ShaderGen: Implement vertex ubershaders

This commit is contained in:
Stenzek 2017-07-20 15:25:27 +10:00
parent 7d78cf0f6f
commit 745d541527
13 changed files with 739 additions and 5 deletions

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@ -34,6 +34,7 @@ set(SRCS
Statistics.cpp
UberShaderCommon.cpp
UberShaderPixel.cpp
UberShaderVertex.cpp
TextureCacheBase.cpp
TextureConfig.cpp
TextureConversionShader.cpp

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@ -44,6 +44,11 @@ struct PixelShaderConstants
struct VertexShaderConstants
{
u32 components; // .x
u32 xfmem_dualTexInfo; // .y
u32 xfmem_numColorChans; // .z
u32 pad1; // .w
float4 posnormalmatrix[6];
float4 projection[4];
int4 materials[4];
@ -60,7 +65,10 @@ struct VertexShaderConstants
float4 normalmatrices[32];
float4 posttransformmatrices[64];
float4 pixelcentercorrection;
float4 viewport;
float viewport[2]; // .xy
float pad2[2]; // .zw
uint4 xfmem_pack1[8]; // .x - texMtxInfo, .y - postMtxInfo, [0..1].z = color, [0..1].w = alpha
};
struct GeometryShaderConstants

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@ -318,7 +318,10 @@ inline const char* GetInterpolationQualifier(bool msaa, bool ssaa,
#define I_LINEPTPARAMS "clinept"
#define I_TEXOFFSET "ctexoffset"
static const char s_shader_uniforms[] = "\tfloat4 " I_POSNORMALMATRIX "[6];\n"
static const char s_shader_uniforms[] = "\tuint components;\n"
"\tuint xfmem_dualTexInfo;\n"
"\tuint xfmem_numColorChans;\n"
"\tfloat4 " I_POSNORMALMATRIX "[6];\n"
"\tfloat4 " I_PROJECTION "[4];\n"
"\tint4 " I_MATERIALS "[4];\n"
"\tLight " I_LIGHTS "[8];\n"
@ -327,4 +330,9 @@ static const char s_shader_uniforms[] = "\tfloat4 " I_POSNORMALMATRIX "[6];\n"
"\tfloat4 " I_NORMALMATRICES "[32];\n"
"\tfloat4 " I_POSTTRANSFORMMATRICES "[64];\n"
"\tfloat4 " I_PIXELCENTERCORRECTION ";\n"
"\tfloat2 " I_VIEWPORT_SIZE ";\n";
"\tfloat2 " I_VIEWPORT_SIZE ";\n"
"\tuint4 xfmem_pack1[8];\n"
"\t#define xfmem_texMtxInfo(i) (xfmem_pack1[(i)].x)\n"
"\t#define xfmem_postMtxInfo(i) (xfmem_pack1[(i)].y)\n"
"\t#define xfmem_color(i) (xfmem_pack1[(i)].z)\n"
"\t#define xfmem_alpha(i) (xfmem_pack1[(i)].w)\n";

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@ -24,4 +24,4 @@ void WriteUberShaderCommonHeader(ShaderCode& out, APIType api_type,
"}\n\n");
}
}
}
}

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@ -20,5 +20,4 @@ std::string BitfieldExtract(const std::string& source, T type)
return StringFromFormat("bitfieldExtract(%s, %u, %u)", source.c_str(),
static_cast<u32>(type.StartBit()), static_cast<u32>(type.NumBits()));
}
} // namespace UberShader

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@ -0,0 +1,620 @@
// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/UberShaderCommon.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
namespace UberShader
{
VertexShaderUid GetVertexShaderUid()
{
VertexShaderUid out;
vertex_ubershader_uid_data* uid_data = out.GetUidData<vertex_ubershader_uid_data>();
memset(uid_data, 0, sizeof(*uid_data));
uid_data->num_texgens = xfmem.numTexGen.numTexGens;
return out;
}
static void GenVertexShaderLighting(APIType ApiType, ShaderCode& out);
static void GenVertexShaderTexGens(APIType ApiType, u32 numTexgen, ShaderCode& out);
ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
const vertex_ubershader_uid_data* uid_data)
{
const bool msaa = host_config.msaa;
const bool ssaa = host_config.ssaa;
const bool per_pixel_lighting = host_config.per_pixel_lighting;
const bool vertex_rounding = host_config.vertex_rounding;
const u32 numTexgen = uid_data->num_texgens;
ShaderCode out;
out.Write("// Vertex UberShader\n\n");
WriteUberShaderCommonHeader(out, ApiType, host_config);
out.Write("%s", s_lighting_struct);
// uniforms
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n");
else
out.Write("cbuffer VSBlock {\n");
out.Write(s_shader_uniforms);
out.Write("};\n");
out.Write("int4 CalculateLighting(uint index, uint attnfunc, uint diffusefunc, float4 pos, "
"float3 _norm0) {\n"
" float3 ldir, h, cosAttn, distAttn;\n"
" float dist, dist2, attn;\n"
"\n"
" switch (attnfunc) {\n");
out.Write(" case %uu: // LIGNTATTN_NONE\n", LIGHTATTN_NONE);
out.Write(" case %uu: // LIGHTATTN_DIR\n", LIGHTATTN_DIR);
out.Write(" ldir = normalize(" I_LIGHTS "[index].pos.xyz - pos.xyz);\n"
" attn = 1.0;\n"
" if (length(ldir) == 0.0)\n"
" ldir = _norm0;\n"
" break;\n\n");
out.Write(" case %uu: // LIGHTATTN_SPEC\n", LIGHTATTN_SPEC);
out.Write(" ldir = normalize(" I_LIGHTS "[index].pos.xyz - pos.xyz);\n"
" attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " I_LIGHTS
"[index].dir.xyz)) : 0.0;\n"
" cosAttn = " I_LIGHTS "[index].cosatt.xyz;\n");
out.Write(" if (diffusefunc == %uu) // LIGHTDIF_NONE\n", LIGHTDIF_NONE);
out.Write(" distAttn = " I_LIGHTS "[index].distatt.xyz;\n"
" else\n"
" distAttn = normalize(" I_LIGHTS "[index].distatt.xyz);\n"
" attn = max(0.0, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
"float3(1.0, attn, attn*attn));\n"
" break;\n\n");
out.Write(" case %uu: // LIGHTATTN_SPOT\n", LIGHTATTN_SPOT);
out.Write(" ldir = " I_LIGHTS "[index].pos.xyz - pos.xyz;\n"
" dist2 = dot(ldir, ldir);\n"
" dist = sqrt(dist2);\n"
" ldir = ldir / dist;\n"
" attn = max(0.0, dot(ldir, " I_LIGHTS "[index].dir.xyz));\n"
" attn = max(0.0, " I_LIGHTS "[index].cosatt.x + " I_LIGHTS
"[index].cosatt.y * attn + " I_LIGHTS "[index].cosatt.z * attn * attn) / dot(" I_LIGHTS
"[index].distatt.xyz, float3(1.0, dist, dist2));\n"
" break;\n\n");
out.Write(" default:\n"
" attn = 1.0;\n"
" ldir = _norm0;\n"
" break;\n"
" }\n"
"\n"
" switch (diffusefunc) {\n");
out.Write(" case %uu: // LIGHTDIF_NONE\n", LIGHTDIF_NONE);
out.Write(" return int4(round(attn * float4(" I_LIGHTS "[index].color)));\n\n");
out.Write(" case %uu: // LIGHTDIF_SIGN\n", LIGHTDIF_SIGN);
out.Write(" return int4(round(attn * dot(ldir, _norm0) * float4(" I_LIGHTS
"[index].color)));\n\n");
out.Write(" case %uu: // LIGHTDIF_CLAMP\n", LIGHTDIF_CLAMP);
out.Write(" return int4(round(attn * max(0.0, dot(ldir, _norm0)) * float4(" I_LIGHTS
"[index].color)));\n\n");
out.Write(" default:\n"
" return int4(0, 0, 0, 0);\n"
" }\n"
"}\n\n");
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers(out, ApiType, numTexgen, false, "");
out.Write("};\n\n");
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
out.Write("ATTRIBUTE_LOCATION(%d) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB);
out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB);
out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB);
out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB);
out.Write("ATTRIBUTE_LOCATION(%d) in float4 color0;\n", SHADER_COLOR0_ATTRIB);
out.Write("ATTRIBUTE_LOCATION(%d) in float4 color1;\n", SHADER_COLOR1_ATTRIB);
for (int i = 0; i < 8; ++i)
out.Write("ATTRIBUTE_LOCATION(%d) in float3 tex%d;\n", SHADER_TEXTURE0_ATTRIB + i, i);
// We need to always use output blocks for Vulkan, but geometry shaders are also optional.
if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
{
out.Write("VARYING_LOCATION(0) out VertexData {\n");
GenerateVSOutputMembers(out, ApiType, numTexgen, per_pixel_lighting,
GetInterpolationQualifier(msaa, ssaa, true, false));
out.Write("} vs;\n");
}
else
{
// Let's set up attributes
for (u32 i = 0; i < numTexgen; ++i)
out.Write("%s out float3 uv%u;\n", GetInterpolationQualifier(msaa, ssaa), i);
out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
if (per_pixel_lighting)
{
out.Write("%s out float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier(msaa, ssaa));
}
out.Write("%s out float4 colors_0;\n", GetInterpolationQualifier(msaa, ssaa));
out.Write("%s out float4 colors_1;\n", GetInterpolationQualifier(msaa, ssaa));
}
out.Write("void main()\n{\n");
}
else // D3D
{
out.Write("VS_OUTPUT main(\n");
// inputs
out.Write(" float3 rawnorm0 : NORMAL0,\n");
out.Write(" float3 rawnorm1 : NORMAL1,\n");
out.Write(" float3 rawnorm2 : NORMAL2,\n");
out.Write(" float4 color0 : COLOR0,\n");
out.Write(" float4 color1 : COLOR1,\n");
for (int i = 0; i < 8; ++i)
out.Write(" float3 tex%d : TEXCOORD%d,\n", i, i);
out.Write(" uint posmtx : BLENDINDICES,\n");
out.Write(" float4 rawpos : POSITION) {\n");
}
out.Write("VS_OUTPUT o;\n"
"\n");
// Transforms
out.Write("// Position matrix\n"
"float4 P0;\n"
"float4 P1;\n"
"float4 P2;\n"
"\n"
"// Normal matrix\n"
"float3 N0;\n"
"float3 N1;\n"
"float3 N2;\n"
"\n"
"if ((components & %uu) != 0u) {// VB_HAS_POSMTXIDX\n",
VB_HAS_POSMTXIDX);
out.Write(" // Vertex format has a per-vertex matrix\n"
" int posidx = int(posmtx.r);\n"
" P0 = " I_TRANSFORMMATRICES "[posidx];\n"
" P1 = " I_TRANSFORMMATRICES "[posidx+1];\n"
" P2 = " I_TRANSFORMMATRICES "[posidx+2];\n"
"\n"
" int normidx = posidx >= 32 ? (posidx - 32) : posidx;\n"
" N0 = " I_NORMALMATRICES "[normidx].xyz;\n"
" N1 = " I_NORMALMATRICES "[normidx+1].xyz;\n"
" N2 = " I_NORMALMATRICES "[normidx+2].xyz;\n"
"} else {\n"
" // One shared matrix\n"
" P0 = " I_POSNORMALMATRIX "[0];\n"
" P1 = " I_POSNORMALMATRIX "[1];\n"
" P2 = " I_POSNORMALMATRIX "[2];\n"
" N0 = " I_POSNORMALMATRIX "[3].xyz;\n"
" N1 = " I_POSNORMALMATRIX "[4].xyz;\n"
" N2 = " I_POSNORMALMATRIX "[5].xyz;\n"
"}\n"
"\n"
"float4 pos = float4(dot(P0, rawpos), dot(P1, rawpos), dot(P2, rawpos), 1.0);\n"
"o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION
"[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n"
"\n"
"// Only the first normal gets normalized (TODO: why?)\n"
"float3 _norm0 = float3(0.0, 0.0, 0.0);\n"
"if ((components & %uu) != 0u) // VB_HAS_NRM0\n",
VB_HAS_NRM0);
out.Write(
" _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n"
"\n"
"float3 _norm1 = float3(0.0, 0.0, 0.0);\n"
"if ((components & %uu) != 0u) // VB_HAS_NRM1\n",
VB_HAS_NRM1);
out.Write(" _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"
"\n"
"float3 _norm2 = float3(0.0, 0.0, 0.0);\n"
"if ((components & %uu) != 0u) // VB_HAS_NRM2\n",
VB_HAS_NRM2);
out.Write(" _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"
"\n");
// Hardware Lighting
GenVertexShaderLighting(ApiType, out);
// Texture Coordinates
if (numTexgen > 0)
GenVertexShaderTexGens(ApiType, numTexgen, out);
// clipPos/w needs to be done in pixel shader, not here
out.Write("o.clipPos = o.pos;\n");
// If we can disable the incorrect depth clipping planes using depth clamping, then we can do
// our own depth clipping and calculate the depth range before the perspective divide if
// necessary.
if (host_config.backend_depth_clamp)
{
// Since we're adjusting z for the depth range before the perspective divide, we have to do our
// own clipping. We want to clip so that -w <= z <= 0, which matches the console -1..0 range.
// We adjust our depth value for clipping purposes to match the perspective projection in the
// software backend, which is a hack to fix Sonic Adventure and Unleashed games.
out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n");
out.Write("o.clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w
out.Write("o.clipDist1 = -clipDepth;\n"); // Far: z > 0
}
// Write the true depth value. If the game uses depth textures, then the pixel shader will
// override it with the correct values if not then early z culling will improve speed.
// There are two different ways to do this, when the depth range is oversized, we process
// the depth range in the vertex shader, if not we let the host driver handle it.
//
// Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
// so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
// We have to handle the depth range in the vertex shader instead of after the perspective
// divide, because some games will use a depth range larger than what is allowed by the
// graphics API. These large depth ranges will still be clipped to the 0..1 range, so these
// games effectively add a depth bias to the values written to the depth buffer.
out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - "
"o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n");
if (!host_config.backend_clip_control)
{
// If the graphics API doesn't support a depth range of 0..1, then we need to map z to
// the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point
// operation that can introduce a round-trip error.
out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n");
}
// Correct for negative viewports by mirroring all vertices. We need to negate the height here,
// since the viewport height is already negated by the render backend.
out.Write("o.pos.xy *= sign(" I_PIXELCENTERCORRECTION ".xy * float2(1.0, -1.0));\n");
// The console GPU places the pixel center at 7/12 in screen space unless
// antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results
// in some primitives being placed one pixel too far to the bottom-right,
// which in turn can be critical if it happens for clear quads.
// Hence, we compensate for this pixel center difference so that primitives
// get rasterized correctly.
out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n");
if (vertex_rounding)
{
// By now our position is in clip space. However, higher resolutions than the Wii outputs
// cause an additional pixel offset. Due to a higher pixel density we need to correct this
// by converting our clip-space position into the Wii's screen-space.
// Acquire the right pixel and then convert it back.
out.Write("if (o.pos.w == 1.0f)\n");
out.Write("{\n");
out.Write("\tfloat ss_pixel_x = ((o.pos.x + 1.0f) * (" I_VIEWPORT_SIZE ".x * 0.5f));\n");
out.Write("\tfloat ss_pixel_y = ((o.pos.y + 1.0f) * (" I_VIEWPORT_SIZE ".y * 0.5f));\n");
out.Write("\tss_pixel_x = round(ss_pixel_x);\n");
out.Write("\tss_pixel_y = round(ss_pixel_y);\n");
out.Write("\to.pos.x = ((ss_pixel_x / (" I_VIEWPORT_SIZE ".x * 0.5f)) - 1.0f);\n");
out.Write("\to.pos.y = ((ss_pixel_y / (" I_VIEWPORT_SIZE ".y * 0.5f)) - 1.0f);\n");
out.Write("}\n");
}
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
{
AssignVSOutputMembers(out, "vs", "o", numTexgen, false);
}
else
{
// TODO: Pass interface blocks between shader stages even if geometry shaders
// are not supported, however that will require at least OpenGL 3.2 support.
for (u32 i = 0; i < numTexgen; ++i)
out.Write("uv%d.xyz = o.tex%d;\n", i, i);
out.Write("clipPos = o.clipPos;\n");
out.Write("colors_0 = o.colors_0;\n");
out.Write("colors_1 = o.colors_1;\n");
}
if (host_config.backend_depth_clamp)
{
out.Write("gl_ClipDistance[0] = o.clipDist0;\n");
out.Write("gl_ClipDistance[1] = o.clipDist1;\n");
}
// Vulkan NDC space has Y pointing down (right-handed NDC space).
if (ApiType == APIType::Vulkan)
out.Write("gl_Position = float4(o.pos.x, -o.pos.y, o.pos.z, o.pos.w);\n");
else
out.Write("gl_Position = o.pos;\n");
}
else // D3D
{
out.Write("return o;\n");
}
out.Write("}\n");
return out;
}
void GenVertexShaderLighting(APIType ApiType, ShaderCode& out)
{
out.Write("if ((components & %uu) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
out.Write(" o.colors_0 = color0;\n"
"else\n"
" o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n"
"\n");
out.Write("if ((components & %uu) != 0u) // VB_HAS_COL1\n", VB_HAS_COL1);
out.Write(" o.colors_1 = color1;\n"
"else\n"
" o.colors_1 = float4(1.0, 1.0, 1.0, 1.0);\n"
"\n");
out.Write("// Lighting\n");
out.Write("%sfor (uint chan = 0u; chan < xfmem_numColorChans; chan++) {\n",
ApiType == APIType::D3D ? "[loop] " : "");
out.Write(" uint colorreg = xfmem_color(chan);\n"
" uint alphareg = xfmem_alpha(chan);\n"
" int4 mat = " I_MATERIALS "[chan + 2u]; \n"
" int4 lacc = int4(255, 255, 255, 255);\n"
"\n");
out.Write(" if (%s != 0u) {\n", BitfieldExtract("colorreg", LitChannel().matsource).c_str());
out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
out.Write(" mat.xyz = int3(round(((chan == 0u) ? color0.xyz : color1.xyz) * 255.0));\n");
out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0);
out.Write(" mat.xyz = int3(round(color0.xyz * 255.0));\n"
" else\n"
" mat.xyz = int3(255, 255, 255);\n"
" }\n"
"\n");
out.Write(" if (%s != 0u) {\n", BitfieldExtract("alphareg", LitChannel().matsource).c_str());
out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
out.Write(" mat.w = int(round(((chan == 0u) ? color0.w : color1.w) * 255.0));\n");
out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0);
out.Write(" mat.w = int(round(color0.w * 255.0));\n"
" else\n"
" mat.w = 255;\n"
" } else {\n"
" mat.w = " I_MATERIALS " [chan + 2u].w;\n"
" }\n"
"\n");
out.Write(" if (%s != 0u) {\n",
BitfieldExtract("colorreg", LitChannel().enablelighting).c_str());
out.Write(" if (%s != 0u) {\n", BitfieldExtract("colorreg", LitChannel().ambsource).c_str());
out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
out.Write(" lacc.xyz = int3(round(((chan == 0u) ? color0.xyz : color1.xyz) * 255.0));\n");
out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0);
out.Write(" lacc.xyz = int3(round(color0.xyz * 255.0));\n"
" else\n"
" lacc.xyz = int3(255, 255, 255);\n"
" } else {\n"
" lacc.xyz = " I_MATERIALS " [chan].xyz;\n"
" }\n"
"\n");
out.Write(" uint light_mask = %s | (%s << 4u);\n",
BitfieldExtract("colorreg", LitChannel().lightMask0_3).c_str(),
BitfieldExtract("colorreg", LitChannel().lightMask4_7).c_str());
out.Write(" uint attnfunc = %s;\n",
BitfieldExtract("colorreg", LitChannel().attnfunc).c_str());
out.Write(" uint diffusefunc = %s;\n",
BitfieldExtract("colorreg", LitChannel().diffusefunc).c_str());
out.Write(" for (uint light_index = 0u; light_index < 8u; light_index++) {\n"
" if ((light_mask & (1u << light_index)) != 0u)\n"
" lacc.xyz += CalculateLighting(light_index, attnfunc, diffusefunc, pos, "
"_norm0).xyz;\n"
" }\n"
" }\n"
"\n");
out.Write(" if (%s != 0u) {\n",
BitfieldExtract("alphareg", LitChannel().enablelighting).c_str());
out.Write(" if (%s != 0u) {\n", BitfieldExtract("alphareg", LitChannel().ambsource).c_str());
out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
out.Write(" lacc.w = int(round(((chan == 0u) ? color0.w : color1.w) * 255.0));\n");
out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0);
out.Write(" lacc.w = int(round(color0.w * 255.0));\n"
" else\n"
" lacc.w = 255;\n"
" } else {\n"
" lacc.w = " I_MATERIALS " [chan].w;\n"
" }\n"
"\n");
out.Write(" uint light_mask = %s | (%s << 4u);\n",
BitfieldExtract("alphareg", LitChannel().lightMask0_3).c_str(),
BitfieldExtract("alphareg", LitChannel().lightMask4_7).c_str());
out.Write(" uint attnfunc = %s;\n",
BitfieldExtract("alphareg", LitChannel().attnfunc).c_str());
out.Write(" uint diffusefunc = %s;\n",
BitfieldExtract("alphareg", LitChannel().diffusefunc).c_str());
out.Write(
" for (uint light_index = 0u; light_index < 8u; light_index++) {\n\n"
" if ((light_mask & (1u << light_index)) != 0u)\n\n"
" lacc.w += CalculateLighting(light_index, attnfunc, diffusefunc, pos, _norm0).w;\n"
" }\n"
" }\n"
"\n");
out.Write(" lacc = clamp(lacc, 0, 255);\n"
"\n"
" // Hopefully GPUs that can support dynamic indexing will optimize this.\n"
" float4 lit_color = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n"
" switch (chan) {\n"
" case 0u: o.colors_0 = lit_color; break;\n"
" case 1u: o.colors_1 = lit_color; break;\n"
" }\n"
"}\n"
"\n");
out.Write("if (xfmem_numColorChans < 2u && (components & %uu) == 0u)\n", VB_HAS_COL1);
out.Write(" o.colors_1 = o.colors_0;\n\n");
}
void GenVertexShaderTexGens(APIType ApiType, u32 numTexgen, ShaderCode& out)
{
// The HLSL compiler complains that the output texture coordinates are uninitialized when trying
// to dynamically index them.
for (u32 i = 0; i < numTexgen; i++)
out.Write("o.tex%u = float3(0.0, 0.0, 0.0);\n", i);
out.Write("// Texture coordinate generation\n");
if (numTexgen == 1)
out.Write("{ const uint texgen = 0u;\n");
else
out.Write("%sfor (uint texgen = 0u; texgen < %uu; texgen++) {\n",
ApiType == APIType::D3D ? "[loop] " : "", numTexgen);
out.Write(" // Texcoord transforms\n");
out.Write(" float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n"
" uint texMtxInfo = xfmem_texMtxInfo(texgen);\n");
out.Write(" switch (%s) {\n", BitfieldExtract("texMtxInfo", TexMtxInfo().sourcerow).c_str());
out.Write(" case %uu: // XF_SRCGEOM_INROW\n", XF_SRCGEOM_INROW);
out.Write(" coord.xyz = rawpos.xyz;\n");
out.Write(" break;\n\n");
out.Write(" case %uu: // XF_SRCNORMAL_INROW\n", XF_SRCNORMAL_INROW);
out.Write(
" coord.xyz = ((components & %uu /* VB_HAS_NRM0 */) != 0u) ? rawnorm0.xyz : coord.xyz;",
VB_HAS_NRM0);
out.Write(" break;\n\n");
out.Write(" case %uu: // XF_SRCBINORMAL_T_INROW\n", XF_SRCBINORMAL_T_INROW);
out.Write(
" coord.xyz = ((components & %uu /* VB_HAS_NRM1 */) != 0u) ? rawnorm1.xyz : coord.xyz;",
VB_HAS_NRM1);
out.Write(" break;\n\n");
out.Write(" case %uu: // XF_SRCBINORMAL_B_INROW\n", XF_SRCBINORMAL_B_INROW);
out.Write(
" coord.xyz = ((components & %uu /* VB_HAS_NRM2 */) != 0u) ? rawnorm2.xyz : coord.xyz;",
VB_HAS_NRM2);
out.Write(" break;\n\n");
for (u32 i = 0; i < 8; i++)
{
out.Write(" case %uu: // XF_SRCTEX%u_INROW\n", XF_SRCTEX0_INROW + i, i);
out.Write(" coord = ((components & %uu /* VB_HAS_UV%u */) != 0u) ? float4(tex%u.x, tex%u.y, "
"1.0, 1.0) : coord;\n",
VB_HAS_UV0 << i, i, i, i);
out.Write(" break;\n\n");
}
out.Write(" }\n");
out.Write("\n");
out.Write(" // Input form of AB11 sets z element to 1.0\n");
out.Write(" if (%s == %uu) // inputform == XF_TEXINPUT_AB11\n",
BitfieldExtract("texMtxInfo", TexMtxInfo().inputform).c_str(), XF_TEXINPUT_AB11);
out.Write(" coord.z = 1.0f;\n");
out.Write("\n");
out.Write(" // first transformation\n");
out.Write(" uint texgentype = %s;\n",
BitfieldExtract("texMtxInfo", TexMtxInfo().texgentype).c_str());
out.Write(" float3 output_tex;\n"
" switch (texgentype)\n"
" {\n");
out.Write(" case %uu: // XF_TEXGEN_EMBOSS_MAP\n", XF_TEXGEN_EMBOSS_MAP);
out.Write(" {\n");
out.Write(" uint light = %s;\n",
BitfieldExtract("texMtxInfo", TexMtxInfo().embosslightshift).c_str());
out.Write(" uint source = %s;\n",
BitfieldExtract("texMtxInfo", TexMtxInfo().embosssourceshift).c_str());
out.Write(" switch (source) {\n");
for (u32 i = 0; i < numTexgen; i++)
out.Write(" case %uu: output_tex.xyz = o.tex%u; break;\n", i, i);
out.Write(" default: output_tex.xyz = float3(0.0, 0.0, 0.0); break;\n"
" }\n");
out.Write(" if ((components & %uu) != 0u) { // VB_HAS_NRM1 | VB_HAS_NRM2\n",
VB_HAS_NRM1 | VB_HAS_NRM2); // Should this be VB_HAS_NRM1 | VB_HAS_NRM2
out.Write(" float3 ldir = normalize(" I_LIGHTS "[light].pos.xyz - pos.xyz);\n"
" output_tex.xyz += float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n"
" }\n"
" }\n"
" break;\n\n");
out.Write(" case %uu: // XF_TEXGEN_COLOR_STRGBC0\n", XF_TEXGEN_COLOR_STRGBC0);
out.Write(" output_tex.xyz = float3(o.colors_0.x, o.colors_0.y, 1.0);\n"
" break;\n\n");
out.Write(" case %uu: // XF_TEXGEN_COLOR_STRGBC1\n", XF_TEXGEN_COLOR_STRGBC1);
out.Write(" output_tex.xyz = float3(o.colors_1.x, o.colors_1.y, 1.0);\n"
" break;\n\n");
out.Write(" default: // Also XF_TEXGEN_REGULAR\n"
" {\n");
out.Write(" if ((components & (%uu /* VB_HAS_TEXMTXIDX0 */ << texgen)) != 0u) {\n",
VB_HAS_TEXMTXIDX0);
out.Write(" // This is messy, due to dynamic indexing of the input texture coordinates.\n"
" // Hopefully the compiler will unroll this whole loop anyway and the switch.\n"
" int tmp = 0;\n"
" switch (texgen) {\n");
for (u32 i = 0; i < numTexgen; i++)
out.Write(" case %uu: tmp = int(tex%u.z); break;\n", i, i);
out.Write(" }\n"
"\n");
out.Write(" if (%s == %uu) {\n",
BitfieldExtract("texMtxInfo", TexMtxInfo().projection).c_str(), XF_TEXPROJ_STQ);
out.Write(" output_tex.xyz = float3(dot(coord, " I_TRANSFORMMATRICES "[tmp]),\n"
" dot(coord, " I_TRANSFORMMATRICES "[tmp + 1]),\n"
" dot(coord, " I_TRANSFORMMATRICES "[tmp + 2]));\n"
" } else {\n"
" output_tex.xyz = float3(dot(coord, " I_TRANSFORMMATRICES "[tmp]),\n"
" dot(coord, " I_TRANSFORMMATRICES "[tmp + 1]),\n"
" 1.0);\n"
" }\n"
" } else {\n");
out.Write(" if (%s == %uu) {\n",
BitfieldExtract("texMtxInfo", TexMtxInfo().projection).c_str(), XF_TEXPROJ_STQ);
out.Write(" output_tex.xyz = float3(dot(coord, " I_TEXMATRICES "[3u * texgen]),\n"
" dot(coord, " I_TEXMATRICES "[3u * texgen + 1u]),\n"
" dot(coord, " I_TEXMATRICES "[3u * texgen + 2u]));\n"
" } else {\n"
" output_tex.xyz = float3(dot(coord, " I_TEXMATRICES "[3u * texgen]),\n"
" dot(coord, " I_TEXMATRICES "[3u * texgen + 1u]),\n"
" 1.0);\n"
" }\n"
" }\n"
" }\n"
" break;\n\n"
" }\n"
"\n");
out.Write(" if (xfmem_dualTexInfo != 0u) {\n");
out.Write(" uint postMtxInfo = xfmem_postMtxInfo(texgen);");
out.Write(" uint base_index = %s;\n",
BitfieldExtract("postMtxInfo", PostMtxInfo().index).c_str());
out.Write(" float4 P0 = " I_POSTTRANSFORMMATRICES "[base_index & 0x3fu];\n"
" float4 P1 = " I_POSTTRANSFORMMATRICES "[(base_index + 1u) & 0x3fu];\n"
" float4 P2 = " I_POSTTRANSFORMMATRICES "[(base_index + 2u) & 0x3fu];\n"
"\n");
out.Write(" if (%s != 0u)\n", BitfieldExtract("postMtxInfo", PostMtxInfo().normalize).c_str());
out.Write(" output_tex.xyz = normalize(output_tex.xyz);\n"
"\n"
" // multiply by postmatrix\n"
" output_tex.xyz = float3(dot(P0.xyz, output_tex.xyz) + P0.w,\n"
" dot(P1.xyz, output_tex.xyz) + P1.w,\n"
" dot(P2.xyz, output_tex.xyz) + P2.w);\n"
" }\n\n");
// When q is 0, the GameCube appears to have a special case
// This can be seen in devkitPro's neheGX Lesson08 example for Wii
// Makes differences in Rogue Squadron 3 (Hoth sky) and The Last Story (shadow culling)
out.Write(" if (texgentype == %uu && output_tex.z == 0.0) // XF_TEXGEN_REGULAR\n",
XF_TEXGEN_REGULAR);
out.Write(
" output_tex.xy = clamp(output_tex.xy / 2.0f, float2(-1.0f,-1.0f), float2(1.0f,1.0f));\n"
"\n");
out.Write(" // Hopefully GPUs that can support dynamic indexing will optimize this.\n");
out.Write(" switch (texgen) {\n");
for (u32 i = 0; i < numTexgen; i++)
out.Write(" case %uu: o.tex%u = output_tex; break;\n", i, i);
out.Write(" }\n"
"}\n");
}
void EnumerateVertexShaderUids(const std::function<void(const VertexShaderUid&)>& callback)
{
VertexShaderUid uid;
std::memset(&uid, 0, sizeof(uid));
for (u32 texgens = 0; texgens <= 8; texgens++)
{
auto* vuid = uid.GetUidData<UberShader::vertex_ubershader_uid_data>();
vuid->num_texgens = texgens;
callback(uid);
}
}
}

View File

@ -0,0 +1,28 @@
// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <functional>
#include "VideoCommon/PixelShaderGen.h"
namespace UberShader
{
#pragma pack(1)
struct vertex_ubershader_uid_data
{
u32 num_texgens : 4;
u32 NumValues() const { return sizeof(vertex_ubershader_uid_data); }
};
#pragma pack()
typedef ShaderUid<vertex_ubershader_uid_data> VertexShaderUid;
VertexShaderUid GetVertexShaderUid();
ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config,
const vertex_ubershader_uid_data* uid_data);
void EnumerateVertexShaderUids(const std::function<void(const VertexShaderUid&)>& callback);
}

View File

@ -277,6 +277,7 @@ int RunVertices(int vtx_attr_group, int primitive, int count, DataReader src, bo
}
s_current_vtx_fmt = loader->m_native_vertex_format;
g_current_components = loader->m_native_components;
VertexShaderManager::SetVertexFormat(loader->m_native_components);
// if cull mode is CULL_ALL, tell VertexManager to skip triangles and quads.
// They still need to go through vertex loading, because we need to calculate a zfreeze refrence

View File

@ -30,6 +30,7 @@ alignas(16) static float g_fProjectionMatrix[16];
// track changes
static bool bTexMatricesChanged[2], bPosNormalMatrixChanged, bProjectionChanged, bViewportChanged;
static bool bTexMtxInfoChanged, bLightingConfigChanged;
static BitSet32 nMaterialsChanged;
static int nTransformMatricesChanged[2]; // min,max
static int nNormalMatricesChanged[2]; // min,max
@ -193,6 +194,8 @@ void VertexShaderManager::Init()
bPosNormalMatrixChanged = false;
bProjectionChanged = true;
bViewportChanged = false;
bTexMtxInfoChanged = false;
bLightingConfigChanged = false;
std::memset(&xfmem, 0, sizeof(xfmem));
constants = {};
@ -561,6 +564,32 @@ void VertexShaderManager::SetConstants()
dirty = true;
}
if (bTexMtxInfoChanged)
{
bTexMtxInfoChanged = false;
constants.xfmem_dualTexInfo = xfmem.dualTexTrans.enabled;
for (size_t i = 0; i < ArraySize(xfmem.texMtxInfo); i++)
constants.xfmem_pack1[i][0] = xfmem.texMtxInfo[i].hex;
for (size_t i = 0; i < ArraySize(xfmem.postMtxInfo); i++)
constants.xfmem_pack1[i][1] = xfmem.postMtxInfo[i].hex;
dirty = true;
}
if (bLightingConfigChanged)
{
bLightingConfigChanged = false;
for (size_t i = 0; i < 2; i++)
{
constants.xfmem_pack1[i][2] = xfmem.color[i].hex;
constants.xfmem_pack1[i][3] = xfmem.alpha[i].hex;
}
constants.xfmem_numColorChans = xfmem.numChan.numColorChans;
dirty = true;
}
}
void VertexShaderManager::InvalidateXFRange(int start, int end)
@ -758,6 +787,27 @@ void VertexShaderManager::ResetView()
bProjectionChanged = true;
}
void VertexShaderManager::SetVertexFormat(u32 components)
{
if (components != constants.components)
{
constants.components = components;
dirty = true;
}
}
void VertexShaderManager::SetTexMatrixInfoChanged(int index)
{
// TODO: Should we track this with more precision, like which indices changed?
// The whole vertex constants are probably going to be uploaded regardless.
bTexMtxInfoChanged = true;
}
void VertexShaderManager::SetLightingConfigChanged()
{
bLightingConfigChanged = true;
}
void VertexShaderManager::TransformToClipSpace(const float* data, float* out, u32 MtxIdx)
{
const float* world_matrix = &xfmem.posMatrices[(MtxIdx & 0x3f) * 4];
@ -800,6 +850,8 @@ void VertexShaderManager::DoState(PointerWrap& p)
p.Do(bPosNormalMatrixChanged);
p.Do(bProjectionChanged);
p.Do(bViewportChanged);
p.Do(bTexMtxInfoChanged);
p.Do(bLightingConfigChanged);
p.Do(constants);

View File

@ -36,6 +36,10 @@ public:
static void RotateView(float x, float y);
static void ResetView();
static void SetVertexFormat(u32 components);
static void SetTexMatrixInfoChanged(int index);
static void SetLightingConfigChanged();
// data: 3 floats representing the X, Y and Z vertex model coordinates and the posmatrix index.
// out: 4 floats which will be initialized with the corresponding clip space coordinates
// NOTE: g_fProjectionMatrix must be up to date when this is called

View File

@ -75,6 +75,7 @@
<ClCompile Include="TextureCacheBase.cpp" />
<ClCompile Include="TextureConfig.cpp" />
<ClCompile Include="TextureConversionShader.cpp" />
<ClCompile Include="UberShaderVertex.cpp" />
<ClCompile Include="VertexLoader.cpp" />
<ClCompile Include="VertexLoaderBase.cpp" />
<ClCompile Include="VertexLoaderX64.cpp" />
@ -137,6 +138,7 @@
<ClInclude Include="TextureConfig.h" />
<ClInclude Include="TextureConversionShader.h" />
<ClInclude Include="TextureDecoder.h" />
<ClInclude Include="UberShaderVertex.h" />
<ClInclude Include="VertexLoader.h" />
<ClInclude Include="VertexLoaderBase.h" />
<ClInclude Include="VertexLoaderManager.h" />

View File

@ -185,6 +185,9 @@
<ClCompile Include="UberShaderCommon.cpp">
<Filter>Shader Generators</Filter>
</ClCompile>
<ClCompile Include="UberShaderVertex.cpp">
<Filter>Shader Generators</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="CommandProcessor.h" />
@ -350,6 +353,9 @@
<ClInclude Include="UberShaderCommon.h">
<Filter>Shader Generators</Filter>
</ClInclude>
<ClInclude Include="UberShaderVertex.h">
<Filter>Shader Generators</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Text Include="CMakeLists.txt" />

View File

@ -56,6 +56,7 @@ static void XFRegWritten(int transferSize, u32 baseAddress, DataReader src)
case XFMEM_SETNUMCHAN:
if (xfmem.numChan.numColorChans != (newValue & 3))
g_vertex_manager->Flush();
VertexShaderManager::SetLightingConfigChanged();
break;
case XFMEM_SETCHAN0_AMBCOLOR: // Channel Ambient Color
@ -88,11 +89,13 @@ static void XFRegWritten(int transferSize, u32 baseAddress, DataReader src)
case XFMEM_SETCHAN1_ALPHA:
if (((u32*)&xfmem)[address] != (newValue & 0x7fff))
g_vertex_manager->Flush();
VertexShaderManager::SetLightingConfigChanged();
break;
case XFMEM_DUALTEX:
if (xfmem.dualTexTrans.enabled != (newValue & 1))
g_vertex_manager->Flush();
VertexShaderManager::SetTexMatrixInfoChanged(-1);
break;
case XFMEM_SETMATRIXINDA:
@ -146,6 +149,7 @@ static void XFRegWritten(int transferSize, u32 baseAddress, DataReader src)
case XFMEM_SETTEXMTXINFO + 6:
case XFMEM_SETTEXMTXINFO + 7:
g_vertex_manager->Flush();
VertexShaderManager::SetTexMatrixInfoChanged(address - XFMEM_SETTEXMTXINFO);
nextAddress = XFMEM_SETTEXMTXINFO + 8;
break;
@ -159,6 +163,7 @@ static void XFRegWritten(int transferSize, u32 baseAddress, DataReader src)
case XFMEM_SETPOSMTXINFO + 6:
case XFMEM_SETPOSMTXINFO + 7:
g_vertex_manager->Flush();
VertexShaderManager::SetTexMatrixInfoChanged(address - XFMEM_SETPOSMTXINFO);
nextAddress = XFMEM_SETPOSMTXINFO + 8;
break;