Now CG plays nice with this new stuff.
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a357c77257
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3943840d5c
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@ -47,13 +47,13 @@ char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char
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// atten disabled
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switch (chan.diffusefunc) {
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case LIGHTDIF_NONE:
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WRITE(p, "lacc.%s += %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
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WRITE(p, "lacc.%s += %s[%d].%s;\n", swizzle, lightsName, index * 5, swizzle);
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break;
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case LIGHTDIF_SIGN:
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case LIGHTDIF_CLAMP:
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WRITE(p, "ldir = normalize(%s.lights[%d].pos.xyz - pos.xyz);\n", lightsName, index);
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WRITE(p, "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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WRITE(p, "ldir = normalize(%s[%d + 3].xyz - pos.xyz);\n", lightsName, index * 5);
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WRITE(p, "lacc.%s += %sdot(ldir, _norm0)) * %s[%d].%s;\n",
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swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", lightsName, index * 5, swizzle);
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break;
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default: _assert_(0);
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}
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@ -62,32 +62,32 @@ char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char
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if (chan.attnfunc == 3)
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{ // spot
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WRITE(p, "ldir = %s.lights[%d].pos.xyz - pos.xyz;\n", lightsName, index);
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WRITE(p, "ldir = %s[%d + 3].xyz - pos.xyz;\n", lightsName, index * 5);
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WRITE(p, "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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WRITE(p, "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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"attn = max(0.0f, dot(ldir, %s[%d + 4].xyz));\n", lightsName, index * 5);
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WRITE(p, "attn = max(0.0f, dot(%s[%d + 1].xyz, float3(1.0f, attn, attn*attn))) / dot(%s[%d + 2].xyz, float3(1.0f,dist,dist2));\n", lightsName, index * 5, lightsName, index * 5);
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}
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else if (chan.attnfunc == 1)
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{ // specular
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WRITE(p, "ldir = normalize(%s.lights[%d].pos.xyz);\n", lightsName, index);
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WRITE(p, "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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WRITE(p, "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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WRITE(p, "ldir = normalize(%s[%d + 3].xyz);\n", lightsName, index * 5);
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WRITE(p, "attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s[%d + 4].xyz)) : 0.0f;\n", lightsName, index * 5);
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WRITE(p, "attn = max(0.0f, dot(%s[%d + 1].xyz, float3(1,attn,attn*attn))) / dot(%s[%d + 2].xyz, float3(1,attn,attn*attn));\n", lightsName, index * 5, lightsName, index * 5);
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}
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switch (chan.diffusefunc)
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{
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case LIGHTDIF_NONE:
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WRITE(p, "lacc.%s += attn * %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
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WRITE(p, "lacc.%s += attn * %s[%d].%s;\n", swizzle, lightsName, index * 5, swizzle);
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break;
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case LIGHTDIF_SIGN:
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case LIGHTDIF_CLAMP:
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WRITE(p, "lacc.%s += attn * %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n",
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WRITE(p, "lacc.%s += attn * %sdot(ldir, _norm0)) * %s[%d].%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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index * 5,
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swizzle);
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break;
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default: _assert_(0);
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@ -120,7 +120,7 @@ char *GenerateLightingShader(char *p, int components, const char* materialsName,
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WRITE(p, "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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WRITE(p, "mat = %s.C%d;\n", materialsName, j+2);
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WRITE(p, "mat = %s[%d];\n", materialsName, j+2);
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if (color.enablelighting) {
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if (color.ambsource) { // from vertex
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@ -132,7 +132,7 @@ char *GenerateLightingShader(char *p, int components, const char* materialsName,
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WRITE(p, "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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WRITE(p, "lacc = %s.C%d;\n", materialsName, j);
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WRITE(p, "lacc = %s[%d];\n", materialsName, j);
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}
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else
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{
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@ -149,7 +149,7 @@ char *GenerateLightingShader(char *p, int components, const char* materialsName,
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else WRITE(p, "mat.w = 1.0f;\n");
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}
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else // from color
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WRITE(p, "mat.w = %s.C%d.w;\n", materialsName, j+2);
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WRITE(p, "mat.w = %s[%d].w;\n", materialsName, j+2);
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}
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if (alpha.enablelighting)
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@ -163,7 +163,7 @@ char *GenerateLightingShader(char *p, int components, const char* materialsName,
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WRITE(p, "lacc.w = 0.0f;\n");
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}
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else // from color
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WRITE(p, "lacc.w = %s.C%d.w;\n", materialsName, j);
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WRITE(p, "lacc.w = %s[%d].w;\n", materialsName, j);
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}
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else
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{
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@ -292,11 +292,11 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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WRITE(p, "int posmtx = fposmtx;\n");
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}
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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");
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WRITE(p, "float4 pos = float4(dot("I_TRANSFORMMATRICES"[posmtx], rawpos), dot("I_TRANSFORMMATRICES"[posmtx+1], rawpos), dot("I_TRANSFORMMATRICES"[posmtx+2], rawpos), 1);\n");
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if (components & VB_HAS_NRMALL) {
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WRITE(p, "int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
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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");
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WRITE(p, "float3 N0 = "I_NORMALMATRICES"[normidx].xyz, N1 = "I_NORMALMATRICES"[normidx+1].xyz, N2 = "I_NORMALMATRICES"[normidx+2].xyz;\n");
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}
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if (components & VB_HAS_NRM0)
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@ -308,13 +308,13 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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}
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else
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{
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WRITE(p, "float4 pos = float4(dot(" I_POSNORMALMATRIX".T0, rawpos), dot(" I_POSNORMALMATRIX".T1, rawpos), dot(" I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
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WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX"[0], rawpos), dot("I_POSNORMALMATRIX"[1], rawpos), dot("I_POSNORMALMATRIX"[2], rawpos), 1.0f);\n");
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if (components & VB_HAS_NRM0)
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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");
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WRITE(p, "float3 _norm0 = normalize(float3(dot("I_POSNORMALMATRIX"[3].xyz, rawnorm0), dot("I_POSNORMALMATRIX"[4].xyz, rawnorm0), dot("I_POSNORMALMATRIX"[5].xyz, rawnorm0)));\n");
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if (components & VB_HAS_NRM1)
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WRITE(p, "float3 _norm1 = float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
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WRITE(p, "float3 _norm1 = float3(dot("I_POSNORMALMATRIX"[3].xyz, rawnorm1), dot("I_POSNORMALMATRIX"[4].xyz, rawnorm1), dot("I_POSNORMALMATRIX"[5].xyz, rawnorm1));\n");
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if (components & VB_HAS_NRM2)
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WRITE(p, "float3 _norm2 = float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
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WRITE(p, "float3 _norm2 = float3(dot("I_POSNORMALMATRIX".[3].xyz, rawnorm2), dot("I_POSNORMALMATRIX"[4].xyz, rawnorm2), dot("I_POSNORMALMATRIX"[5].xyz, rawnorm2));\n");
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}
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if (!(components & VB_HAS_NRM0))
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@ -322,7 +322,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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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");
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WRITE(p, "o.pos = float4(dot("I_PROJECTION"[0], pos), dot("I_PROJECTION"[1], pos), dot("I_PROJECTION"[2], pos), dot("I_PROJECTION"[3], pos));\n");
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WRITE(p, "float4 mat, lacc;\n"
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"float3 ldir, h;\n"
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@ -421,18 +421,20 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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break;
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case XF_TEXGEN_REGULAR:
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default:
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if (components & (VB_HAS_TEXMTXIDX0<<i)) {
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if (components & (VB_HAS_TEXMTXIDX0<<i))
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{
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WRITE(p, "int tmp = int(tex%d.z);\n", i);
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if (texinfo.projection == XF_TEXPROJ_STQ)
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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);
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WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES"[tmp]), dot(coord, "I_TRANSFORMMATRICES"[tmp+1]), dot(coord, "I_TRANSFORMMATRICES"[tmp+2]));\n", i);
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else {
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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);
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WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES"[tmp]), dot(coord, "I_TRANSFORMMATRICES"[tmp+1]), 1);\n", i);
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}
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}
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else {
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if (texinfo.projection == XF_TEXPROJ_STQ)
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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);
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WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TEXMATRICES"[%d]), dot(coord, "I_TEXMATRICES"[%d]), dot(coord, "I_TEXMATRICES"[%d]));\n", i, 3*i, 3*i+1, 3*i+2);
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else
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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);
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WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TEXMATRICES"[%d]), dot(coord, "I_TEXMATRICES"[%d]), 1);\n", i, 3*i, 3*i+1);
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}
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break;
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}
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@ -441,9 +443,9 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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const PostMtxInfo& postInfo = xfregs.postMtxInfo[i];
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int postidx = postInfo.index;
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WRITE(p, "float4 P0 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
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"float4 P1 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
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"float4 P2 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n",
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WRITE(p, "float4 P0 = "I_POSTTRANSFORMMATRICES"[%d];\n"
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"float4 P1 = "I_POSTTRANSFORMMATRICES"[%d];\n"
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"float4 P2 = "I_POSTTRANSFORMMATRICES"[%d];\n",
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postidx&0x3f, (postidx+1)&0x3f, (postidx+2)&0x3f);
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if (texGenSpecialCase) {
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@ -155,20 +155,17 @@ bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpr
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}
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#if defined HAVE_CG && HAVE_CG
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char stropt[64];
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sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
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const char *opts[] = {"-profileopts", stropt, "-O2", "-q", NULL};
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CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts);
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CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", NULL);
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if (!cgIsProgram(tempprog)) {
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static int num_failures = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%sbad_vs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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sprintf(szTemp, "bad_vs_%04i.txt", num_failures++);
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std::ofstream file(szTemp);
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file << pstrprogram;
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file.close();
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PanicAlert("Failed to compile vertex shader!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%d):\n%s",
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szTemp,
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PanicAlert("Failed to compile vertex shader %d!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%d):\n%s",
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num_failures - 1, szTemp,
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g_cgfProf,
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cgGetLastListing(g_cgcontext));
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