LightingShader: hard code const variable

This commit is contained in:
degasus 2014-05-30 16:17:30 +02:00
parent e456a5e64f
commit 924ad1ee9f
9 changed files with 133 additions and 105 deletions

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@ -1088,7 +1088,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
}
ID3D11Buffer* const_buffers[2] = {PixelShaderCache::GetConstantBuffer(), VertexShaderCache::GetConstantBuffer()};
D3D::context->PSSetConstantBuffers(0, 2, const_buffers);
D3D::context->PSSetConstantBuffers(0, 1 + g_ActiveConfig.bEnablePixelLighting, const_buffers);
D3D::context->VSSetConstantBuffers(0, 1, const_buffers+1);
D3D::context->PSSetShader(PixelShaderCache::GetActiveShader(), nullptr, 0);

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@ -28,11 +28,18 @@ struct VertexShaderConstants
float4 posnormalmatrix[6];
float4 projection[4];
int4 materials[4];
int4 light_colors[8]; // 8 lights
float4 lights[32]; // 8 lights * 4 parameters
struct Light
{
int4 color;
float4 cosatt;
float4 distatt;
float4 pos;
float4 dir;
} lights [8];
float4 texmatrices[24];
float4 transformmatrices[64];
float4 normalmatrices[32];
float4 posttransformmatrices[64];
float4 depthparams;
};

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@ -4,25 +4,26 @@
#pragma once
#include "VideoCommon/ConstantManager.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/XFMemory.h"
#define LIGHT_COL "%s[%d].%s"
#define LIGHT_COL_PARAMS(lightsColName, index, swizzle) (lightsColName), (index), (swizzle)
#define LIGHT_COL "%s[%d].color.%s"
#define LIGHT_COL_PARAMS(index, swizzle) (I_LIGHTS), (index), (swizzle)
#define LIGHT_COSATT "%s[4*%d]"
#define LIGHT_COSATT_PARAMS(lightsName, index) (lightsName), (index)
#define LIGHT_COSATT "%s[%d].cosatt"
#define LIGHT_COSATT_PARAMS(index) (I_LIGHTS), (index)
#define LIGHT_DISTATT "%s[4*%d+1]"
#define LIGHT_DISTATT_PARAMS(lightsName, index) (lightsName), (index)
#define LIGHT_DISTATT "%s[%d].distatt"
#define LIGHT_DISTATT_PARAMS(index) (I_LIGHTS), (index)
#define LIGHT_POS "%s[4*%d+2]"
#define LIGHT_POS_PARAMS(lightsName, index) (lightsName), (index)
#define LIGHT_POS "%s[%d].pos"
#define LIGHT_POS_PARAMS(index) (I_LIGHTS), (index)
#define LIGHT_DIR "%s[4*%d+3]"
#define LIGHT_DIR_PARAMS(lightsName, index) (lightsName), (index)
#define LIGHT_DIR "%s[%d].dir"
#define LIGHT_DIR_PARAMS(index) (I_LIGHTS), (index)
/**
* Common uid data used for shader generators that use lighting calculations.
@ -37,9 +38,17 @@ struct LightingUidData
u32 light_mask : 32; // 4x8 bits
};
static const char s_lighting_struct[] =
"struct Light {\n"
"\tint4 color;\n"
"\tfloat4 cosatt;\n"
"\tfloat4 distatt;\n"
"\tfloat4 pos;\n"
"\tfloat4 dir;\n"
"};\n";
template<class T>
static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, const char* lightsColName, const char* lightsName, int coloralpha)
static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, int coloralpha)
{
const LitChannel& chan = (litchan_index > 1) ? xfmem.alpha[litchan_index-2] : xfmem.color[litchan_index];
const char* swizzle = (coloralpha == 1) ? "xyz" : (coloralpha == 2) ? "w" : "xyzw";
@ -53,14 +62,14 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
switch (chan.diffusefunc)
{
case LIGHTDIF_NONE:
object.Write("lacc.%s += " LIGHT_COL";\n", swizzle, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
object.Write("lacc.%s += " LIGHT_COL";\n", swizzle, LIGHT_COL_PARAMS(index, swizzle));
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
object.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(lightsName, index));
object.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
object.Write("lacc.%s += int%s(round(%sdot(ldir, _norm0)) * float%s(" LIGHT_COL")));\n",
swizzle, swizzle_components, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(",
swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
break;
default: _assert_(0);
}
@ -69,24 +78,24 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
{
if (chan.attnfunc == 3)
{ // spot
object.Write("ldir = " LIGHT_POS".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(lightsName, index));
object.Write("ldir = " LIGHT_POS".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index));
object.Write("dist2 = dot(ldir, ldir);\n"
"dist = sqrt(dist2);\n"
"ldir = ldir / dist;\n"
"attn = max(0.0, dot(ldir, " LIGHT_DIR".xyz));\n",
LIGHT_DIR_PARAMS(lightsName, index));
LIGHT_DIR_PARAMS(index));
// attn*attn may overflow
object.Write("attn = max(0.0, " LIGHT_COSATT".x + " LIGHT_COSATT".y*attn + " LIGHT_COSATT".z*attn*attn) / dot(" LIGHT_DISTATT".xyz, float3(1.0,dist,dist2));\n",
LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index));
LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index));
}
else if (chan.attnfunc == 1)
{ // specular
object.Write("ldir = normalize(" LIGHT_POS".xyz);\n", LIGHT_POS_PARAMS(lightsName, index));
object.Write("attn = (dot(_norm0,ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR".xyz)) : 0.0;\n", LIGHT_DIR_PARAMS(lightsName, index));
object.Write("ldir = normalize(" LIGHT_POS".xyz);\n", LIGHT_POS_PARAMS(index));
object.Write("attn = (dot(_norm0,ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR".xyz)) : 0.0;\n", LIGHT_DIR_PARAMS(index));
// attn*attn may overflow
object.Write("attn = max(0.0, " LIGHT_COSATT".x + " LIGHT_COSATT".y*attn + " LIGHT_COSATT".z*attn*attn) / (" LIGHT_DISTATT".x + " LIGHT_DISTATT".y*attn + " LIGHT_DISTATT".z*attn*attn);\n",
LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index),
LIGHT_DISTATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index));
LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index),
LIGHT_DISTATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index));
}
switch (chan.diffusefunc)
@ -94,14 +103,14 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
case LIGHTDIF_NONE:
object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL")));\n",
swizzle, swizzle_components,
swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL")));\n",
swizzle, swizzle_components,
chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(",
swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
break;
default: _assert_(0);
}
@ -115,7 +124,7 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
// inColorName is color in vs and colors_ in ps
// dest is o.colors_ in vs and colors_ in ps
template<class T>
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)
static void GenerateLightingShader(T& object, LightingUidData& uid_data, int components, const char* inColorName, const char* dest)
{
for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
{
@ -136,7 +145,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
}
else // from color
{
object.Write("int4 mat = %s[%d];\n", materialsName, j+2);
object.Write("int4 mat = %s[%d];\n", I_MATERIALS, j+2);
}
uid_data.enablelighting |= xfmem.color[j].enablelighting << j;
@ -157,7 +166,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
}
else // from color
{
object.Write("lacc = %s[%d];\n", materialsName, j);
object.Write("lacc = %s[%d];\n", I_MATERIALS, j);
}
}
else
@ -179,7 +188,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
}
else // from color
{
object.Write("mat.w = %s[%d].w;\n", materialsName, j+2);
object.Write("mat.w = %s[%d].w;\n", I_MATERIALS, j+2);
}
}
@ -199,7 +208,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
}
else // from color
{
object.Write("lacc.w = %s[%d].w;\n", materialsName, j);
object.Write("lacc.w = %s[%d].w;\n", I_MATERIALS, j);
}
}
else
@ -226,7 +235,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
{
if (mask & (1<<i))
{
GenerateLightShader<T>(object, uid_data, i, j, lightsColName, lightsName, 3);
GenerateLightShader<T>(object, uid_data, i, j, 3);
}
}
}
@ -236,9 +245,9 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
for (int i = 0; i < 8; ++i)
{
if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
GenerateLightShader<T>(object, uid_data, i, j, lightsColName, lightsName, 1);
GenerateLightShader<T>(object, uid_data, i, j, 1);
if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
GenerateLightShader<T>(object, uid_data, i, j+2, lightsColName, lightsName, 2);
GenerateLightShader<T>(object, uid_data, i, j+2, 2);
}
}
else if (color.enablelighting || alpha.enablelighting)
@ -252,7 +261,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
for (int i = 0; i < 8; ++i)
{
if (workingchannel.GetFullLightMask() & (1<<i))
GenerateLightShader<T>(object, uid_data, i, lit_index, lightsColName, lightsName, coloralpha);
GenerateLightShader<T>(object, uid_data, i, lit_index, coloralpha);
}
}
object.Write("lacc = clamp(lacc, 0, 255);");

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@ -11,10 +11,10 @@
#endif
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/ConstantManager.h"
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h" // for texture projection mode
@ -239,27 +239,30 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
"\tfloat4 " I_FOGF"[2];\n"
"};\n");
if (ApiType == API_OPENGL)
if (g_ActiveConfig.bEnablePixelLighting)
{
out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
}
else
{
out.Write("cbuffer VSBlock : register(b1) {\n");
}
out.Write(
"\tfloat4 " I_POSNORMALMATRIX"[6];\n"
"\tfloat4 " I_PROJECTION"[4];\n"
"\tint4 " I_MATERIALS"[4];\n"
"\tint4 " I_LIGHT_COLORS"[8];\n"
"\tfloat4 " I_LIGHTS"[32];\n"
"\tfloat4 " I_TEXMATRICES"[24];\n"
"\tfloat4 " I_TRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_NORMALMATRICES"[32];\n"
"\tfloat4 " I_POSTTRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_DEPTHPARAMS";\n"
"};\n");
out.Write("%s", s_lighting_struct);
if (ApiType == API_OPENGL)
{
out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
}
else
{
out.Write("cbuffer VSBlock : register(b1) {\n");
}
out.Write(
"\tfloat4 " I_POSNORMALMATRIX"[6];\n"
"\tfloat4 " I_PROJECTION"[4];\n"
"\tint4 " I_MATERIALS"[4];\n"
"\tLight " I_LIGHTS"[8];\n"
"\tfloat4 " I_TEXMATRICES"[24];\n"
"\tfloat4 " I_TRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_NORMALMATRICES"[32];\n"
"\tfloat4 " I_POSTTRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_DEPTHPARAMS";\n"
"};\n");
}
const bool forced_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ && bpmem.UseEarlyDepthTest() && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED);
const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) || (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z);
@ -372,11 +375,13 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
"\tfloat3 ldir, h;\n"
"\tfloat dist, dist2, attn;\n");
// TODO: Our current constant usage code isn't able to handle more than one buffer.
// So we can't mark the VS constant as used here. But keep them here as reference.
//out.SetConstantsUsed(C_PLIGHT_COLORS, C_PLIGHT_COLORS+7); // TODO: Can be optimized further
//out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further
//out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
uid_data.components = components;
GenerateLightingShader<T>(out, uid_data.lighting, components, I_MATERIALS, I_LIGHT_COLORS, I_LIGHTS, "colors_", "colors_");
GenerateLightingShader<T>(out, uid_data.lighting, components, "colors_", "colors_");
}
// HACK to handle cases where the tex gen is not enabled

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@ -9,20 +9,6 @@
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/VideoCommon.h"
#define I_COLORS "color"
#define I_KCOLORS "k"
#define I_ALPHA "alphaRef"
#define I_TEXDIMS "texdim"
#define I_ZBIAS "czbias"
#define I_INDTEXSCALE "cindscale"
#define I_INDTEXMTX "cindmtx"
#define I_FOGCOLOR "cfogcolor"
#define I_FOGI "cfogi"
#define I_FOGF "cfogf"
#define I_PLIGHT_COLORS "cPLightColors"
#define I_PLIGHTS "cPLights"
#define I_PMATERIALS "cPmtrl"
// TODO: get rid of them as they aren't used
#define C_COLORMATRIX 0 // 0
#define C_COLORS 0 // 0

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@ -215,3 +215,25 @@ private:
std::map<UidT,std::string> m_shaders;
std::vector<UidT> m_uids;
};
// Constant variable names
#define I_COLORS "color"
#define I_KCOLORS "k"
#define I_ALPHA "alphaRef"
#define I_TEXDIMS "texdim"
#define I_ZBIAS "czbias"
#define I_INDTEXSCALE "cindscale"
#define I_INDTEXMTX "cindmtx"
#define I_FOGCOLOR "cfogcolor"
#define I_FOGI "cfogi"
#define I_FOGF "cfogf"
#define I_POSNORMALMATRIX "cpnmtx"
#define I_PROJECTION "cproj"
#define I_MATERIALS "cmtrl"
#define I_LIGHTS "clights"
#define I_TEXMATRICES "ctexmtx"
#define I_TRANSFORMMATRICES "ctrmtx"
#define I_NORMALMATRICES "cnmtx"
#define I_POSTTRANSFORMMATRICES "cpostmtx"
#define I_DEPTHPARAMS "cDepth" // farZ, zRange

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@ -81,6 +81,8 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
_assert_(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens);
_assert_(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans);
out.Write("%s", s_lighting_struct);
// uniforms
if (api_type == API_OPENGL)
out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
@ -90,8 +92,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
"\tfloat4 " I_POSNORMALMATRIX"[6];\n"
"\tfloat4 " I_PROJECTION"[4];\n"
"\tint4 " I_MATERIALS"[4];\n"
"\tint4 " I_LIGHT_COLORS"[8];\n"
"\tfloat4 " I_LIGHTS"[32];\n"
"\tLight " I_LIGHTS"[8];\n"
"\tfloat4 " I_TEXMATRICES"[24];\n"
"\tfloat4 " I_TRANSFORMMATRICES"[64];\n"
"\tfloat4 " I_NORMALMATRICES"[32];\n"
@ -229,7 +230,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
}
GenerateLightingShader<T>(out, uid_data.lighting, components, I_MATERIALS, I_LIGHT_COLORS, I_LIGHTS, "color", "o.colors_");
GenerateLightingShader<T>(out, uid_data.lighting, components, "color", "o.colors_");
if (xfmem.numChan.numColorChans < 2)
{
@ -304,7 +305,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
// transform the light dir into tangent space
uid_data.texMtxInfo[i].embosslightshift = xfmem.texMtxInfo[i].embosslightshift;
uid_data.texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
out.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(I_LIGHTS, texinfo.embosslightshift));
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, texinfo.embosssourceshift);
}
else

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@ -28,19 +28,6 @@
#define SHADER_TEXTURE7_ATTRIB 15
// shader variables
#define I_POSNORMALMATRIX "cpnmtx"
#define I_PROJECTION "cproj"
#define I_MATERIALS "cmtrl"
#define I_LIGHT_COLORS "clight_colors"
#define I_LIGHTS "clights"
#define I_TEXMATRICES "ctexmtx"
#define I_TRANSFORMMATRICES "ctrmtx"
#define I_NORMALMATRICES "cnmtx"
#define I_POSTTRANSFORMMATRICES "cpostmtx"
#define I_DEPTHPARAMS "cDepth" // farZ, zRange
//TODO: get rid of them, they aren't used at all
#define C_POSNORMALMATRIX 0
#define C_PROJECTION (C_POSNORMALMATRIX + 6)

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@ -251,29 +251,40 @@ void VertexShaderManager::SetConstants()
for (int i = istart; i < iend; ++i)
{
const Light& light = xfmem.lights[i];
VertexShaderConstants::Light& dstlight = constants.lights[i];
// xfmem.light.color is packed as abgr in u8[4], so we have to swap the order
constants.light_colors[i][0] = light.color[3];
constants.light_colors[i][1] = light.color[2];
constants.light_colors[i][2] = light.color[1];
constants.light_colors[i][3] = light.color[0];
const float* xfmemptr = light.cosatt;
dstlight.color[0] = light.color[3];
dstlight.color[1] = light.color[2];
dstlight.color[2] = light.color[1];
dstlight.color[3] = light.color[0];
for (int j = 0; j < 4; ++j, xfmemptr += 3)
dstlight.cosatt[0] = light.cosatt[0];
dstlight.cosatt[1] = light.cosatt[1];
dstlight.cosatt[2] = light.cosatt[2];
if (fabs(light.distatt[0]) < 0.00001f &&
fabs(light.distatt[1]) < 0.00001f &&
fabs(light.distatt[2]) < 0.00001f)
{
if (j == 1 &&
fabs(xfmemptr[0]) < 0.00001f &&
fabs(xfmemptr[1]) < 0.00001f &&
fabs(xfmemptr[2]) < 0.00001f)
{
// dist attenuation, make sure not equal to 0!!!
constants.lights[4*i+j][0] = 0.00001f;
}
else
constants.lights[4*i+j][0] = xfmemptr[0];
constants.lights[4*i+j][1] = xfmemptr[1];
constants.lights[4*i+j][2] = xfmemptr[2];
// dist attenuation, make sure not equal to 0!!!
dstlight.distatt[0] = .00001f;
}
else
{
dstlight.distatt[0] = light.distatt[0];
}
dstlight.distatt[1] = light.distatt[1];
dstlight.distatt[2] = light.distatt[2];
dstlight.pos[0] = light.dpos[0];
dstlight.pos[1] = light.dpos[1];
dstlight.pos[2] = light.dpos[2];
// TODO: these likely have to be normalized
dstlight.dir[0] = light.ddir[0];
dstlight.dir[1] = light.ddir[1];
dstlight.dir[2] = light.ddir[2];
}
dirty = true;