist2);\n"
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"ldir = ldir / dist;\n"
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"attn = max(0.0f, dot(ldir, %s.lights[%d].dir.xyz));\n", lightsName, index);
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object.Write("attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", lightsName, index, lightsName, index);
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}
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else if (chan.attnfunc == 1)
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{ // specular
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object.Write("ldir = normalize(%s.lights[%d].pos.xyz);\n", lightsName, index);
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object.Write("attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s.lights[%d].dir.xyz)) : 0.0f;\n", lightsName, index);
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object.Write("attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1,attn,attn*attn));\n", lightsName, index, lightsName, index);
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}
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switch (chan.diffusefunc)
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{
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for (int i = 0; i < 8; ++i)
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WRITE(p, " float4 tex%d : TEXCOORD%d;\n", i, i);
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case LIGHTDIF_NONE:
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object.Write("lacc.%s += attn * %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
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break;
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case LIGHTDIF_SIGN:
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case LIGHTDIF_CLAMP:
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object.Write("lacc.%s += attn * %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n",
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swizzle,
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chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
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lightsName,
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index,
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swizzle);
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break;
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default: _assert_(0);
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}
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}
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object.Write("\n");
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}
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// vertex shader
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// lights/colors
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// materials name is I_MATERIALS in vs and I_PMATERIALS in ps
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// inColorName is color in vs and colors_ in ps
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// dest is o.colors_ in vs and colors_ in ps
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template<class T, GenOutput type>
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void _GenerateLightingShader(T& object, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
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{
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for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
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{
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const LitChannel& color = xfregs.color[j];
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const LitChannel& alpha = xfregs.alpha[j];
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object.Write("{\n");
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SetUidField(lit_chans[j].matsource, xfregs.color[j].matsource);
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if (color.matsource) {// from vertex
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if (components & (VB_HAS_COL0 << j))
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object.Write("mat = %s%d;\n", inColorName, j);
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else if (components & VB_HAS_COL0)
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object.Write("mat = %s0;\n", inColorName);
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else
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object.Write("mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
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}
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else // from color
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object.Write("mat = %s.C%d;\n", materialsName, j+2);
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SetUidField(lit_chans[j].enablelighting, xfregs.color[j].enablelighting);
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if (color.enablelighting) {
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SetUidField(lit_chans[j].ambsource, xfregs.color[j].ambsource);
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if (color.ambsource) { // from vertex
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if (components & (VB_HAS_COL0<<j) )
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object.Write("lacc = %s%d;\n", inColorName, j);
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else if (components & VB_HAS_COL0 )
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object.Write("lacc = %s0;\n", inColorName);
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else
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object.Write("lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
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}
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else // from color
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object.Write("lacc = %s.C%d;\n", materialsName, j);
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}
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else
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{
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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WRITE(p, " float%d tex%d : TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, i);
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object.Write("lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
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}
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}
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WRITE(p, "};\n");
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return p;
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// check if alpha is different
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SetUidField(lit_chans[j+2].matsource, xfregs.alpha[j].matsource);
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if (alpha.matsource != color.matsource) {
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if (alpha.matsource) {// from vertex
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if (components & (VB_HAS_COL0<<j))
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object.Write("mat.w = %s%d.w;\n", inColorName, j);
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else if (components & VB_HAS_COL0)
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object.Write("mat.w = %s0.w;\n", inColorName);
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else object.Write("mat.w = 1.0f;\n");
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}
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else // from color
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object.Write("mat.w = %s.C%d.w;\n", materialsName, j+2);
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}
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SetUidField(lit_chans[j+2].enablelighting, xfregs.alpha[j].enablelighting);
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if (alpha.enablelighting)
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{
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SetUidField(lit_chans[j+2].ambsource, xfregs.alpha[j].ambsource);
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if (alpha.ambsource) {// from vertex
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if (components & (VB_HAS_COL0<<j) )
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object.Write("lacc.w = %s%d.w;\n", inColorName, j);
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else if (components & VB_HAS_COL0 )
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object.Write("lacc.w = %s0.w;\n", inColorName);
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else
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object.Write("lacc.w = 0.0f;\n");
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}
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else // from color
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object.Write("lacc.w = %s.C%d.w;\n", materialsName, j);
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}
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else
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{
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object.Write("lacc.w = 1.0f;\n");
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}
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if(color.enablelighting && alpha.enablelighting)
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{
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// both have lighting, test if they use the same lights
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int mask = 0;
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SetUidField(lit_chans[j].attnfunc, color.attnfunc);
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SetUidField(lit_chans[j+2].attnfunc, alpha.attnfunc);
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SetUidField(lit_chans[j].diffusefunc, color.diffusefunc);
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SetUidField(lit_chans[j+2].diffusefunc, alpha.diffusefunc);
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SetUidField(lit_chans[j].light_mask, color.GetFullLightMask());
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SetUidField(lit_chans[j+2].light_mask, alpha.GetFullLightMask());
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if(color.lightparams == alpha.lightparams)
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{
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mask = color.GetFullLightMask() & alpha.GetFullLightMask();
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if(mask)
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{
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for (int i = 0; i < 8; ++i)
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{
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if (mask & (1<<i))
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{
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_GenerateLightShader<T,type>(object, i, j, lightsName, 3);
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}
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}
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}
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}
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// no shared lights
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for (int i = 0; i < 8; ++i)
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{
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if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
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_GenerateLightShader<T,type>(object, i, j, lightsName, 1);
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if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
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_GenerateLightShader<T,type>(object, i, j+2, lightsName, 2);
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}
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}
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else if (color.enablelighting || alpha.enablelighting)
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{
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// lights are disabled on one channel so process only the active ones
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const LitChannel& workingchannel = color.enablelighting ? color : alpha;
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const int lit_index = color.enablelighting ? j : (j+2);
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int coloralpha = color.enablelighting ? 1 : 2;
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SetUidField(lit_chans[lit_index].light_mask, workingchannel.GetFullLightMask());
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for (int i = 0; i < 8; ++i)
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{
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if (workingchannel.GetFullLightMask() & (1<<i))
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_GenerateLightShader<T,type>(object, i, lit_index, lightsName, coloralpha);
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}
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}
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object.Write("%s%d = mat * saturate(lacc);\n", dest, j);
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object.Write("}\n");
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}
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}
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const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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// TODO: Problem: this one uses copy constructors or sth for uids when returning...
|
||||
template<class T, GenOutput type>
|
||||
void GenerateShader(T& out, u32 components, API_TYPE api_type)
|
||||
{
|
||||
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
|
||||
text[sizeof(text) - 1] = 0x7C; // canary
|
||||
#undef SetUidField
|
||||
#define SetUidField(name, value) if (type == GO_ShaderUid) {out.GetUidData().name = value; };
|
||||
|
||||
if (type == GO_ShaderCode)
|
||||
{
|
||||
out.SetBuffer(text);
|
||||
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
|
||||
}
|
||||
|
||||
/// text[sizeof(text) - 1] = 0x7C; // canary
|
||||
|
||||
_assert_(bpmem.genMode.numtexgens == xfregs.numTexGen.numTexGens);
|
||||
_assert_(bpmem.genMode.numcolchans == xfregs.numChan.numColorChans);
|
||||
|
||||
bool is_d3d = (api_type & API_D3D9 || api_type == API_D3D11);
|
||||
u32 lightMask = 0;
|
||||
if (xfregs.numChan.numColorChans > 0)
|
||||
@ -176,141 +287,146 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
||||
if (xfregs.numChan.numColorChans > 1)
|
||||
lightMask |= xfregs.color[1].GetFullLightMask() | xfregs.alpha[1].GetFullLightMask();
|
||||
|
||||
char *p = text;
|
||||
WRITE(p, "//Vertex Shader: comp:%x, \n", components);
|
||||
WRITE(p, "typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_" I_POSNORMALMATRIX";\n"
|
||||
"typedef struct { float4 t; } FLT4;\n"
|
||||
"typedef struct { FLT4 T[24]; } s_" I_TEXMATRICES";\n"
|
||||
"typedef struct { FLT4 T[64]; } s_" I_TRANSFORMMATRICES";\n"
|
||||
"typedef struct { FLT4 T[32]; } s_" I_NORMALMATRICES";\n"
|
||||
"typedef struct { FLT4 T[64]; } s_" I_POSTTRANSFORMMATRICES";\n"
|
||||
"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n"
|
||||
"typedef struct { Light lights[8]; } s_" I_LIGHTS";\n"
|
||||
"typedef struct { float4 C0, C1, C2, C3; } s_" I_MATERIALS";\n"
|
||||
"typedef struct { float4 T0, T1, T2, T3; } s_" I_PROJECTION";\n"
|
||||
);
|
||||
out.Write("//Vertex Shader: comp:%x, \n", components);
|
||||
out.Write("typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_" I_POSNORMALMATRIX";\n"
|
||||
"typedef struct { float4 t; } FLT4;\n"
|
||||
"typedef struct { FLT4 T[24]; } s_" I_TEXMATRICES";\n"
|
||||
"typedef struct { FLT4 T[64]; } s_" I_TRANSFORMMATRICES";\n"
|
||||
"typedef struct { FLT4 T[32]; } s_" I_NORMALMATRICES";\n"
|
||||
"typedef struct { FLT4 T[64]; } s_" I_POSTTRANSFORMMATRICES";\n"
|
||||
"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n"
|
||||
"typedef struct { Light lights[8]; } s_" I_LIGHTS";\n"
|
||||
"typedef struct { float4 C0, C1, C2, C3; } s_" I_MATERIALS";\n"
|
||||
"typedef struct { float4 T0, T1, T2, T3; } s_" I_PROJECTION";\n"
|
||||
);
|
||||
|
||||
p = GenerateVSOutputStruct(p, components, api_type);
|
||||
/// p = GenerateVSOutputStruct(p, components, api_type);
|
||||
GenerateVSOutputStruct(out, components, api_type);
|
||||
|
||||
// uniforms
|
||||
|
||||
WRITE(p, "uniform s_" I_TRANSFORMMATRICES" " I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
|
||||
WRITE(p, "uniform s_" I_TEXMATRICES" " I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES); // also using tex matrices
|
||||
WRITE(p, "uniform s_" I_NORMALMATRICES" " I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES);
|
||||
WRITE(p, "uniform s_" I_POSNORMALMATRIX" " I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX);
|
||||
WRITE(p, "uniform s_" I_POSTTRANSFORMMATRICES" " I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES);
|
||||
WRITE(p, "uniform s_" I_LIGHTS" " I_LIGHTS" : register(c%d);\n", C_LIGHTS);
|
||||
WRITE(p, "uniform s_" I_MATERIALS" " I_MATERIALS" : register(c%d);\n", C_MATERIALS);
|
||||
WRITE(p, "uniform s_" I_PROJECTION" " I_PROJECTION" : register(c%d);\n", C_PROJECTION);
|
||||
WRITE(p, "uniform float4 " I_DEPTHPARAMS" : register(c%d);\n", C_DEPTHPARAMS);
|
||||
out.Write("uniform s_" I_TRANSFORMMATRICES" " I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
|
||||
out.Write("uniform s_" I_TEXMATRICES" " I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES);
|
||||
out.Write("uniform s_" I_NORMALMATRICES" " I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES);
|
||||
out.Write("uniform s_" I_POSNORMALMATRIX" " I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX);
|
||||
out.Write("uniform s_" I_POSTTRANSFORMMATRICES" " I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES);
|
||||
out.Write("uniform s_" I_LIGHTS" " I_LIGHTS" : register(c%d);\n", C_LIGHTS);
|
||||
out.Write("uniform s_" I_MATERIALS" " I_MATERIALS" : register(c%d);\n", C_MATERIALS);
|
||||
out.Write("uniform s_" I_PROJECTION" " I_PROJECTION" : register(c%d);\n", C_PROJECTION);
|
||||
out.Write("uniform float4 " I_DEPTHPARAMS" : register(c%d);\n", C_DEPTHPARAMS);
|
||||
|
||||
WRITE(p, "VS_OUTPUT main(\n");
|
||||
|
||||
out.Write("VS_OUTPUT main(\n");
|
||||
|
||||
SetUidField(numTexGens, xfregs.numTexGen.numTexGens);
|
||||
SetUidField(components, components);
|
||||
// inputs
|
||||
if (components & VB_HAS_NRM0)
|
||||
WRITE(p, " float3 rawnorm0 : NORMAL0,\n");
|
||||
if (components & VB_HAS_NRM1) {
|
||||
out.Write(" float3 rawnorm0 : NORMAL0,\n");
|
||||
if (components & VB_HAS_NRM1)
|
||||
{
|
||||
if (is_d3d)
|
||||
WRITE(p, " float3 rawnorm1 : NORMAL1,\n");
|
||||
out.Write(" float3 rawnorm1 : NORMAL1,\n");
|
||||
else
|
||||
WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
|
||||
out.Write(" float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
|
||||
}
|
||||
if (components & VB_HAS_NRM2) {
|
||||
if (components & VB_HAS_NRM2)
|
||||
{
|
||||
if (is_d3d)
|
||||
WRITE(p, " float3 rawnorm2 : NORMAL2,\n");
|
||||
out.Write(" float3 rawnorm2 : NORMAL2,\n");
|
||||
else
|
||||
WRITE(p, " float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
|
||||
out.Write(" float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
|
||||
}
|
||||
if (components & VB_HAS_COL0)
|
||||
WRITE(p, " float4 color0 : COLOR0,\n");
|
||||
out.Write(" float4 color0 : COLOR0,\n");
|
||||
if (components & VB_HAS_COL1)
|
||||
WRITE(p, " float4 color1 : COLOR1,\n");
|
||||
out.Write(" float4 color1 : COLOR1,\n");
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
|
||||
if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
|
||||
WRITE(p, " float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
|
||||
out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
|
||||
}
|
||||
if (components & VB_HAS_POSMTXIDX) {
|
||||
if (is_d3d)
|
||||
{
|
||||
WRITE(p, " float4 blend_indices : BLENDINDICES,\n");
|
||||
out.Write(" float4 blend_indices : BLENDINDICES,\n");
|
||||
}
|
||||
else
|
||||
WRITE(p, " float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
|
||||
out.Write(" float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
|
||||
}
|
||||
WRITE(p, " float4 rawpos : POSITION) {\n");
|
||||
WRITE(p, "VS_OUTPUT o;\n");
|
||||
out.Write(" float4 rawpos : POSITION) {\n");
|
||||
out.Write("VS_OUTPUT o;\n");
|
||||
|
||||
// transforms
|
||||
if (components & VB_HAS_POSMTXIDX)
|
||||
{
|
||||
if (api_type & API_D3D9)
|
||||
{
|
||||
WRITE(p, "int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n");
|
||||
WRITE(p, "int posmtx = indices.x;\n");
|
||||
out.Write("int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n");
|
||||
out.Write("int posmtx = indices.x;\n");
|
||||
}
|
||||
else if (api_type == API_D3D11)
|
||||
{
|
||||
WRITE(p, "int posmtx = blend_indices.x * 255.0f;\n");
|
||||
out.Write("int posmtx = blend_indices.x * 255.0f;\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
WRITE(p, "int posmtx = fposmtx;\n");
|
||||
out.Write("int posmtx = fposmtx;\n");
|
||||
}
|
||||
|
||||
WRITE(p, "float4 pos = float4(dot(" I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot(" I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot(" I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos), 1);\n");
|
||||
out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot(" I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot(" I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos), 1);\n");
|
||||
|
||||
if (components & VB_HAS_NRMALL) {
|
||||
WRITE(p, "int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
|
||||
WRITE(p, "float3 N0 = " I_NORMALMATRICES".T[normidx].t.xyz, N1 = " I_NORMALMATRICES".T[normidx+1].t.xyz, N2 = " I_NORMALMATRICES".T[normidx+2].t.xyz;\n");
|
||||
out.Write("int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
|
||||
out.Write("float3 N0 = " I_NORMALMATRICES".T[normidx].t.xyz, N1 = " I_NORMALMATRICES".T[normidx+1].t.xyz, N2 = " I_NORMALMATRICES".T[normidx+2].t.xyz;\n");
|
||||
}
|
||||
|
||||
if (components & VB_HAS_NRM0)
|
||||
WRITE(p, "float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n");
|
||||
out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n");
|
||||
if (components & VB_HAS_NRM1)
|
||||
WRITE(p, "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
|
||||
out.Write("float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
|
||||
if (components & VB_HAS_NRM2)
|
||||
WRITE(p, "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
|
||||
out.Write("float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
WRITE(p, "float4 pos = float4(dot(" I_POSNORMALMATRIX".T0, rawpos), dot(" I_POSNORMALMATRIX".T1, rawpos), dot(" I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
|
||||
out.Write("float4 pos = float4(dot(" I_POSNORMALMATRIX".T0, rawpos), dot(" I_POSNORMALMATRIX".T1, rawpos), dot(" I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
|
||||
if (components & VB_HAS_NRM0)
|
||||
WRITE(p, "float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm0)));\n");
|
||||
out.Write("float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm0)));\n");
|
||||
if (components & VB_HAS_NRM1)
|
||||
WRITE(p, "float3 _norm1 = float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
|
||||
out.Write("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
|
||||
if (components & VB_HAS_NRM2)
|
||||
WRITE(p, "float3 _norm2 = float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
|
||||
out.Write("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
|
||||
}
|
||||
|
||||
if (!(components & VB_HAS_NRM0))
|
||||
WRITE(p, "float3 _norm0 = float3(0.0f, 0.0f, 0.0f);\n");
|
||||
out.Write("float3 _norm0 = float3(0.0f, 0.0f, 0.0f);\n");
|
||||
|
||||
|
||||
|
||||
WRITE(p, "o.pos = float4(dot(" I_PROJECTION".T0, pos), dot(" I_PROJECTION".T1, pos), dot(" I_PROJECTION".T2, pos), dot(" I_PROJECTION".T3, pos));\n");
|
||||
|
||||
WRITE(p, "float4 mat, lacc;\n"
|
||||
"float3 ldir, h;\n"
|
||||
"float dist, dist2, attn;\n");
|
||||
out.Write("o.pos = float4(dot(" I_PROJECTION".T0, pos), dot(" I_PROJECTION".T1, pos), dot(" I_PROJECTION".T2, pos), dot(" I_PROJECTION".T3, pos));\n");
|
||||
|
||||
out.Write("float4 mat, lacc;\n"
|
||||
"float3 ldir, h;\n"
|
||||
"float dist, dist2, attn;\n");
|
||||
|
||||
SetUidField(numColorChans, xfregs.numChan.numColorChans);
|
||||
if(xfregs.numChan.numColorChans == 0)
|
||||
{
|
||||
if (components & VB_HAS_COL0)
|
||||
WRITE(p, "o.colors_0 = color0;\n");
|
||||
out.Write("o.colors_0 = color0;\n");
|
||||
else
|
||||
WRITE(p, "o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
|
||||
out.Write("o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
|
||||
}
|
||||
|
||||
// TODO: This probably isn't necessary if pixel lighting is enabled.
|
||||
p = GenerateLightingShader(p, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
|
||||
_GenerateLightingShader<T,type>(out, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
|
||||
|
||||
if(xfregs.numChan.numColorChans < 2)
|
||||
{
|
||||
if (components & VB_HAS_COL1)
|
||||
WRITE(p, "o.colors_1 = color1;\n");
|
||||
out.Write("o.colors_1 = color1;\n");
|
||||
else
|
||||
WRITE(p, "o.colors_1 = o.colors_0;\n");
|
||||
out.Write("o.colors_1 = o.colors_0;\n");
|
||||
}
|
||||
// special case if only pos and tex coord 0 and tex coord input is AB11
|
||||
// donko - this has caused problems in some games. removed for now.
|
||||
@ -322,21 +438,22 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
||||
*/
|
||||
|
||||
// transform texcoords
|
||||
WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
|
||||
out.Write("float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
|
||||
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) {
|
||||
TexMtxInfo& texinfo = xfregs.texMtxInfo[i];
|
||||
|
||||
WRITE(p, "{\n");
|
||||
WRITE(p, "coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
|
||||
out.Write("{\n");
|
||||
out.Write("coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
|
||||
SetUidField(texMtxInfo[i].sourcerow, xfregs.texMtxInfo[i].sourcerow);
|
||||
switch (texinfo.sourcerow) {
|
||||
case XF_SRCGEOM_INROW:
|
||||
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
|
||||
WRITE(p, "coord = rawpos;\n"); // pos.w is 1
|
||||
out.Write("coord = rawpos;\n"); // pos.w is 1
|
||||
break;
|
||||
case XF_SRCNORMAL_INROW:
|
||||
if (components & VB_HAS_NRM0) {
|
||||
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
|
||||
WRITE(p, "coord = float4(rawnorm0.xyz, 1.0f);\n");
|
||||
out.Write("coord = float4(rawnorm0.xyz, 1.0f);\n");
|
||||
}
|
||||
break;
|
||||
case XF_SRCCOLORS_INROW:
|
||||
@ -345,72 +462,79 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
||||
case XF_SRCBINORMAL_T_INROW:
|
||||
if (components & VB_HAS_NRM1) {
|
||||
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
|
||||
WRITE(p, "coord = float4(rawnorm1.xyz, 1.0f);\n");
|
||||
out.Write("coord = float4(rawnorm1.xyz, 1.0f);\n");
|
||||
}
|
||||
break;
|
||||
case XF_SRCBINORMAL_B_INROW:
|
||||
if (components & VB_HAS_NRM2) {
|
||||
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
|
||||
WRITE(p, "coord = float4(rawnorm2.xyz, 1.0f);\n");
|
||||
out.Write("coord = float4(rawnorm2.xyz, 1.0f);\n");
|
||||
}
|
||||
break;
|
||||
default:
|
||||
_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
|
||||
if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
|
||||
WRITE(p, "coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
|
||||
out.Write("coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
|
||||
break;
|
||||
}
|
||||
|
||||
// first transformation
|
||||
SetUidField(texMtxInfo[i].texgentype, xfregs.texMtxInfo[i].texgentype);
|
||||
switch (texinfo.texgentype) {
|
||||
case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
|
||||
|
||||
if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
|
||||
// transform the light dir into tangent space
|
||||
WRITE(p, "ldir = normalize(" I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
|
||||
WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
|
||||
SetUidField(texMtxInfo[i].embosslightshift, xfregs.texMtxInfo[i].embosslightshift);
|
||||
SetUidField(texMtxInfo[i].embosssourceshift, xfregs.texMtxInfo[i].embosssourceshift);
|
||||
out.Write("ldir = normalize(" I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
|
||||
out.Write("o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
|
||||
}
|
||||
else
|
||||
{
|
||||
_assert_(0); // should have normals
|
||||
WRITE(p, "o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift);
|
||||
SetUidField(texMtxInfo[i].embosssourceshift, xfregs.texMtxInfo[i].embosssourceshift);
|
||||
out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift);
|
||||
}
|
||||
|
||||
break;
|
||||
case XF_TEXGEN_COLOR_STRGBC0:
|
||||
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
|
||||
WRITE(p, "o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
|
||||
out.Write("o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
|
||||
break;
|
||||
case XF_TEXGEN_COLOR_STRGBC1:
|
||||
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
|
||||
WRITE(p, "o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
|
||||
out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
|
||||
break;
|
||||
case XF_TEXGEN_REGULAR:
|
||||
default:
|
||||
SetUidField(texMtxInfo[i].projection, xfregs.texMtxInfo[i].projection);
|
||||
if (components & (VB_HAS_TEXMTXIDX0<<i)) {
|
||||
if (texinfo.projection == XF_TEXPROJ_STQ)
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+1].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+2].t));\n", i, i, i, i);
|
||||
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+1].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+2].t));\n", i, i, i, i);
|
||||
else {
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+1].t), 1);\n", i, i, i);
|
||||
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+1].t), 1);\n", i, i, i);
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (texinfo.projection == XF_TEXPROJ_STQ)
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t));\n", i, 3*i, 3*i+1, 3*i+2);
|
||||
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t));\n", i, 3*i, 3*i+1, 3*i+2);
|
||||
else
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t), 1);\n", i, 3*i, 3*i+1);
|
||||
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t), 1);\n", i, 3*i, 3*i+1);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
SetUidField(dualTexTrans.enabled, xfregs.dualTexTrans.enabled);
|
||||
if (xfregs.dualTexTrans.enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types?
|
||||
const PostMtxInfo& postInfo = xfregs.postMtxInfo[i];
|
||||
|
||||
SetUidField(postMtxInfo[i].index, xfregs.postMtxInfo[i].index);
|
||||
int postidx = postInfo.index;
|
||||
WRITE(p, "float4 P0 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
|
||||
"float4 P1 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
|
||||
"float4 P2 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n",
|
||||
postidx&0x3f, (postidx+1)&0x3f, (postidx+2)&0x3f);
|
||||
out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
|
||||
"float4 P1 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
|
||||
"float4 P2 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n",
|
||||
postidx&0x3f, (postidx+1)&0x3f, (postidx+2)&0x3f);
|
||||
|
||||
if (texGenSpecialCase) {
|
||||
// no normalization
|
||||
@ -418,70 +542,71 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
||||
// q of output is unknown
|
||||
|
||||
// multiply by postmatrix
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(P0.xy, o.tex%d.xy) + P0.z + P0.w, dot(P1.xy, o.tex%d.xy) + P1.z + P1.w, 0.0f);\n", i, i, i);
|
||||
out.Write("o.tex%d.xyz = float3(dot(P0.xy, o.tex%d.xy) + P0.z + P0.w, dot(P1.xy, o.tex%d.xy) + P1.z + P1.w, 0.0f);\n", i, i, i);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetUidField(postMtxInfo[i].normalize, xfregs.postMtxInfo[i].normalize);
|
||||
if (postInfo.normalize)
|
||||
WRITE(p, "o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
|
||||
out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
|
||||
|
||||
// multiply by postmatrix
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(P0.xyz, o.tex%d.xyz) + P0.w, dot(P1.xyz, o.tex%d.xyz) + P1.w, dot(P2.xyz, o.tex%d.xyz) + P2.w);\n", i, i, i, i);
|
||||
out.Write("o.tex%d.xyz = float3(dot(P0.xyz, o.tex%d.xyz) + P0.w, dot(P1.xyz, o.tex%d.xyz) + P1.w, dot(P2.xyz, o.tex%d.xyz) + P2.w);\n", i, i, i, i);
|
||||
}
|
||||
}
|
||||
|
||||
WRITE(p, "}\n");
|
||||
out.Write("}\n");
|
||||
}
|
||||
|
||||
// clipPos/w needs to be done in pixel shader, not here
|
||||
if (xfregs.numTexGen.numTexGens < 7) {
|
||||
WRITE(p, "o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);\n");
|
||||
out.Write("o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);\n");
|
||||
} else {
|
||||
WRITE(p, "o.tex0.w = pos.x;\n");
|
||||
WRITE(p, "o.tex1.w = pos.y;\n");
|
||||
WRITE(p, "o.tex2.w = o.pos.z;\n");
|
||||
WRITE(p, "o.tex3.w = o.pos.w;\n");
|
||||
out.Write("o.tex0.w = pos.x;\n");
|
||||
out.Write("o.tex1.w = pos.y;\n");
|
||||
out.Write("o.tex2.w = o.pos.z;\n");
|
||||
out.Write("o.tex3.w = o.pos.w;\n");
|
||||
}
|
||||
|
||||
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
|
||||
/* if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
|
||||
{
|
||||
if (xfregs.numTexGen.numTexGens < 7) {
|
||||
WRITE(p, "o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n");
|
||||
out.Write("o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n");
|
||||
} else {
|
||||
WRITE(p, "o.tex4.w = _norm0.x;\n");
|
||||
WRITE(p, "o.tex5.w = _norm0.y;\n");
|
||||
WRITE(p, "o.tex6.w = _norm0.z;\n");
|
||||
out.Write("o.tex4.w = _norm0.x;\n");
|
||||
out.Write("o.tex5.w = _norm0.y;\n");
|
||||
out.Write("o.tex6.w = _norm0.z;\n");
|
||||
if (xfregs.numTexGen.numTexGens < 8)
|
||||
WRITE(p, "o.tex7 = pos.xyzz;\n");
|
||||
out.Write("o.tex7 = pos.xyzz;\n");
|
||||
else
|
||||
WRITE(p, "o.tex7.w = pos.z;\n");
|
||||
}
|
||||
out.Write("o.tex7.w = pos.z;\n");
|
||||
}
|
||||
if (components & VB_HAS_COL0)
|
||||
WRITE(p, "o.colors_0 = color0;\n");
|
||||
out.Write("o.colors_0 = color0;\n");
|
||||
|
||||
if (components & VB_HAS_COL1)
|
||||
WRITE(p, "o.colors_1 = color1;\n");
|
||||
}
|
||||
out.Write("o.colors_1 = color1;\n");
|
||||
}*/
|
||||
|
||||
//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
|
||||
//if not early z culling will improve speed
|
||||
// TODO: Can probably be dropped?
|
||||
if (is_d3d)
|
||||
{
|
||||
WRITE(p, "o.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n");
|
||||
out.Write("o.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
// this results in a scale from -1..0 to -1..1 after perspective
|
||||
// divide
|
||||
WRITE(p, "o.pos.z = o.pos.w + o.pos.z * 2.0f;\n");
|
||||
out.Write("o.pos.z = o.pos.w + o.pos.z * 2.0f;\n");
|
||||
|
||||
// Sonic Unleashed puts its final rendering at the near or
|
||||
// far plane of the viewing frustrum(actually box, they use
|
||||
// orthogonal projection for that), and we end up putting it
|
||||
// just beyond, and the rendering gets clipped away. (The
|
||||
// primitive gets dropped)
|
||||
WRITE(p, "o.pos.z = o.pos.z * 1048575.0f/1048576.0f;\n");
|
||||
out.Write("o.pos.z = o.pos.z * 1048575.0f/1048576.0f;\n");
|
||||
|
||||
// the next steps of the OGL pipeline are:
|
||||
// (x_c,y_c,z_c,w_c) = o.pos //switch to OGL spec terminology
|
||||
@ -489,7 +614,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
||||
// (x_d,y_d,z_d) = (x_c,y_c,z_c)/w_c//perspective divide
|
||||
// z_w = (f-n)/2*z_d + (n+f)/2
|
||||
// z_w now contains the value to go to the 0..1 depth buffer
|
||||
|
||||
|
||||
//trying to get the correct semantic while not using glDepthRange
|
||||
//seems to get rather complicated
|
||||
}
|
||||
@ -498,14 +623,24 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
||||
{
|
||||
// D3D9 is addressing pixel centers instead of pixel boundaries in clip space.
|
||||
// Thus we need to offset the final position by half a pixel
|
||||
WRITE(p, "o.pos = o.pos + float4(" I_DEPTHPARAMS".z, " I_DEPTHPARAMS".w, 0.f, 0.f);\n");
|
||||
out.Write("o.pos = o.pos + float4(" I_DEPTHPARAMS".z, " I_DEPTHPARAMS".w, 0.f, 0.f);\n");
|
||||
}
|
||||
|
||||
WRITE(p, "return o;\n}\n");
|
||||
out.Write("return o;\n}\n");
|
||||
|
||||
|
||||
if (text[sizeof(text) - 1] != 0x7C)
|
||||
PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
|
||||
setlocale(LC_NUMERIC, ""); // restore locale
|
||||
return text;
|
||||
/// if (text[sizeof(text) - 1] != 0x7C)
|
||||
/// PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
|
||||
if (type == GO_ShaderCode)
|
||||
setlocale(LC_NUMERIC, ""); // restore locale
|
||||
}
|
||||
|
||||
void GenerateShaderUid(ShaderUid& object, u32 components, API_TYPE api_type)
|
||||
{
|
||||
return GenerateShader<ShaderUid, GO_ShaderUid>(object, components, api_type);
|
||||
}
|
||||
|
||||
void GenerateShaderCode(ShaderCode& object, u32 components, API_TYPE api_type)
|
||||
{
|
||||
return GenerateShader<ShaderCode, GO_ShaderCode>(object, components, api_type);
|
||||
}
|
||||
|
@ -18,6 +18,7 @@
|
||||
#ifndef GCOGL_VERTEXSHADER_H
|
||||
#define GCOGL_VERTEXSHADER_H
|
||||
|
||||
#include <stdarg.h>
|
||||
#include "XFMemory.h"
|
||||
#include "VideoCommon.h"
|
||||
|
||||
@ -48,71 +49,106 @@
|
||||
#define C_DEPTHPARAMS (C_POSTTRANSFORMMATRICES + 64)
|
||||
#define C_VENVCONST_END (C_DEPTHPARAMS + 4)
|
||||
|
||||
template<bool safe>
|
||||
class _VERTEXSHADERUID
|
||||
// TODO: Need packing?
|
||||
struct uid_data
|
||||
{
|
||||
u32 components;
|
||||
u32 numColorChans : 2;
|
||||
u32 numTexGens : 4;
|
||||
|
||||
struct {
|
||||
u32 projection : 1; // XF_TEXPROJ_X
|
||||
u32 inputform : 2; // XF_TEXINPUT_X
|
||||
u32 texgentype : 3; // XF_TEXGEN_X
|
||||
u32 sourcerow : 5; // XF_SRCGEOM_X
|
||||
u32 embosssourceshift : 3; // what generated texcoord to use
|
||||
u32 embosslightshift : 3; // light index that is used
|
||||
} texMtxInfo[8];
|
||||
struct {
|
||||
u32 index : 6; // base row of dual transform matrix
|
||||
u32 normalize : 1; // normalize before send operation
|
||||
} postMtxInfo[8];
|
||||
struct {
|
||||
u32 enabled : 1;
|
||||
} dualTexTrans;
|
||||
struct {
|
||||
u32 matsource : 1;
|
||||
u32 enablelighting : 1;
|
||||
u32 ambsource : 1;
|
||||
u32 diffusefunc : 2;
|
||||
u32 attnfunc : 2;
|
||||
u32 light_mask : 8;
|
||||
} lit_chans[4];
|
||||
};
|
||||
|
||||
|
||||
class ShaderUid
|
||||
{
|
||||
#define NUM_VSUID_VALUES_SAFE 25
|
||||
public:
|
||||
u32 values[safe ? NUM_VSUID_VALUES_SAFE : 9];
|
||||
|
||||
_VERTEXSHADERUID()
|
||||
ShaderUid()
|
||||
{
|
||||
memset(values, 0, sizeof(values));
|
||||
}
|
||||
|
||||
_VERTEXSHADERUID(const _VERTEXSHADERUID& r)
|
||||
void Write(const char* fmt, ...) {}
|
||||
const char* GetBuffer() { return NULL; }
|
||||
void SetBuffer(char* buffer) { }
|
||||
|
||||
bool operator == (const ShaderUid& obj) const
|
||||
{
|
||||
for (size_t i = 0; i < sizeof(values) / sizeof(u32); ++i)
|
||||
values[i] = r.values[i];
|
||||
return memcmp(this->values, obj.values, sizeof(values)) == 0;
|
||||
}
|
||||
|
||||
int GetNumValues() const
|
||||
// TODO: Store last frame used and order by that? makes much more sense anyway...
|
||||
bool operator < (const ShaderUid& obj) const
|
||||
{
|
||||
if (safe) return NUM_VSUID_VALUES_SAFE;
|
||||
else return (((values[0] >> 23) & 0xf) * 3 + 3) / 4 + 3; // numTexGens*3/4+1
|
||||
}
|
||||
|
||||
bool operator <(const _VERTEXSHADERUID& _Right) const
|
||||
{
|
||||
if (values[0] < _Right.values[0])
|
||||
return true;
|
||||
else if (values[0] > _Right.values[0])
|
||||
return false;
|
||||
int N = GetNumValues();
|
||||
for (int i = 1; i < N; ++i)
|
||||
for (int i = 0; i < 24; ++i)
|
||||
{
|
||||
if (values[i] < _Right.values[i])
|
||||
if (this->values[i] < obj.values[i])
|
||||
return true;
|
||||
else if (values[i] > _Right.values[i])
|
||||
else if (this->values[i] > obj.values[i])
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool operator ==(const _VERTEXSHADERUID& _Right) const
|
||||
uid_data& GetUidData() { return data; }
|
||||
|
||||
private:
|
||||
union
|
||||
{
|
||||
if (values[0] != _Right.values[0])
|
||||
return false;
|
||||
int N = GetNumValues();
|
||||
for (int i = 1; i < N; ++i)
|
||||
{
|
||||
if (values[i] != _Right.values[i])
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
uid_data data;
|
||||
u32 values[24]; // TODO: Length?
|
||||
};
|
||||
};
|
||||
typedef _VERTEXSHADERUID<false> VERTEXSHADERUID;
|
||||
typedef _VERTEXSHADERUID<true> VERTEXSHADERUIDSAFE;
|
||||
|
||||
class ShaderCode
|
||||
{
|
||||
public:
|
||||
ShaderCode() : buf(NULL), write_ptr(NULL)
|
||||
{
|
||||
|
||||
// components is included in the uid.
|
||||
char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type);
|
||||
const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type);
|
||||
}
|
||||
|
||||
void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components);
|
||||
void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components);
|
||||
void Write(const char* fmt, ...)
|
||||
{
|
||||
va_list arglist;
|
||||
va_start(arglist, fmt);
|
||||
write_ptr += vsprintf(write_ptr, fmt, arglist);
|
||||
va_end(arglist);
|
||||
}
|
||||
|
||||
const char* GetBuffer() { return buf; }
|
||||
void SetBuffer(char* buffer) { buf = buffer; write_ptr = buffer; }
|
||||
uid_data& GetUidData() { return *(uid_data*)NULL; }
|
||||
|
||||
private:
|
||||
const char* buf;
|
||||
char* write_ptr;
|
||||
};
|
||||
|
||||
void GenerateShaderUid(ShaderUid& object, u32 components, API_TYPE api_type);
|
||||
void GenerateShaderCode(ShaderCode& object, u32 components, API_TYPE api_type);
|
||||
|
||||
// Used to make sure that our optimized vertex shader IDs don't lose any possible shader code changes
|
||||
void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std::string& old_code, u32 components);
|
||||
|
||||
#endif // GCOGL_VERTEXSHADER_H
|
||||
|
@ -42,7 +42,7 @@ GLuint VertexShaderCache::CurrentShader;
|
||||
bool VertexShaderCache::ShaderEnabled;
|
||||
|
||||
VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry = NULL;
|
||||
VERTEXSHADERUID VertexShaderCache::last_uid;
|
||||
ShaderUid VertexShaderCache::last_uid;
|
||||
|
||||
static int s_nMaxVertexInstructions;
|
||||
|
||||
@ -74,14 +74,14 @@ void VertexShaderCache::Shutdown()
|
||||
|
||||
VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
|
||||
{
|
||||
VERTEXSHADERUID uid;
|
||||
GetVertexShaderId(&uid, components);
|
||||
// Possible optimization: Don't always generate the shader uid, but keep track of changes in BPStructs instead
|
||||
ShaderUid uid;
|
||||
GenerateShaderUid(uid, components, API_OPENGL);
|
||||
if (last_entry)
|
||||
{
|
||||
if (uid == last_uid)
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
ValidateVertexShaderIDs(API_OPENGL, vshaders[uid].safe_uid, vshaders[uid].shader.strprog, components);
|
||||
return &last_entry->shader;
|
||||
}
|
||||
}
|
||||
@ -95,15 +95,14 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
|
||||
last_entry = &entry;
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
ValidateVertexShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, components);
|
||||
return &last_entry->shader;
|
||||
}
|
||||
|
||||
// Make an entry in the table
|
||||
VSCacheEntry& entry = vshaders[uid];
|
||||
last_entry = &entry;
|
||||
const char *code = GenerateVertexShaderCode(components, API_OPENGL);
|
||||
GetSafeVertexShaderId(&entry.safe_uid, components);
|
||||
ShaderCode code;
|
||||
GenerateShaderCode(code, components, API_OPENGL);
|
||||
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
|
||||
@ -111,11 +110,11 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp, "%svs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
|
||||
|
||||
SaveData(szTemp, code);
|
||||
SaveData(szTemp, code.GetBuffer());
|
||||
}
|
||||
#endif
|
||||
|
||||
if (!code || !VertexShaderCache::CompileVertexShader(entry.shader, code)) {
|
||||
if (!code.GetBuffer() || !VertexShaderCache::CompileVertexShader(entry.shader, code.GetBuffer())) {
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
||||
return NULL;
|
||||
}
|
||||
|
@ -40,7 +40,7 @@ class VertexShaderCache
|
||||
struct VSCacheEntry
|
||||
{
|
||||
VERTEXSHADER shader;
|
||||
VERTEXSHADERUIDSAFE safe_uid;
|
||||
ShaderUid safe_uid;
|
||||
VSCacheEntry() {}
|
||||
void Destroy() {
|
||||
// printf("Destroying vs %i\n", shader.glprogid);
|
||||
@ -49,12 +49,12 @@ class VertexShaderCache
|
||||
}
|
||||
};
|
||||
|
||||
typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;
|
||||
typedef std::map<ShaderUid, VSCacheEntry> VSCache;
|
||||
|
||||
static VSCache vshaders;
|
||||
|
||||
static VSCacheEntry* last_entry;
|
||||
static VERTEXSHADERUID last_uid;
|
||||
static ShaderUid last_uid; // TODO: Use reference instead..
|
||||
|
||||
static GLuint CurrentShader;
|
||||
static bool ShaderEnabled;
|
||||
|
Loading…
x
Reference in New Issue
Block a user