// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #if defined(USING_GLES2) #define GLSL_ES_1_0 #else #define GLSL_1_3 // SDL 1.2 on Apple does not have support for OpenGL 3 and hence needs // special treatment in the shader generator. #if defined(__APPLE__) #define FORCE_OPENGL_2_0 #endif #endif #include "FragmentShaderGenerator.h" #include "../ge_constants.h" #include "../GPUState.h" #include #define WRITE p+=sprintf // #define DEBUG_SHADER // GL_NV_shader_framebuffer_fetch looks interesting.... static bool IsAlphaTestTriviallyTrue() { int alphaTestFunc = gstate.alphatest & 7; int alphaTestRef = (gstate.alphatest >> 8) & 0xFF; switch (alphaTestFunc) { case GE_COMP_ALWAYS: return true; case GE_COMP_GEQUAL: if (alphaTestRef == 0) return true; // This breaks the trees in MotoGP, for example. // case GE_COMP_GREATER: //if (alphaTestRef == 0 && (gstate.alphaBlendEnable & 1) && gstate.getBlendFuncA() == GE_SRCBLEND_SRCALPHA && gstate.getBlendFuncB() == GE_SRCBLEND_INVSRCALPHA) // return true; case GE_COMP_LEQUAL: if (alphaTestRef == 255) return true; default: return false; } } static bool IsColorTestTriviallyTrue() { int colorTestFunc = gstate.colortest & 3; switch (colorTestFunc) { case GE_COMP_ALWAYS: return true; default: return false; } } static bool CanDoubleSrcBlendMode() { if (!gstate.isAlphaBlendEnabled()) { return false; } int funcA = gstate.getBlendFuncA(); int funcB = gstate.getBlendFuncB(); if (funcA != GE_SRCBLEND_DOUBLESRCALPHA) { funcB = funcA; funcA = gstate.getBlendFuncB(); } if (funcA != GE_SRCBLEND_DOUBLESRCALPHA) { return false; } // One side should be doubled. Let's check the other side. // LittleBigPlanet, for example, uses 2.0 * src, 1.0 - src, which can't double. switch (funcB) { case GE_DSTBLEND_SRCALPHA: case GE_DSTBLEND_INVSRCALPHA: return false; default: return true; } } // Here we must take all the bits of the gstate that determine what the fragment shader will // look like, and concatenate them together into an ID. void ComputeFragmentShaderID(FragmentShaderID *id) { memset(&id->d[0], 0, sizeof(id->d)); if (gstate.clearmode & 1) { // We only need one clear shader, so let's ignore the rest of the bits. id->d[0] = 1; } else { int lmode = (gstate.lmode & 1) && gstate.isLightingEnabled(); bool enableFog = gstate.isFogEnabled() && !gstate.isModeThrough(); bool enableAlphaTest = gstate.isAlphaTestEnabled() && !IsAlphaTestTriviallyTrue(); bool enableColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue(); bool enableColorDoubling = (gstate.texfunc & 0x10000) != 0; // This isn't really correct, but it's a hack to get doubled blend modes to work more correctly. bool enableAlphaDoubling = CanDoubleSrcBlendMode(); bool doTextureProjection = gstate.getUVGenMode() == 1; bool doTextureAlpha = (gstate.texfunc & 0x100) != 0; // All texfuncs except replace are the same for RGB as for RGBA with full alpha. if (gstate_c.textureFullAlpha && (gstate.texfunc & 0x7) != GE_TEXFUNC_REPLACE) doTextureAlpha = false; // id->d[0] |= (gstate.clearmode & 1); if (gstate.isTextureMapEnabled()) { id->d[0] |= 1 << 1; id->d[0] |= (gstate.texfunc & 0x7) << 2; id->d[0] |= (doTextureAlpha & 1) << 5; // rgb or rgba } id->d[0] |= (lmode & 1) << 7; id->d[0] |= gstate.isAlphaTestEnabled() << 8; if (enableAlphaTest) id->d[0] |= (gstate.alphatest & 0x7) << 9; // alpha test func id->d[0] |= gstate.isColorTestEnabled() << 12; if (enableColorTest) id->d[0] |= (gstate.colortest & 0x3) << 13; // color test func id->d[0] |= (enableFog & 1) << 15; id->d[0] |= (doTextureProjection & 1) << 16; id->d[0] |= (enableColorDoubling & 1) << 17; id->d[0] |= (enableAlphaDoubling & 1) << 18; } } // Missing: Z depth range // Also, logic ops etc, of course. Urgh. void GenerateFragmentShader(char *buffer) { char *p = buffer; #if defined(GLSL_ES_1_0) WRITE(p, "#version 100\n"); // GLSL ES 1.0 WRITE(p, "precision lowp float;\n"); #elif !defined(FORCE_OPENGL_2_0) WRITE(p, "#version 110\n"); #endif int lmode = (gstate.lmode & 1) && gstate.isLightingEnabled(); int doTexture = gstate.isTextureMapEnabled() && !gstate.isModeClear(); bool enableFog = gstate.isFogEnabled() && !gstate.isModeThrough() && !gstate.isModeClear(); bool enableAlphaTest = gstate.isAlphaTestEnabled() && !IsAlphaTestTriviallyTrue() && !gstate.isModeClear(); bool enableColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue() && !gstate.isModeClear(); bool enableColorDoubling = (gstate.texfunc & 0x10000) != 0; // This isn't really correct, but it's a hack to get doubled blend modes to work more correctly. bool enableAlphaDoubling = CanDoubleSrcBlendMode(); bool doTextureProjection = gstate.getUVGenMode() == 1; bool doTextureAlpha = (gstate.texfunc & 0x100) != 0; if (gstate_c.textureFullAlpha && (gstate.texfunc & 0x7) != GE_TEXFUNC_REPLACE) doTextureAlpha = false; if (doTexture) WRITE(p, "uniform sampler2D tex;\n"); if (enableAlphaTest || enableColorTest) { WRITE(p, "uniform vec4 u_alphacolorref;\n"); WRITE(p, "uniform vec4 u_colormask;\n"); } if (gstate.isTextureMapEnabled()) WRITE(p, "uniform vec3 u_texenv;\n"); WRITE(p, "varying vec4 v_color0;\n"); if (lmode) WRITE(p, "varying vec3 v_color1;\n"); if (enableFog) { WRITE(p, "uniform vec3 u_fogcolor;\n"); #if defined(GLSL_ES_1_0) WRITE(p, "varying mediump float v_fogdepth;\n"); #else WRITE(p, "varying float v_fogdepth;\n"); #endif } if (doTexture) { if (doTextureProjection) WRITE(p, "varying vec3 v_texcoord;\n"); else WRITE(p, "varying vec2 v_texcoord;\n"); } if (enableAlphaTest) { WRITE(p, "float roundAndScaleTo255f(in float x) { return floor(x * 255.0 + 0.5); }\n"); } if (enableColorTest) { WRITE(p, "vec3 roundAndScaleTo255v(in vec3 x) { return floor(x * 255.0 + 0.5); }\n"); } WRITE(p, "void main() {\n"); if (gstate.isModeClear()) { // Clear mode does not allow any fancy shading. WRITE(p, " gl_FragColor = v_color0;\n"); } else { const char *secondary = ""; // Secondary color for specular on top of texture if (lmode) { WRITE(p, " vec4 s = vec4(v_color1, 0.0);\n"); secondary = " + s"; } else { secondary = ""; } if (gstate.textureMapEnable & 1) { if (doTextureProjection) { WRITE(p, " vec4 t = texture2DProj(tex, v_texcoord);\n"); } else { WRITE(p, " vec4 t = texture2D(tex, v_texcoord);\n"); } WRITE(p, " vec4 p = v_color0;\n"); if (doTextureAlpha) { // texfmt == RGBA switch (gstate.texfunc & 0x7) { case GE_TEXFUNC_MODULATE: WRITE(p, " vec4 v = p * t%s;\n", secondary); break; case GE_TEXFUNC_DECAL: WRITE(p, " vec4 v = vec4(mix(p.rgb, t.rgb, t.a), p.a)%s;\n", secondary); break; case GE_TEXFUNC_BLEND: WRITE(p, " vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a * t.a)%s;\n", secondary); break; case GE_TEXFUNC_REPLACE: WRITE(p, " vec4 v = t%s;\n", secondary); break; case GE_TEXFUNC_ADD: WRITE(p, " vec4 v = vec4(p.rgb + t.rgb, p.a * t.a)%s;\n", secondary); break; default: WRITE(p, " vec4 v = p;\n"); break; } } else { // texfmt == RGB switch (gstate.texfunc & 0x7) { case GE_TEXFUNC_MODULATE: WRITE(p, " vec4 v = vec4(t.rgb * p.rgb, p.a)%s;\n", secondary); break; case GE_TEXFUNC_DECAL: WRITE(p, " vec4 v = vec4(t.rgb, p.a)%s;\n", secondary); break; case GE_TEXFUNC_BLEND: WRITE(p, " vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a)%s;\n", secondary); break; case GE_TEXFUNC_REPLACE: WRITE(p, " vec4 v = vec4(t.rgb, p.a)%s;\n", secondary); break; case GE_TEXFUNC_ADD: WRITE(p, " vec4 v = vec4(p.rgb + t.rgb, p.a)%s;\n", secondary); break; default: WRITE(p, " vec4 v = p;\n"); break; } } } else { // No texture mapping WRITE(p, " vec4 v = v_color0 %s;\n", secondary); } if (enableAlphaTest) { int alphaTestFunc = gstate.alphatest & 7; const char *alphaTestFuncs[] = { "#", "#", " != ", " == ", " >= ", " > ", " <= ", " < " }; // never/always don't make sense if (alphaTestFuncs[alphaTestFunc][0] != '#') { WRITE(p, " if (roundAndScaleTo255f(v.a) %s u_alphacolorref.a) discard;\n", alphaTestFuncs[alphaTestFunc]); } } // TODO: Before or after the color test? if (enableColorDoubling && enableAlphaDoubling) { WRITE(p, " v = v * 2.0;\n"); } else if (enableColorDoubling) { WRITE(p, " v.rgb = v.rgb * 2.0;\n"); } else if (enableAlphaDoubling) { WRITE(p, " v.a = v.a * 2.0;\n"); } if (enableColorTest) { int colorTestFunc = gstate.colortest & 3; const char *colorTestFuncs[] = { "#", "#", " != ", " == " }; // never/always don't make sense int colorTestMask = gstate.colormask; if (colorTestFuncs[colorTestFunc][0] != '#') { WRITE(p, "if (roundAndScaleTo255v(v.rgb) %s u_alphacolorref.rgb) discard;\n", colorTestFuncs[colorTestFunc]); } } if (enableFog) { WRITE(p, " float fogCoef = clamp(v_fogdepth, 0.0, 1.0);\n"); WRITE(p, " gl_FragColor = mix(vec4(u_fogcolor, v.a), v, fogCoef);\n"); // WRITE(p, " v.x = v_depth;\n"); } else { WRITE(p, " gl_FragColor = v;\n"); } } #ifdef DEBUG_SHADER if (doTexture) { WRITE(p, " gl_FragColor = texture2D(tex, v_texcoord.xy);\n"); WRITE(p, " gl_FragColor += vec4(0.3,0,0.3,0.3);\n"); } else { WRITE(p, " gl_FragColor = vec4(1,0,1,1);\n"); } #endif WRITE(p, "}\n"); }