VertexShaderGen: Transition over to using fmt
This commit is contained in:
parent
520af035d2
commit
7f7db6d3e7
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@ -28,7 +28,7 @@ VertexShaderUid GetVertexShaderUid()
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GetLightingShaderUid(uid_data->lighting);
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// transform texcoords
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for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
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for (u32 i = 0; i < uid_data->numTexGens; ++i)
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{
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auto& texinfo = uid_data->texMtxInfo[i];
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@ -40,7 +40,7 @@ VertexShaderUid GetVertexShaderUid()
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switch (texinfo.texgentype)
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{
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case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
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if (uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2))
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if ((uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2)) != 0)
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{
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// transform the light dir into tangent space
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texinfo.embosslightshift = xfmem.texMtxInfo[i].embosslightshift;
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@ -83,160 +83,176 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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const bool ssaa = host_config.ssaa;
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const bool vertex_rounding = host_config.vertex_rounding;
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out.Write("%s", s_lighting_struct);
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out.WriteFmt("{}", s_lighting_struct);
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// uniforms
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n");
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out.WriteFmt("UBO_BINDING(std140, 2) uniform VSBlock {{\n");
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else
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out.Write("cbuffer VSBlock {\n");
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out.WriteFmt("cbuffer VSBlock {{\n");
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out.Write(s_shader_uniforms);
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out.Write("};\n");
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out.WriteFmt("{}", s_shader_uniforms);
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out.WriteFmt("}};\n");
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out.Write("struct VS_OUTPUT {\n");
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out.WriteFmt("struct VS_OUTPUT {{\n");
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GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, "");
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out.Write("};\n");
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out.WriteFmt("}};\n");
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
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if (uid_data->components & VB_HAS_POSMTXIDX)
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out.Write("ATTRIBUTE_LOCATION(%d) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB);
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if (uid_data->components & VB_HAS_NRM0)
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out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB);
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if (uid_data->components & VB_HAS_NRM1)
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out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB);
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if (uid_data->components & VB_HAS_NRM2)
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out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB);
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out.WriteFmt("ATTRIBUTE_LOCATION({}) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
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if ((uid_data->components & VB_HAS_POSMTXIDX) != 0)
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out.WriteFmt("ATTRIBUTE_LOCATION({}) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB);
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if ((uid_data->components & VB_HAS_NRM0) != 0)
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out.WriteFmt("ATTRIBUTE_LOCATION({}) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB);
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if ((uid_data->components & VB_HAS_NRM1) != 0)
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out.WriteFmt("ATTRIBUTE_LOCATION({}) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB);
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if ((uid_data->components & VB_HAS_NRM2) != 0)
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out.WriteFmt("ATTRIBUTE_LOCATION({}) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB);
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if (uid_data->components & VB_HAS_COL0)
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB);
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if (uid_data->components & VB_HAS_COL1)
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB);
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if ((uid_data->components & VB_HAS_COL0) != 0)
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out.WriteFmt("ATTRIBUTE_LOCATION({}) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB);
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if ((uid_data->components & VB_HAS_COL1) != 0)
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out.WriteFmt("ATTRIBUTE_LOCATION({}) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB);
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for (int i = 0; i < 8; ++i)
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for (u32 i = 0; i < 8; ++i)
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{
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u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
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if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx)
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const u32 has_texmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
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if ((uid_data->components & (VB_HAS_UV0 << i)) != 0 || has_texmtx != 0)
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{
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out.Write("ATTRIBUTE_LOCATION(%d) in float%d rawtex%d;\n", SHADER_TEXTURE0_ATTRIB + i,
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hastexmtx ? 3 : 2, i);
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out.WriteFmt("ATTRIBUTE_LOCATION({}) in float{} rawtex{};\n", SHADER_TEXTURE0_ATTRIB + i,
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has_texmtx != 0 ? 3 : 2, i);
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}
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}
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if (host_config.backend_geometry_shaders)
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{
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out.Write("VARYING_LOCATION(0) out VertexData {\n");
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out.WriteFmt("VARYING_LOCATION(0) out VertexData {{\n");
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GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config,
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GetInterpolationQualifier(msaa, ssaa, true, false));
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out.Write("} vs;\n");
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out.WriteFmt("}} vs;\n");
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}
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else
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{
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// Let's set up attributes
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u32 counter = 0;
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out.Write("VARYING_LOCATION(%u) %s out float4 colors_0;\n", counter++,
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out.WriteFmt("VARYING_LOCATION({}) {} out float4 colors_0;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa));
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out.Write("VARYING_LOCATION(%u) %s out float4 colors_1;\n", counter++,
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out.WriteFmt("VARYING_LOCATION({}) {} out float4 colors_1;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa));
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for (u32 i = 0; i < uid_data->numTexGens; ++i)
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{
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out.Write("VARYING_LOCATION(%u) %s out float3 tex%u;\n", counter++,
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out.WriteFmt("VARYING_LOCATION({}) {} out float3 tex{};\n", counter++,
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GetInterpolationQualifier(msaa, ssaa), i);
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}
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if (!host_config.fast_depth_calc)
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out.Write("VARYING_LOCATION(%u) %s out float4 clipPos;\n", counter++,
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{
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out.WriteFmt("VARYING_LOCATION({}) {} out float4 clipPos;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa));
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}
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if (per_pixel_lighting)
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{
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out.Write("VARYING_LOCATION(%u) %s out float3 Normal;\n", counter++,
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out.WriteFmt("VARYING_LOCATION({}) {} out float3 Normal;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa));
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out.Write("VARYING_LOCATION(%u) %s out float3 WorldPos;\n", counter++,
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out.WriteFmt("VARYING_LOCATION({}) {} out float3 WorldPos;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa));
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}
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}
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out.Write("void main()\n{\n");
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out.WriteFmt("void main()\n{{\n");
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}
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else // D3D
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{
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out.Write("VS_OUTPUT main(\n");
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out.WriteFmt("VS_OUTPUT main(\n");
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// inputs
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if (uid_data->components & VB_HAS_NRM0)
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out.Write(" float3 rawnorm0 : NORMAL0,\n");
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if (uid_data->components & VB_HAS_NRM1)
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out.Write(" float3 rawnorm1 : NORMAL1,\n");
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if (uid_data->components & VB_HAS_NRM2)
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out.Write(" float3 rawnorm2 : NORMAL2,\n");
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if (uid_data->components & VB_HAS_COL0)
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out.Write(" float4 rawcolor0 : COLOR0,\n");
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if (uid_data->components & VB_HAS_COL1)
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out.Write(" float4 rawcolor1 : COLOR1,\n");
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for (int i = 0; i < 8; ++i)
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if ((uid_data->components & VB_HAS_NRM0) != 0)
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out.WriteFmt(" float3 rawnorm0 : NORMAL0,\n");
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if ((uid_data->components & VB_HAS_NRM1) != 0)
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out.WriteFmt(" float3 rawnorm1 : NORMAL1,\n");
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if ((uid_data->components & VB_HAS_NRM2) != 0)
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out.WriteFmt(" float3 rawnorm2 : NORMAL2,\n");
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if ((uid_data->components & VB_HAS_COL0) != 0)
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out.WriteFmt(" float4 rawcolor0 : COLOR0,\n");
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if ((uid_data->components & VB_HAS_COL1) != 0)
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out.WriteFmt(" float4 rawcolor1 : COLOR1,\n");
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for (u32 i = 0; i < 8; ++i)
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{
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u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
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if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx)
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out.Write(" float%d rawtex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
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const u32 has_texmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
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if ((uid_data->components & (VB_HAS_UV0 << i)) != 0 || has_texmtx != 0)
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out.WriteFmt(" float{} rawtex{} : TEXCOORD{},\n", has_texmtx ? 3 : 2, i, i);
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}
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if (uid_data->components & VB_HAS_POSMTXIDX)
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out.Write(" uint4 posmtx : BLENDINDICES,\n");
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out.Write(" float4 rawpos : POSITION) {\n");
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if ((uid_data->components & VB_HAS_POSMTXIDX) != 0)
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out.WriteFmt(" uint4 posmtx : BLENDINDICES,\n");
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out.WriteFmt(" float4 rawpos : POSITION) {\n");
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}
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out.Write("VS_OUTPUT o;\n");
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out.WriteFmt("VS_OUTPUT o;\n");
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// transforms
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if (uid_data->components & VB_HAS_POSMTXIDX)
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if ((uid_data->components & VB_HAS_POSMTXIDX) != 0)
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{
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out.Write("int posidx = int(posmtx.r);\n");
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out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES
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out.WriteFmt("int posidx = int(posmtx.r);\n"
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"float4 pos = float4(dot(" I_TRANSFORMMATRICES
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"[posidx], rawpos), dot(" I_TRANSFORMMATRICES
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"[posidx+1], rawpos), dot(" I_TRANSFORMMATRICES "[posidx+2], rawpos), 1);\n");
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if (uid_data->components & VB_HAS_NRMALL)
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if ((uid_data->components & VB_HAS_NRMALL) != 0)
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{
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out.Write("int normidx = posidx & 31;\n");
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out.Write("float3 N0 = " I_NORMALMATRICES "[normidx].xyz, N1 = " I_NORMALMATRICES
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out.WriteFmt("int normidx = posidx & 31;\n"
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"float3 N0 = " I_NORMALMATRICES "[normidx].xyz, N1 = " I_NORMALMATRICES
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"[normidx+1].xyz, N2 = " I_NORMALMATRICES "[normidx+2].xyz;\n");
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}
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if (uid_data->components & VB_HAS_NRM0)
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out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, "
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if ((uid_data->components & VB_HAS_NRM0) != 0)
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{
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out.WriteFmt("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, "
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"rawnorm0)));\n");
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if (uid_data->components & VB_HAS_NRM1)
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out.Write(
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}
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if ((uid_data->components & VB_HAS_NRM1) != 0)
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{
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out.WriteFmt(
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"float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
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if (uid_data->components & VB_HAS_NRM2)
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out.Write(
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}
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if ((uid_data->components & VB_HAS_NRM2) != 0)
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{
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out.WriteFmt(
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"float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
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}
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}
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else
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{
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out.Write("float4 pos = float4(dot(" I_POSNORMALMATRIX "[0], rawpos), dot(" I_POSNORMALMATRIX
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out.WriteFmt("float4 pos = float4(dot(" I_POSNORMALMATRIX "[0], rawpos), dot(" I_POSNORMALMATRIX
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"[1], rawpos), dot(" I_POSNORMALMATRIX "[2], rawpos), 1.0);\n");
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if (uid_data->components & VB_HAS_NRM0)
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out.Write("float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX
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if ((uid_data->components & VB_HAS_NRM0) != 0)
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{
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out.WriteFmt("float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX
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"[3].xyz, rawnorm0), dot(" I_POSNORMALMATRIX
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"[4].xyz, rawnorm0), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm0)));\n");
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if (uid_data->components & VB_HAS_NRM1)
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out.Write("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX
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}
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if ((uid_data->components & VB_HAS_NRM1) != 0)
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{
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out.WriteFmt("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX
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"[3].xyz, rawnorm1), dot(" I_POSNORMALMATRIX
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"[4].xyz, rawnorm1), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm1));\n");
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if (uid_data->components & VB_HAS_NRM2)
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out.Write("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX
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}
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if ((uid_data->components & VB_HAS_NRM2) != 0)
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{
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out.WriteFmt("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX
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"[3].xyz, rawnorm2), dot(" I_POSNORMALMATRIX
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"[4].xyz, rawnorm2), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm2));\n");
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}
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}
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if (!(uid_data->components & VB_HAS_NRM0))
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out.Write("float3 _norm0 = float3(0.0, 0.0, 0.0);\n");
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if ((uid_data->components & VB_HAS_NRM0) == 0)
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out.WriteFmt("float3 _norm0 = float3(0.0, 0.0, 0.0);\n");
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out.Write("o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION
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out.WriteFmt("o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION
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"[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n");
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out.Write("int4 lacc;\n"
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out.WriteFmt("int4 lacc;\n"
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"float3 ldir, h, cosAttn, distAttn;\n"
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"float dist, dist2, attn;\n");
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@ -244,22 +260,22 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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"o.colors_");
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// transform texcoords
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out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n");
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for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
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out.WriteFmt("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n");
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for (u32 i = 0; i < uid_data->numTexGens; ++i)
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{
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auto& texinfo = uid_data->texMtxInfo[i];
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out.Write("{\n");
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out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n");
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out.WriteFmt("{{\n");
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out.WriteFmt("coord = float4(0.0, 0.0, 1.0, 1.0);\n");
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switch (texinfo.sourcerow)
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{
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case XF_SRCGEOM_INROW:
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out.Write("coord.xyz = rawpos.xyz;\n");
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out.WriteFmt("coord.xyz = rawpos.xyz;\n");
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break;
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case XF_SRCNORMAL_INROW:
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if (uid_data->components & VB_HAS_NRM0)
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if ((uid_data->components & VB_HAS_NRM0) != 0)
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{
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out.Write("coord.xyz = rawnorm0.xyz;\n");
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out.WriteFmt("coord.xyz = rawnorm0.xyz;\n");
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}
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break;
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case XF_SRCCOLORS_INROW:
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@ -267,41 +283,43 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1);
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break;
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case XF_SRCBINORMAL_T_INROW:
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if (uid_data->components & VB_HAS_NRM1)
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if ((uid_data->components & VB_HAS_NRM1) != 0)
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{
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out.Write("coord.xyz = rawnorm1.xyz;\n");
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out.WriteFmt("coord.xyz = rawnorm1.xyz;\n");
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}
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break;
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case XF_SRCBINORMAL_B_INROW:
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if (uid_data->components & VB_HAS_NRM2)
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if ((uid_data->components & VB_HAS_NRM2) != 0)
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{
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out.Write("coord.xyz = rawnorm2.xyz;\n");
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out.WriteFmt("coord.xyz = rawnorm2.xyz;\n");
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}
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break;
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default:
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ASSERT(texinfo.sourcerow <= XF_SRCTEX7_INROW);
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if (uid_data->components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW)))
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out.Write("coord = float4(rawtex%d.x, rawtex%d.y, 1.0, 1.0);\n",
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if ((uid_data->components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW))) != 0)
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{
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out.WriteFmt("coord = float4(rawtex{}.x, rawtex{}.y, 1.0, 1.0);\n",
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texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
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}
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break;
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}
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// Input form of AB11 sets z element to 1.0
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if (texinfo.inputform == XF_TEXINPUT_AB11)
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out.Write("coord.z = 1.0;\n");
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out.WriteFmt("coord.z = 1.0;\n");
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// first transformation
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switch (texinfo.texgentype)
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{
|
||||
case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
|
||||
|
||||
if (uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2))
|
||||
if ((uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2)) != 0)
|
||||
{
|
||||
// transform the light dir into tangent space
|
||||
out.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n",
|
||||
LIGHT_POS_PARAMS(texinfo.embosslightshift));
|
||||
out.Write(
|
||||
"o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n", i,
|
||||
out.WriteFmt(
|
||||
"o.tex{}.xyz = o.tex{}.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n", i,
|
||||
texinfo.embosssourceshift);
|
||||
}
|
||||
else
|
||||
|
@ -309,43 +327,51 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
// The following assert was triggered in House of the Dead Overkill and Star Wars Rogue
|
||||
// Squadron 2
|
||||
// ASSERT(0); // should have normals
|
||||
out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift);
|
||||
out.WriteFmt("o.tex{}.xyz = o.tex{}.xyz;\n", i, texinfo.embosssourceshift);
|
||||
}
|
||||
|
||||
break;
|
||||
case XF_TEXGEN_COLOR_STRGBC0:
|
||||
out.Write("o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
|
||||
out.WriteFmt("o.tex{}.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
|
||||
break;
|
||||
case XF_TEXGEN_COLOR_STRGBC1:
|
||||
out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
|
||||
out.WriteFmt("o.tex{}.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
|
||||
break;
|
||||
case XF_TEXGEN_REGULAR:
|
||||
default:
|
||||
if (uid_data->components & (VB_HAS_TEXMTXIDX0 << i))
|
||||
if ((uid_data->components & (VB_HAS_TEXMTXIDX0 << i)) != 0)
|
||||
{
|
||||
out.Write("int tmp = int(rawtex%d.z);\n", i);
|
||||
out.WriteFmt("int tmp = int(rawtex{}.z);\n", i);
|
||||
if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ)
|
||||
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES
|
||||
{
|
||||
out.WriteFmt("o.tex{}.xyz = float3(dot(coord, " I_TRANSFORMMATRICES
|
||||
"[tmp]), dot(coord, " I_TRANSFORMMATRICES
|
||||
"[tmp+1]), dot(coord, " I_TRANSFORMMATRICES "[tmp+2]));\n",
|
||||
i);
|
||||
else
|
||||
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES
|
||||
"[tmp]), dot(coord, " I_TRANSFORMMATRICES "[tmp+1]), 1);\n",
|
||||
i);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ)
|
||||
out.Write("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);
|
||||
out.WriteFmt("o.tex{}.xyz = float3(dot(coord, " I_TRANSFORMMATRICES
|
||||
"[tmp]), dot(coord, " I_TRANSFORMMATRICES "[tmp+1]), 1);\n",
|
||||
i);
|
||||
}
|
||||
}
|
||||
else
|
||||
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES
|
||||
"[%d]), dot(coord, " I_TEXMATRICES "[%d]), 1);\n",
|
||||
{
|
||||
if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ)
|
||||
{
|
||||
out.WriteFmt("o.tex{}.xyz = float3(dot(coord, " I_TEXMATRICES
|
||||
"[{}]), dot(coord, " I_TEXMATRICES "[{}]), dot(coord, " I_TEXMATRICES
|
||||
"[{}]));\n",
|
||||
i, 3 * i, 3 * i + 1, 3 * i + 2);
|
||||
}
|
||||
else
|
||||
{
|
||||
out.WriteFmt("o.tex{}.xyz = float3(dot(coord, " I_TEXMATRICES
|
||||
"[{}]), dot(coord, " I_TEXMATRICES "[{}]), 1);\n",
|
||||
i, 3 * i, 3 * i + 1);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -354,18 +380,19 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
{
|
||||
auto& postInfo = uid_data->postMtxInfo[i];
|
||||
|
||||
out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES "[%d];\n"
|
||||
"float4 P1 = " I_POSTTRANSFORMMATRICES "[%d];\n"
|
||||
"float4 P2 = " I_POSTTRANSFORMMATRICES "[%d];\n",
|
||||
out.WriteFmt("float4 P0 = " I_POSTTRANSFORMMATRICES "[{}];\n"
|
||||
"float4 P1 = " I_POSTTRANSFORMMATRICES "[{}];\n"
|
||||
"float4 P2 = " I_POSTTRANSFORMMATRICES "[{}];\n",
|
||||
postInfo.index & 0x3f, (postInfo.index + 1) & 0x3f, (postInfo.index + 2) & 0x3f);
|
||||
|
||||
if (postInfo.normalize)
|
||||
out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
|
||||
out.WriteFmt("o.tex{}.xyz = normalize(o.tex{}.xyz);\n", i, i);
|
||||
|
||||
// multiply by postmatrix
|
||||
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);
|
||||
out.WriteFmt(
|
||||
"o.tex{0}.xyz = float3(dot(P0.xyz, o.tex{0}.xyz) + P0.w, dot(P1.xyz, o.tex{0}.xyz) + "
|
||||
"P1.w, dot(P2.xyz, o.tex{0}.xyz) + P2.w);\n",
|
||||
i);
|
||||
}
|
||||
|
||||
// When q is 0, the GameCube appears to have a special case
|
||||
|
@ -374,44 +401,44 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
// TODO: check if this only affects XF_TEXGEN_REGULAR
|
||||
if (texinfo.texgentype == XF_TEXGEN_REGULAR)
|
||||
{
|
||||
out.Write("if(o.tex%d.z == 0.0f)\n", i);
|
||||
out.Write(
|
||||
"\to.tex%d.xy = clamp(o.tex%d.xy / 2.0f, float2(-1.0f,-1.0f), float2(1.0f,1.0f));\n", i,
|
||||
out.WriteFmt(
|
||||
"if(o.tex{0}.z == 0.0f)\n"
|
||||
"\to.tex{0}.xy = clamp(o.tex{0}.xy / 2.0f, float2(-1.0f,-1.0f), float2(1.0f,1.0f));\n",
|
||||
i);
|
||||
}
|
||||
|
||||
out.Write("}\n");
|
||||
out.WriteFmt("}}\n");
|
||||
}
|
||||
|
||||
if (uid_data->numColorChans == 0)
|
||||
{
|
||||
if (uid_data->components & VB_HAS_COL0)
|
||||
out.Write("o.colors_0 = rawcolor0;\n");
|
||||
if ((uid_data->components & VB_HAS_COL0) != 0)
|
||||
out.WriteFmt("o.colors_0 = rawcolor0;\n");
|
||||
else
|
||||
out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
|
||||
out.WriteFmt("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
|
||||
}
|
||||
if (uid_data->numColorChans < 2)
|
||||
{
|
||||
if (uid_data->components & VB_HAS_COL1)
|
||||
out.Write("o.colors_1 = rawcolor1;\n");
|
||||
if ((uid_data->components & VB_HAS_COL1) != 0)
|
||||
out.WriteFmt("o.colors_1 = rawcolor1;\n");
|
||||
else
|
||||
out.Write("o.colors_1 = o.colors_0;\n");
|
||||
out.WriteFmt("o.colors_1 = o.colors_0;\n");
|
||||
}
|
||||
|
||||
// clipPos/w needs to be done in pixel shader, not here
|
||||
if (!host_config.fast_depth_calc)
|
||||
out.Write("o.clipPos = o.pos;\n");
|
||||
out.WriteFmt("o.clipPos = o.pos;\n");
|
||||
|
||||
if (per_pixel_lighting)
|
||||
{
|
||||
out.Write("o.Normal = _norm0;\n");
|
||||
out.Write("o.WorldPos = pos.xyz;\n");
|
||||
out.WriteFmt("o.Normal = _norm0;\n"
|
||||
"o.WorldPos = pos.xyz;\n");
|
||||
|
||||
if (uid_data->components & VB_HAS_COL0)
|
||||
out.Write("o.colors_0 = rawcolor0;\n");
|
||||
if ((uid_data->components & VB_HAS_COL0) != 0)
|
||||
out.WriteFmt("o.colors_0 = rawcolor0;\n");
|
||||
|
||||
if (uid_data->components & VB_HAS_COL1)
|
||||
out.Write("o.colors_1 = rawcolor1;\n");
|
||||
if ((uid_data->components & VB_HAS_COL1) != 0)
|
||||
out.WriteFmt("o.colors_1 = rawcolor1;\n");
|
||||
}
|
||||
|
||||
// If we can disable the incorrect depth clipping planes using depth clamping, then we can do
|
||||
|
@ -423,13 +450,14 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
// 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("float clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w
|
||||
out.Write("float clipDist1 = -clipDepth;\n"); // Far: z > 0
|
||||
out.WriteFmt("float clipDepth = o.pos.z * (1.0 - 1e-7);\n"
|
||||
"float clipDist0 = clipDepth + o.pos.w;\n" // Near: z < -w
|
||||
"float clipDist1 = -clipDepth;\n"); // Far: z > 0
|
||||
|
||||
if (host_config.backend_geometry_shaders)
|
||||
{
|
||||
out.Write("o.clipDist0 = clipDist0;\n");
|
||||
out.Write("o.clipDist1 = clipDist1;\n");
|
||||
out.WriteFmt("o.clipDist0 = clipDist0;\n"
|
||||
"o.clipDist1 = clipDist1;\n");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -444,7 +472,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
// 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 - "
|
||||
out.WriteFmt("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - "
|
||||
"o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n");
|
||||
|
||||
if (!host_config.backend_clip_control)
|
||||
|
@ -452,12 +480,12 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
// 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");
|
||||
out.WriteFmt("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");
|
||||
out.WriteFmt("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
|
||||
|
@ -465,7 +493,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
// 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");
|
||||
out.WriteFmt("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n");
|
||||
|
||||
if (vertex_rounding)
|
||||
{
|
||||
|
@ -476,18 +504,18 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
// 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.WriteFmt("if (o.pos.w == 1.0f)\n"
|
||||
"{{\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");
|
||||
"\tfloat ss_pixel_x = ((o.pos.x + 1.0f) * (" I_VIEWPORT_SIZE ".x * 0.5f));\n"
|
||||
"\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");
|
||||
"\tss_pixel_x = round(ss_pixel_x);\n"
|
||||
"\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");
|
||||
"\to.pos.x = ((ss_pixel_x / (" I_VIEWPORT_SIZE ".x * 0.5f)) - 1.0f);\n"
|
||||
"\to.pos.y = ((ss_pixel_y / (" I_VIEWPORT_SIZE ".y * 0.5f)) - 1.0f);\n"
|
||||
"}}\n");
|
||||
}
|
||||
|
||||
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
|
||||
|
@ -500,36 +528,36 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
{
|
||||
// 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 (unsigned int i = 0; i < uid_data->numTexGens; ++i)
|
||||
out.Write("tex%d.xyz = o.tex%d;\n", i, i);
|
||||
for (u32 i = 0; i < uid_data->numTexGens; ++i)
|
||||
out.WriteFmt("tex{}.xyz = o.tex{};\n", i, i);
|
||||
if (!host_config.fast_depth_calc)
|
||||
out.Write("clipPos = o.clipPos;\n");
|
||||
out.WriteFmt("clipPos = o.clipPos;\n");
|
||||
if (per_pixel_lighting)
|
||||
{
|
||||
out.Write("Normal = o.Normal;\n");
|
||||
out.Write("WorldPos = o.WorldPos;\n");
|
||||
out.WriteFmt("Normal = o.Normal;\n"
|
||||
"WorldPos = o.WorldPos;\n");
|
||||
}
|
||||
out.Write("colors_0 = o.colors_0;\n");
|
||||
out.Write("colors_1 = o.colors_1;\n");
|
||||
out.WriteFmt("colors_0 = o.colors_0;\n"
|
||||
"colors_1 = o.colors_1;\n");
|
||||
}
|
||||
|
||||
if (host_config.backend_depth_clamp)
|
||||
{
|
||||
out.Write("gl_ClipDistance[0] = clipDist0;\n");
|
||||
out.Write("gl_ClipDistance[1] = clipDist1;\n");
|
||||
out.WriteFmt("gl_ClipDistance[0] = clipDist0;\n"
|
||||
"gl_ClipDistance[1] = clipDist1;\n");
|
||||
}
|
||||
|
||||
// Vulkan NDC space has Y pointing down (right-handed NDC space).
|
||||
if (api_type == APIType::Vulkan)
|
||||
out.Write("gl_Position = float4(o.pos.x, -o.pos.y, o.pos.z, o.pos.w);\n");
|
||||
out.WriteFmt("gl_Position = float4(o.pos.x, -o.pos.y, o.pos.z, o.pos.w);\n");
|
||||
else
|
||||
out.Write("gl_Position = o.pos;\n");
|
||||
out.WriteFmt("gl_Position = o.pos;\n");
|
||||
}
|
||||
else // D3D
|
||||
{
|
||||
out.Write("return o;\n");
|
||||
out.WriteFmt("return o;\n");
|
||||
}
|
||||
out.Write("}\n");
|
||||
out.WriteFmt("}}\n");
|
||||
|
||||
return out;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue