ShaderGen: Store light color uniforms as integers.
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68e91f0d55
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4bf57565e8
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@ -22,7 +22,8 @@ struct PixelShaderConstants
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float4 fog[2];
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// For pixel lighting
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float4 plights[40];
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int4 plight_colors[8];
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float4 plights[32];
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float4 pmaterials[4];
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};
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@ -31,7 +32,8 @@ struct VertexShaderConstants
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float4 posnormalmatrix[6];
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float4 projection[4];
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float4 materials[4];
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float4 lights[40];
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int4 light_colors[8]; // 8 lights
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float4 lights[32]; // 8 lights * 4 parameters
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float4 texmatrices[24];
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float4 transformmatrices[64];
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float4 normalmatrices[32];
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@ -9,19 +9,19 @@
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#include "VideoCommon/XFMemory.h"
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#define LIGHT_COL "%s[5*%d].%s"
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#define LIGHT_COL_PARAMS(lightsName, index, swizzle) (lightsName), (index), (swizzle)
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#define LIGHT_COL "(float4(%s[%d]).%s / 255.0)"
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#define LIGHT_COL_PARAMS(lightsColName, index, swizzle) (lightsColName), (index), (swizzle)
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#define LIGHT_COSATT "%s[5*%d+1]"
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#define LIGHT_COSATT "%s[4*%d]"
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#define LIGHT_COSATT_PARAMS(lightsName, index) (lightsName), (index)
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#define LIGHT_DISTATT "%s[5*%d+2]"
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#define LIGHT_DISTATT "%s[4*%d+1]"
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#define LIGHT_DISTATT_PARAMS(lightsName, index) (lightsName), (index)
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#define LIGHT_POS "%s[5*%d+3]"
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#define LIGHT_POS "%s[4*%d+2]"
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#define LIGHT_POS_PARAMS(lightsName, index) (lightsName), (index)
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#define LIGHT_DIR "%s[5*%d+4]"
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#define LIGHT_DIR "%s[4*%d+3]"
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#define LIGHT_DIR_PARAMS(lightsName, index) (lightsName), (index)
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/**
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@ -39,7 +39,7 @@ struct LightingUidData
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template<class T>
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static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, const char* lightsName, int coloralpha)
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static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, const char* lightsColName, const char* lightsName, int coloralpha)
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{
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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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@ -56,13 +56,13 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
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switch (chan.diffusefunc)
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{
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case LIGHTDIF_NONE:
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object.Write("lacc.%s += " LIGHT_COL";\n", swizzle, LIGHT_COL_PARAMS(lightsName, index, swizzle));
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object.Write("lacc.%s += " LIGHT_COL";\n", swizzle, LIGHT_COL_PARAMS(lightsColName, 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(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(lightsName, index));
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object.Write("lacc.%s += %sdot(ldir, _norm0)) * " LIGHT_COL";\n",
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swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(", LIGHT_COL_PARAMS(lightsName, index, swizzle));
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swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(", LIGHT_COL_PARAMS(lightsColName, index, swizzle));
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break;
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default: _assert_(0);
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}
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@ -94,14 +94,14 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
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switch (chan.diffusefunc)
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{
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case LIGHTDIF_NONE:
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object.Write("lacc.%s += attn * " LIGHT_COL";\n", swizzle, LIGHT_COL_PARAMS(lightsName, index, swizzle));
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object.Write("lacc.%s += attn * " LIGHT_COL";\n", swizzle, LIGHT_COL_PARAMS(lightsColName, 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)) * " LIGHT_COL";\n",
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swizzle,
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chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(",
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LIGHT_COL_PARAMS(lightsName, index, swizzle));
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LIGHT_COL_PARAMS(lightsColName, index, swizzle));
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break;
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default: _assert_(0);
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}
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@ -115,7 +115,7 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
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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>
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static void GenerateLightingShader(T& object, LightingUidData& uid_data, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
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static void GenerateLightingShader(T& object, LightingUidData& uid_data, int components, const char* materialsName, const char* lightsColName, 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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@ -226,7 +226,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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{
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if (mask & (1<<i))
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{
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GenerateLightShader<T>(object, uid_data, i, j, lightsName, 3);
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GenerateLightShader<T>(object, uid_data, i, j, lightsColName, lightsName, 3);
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}
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}
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}
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@ -236,9 +236,9 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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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>(object, uid_data, i, j, lightsName, 1);
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GenerateLightShader<T>(object, uid_data, i, j, lightsColName, lightsName, 1);
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if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
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GenerateLightShader<T>(object, uid_data, i, j+2, lightsName, 2);
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GenerateLightShader<T>(object, uid_data, i, j+2, lightsColName, lightsName, 2);
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}
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}
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else if (color.enablelighting || alpha.enablelighting)
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@ -252,7 +252,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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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>(object, uid_data, i, lit_index, lightsName, coloralpha);
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GenerateLightShader<T>(object, uid_data, i, lit_index, lightsColName, lightsName, coloralpha);
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}
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}
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object.Write("%s%d = mat * clamp(lacc, 0.0, 1.0);\n", dest, j);
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@ -294,7 +294,8 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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DeclareUniform(out, ApiType, C_FOG, "float4", I_FOG"[2]");
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// For pixel lighting - TODO: Should only be defined when per pixel lighting is enabled!
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DeclareUniform(out, ApiType, C_PLIGHTS, "float4", I_PLIGHTS"[40]");
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DeclareUniform(out, ApiType, C_PLIGHT_COLORS, "int4", I_PLIGHT_COLORS"[8]");
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DeclareUniform(out, ApiType, C_PLIGHTS, "float4", I_PLIGHTS"[32]");
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DeclareUniform(out, ApiType, C_PMATERIALS, "float4", I_PMATERIALS"[4]");
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if (ApiType == API_OPENGL)
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@ -416,10 +417,11 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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"\tfloat3 ldir, h;\n"
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"\tfloat dist, dist2, attn;\n");
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out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+39); // TODO: Can be optimized further
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out.SetConstantsUsed(C_PLIGHT_COLORS, C_PLIGHT_COLORS+7); // TODO: Can be optimized further
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out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further
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out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
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uid_data.components = components;
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GenerateLightingShader<T>(out, uid_data.lighting, components, I_PMATERIALS, I_PLIGHTS, "colors_", "colors_");
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GenerateLightingShader<T>(out, uid_data.lighting, components, I_PMATERIALS, I_PLIGHT_COLORS, I_PLIGHTS, "colors_", "colors_");
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}
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out.Write("\tclipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);\n");
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@ -9,17 +9,18 @@
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#include "VideoCommon/ShaderGenCommon.h"
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#include "VideoCommon/VideoCommon.h"
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#define I_COLORS "color"
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#define I_KCOLORS "k"
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#define I_ALPHA "alphaRef"
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#define I_TEXDIMS "texdim"
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#define I_ZBIAS "czbias"
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#define I_INDTEXSCALE "cindscale"
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#define I_INDTEXMTX "cindmtx"
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#define I_FOGCOLOR "cfogcolor"
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#define I_FOG "cfog"
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#define I_PLIGHTS "cPLights"
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#define I_PMATERIALS "cPmtrl"
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#define I_COLORS "color"
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#define I_KCOLORS "k"
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#define I_ALPHA "alphaRef"
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#define I_TEXDIMS "texdim"
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#define I_ZBIAS "czbias"
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#define I_INDTEXSCALE "cindscale"
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#define I_INDTEXMTX "cindmtx"
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#define I_FOGCOLOR "cfogcolor"
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#define I_FOG "cfog"
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#define I_PLIGHT_COLORS "cPLightColors"
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#define I_PLIGHTS "cPLights"
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#define I_PMATERIALS "cPmtrl"
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// TODO: get rid of them as they aren't used
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#define C_COLORMATRIX 0 // 0
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@ -33,8 +34,9 @@
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#define C_FOGCOLOR (C_INDTEXMTX + 6) //27
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#define C_FOG (C_FOGCOLOR + 1) //28
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#define C_PLIGHTS (C_FOG + 3)
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#define C_PMATERIALS (C_PLIGHTS + 40)
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#define C_PLIGHT_COLORS (C_FOG + 2)
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#define C_PLIGHTS (C_PLIGHT_COLORS + 8)
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#define C_PMATERIALS (C_PLIGHTS + 32)
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#define C_PENVCONST_END (C_PMATERIALS + 4)
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// Different ways to achieve rendering with destination alpha
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@ -104,6 +104,7 @@ void PixelShaderManager::SetConstants()
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{
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if (nLightsChanged[0] >= 0)
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{
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// TODO: Outdated comment
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// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
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int istart = nLightsChanged[0] / 0x10;
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int iend = (nLightsChanged[1] + 15) / 0x10;
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@ -112,10 +113,10 @@ void PixelShaderManager::SetConstants()
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for (int i = istart; i < iend; ++i)
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{
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u32 color = *(const u32*)(xfmemptr + 3);
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constants.plights[5*i][0] = ((color >> 24) & 0xFF) / 255.0f;
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constants.plights[5*i][1] = ((color >> 16) & 0xFF) / 255.0f;
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constants.plights[5*i][2] = ((color >> 8) & 0xFF) / 255.0f;
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constants.plights[5*i][3] = ((color) & 0xFF) / 255.0f;
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constants.plight_colors[i][0] = (color >> 24) & 0xFF;
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constants.plight_colors[i][1] = (color >> 16) & 0xFF;
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constants.plight_colors[i][2] = (color >> 8) & 0xFF;
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constants.plight_colors[i][3] = (color) & 0xFF;
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xfmemptr += 4;
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for (int j = 0; j < 4; ++j, xfmemptr += 3)
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@ -125,11 +126,11 @@ void PixelShaderManager::SetConstants()
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fabs(xfmemptr[1]) < 0.00001f &&
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fabs(xfmemptr[2]) < 0.00001f)
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// dist attenuation, make sure not equal to 0!!!
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constants.plights[5*i+j+1][0] = 0.00001f;
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constants.plights[4*i+j][0] = 0.00001f;
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else
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constants.plights[5*i+j+1][0] = xfmemptr[0];
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constants.plights[5*i+j+1][1] = xfmemptr[1];
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constants.plights[5*i+j+1][2] = xfmemptr[2];
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constants.plights[4*i+j][0] = xfmemptr[0];
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constants.plights[4*i+j][1] = xfmemptr[1];
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constants.plights[4*i+j][2] = xfmemptr[2];
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}
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}
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dirty = true;
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@ -88,7 +88,8 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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DeclareUniform(out, api_type, C_POSNORMALMATRIX, "float4", I_POSNORMALMATRIX"[6]");
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DeclareUniform(out, api_type, C_PROJECTION, "float4", I_PROJECTION"[4]");
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DeclareUniform(out, api_type, C_MATERIALS, "float4", I_MATERIALS"[4]");
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DeclareUniform(out, api_type, C_LIGHTS, "float4", I_LIGHTS"[40]");
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DeclareUniform(out, api_type, C_LIGHT_COLORS, "int4", I_LIGHT_COLORS"[8]");
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DeclareUniform(out, api_type, C_LIGHTS, "float4", I_LIGHTS"[32]");
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DeclareUniform(out, api_type, C_TEXMATRICES, "float4", I_TEXMATRICES"[24]");
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DeclareUniform(out, api_type, C_TRANSFORMMATRICES, "float4", I_TRANSFORMMATRICES"[64]");
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DeclareUniform(out, api_type, C_NORMALMATRICES, "float4", I_NORMALMATRICES"[32]");
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@ -230,7 +231,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
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}
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GenerateLightingShader<T>(out, uid_data.lighting, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
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GenerateLightingShader<T>(out, uid_data.lighting, components, I_MATERIALS, I_LIGHT_COLORS, I_LIGHTS, "color", "o.colors_");
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if (xfregs.numChan.numColorChans < 2)
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{
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@ -33,6 +33,7 @@
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#define I_POSNORMALMATRIX "cpnmtx"
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#define I_PROJECTION "cproj"
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#define I_MATERIALS "cmtrl"
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#define I_LIGHT_COLORS "clight_colors"
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#define I_LIGHTS "clights"
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#define I_TEXMATRICES "ctexmtx"
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#define I_TRANSFORMMATRICES "ctrmtx"
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@ -44,8 +45,9 @@
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#define C_POSNORMALMATRIX 0
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#define C_PROJECTION (C_POSNORMALMATRIX + 6)
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#define C_MATERIALS (C_PROJECTION + 4)
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#define C_LIGHTS (C_MATERIALS + 4)
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#define C_TEXMATRICES (C_LIGHTS + 40)
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#define C_LIGHT_COLORS (C_MATERIALS + 4)
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#define C_LIGHTS (C_LIGHT_COLORS + 8)
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#define C_TEXMATRICES (C_LIGHTS + 32)
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#define C_TRANSFORMMATRICES (C_TEXMATRICES + 24)
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#define C_NORMALMATRICES (C_TRANSFORMMATRICES + 64)
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#define C_POSTTRANSFORMMATRICES (C_NORMALMATRICES + 32)
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@ -252,6 +252,7 @@ void VertexShaderManager::SetConstants()
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if (nLightsChanged[0] >= 0)
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{
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// TODO: Outdated comment
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// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
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int istart = nLightsChanged[0] / 0x10;
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int iend = (nLightsChanged[1] + 15) / 0x10;
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@ -260,10 +261,10 @@ void VertexShaderManager::SetConstants()
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for (int i = istart; i < iend; ++i)
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{
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u32 color = *(const u32*)(xfmemptr + 3);
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constants.lights[5*i][0] = ((color >> 24) & 0xFF) / 255.0f;
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constants.lights[5*i][1] = ((color >> 16) & 0xFF) / 255.0f;
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constants.lights[5*i][2] = ((color >> 8) & 0xFF) / 255.0f;
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constants.lights[5*i][3] = ((color) & 0xFF) / 255.0f;
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constants.light_colors[i][0] = (color >> 24) & 0xFF;
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constants.light_colors[i][1] = (color >> 16) & 0xFF;
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constants.light_colors[i][2] = (color >> 8) & 0xFF;
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constants.light_colors[i][3] = (color) & 0xFF;
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xfmemptr += 4;
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for (int j = 0; j < 4; ++j, xfmemptr += 3)
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fabs(xfmemptr[2]) < 0.00001f)
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{
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// dist attenuation, make sure not equal to 0!!!
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constants.lights[5*i+j+1][0] = 0.00001f;
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constants.lights[4*i+j][0] = 0.00001f;
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}
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else
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constants.lights[5*i+j+1][0] = xfmemptr[0];
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constants.lights[5*i+j+1][1] = xfmemptr[1];
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constants.lights[5*i+j+1][2] = xfmemptr[2];
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constants.lights[4*i+j][0] = xfmemptr[0];
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constants.lights[4*i+j][1] = xfmemptr[1];
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constants.lights[4*i+j][2] = xfmemptr[2];
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}
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}
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dirty = true;
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