Add in GLSL setting again.
PS and VS making. Untested and won't work for now. Add in program shader cache files. Readd NativeVertexFormat stuffs. Add in PS and VS cache things. SetShaders in places. Fixed EFB cache index computations in OpenGL renderer. The previous computation was very likely to go out of array bounds, which could result in crashes on EFB access. Also, the cache size was rounded down instead of up. This is a problem since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
This commit is contained in:
parent
cda94290f5
commit
b20176b74f
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@ -500,6 +500,15 @@ static void BuildSwapModeTable()
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}
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}
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const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num)
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{
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if(ApiType == API_GLSL)
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return ""; // Nothing to do here
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static char result[64];
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sprintf(result, " : register(%s%d)", prefix, num);
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return result;
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}
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const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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{
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setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
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@ -524,6 +533,21 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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}
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}
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DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth ;
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if(ApiType == API_GLSL)
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{
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// A few required defines and ones that will make our lives a lot easier
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WRITE(p, "#version 120\n");
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// Silly differences
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WRITE(p, "#define float2 vec2\n");
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WRITE(p, "#define float3 vec3\n");
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WRITE(p, "#define float4 vec4\n");
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// cg to glsl function translation
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WRITE(p, "#define frac(x) fract(x)\n");
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WRITE(p, "#define saturate(x) clamp(x, 0.0f, 1.0f)\n");
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WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n");
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}
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// Declare samplers
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if(ApiType != API_D3D11)
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@ -538,7 +562,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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bool bfirst = true;
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for (int i = 0; i < 8; ++i)
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{
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WRITE(p, "%s samp%d : register(s%d)", bfirst?"":",", i, i);
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WRITE(p, "%s samp%d %s", bfirst?"":",", i, WriteRegister(ApiType, "s", i));
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bfirst = false;
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}
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WRITE(p, ";\n");
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@ -556,24 +580,23 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WRITE(p, "\n");
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WRITE(p, "uniform float4 "I_COLORS"[4] : register(c%d);\n", C_COLORS);
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WRITE(p, "uniform float4 "I_KCOLORS"[4] : register(c%d);\n", C_KCOLORS);
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WRITE(p, "uniform float4 "I_ALPHA"[1] : register(c%d);\n", C_ALPHA);
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WRITE(p, "uniform float4 "I_TEXDIMS"[8] : register(c%d);\n", C_TEXDIMS);
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WRITE(p, "uniform float4 "I_ZBIAS"[2] : register(c%d);\n", C_ZBIAS);
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WRITE(p, "uniform float4 "I_INDTEXSCALE"[2] : register(c%d);\n", C_INDTEXSCALE);
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WRITE(p, "uniform float4 "I_INDTEXMTX"[6] : register(c%d);\n", C_INDTEXMTX);
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WRITE(p, "uniform float4 "I_FOG"[3] : register(c%d);\n", C_FOG);
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WRITE(p, "uniform float4 "I_COLORS"[4] %s;\n", WriteRegister(ApiType, "c", C_COLORS));
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WRITE(p, "uniform float4 "I_KCOLORS"[4] %s;\n", WriteRegister(ApiType, "c", C_KCOLORS));
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WRITE(p, "uniform float4 "I_ALPHA"[1] %s;\n", WriteRegister(ApiType, "c", C_ALPHA));
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WRITE(p, "uniform float4 "I_TEXDIMS"[8] %s;\n", WriteRegister(ApiType, "c", C_TEXDIMS));
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WRITE(p, "uniform float4 "I_ZBIAS"[2] %s;\n", WriteRegister(ApiType, "c", C_ZBIAS));
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WRITE(p, "uniform float4 "I_INDTEXSCALE"[2] %s;\n", WriteRegister(ApiType, "c", C_INDTEXSCALE));
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WRITE(p, "uniform float4 "I_INDTEXMTX"[6] %s;\n", WriteRegister(ApiType, "c", C_INDTEXMTX));
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WRITE(p, "uniform float4 "I_FOG"[3] %s;\n", WriteRegister(ApiType, "c", C_FOG));
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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WRITE(p,"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n");
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WRITE(p,"typedef struct { Light lights[8]; } s_"I_PLIGHTS";\n");
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WRITE(p, "uniform s_"I_PLIGHTS" "I_PLIGHTS" : register(c%d);\n", C_PLIGHTS);
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WRITE(p, "typedef struct { float4 C0, C1, C2, C3; } s_"I_PMATERIALS";\n");
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WRITE(p, "uniform s_"I_PMATERIALS" "I_PMATERIALS" : register(c%d);\n", C_PMATERIALS);
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WRITE(p, "uniform float4 "I_PLIGHTS"[40] %s;\n", WriteRegister(ApiType, "c", C_PLIGHTS));
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WRITE(p, "uniform float4 "I_PMATERIALS"[4] %s;\n", WriteRegister(ApiType, "c", C_PMATERIALS));
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}
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if(ApiType != API_GLSL)
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{
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WRITE(p, "void main(\n");
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if(ApiType != API_D3D11)
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{
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@ -616,6 +639,47 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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}
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}
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WRITE(p, " ) {\n");
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}
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else
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{
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// GLSL doesn't do main arguments
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// Once we switch to GLSL 1.3 we will bind a lot of these.
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WRITE(p, " float4 ocol0;\n");
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if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, " float4 ocol1;\n"); // Will be supported later
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if(DepthTextureEnable)
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WRITE(p, " float depth;\n"); // TODO: Passed to Vertex Shader right?
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WRITE(p, " float4 rawpos = gl_FragCoord;\n");
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WRITE(p, " float4 colors_0 = gl_Color;\n");
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WRITE(p, " float4 colors_1 = gl_SecondaryColor;\n");
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// compute window position if needed because binding semantic WPOS is not widely supported
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if (numTexgen < 7)
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{
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for (int i = 0; i < numTexgen; ++i)
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WRITE(p, " float3 uv%d = gl_TexCoord[%d].xyz;\n", i, i);
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WRITE(p, " float4 clipPos = gl_TexCoord[%d];\n", numTexgen);
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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WRITE(p, " float4 Normal = gl_TexCoord[%d];\n", numTexgen + 1);
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}
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else
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{
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// wpos is in w of first 4 texcoords
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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for (int i = 0; i < 8; ++i)
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WRITE(p, " float4 uv%d = gl_TexCoord[%d];\n", i, i);
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}
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else
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{
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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WRITE(p, " float%d uv%d = gl_TexCoord[%d]%s;\n", i < 4 ? 4 : 3 , i, i, i < 4 ? ".xyz" : "");
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}
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}
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WRITE(p, "void main()\n{\n");
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}
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char* pmainstart = p;
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int Pretest = AlphaPreTest();
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if (!Pretest)
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{
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// alpha test will always fail, so restart the shader and just make it an empty function
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WRITE(p, "ocol0 = 0;\n");
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WRITE(p, "ocol0 = float4(0);\n");
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WRITE(p, "discard;\n");
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if(ApiType == API_GLSL)
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WRITE(p, "gl_FragData[0] = ocol0;\n");
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if(ApiType != API_D3D11)
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WRITE(p, "return;\n");
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}
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@ -733,6 +799,15 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WRITE(p, "depth = 1.f;\n");
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if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, "ocol1 = 0;\n");
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if(ApiType == API_GLSL)
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{
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// Once we switch to GLSL 1.3 and bind variables, we won't need to do this
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WRITE(p, "gl_FragData[0] = ocol0;\n");
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if(DepthTextureEnable)
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WRITE(p, "gl_FragDepth = depth;\n");
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if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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; // TODO: Will do this later
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}
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WRITE(p, "discard;\n");
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if(ApiType != API_D3D11)
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WRITE(p, "return;\n");
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// ...and the alpha from ocol0 will be written to the framebuffer.
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WRITE(p, " ocol0.a = "I_ALPHA"[0].a;\n");
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}
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if(ApiType == API_GLSL)
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{
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if(DepthTextureEnable)
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WRITE(p, "gl_FragDepth = depth;\n");
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WRITE(p, "gl_FragData[0] = ocol0;\n");
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}
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}
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WRITE(p, "}\n");
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if (text[sizeof(text) - 1] != 0x7C)
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@ -47,6 +47,19 @@
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#define PIXELSHADERUID_MAX_VALUES 70
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#define PIXELSHADERUID_MAX_VALUES_SAFE 120
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// Annoying sure, can be removed once we get up to GLSL ~1.3
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const s_svar PSVar_Loc[] = { {I_COLORS, C_COLORS, 4 },
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{I_KCOLORS, C_KCOLORS, 4 },
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{I_ALPHA, C_ALPHA, 1 },
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{I_TEXDIMS, C_TEXDIMS, 8 },
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{I_ZBIAS , C_ZBIAS, 2 },
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{I_INDTEXSCALE , C_INDTEXSCALE, 2 },
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{I_INDTEXMTX, C_INDTEXMTX, 6 },
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{I_FOG, C_FOG, 3 },
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{I_PLIGHTS, C_PLIGHTS, 40 },
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{I_PMATERIALS, C_PMATERIALS, 4 },
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};
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// DO NOT make anything in this class virtual.
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template<bool safe>
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class _PIXELSHADERUID
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@ -130,7 +130,7 @@ static char text[16384];
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#define WRITE p+=sprintf
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char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type)
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char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE ApiType)
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{
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WRITE(p, "struct VS_OUTPUT {\n");
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WRITE(p, " float4 pos : POSITION;\n");
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return p;
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}
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const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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extern const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num);
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const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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{
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setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
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text[sizeof(text) - 1] = 0x7C; // canary
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_assert_(bpmem.genMode.numtexgens == xfregs.numTexGen.numTexGens);
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_assert_(bpmem.genMode.numcolchans == xfregs.numChan.numColorChans);
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bool is_d3d = (api_type & API_D3D9 || api_type == API_D3D11);
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bool is_d3d = (ApiType & API_D3D9 || ApiType == API_D3D11);
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u32 lightMask = 0;
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if (xfregs.numChan.numColorChans > 0)
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lightMask |= xfregs.color[0].GetFullLightMask() | xfregs.alpha[0].GetFullLightMask();
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@ -178,31 +181,61 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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char *p = text;
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WRITE(p, "//Vertex Shader: comp:%x, \n", components);
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WRITE(p, "typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_"I_POSNORMALMATRIX";\n"
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"typedef struct { float4 t; } FLT4;\n"
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"typedef struct { FLT4 T[24]; } s_"I_TEXMATRICES";\n"
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"typedef struct { FLT4 T[64]; } s_"I_TRANSFORMMATRICES";\n"
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"typedef struct { FLT4 T[32]; } s_"I_NORMALMATRICES";\n"
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"typedef struct { FLT4 T[64]; } s_"I_POSTTRANSFORMMATRICES";\n"
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"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n"
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"typedef struct { Light lights[8]; } s_"I_LIGHTS";\n"
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"typedef struct { float4 C0, C1, C2, C3; } s_"I_MATERIALS";\n"
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"typedef struct { float4 T0, T1, T2, T3; } s_"I_PROJECTION";\n"
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);
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p = GenerateVSOutputStruct(p, components, api_type);
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if(ApiType == API_GLSL)
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{
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// A few required defines and ones that will make our lives a lot easier
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WRITE(p, "#version 120\n");
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// Silly differences
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WRITE(p, "#define float2 vec2\n");
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WRITE(p, "#define float3 vec3\n");
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WRITE(p, "#define float4 vec4\n");
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// cg to glsl function translation
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WRITE(p, "#define frac(x) fract(x)\n");
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WRITE(p, "#define saturate(x) clamp(x, 0.0f, 1.0f)\n");
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WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n");
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}
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// uniforms
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WRITE(p, "uniform float4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
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WRITE(p, "uniform float4 "I_TEXMATRICES"[24] %s;\n", WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
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WRITE(p, "uniform float4 "I_NORMALMATRICES"[32] %s;\n", WriteRegister(ApiType, "c", C_NORMALMATRICES));
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WRITE(p, "uniform float4 "I_POSNORMALMATRIX"[6] %s;\n", WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
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WRITE(p, "uniform float4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES));
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WRITE(p, "uniform float4 "I_LIGHTS"[40] %s;\n", WriteRegister(ApiType, "c", C_LIGHTS));
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WRITE(p, "uniform float4 "I_MATERIALS"[4] %s;\n", WriteRegister(ApiType, "c", C_MATERIALS));
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WRITE(p, "uniform float4 "I_PROJECTION"[4] %s;\n", WriteRegister(ApiType, "c", C_PROJECTION));
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WRITE(p, "uniform float4 "I_DEPTHPARAMS" %s;\n", WriteRegister(ApiType, "c", C_DEPTHPARAMS));
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WRITE(p, "uniform s_"I_TRANSFORMMATRICES" "I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
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WRITE(p, "uniform s_"I_TEXMATRICES" "I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES); // also using tex matrices
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WRITE(p, "uniform s_"I_NORMALMATRICES" "I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES);
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WRITE(p, "uniform s_"I_POSNORMALMATRIX" "I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX);
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WRITE(p, "uniform s_"I_POSTTRANSFORMMATRICES" "I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES);
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WRITE(p, "uniform s_"I_LIGHTS" "I_LIGHTS" : register(c%d);\n", C_LIGHTS);
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WRITE(p, "uniform s_"I_MATERIALS" "I_MATERIALS" : register(c%d);\n", C_MATERIALS);
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WRITE(p, "uniform s_"I_PROJECTION" "I_PROJECTION" : register(c%d);\n", C_PROJECTION);
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WRITE(p, "uniform float4 "I_DEPTHPARAMS" : register(c%d);\n", C_DEPTHPARAMS);
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p = GenerateVSOutputStruct(p, components, ApiType);
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if(ApiType == API_GLSL)
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{
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if (components & VB_HAS_NRM0)
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WRITE(p, " float3 rawnorm0 = gl_Normal; // NORMAL0,\n");
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if (components & VB_HAS_POSMTXIDX)
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WRITE(p, "attribute float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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if (components & VB_HAS_NRM1)
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WRITE(p, "attribute float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
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if (components & VB_HAS_NRM2)
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WRITE(p, "attribute float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
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if (components & VB_HAS_COL0)
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WRITE(p, " float4 color0 = gl_Color; // COLOR0,\n");
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if (components & VB_HAS_COL1)
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WRITE(p, " float4 color1 = gl_SecondaryColor; // COLOR1,\n");
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for (int i = 0; i < 8; ++i) {
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u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
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if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
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WRITE(p, " float%d tex%d = gl_MultiTexCoord%d.xy%s; // TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i, hastexmtx ? "z" : "", i);
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}
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WRITE(p, " float4 rawpos = gl_Vertex;\n") ;
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WRITE(p, "void main()\n{\n");
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}
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else
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{
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WRITE(p, "VS_OUTPUT main(\n");
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@ -239,17 +272,18 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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WRITE(p, " float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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}
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WRITE(p, " float4 rawpos : POSITION) {\n");
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}
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WRITE(p, "VS_OUTPUT o;\n");
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// transforms
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if (components & VB_HAS_POSMTXIDX)
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{
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if (api_type & API_D3D9)
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if (ApiType & API_D3D9)
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{
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WRITE(p, "int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n");
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WRITE(p, "int posmtx = indices.x;\n");
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}
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else if (api_type == API_D3D11)
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else if (ApiType == API_D3D11)
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{
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WRITE(p, "int posmtx = blend_indices.x * 255.0f;\n");
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}
|
||||
|
@ -493,6 +527,37 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
|||
//seems to get rather complicated
|
||||
}
|
||||
|
||||
if(ApiType == API_GLSL)
|
||||
{
|
||||
// Bit ugly here
|
||||
// Will look better when we bind uniforms in GLSL 1.3
|
||||
// clipPos/w needs to be done in pixel shader, not here
|
||||
|
||||
if (xfregs.numTexGen.numTexGens < 7) {
|
||||
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
|
||||
WRITE(p, " gl_TexCoord[%d].xyz = o.tex%d;\n", i, i);
|
||||
WRITE(p, " gl_TexCoord[%d] = o.clipPos;\n", xfregs.numTexGen.numTexGens);
|
||||
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
|
||||
WRITE(p, " gl_TexCoord[%d] = o.Normal;\n", xfregs.numTexGen.numTexGens + 1);
|
||||
} else {
|
||||
// clip position is in w of first 4 texcoords
|
||||
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
|
||||
{
|
||||
for (int i = 0; i < 8; ++i)
|
||||
WRITE(p, " gl_TexCoord[%d] = o.tex%d;\n", i, i);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
|
||||
WRITE(p, " gl_TexCoord[%d]%s = o.tex%d;\n", i, i < 4 ? ".xyzw" : ".xyz" , i);
|
||||
}
|
||||
}
|
||||
WRITE(p, "gl_FrontColor = o.colors_0;\n");
|
||||
WRITE(p, "gl_FrontSecondaryColor = o.colors_1;\n");
|
||||
WRITE(p, "gl_Position = o.pos;\n");
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
else
|
||||
WRITE(p, "return o;\n}\n");
|
||||
|
||||
|
||||
|
|
|
@ -47,7 +47,16 @@
|
|||
#define C_POSTTRANSFORMMATRICES (C_NORMALMATRICES + 32)
|
||||
#define C_DEPTHPARAMS (C_POSTTRANSFORMMATRICES + 64)
|
||||
#define C_VENVCONST_END (C_DEPTHPARAMS + 4)
|
||||
|
||||
const s_svar VSVar_Loc[] = { {I_POSNORMALMATRIX, C_POSNORMALMATRIX, 6 },
|
||||
{I_PROJECTION , C_PROJECTION, 4 },
|
||||
{I_MATERIALS, C_MATERIALS, 4 },
|
||||
{I_LIGHTS, C_LIGHTS, 40 },
|
||||
{I_TEXMATRICES, C_TEXMATRICES, 24 },
|
||||
{I_TRANSFORMMATRICES , C_TRANSFORMMATRICES, 64 },
|
||||
{I_NORMALMATRICES , C_NORMALMATRICES, 32 },
|
||||
{I_POSTTRANSFORMMATRICES, C_POSTTRANSFORMMATRICES, 64 },
|
||||
{I_DEPTHPARAMS, C_DEPTHPARAMS, 4 },
|
||||
};
|
||||
template<bool safe>
|
||||
class _VERTEXSHADERUID
|
||||
{
|
||||
|
|
|
@ -152,5 +152,11 @@ inline unsigned int GetPow2(unsigned int val)
|
|||
++ret;
|
||||
return ret;
|
||||
}
|
||||
struct s_svar
|
||||
{
|
||||
const char *name;
|
||||
const unsigned int reg;
|
||||
const unsigned int size;
|
||||
};
|
||||
|
||||
#endif // _VIDEOCOMMON_H
|
||||
|
|
|
@ -151,6 +151,7 @@ void VideoConfig::GameIniLoad(const char *ini_file)
|
|||
iniFile.GetIfExists("Video_Settings", "DisableFog", &bDisableFog);
|
||||
iniFile.GetIfExists("Video_Settings", "EnableOpenCL", &bEnableOpenCL);
|
||||
iniFile.GetIfExists("Video_Settings", "OMPDecoder", &bOMPDecoder);
|
||||
iniFile.GetIfExists("Video_Settings", "UseGLSL", &bUseGLSL);
|
||||
|
||||
iniFile.GetIfExists("Video_Enhancements", "ForceFiltering", &bForceFiltering);
|
||||
iniFile.GetIfExists("Video_Enhancements", "MaxAnisotropy", &iMaxAnisotropy); // NOTE - this is x in (1 << x)
|
||||
|
@ -183,6 +184,7 @@ void VideoConfig::VerifyValidity()
|
|||
if (!backend_info.bSupports3DVision) b3DVision = false;
|
||||
if (!backend_info.bSupportsFormatReinterpretation) bEFBEmulateFormatChanges = false;
|
||||
if (!backend_info.bSupportsPixelLighting) bEnablePixelLighting = false;
|
||||
if (!backend_info.bSupportsGLSL) bUseGLSL = false;
|
||||
}
|
||||
|
||||
void VideoConfig::Save(const char *ini_file)
|
||||
|
@ -230,6 +232,7 @@ void VideoConfig::Save(const char *ini_file)
|
|||
iniFile.Set("Settings", "DisableTexturing", bDisableTexturing);
|
||||
iniFile.Set("Settings", "DstAlphaPass", bDstAlphaPass);
|
||||
iniFile.Set("Settings", "DisableFog", bDisableFog);
|
||||
iniFile.Set("Settings", "bUseGLSL", bUseGLSL);
|
||||
|
||||
iniFile.Set("Settings", "EnableOpenCL", bEnableOpenCL);
|
||||
iniFile.Set("Settings", "OMPDecoder", bOMPDecoder);
|
||||
|
@ -296,6 +299,7 @@ void VideoConfig::GameIniSave(const char* default_ini, const char* game_ini)
|
|||
SET_IF_DIFFERS("Video_Settings", "DisableFog", bDisableFog);
|
||||
SET_IF_DIFFERS("Video_Settings", "EnableOpenCL", bEnableOpenCL);
|
||||
SET_IF_DIFFERS("Video_Settings", "OMPDecoder", bOMPDecoder);
|
||||
SET_IF_DIFFERS("Video_Settings", "UseGLSL", bUseGLSL);
|
||||
|
||||
SET_IF_DIFFERS("Video_Enhancements", "ForceFiltering", bForceFiltering);
|
||||
SET_IF_DIFFERS("Video_Enhancements", "MaxAnisotropy", iMaxAnisotropy); // NOTE - this is x in (1 << x)
|
||||
|
|
|
@ -106,6 +106,7 @@ struct VideoConfig
|
|||
bool bDisableTexturing;
|
||||
bool bDstAlphaPass;
|
||||
bool bDisableFog;
|
||||
bool bUseGLSL;
|
||||
|
||||
// Utility
|
||||
bool bDumpTextures;
|
||||
|
@ -166,6 +167,7 @@ struct VideoConfig
|
|||
bool bSupportsDualSourceBlend; // only supported by D3D11 and OpenGL
|
||||
bool bSupportsFormatReinterpretation;
|
||||
bool bSupportsPixelLighting;
|
||||
bool bSupportsGLSL;
|
||||
} backend_info;
|
||||
};
|
||||
|
||||
|
|
|
@ -94,6 +94,7 @@ void InitBackendInfo()
|
|||
g_Config.backend_info.bSupportsDualSourceBlend = true;
|
||||
g_Config.backend_info.bSupportsFormatReinterpretation = true;
|
||||
g_Config.backend_info.bSupportsPixelLighting = true;
|
||||
g_Config.backend_info.bSupportsGLSL = false;
|
||||
|
||||
IDXGIFactory* factory;
|
||||
IDXGIAdapter* ad;
|
||||
|
|
|
@ -96,6 +96,7 @@ void InitBackendInfo()
|
|||
g_Config.backend_info.bSupports3DVision = true;
|
||||
g_Config.backend_info.bSupportsDualSourceBlend = false;
|
||||
g_Config.backend_info.bSupportsFormatReinterpretation = true;
|
||||
g_Config.backend_info.bSupportsGLSL = false;
|
||||
|
||||
|
||||
g_Config.backend_info.bSupportsPixelLighting = C_PLIGHTS + 40 <= maxConstants && C_PMATERIALS + 4 <= maxConstants;
|
||||
|
|
|
@ -4,6 +4,7 @@ set(SRCS Src/FramebufferManager.cpp
|
|||
Src/NativeVertexFormat.cpp
|
||||
Src/PixelShaderCache.cpp
|
||||
Src/PostProcessing.cpp
|
||||
Src/ProgramShaderCache.cpp
|
||||
Src/RasterFont.cpp
|
||||
Src/Render.cpp
|
||||
Src/TextureCache.cpp
|
||||
|
|
|
@ -19,6 +19,7 @@
|
|||
#include "x64Emitter.h"
|
||||
#include "ABI.h"
|
||||
#include "MemoryUtil.h"
|
||||
#include "ProgramShaderCache.h"
|
||||
#include "VertexShaderGen.h"
|
||||
|
||||
#include "CPMemory.h"
|
||||
|
@ -191,8 +192,15 @@ void GLVertexFormat::SetupVertexPointers() {
|
|||
if (vtx_decl.num_normals >= 1) {
|
||||
glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[0]));
|
||||
if (vtx_decl.num_normals == 3) {
|
||||
glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[1]));
|
||||
glVertexAttribPointer(SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[2]));
|
||||
GLint varLocation1 = SHADER_NORM1_ATTRIB, varLocation2 = SHADER_NORM2_ATTRIB;
|
||||
if(g_ActiveConfig.bUseGLSL){
|
||||
varLocation1 = OGL::ProgramShaderCache::GetAttr(0);
|
||||
varLocation2 = OGL::ProgramShaderCache::GetAttr(1);
|
||||
}
|
||||
if(varLocation1 > 0)
|
||||
glVertexAttribPointer(varLocation1, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[1]));
|
||||
if(varLocation2 > 0)
|
||||
glVertexAttribPointer(varLocation2, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[2]));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -216,7 +224,11 @@ void GLVertexFormat::SetupVertexPointers() {
|
|||
}
|
||||
|
||||
if (vtx_decl.posmtx_offset != -1) {
|
||||
glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.posmtx_offset));
|
||||
GLint varLocation = SHADER_POSMTX_ATTRIB;
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
varLocation = OGL::ProgramShaderCache::GetAttr(2);
|
||||
if(varLocation > 0)
|
||||
glVertexAttribPointer(varLocation, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.posmtx_offset));
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
|
|
@ -27,6 +27,7 @@
|
|||
#include "Common.h"
|
||||
#include "Render.h"
|
||||
#include "VertexShaderGen.h"
|
||||
#include "ProgramShaderCache.h"
|
||||
#include "PixelShaderCache.h"
|
||||
#include "PixelShaderManager.h"
|
||||
#include "FileUtil.h"
|
||||
|
@ -47,6 +48,10 @@ bool PixelShaderCache::ShaderEnabled;
|
|||
PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry = NULL;
|
||||
PIXELSHADERUID PixelShaderCache::last_uid;
|
||||
|
||||
void(*pSetPSConstant4f)(unsigned int, float, float, float, float);
|
||||
void(*pSetPSConstant4fv)(unsigned int, const float*);
|
||||
void(*pSetMultiPSConstant4fv)(unsigned int, unsigned int, const float*);
|
||||
|
||||
GLuint PixelShaderCache::GetDepthMatrixProgram()
|
||||
{
|
||||
return s_DepthMatrixProgram;
|
||||
|
@ -67,6 +72,19 @@ void PixelShaderCache::Init()
|
|||
|
||||
s_displayCompileAlert = true;
|
||||
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
{
|
||||
pSetPSConstant4f = SetGLSLPSConstant4f;
|
||||
pSetPSConstant4fv = SetGLSLPSConstant4fv;
|
||||
pSetMultiPSConstant4fv = SetMultiGLSLPSConstant4fv;
|
||||
}
|
||||
else
|
||||
{
|
||||
pSetPSConstant4f = SetCGPSConstant4f;
|
||||
pSetPSConstant4fv = SetCGPSConstant4fv;
|
||||
pSetMultiPSConstant4fv = SetMultiCGPSConstant4fv;
|
||||
}
|
||||
|
||||
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB, (GLint *)&s_nMaxPixelInstructions);
|
||||
|
||||
if(s_nMaxPixelInstructions == 0) // Some combination of drivers and hardware returns zero for some reason.
|
||||
|
@ -351,22 +369,106 @@ void PixelShaderCache::SetCurrentShader(GLuint Shader)
|
|||
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, CurrentShader);
|
||||
}
|
||||
}
|
||||
// GLSL Specific
|
||||
void PixelShaderCache::SetPSSampler(const char * name, unsigned int Tex)
|
||||
{
|
||||
PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
|
||||
for(int a = 0; a < NUM_UNIFORMS; ++a)
|
||||
if(!strcmp(name, UniformNames[a]))
|
||||
{
|
||||
if(tmp.UniformLocations[a] == -1)
|
||||
return;
|
||||
else
|
||||
{
|
||||
glUniform1i(tmp.UniformLocations[a], Tex);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
void SetPSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
|
||||
{
|
||||
PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
|
||||
for(int a = 0; a < NUM_UNIFORMS; ++a)
|
||||
if(!strcmp(name, UniformNames[a]))
|
||||
{
|
||||
if(tmp.UniformLocations[a] == -1)
|
||||
return;
|
||||
else
|
||||
{
|
||||
glUniform4fv(tmp.UniformLocations[a] + offset, count, f);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
float f[4] = { f1, f2, f3, f4 };
|
||||
for( unsigned int a = 0; a < 10; ++a)
|
||||
{
|
||||
if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - PSVar_Loc[a].reg;
|
||||
SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
void SetGLSLPSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
for( unsigned int a = 0; a < 10; ++a)
|
||||
{
|
||||
if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - PSVar_Loc[a].reg;
|
||||
SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetMultiGLSLPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
for( unsigned int a = 0; a < 10; ++a)
|
||||
{
|
||||
if( const_number >= PSVar_Loc[a].reg && const_number < (PSVar_Loc[a].reg + PSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - PSVar_Loc[a].reg;
|
||||
SetPSConstant4fvByName(PSVar_Loc[a].name, offset, f, count);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
// CG Specific
|
||||
void SetCGPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
float f[4] = { f1, f2, f3, f4 };
|
||||
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
|
||||
}
|
||||
|
||||
void Renderer::SetPSConstant4fv(unsigned int const_number, const float *f)
|
||||
void SetCGPSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number, f);
|
||||
}
|
||||
|
||||
void Renderer::SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
void SetMultiCGPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
for (unsigned int i = 0; i < count; i++,f+=4)
|
||||
glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, const_number + i, f);
|
||||
}
|
||||
// Renderer functions
|
||||
void Renderer::SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
pSetPSConstant4f(const_number, f1, f2, f3, f4);
|
||||
}
|
||||
|
||||
void Renderer::SetPSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
pSetPSConstant4fv(const_number, f);
|
||||
}
|
||||
|
||||
void Renderer::SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
pSetMultiPSConstant4fv(const_number, count, f);
|
||||
}
|
||||
} // namespace OGL
|
||||
|
|
|
@ -73,6 +73,8 @@ class PixelShaderCache
|
|||
public:
|
||||
static void Init();
|
||||
static void Shutdown();
|
||||
// This is a GLSL only function
|
||||
static void SetPSSampler(const char * name, unsigned int Tex);
|
||||
|
||||
static FRAGMENTSHADER* SetShader(DSTALPHA_MODE dstAlphaMode, u32 components);
|
||||
static bool CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram);
|
||||
|
@ -85,7 +87,15 @@ public:
|
|||
|
||||
static void DisableShader();
|
||||
};
|
||||
// GLSL Specific
|
||||
void SetGLSLPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
|
||||
void SetGLSLPSConstant4fv(unsigned int const_number, const float *f);
|
||||
void SetMultiGLSLPSConstant4fv(unsigned int const_number, unsigned int count, const float *f);
|
||||
|
||||
//CG Specific
|
||||
void SetCGPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
|
||||
void SetCGPSConstant4fv(unsigned int const_number, const float *f);
|
||||
void SetMultiCGPSConstant4fv(unsigned int const_number, unsigned int count, const float *f);
|
||||
} // namespace OGL
|
||||
|
||||
#endif // _PIXELSHADERCACHE_H_
|
||||
|
|
|
@ -0,0 +1,150 @@
|
|||
// Copyright (C) 2003 Dolphin Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
#include "ProgramShaderCache.h"
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
GLuint ProgramShaderCache::CurrentFShader = 0, ProgramShaderCache::CurrentVShader = 0, ProgramShaderCache::CurrentProgram = 0;
|
||||
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
|
||||
|
||||
std::pair<u64, u64> ProgramShaderCache::CurrentShaderProgram;
|
||||
const char *UniformNames[NUM_UNIFORMS] = {
|
||||
// SAMPLERS
|
||||
"samp0","samp1","samp2","samp3","samp4","samp5","samp6","samp7",
|
||||
// PIXEL SHADER UNIFORMS
|
||||
I_COLORS,
|
||||
I_KCOLORS,
|
||||
I_ALPHA,
|
||||
I_TEXDIMS,
|
||||
I_ZBIAS ,
|
||||
I_INDTEXSCALE ,
|
||||
I_INDTEXMTX,
|
||||
I_FOG,
|
||||
I_PLIGHTS,
|
||||
I_PMATERIALS,
|
||||
// VERTEX SHADER UNIFORMS
|
||||
I_POSNORMALMATRIX,
|
||||
I_PROJECTION ,
|
||||
I_MATERIALS,
|
||||
I_LIGHTS,
|
||||
I_TEXMATRICES,
|
||||
I_TRANSFORMMATRICES ,
|
||||
I_NORMALMATRICES ,
|
||||
I_POSTTRANSFORMMATRICES,
|
||||
I_DEPTHPARAMS,
|
||||
};
|
||||
|
||||
void ProgramShaderCache::SetBothShaders(GLuint PS, GLuint VS)
|
||||
{
|
||||
PROGRAMUID uid;
|
||||
CurrentFShader = PS;
|
||||
CurrentVShader = VS;
|
||||
|
||||
|
||||
GetProgramShaderId(&uid, CurrentVShader, CurrentFShader);
|
||||
|
||||
if(uid.uid.id == 0)
|
||||
{
|
||||
CurrentProgram = 0;
|
||||
glUseProgram(0);
|
||||
return;
|
||||
}
|
||||
|
||||
// Fragment shaders can survive without Vertex Shaders
|
||||
// We have a valid fragment shader, let's create our program
|
||||
std::pair<u64, u64> ShaderPair = std::make_pair(uid.uid.psid, uid.uid.vsid);
|
||||
PCache::iterator iter = pshaders.find(ShaderPair);
|
||||
if (iter != pshaders.end())
|
||||
{
|
||||
PCacheEntry &entry = iter->second;
|
||||
glUseProgram(entry.program.glprogid);
|
||||
CurrentShaderProgram = ShaderPair;
|
||||
CurrentProgram = entry.program.glprogid;
|
||||
return;
|
||||
}
|
||||
PCacheEntry entry;
|
||||
entry.program.vsid = CurrentVShader;
|
||||
entry.program.psid = CurrentFShader;
|
||||
entry.program.glprogid = glCreateProgram();
|
||||
|
||||
// Right, the program is created now
|
||||
// Let's attach everything
|
||||
if(entry.program.vsid != 0) // attaching zero vertex shader makes it freak out
|
||||
glAttachShader(entry.program.glprogid, entry.program.vsid);
|
||||
glAttachShader(entry.program.glprogid, entry.program.psid);
|
||||
glLinkProgram(entry.program.glprogid);
|
||||
//checkForGLError("linking program");
|
||||
glUseProgram(entry.program.glprogid);
|
||||
//checkForGLError("using program");
|
||||
|
||||
// We cache our uniform locations for now
|
||||
// Once we move up to a newer version of GLSL, ~1.30
|
||||
// We can remove this
|
||||
|
||||
//For some reason this fails on my hardware
|
||||
//glGetUniformIndices(entry.program.glprogid, NUM_UNIFORMS, UniformNames, entry.program.UniformLocations);
|
||||
//Got to do it this crappy way.
|
||||
for(int a = 0; a < NUM_UNIFORMS; ++a)
|
||||
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
|
||||
|
||||
// Need to get some attribute locations
|
||||
if(uid.uid.vsid != 0) // We have no vertex Shader
|
||||
{
|
||||
entry.program.attrLoc[0] = glGetAttribLocation(entry.program.glprogid, "rawnorm1");
|
||||
entry.program.attrLoc[1] = glGetAttribLocation(entry.program.glprogid, "rawnorm2");
|
||||
entry.program.attrLoc[2] = glGetAttribLocation(entry.program.glprogid, "fposmtx");
|
||||
if(entry.program.attrLoc[0] > 0)
|
||||
glEnableVertexAttribArray(entry.program.attrLoc[0]);
|
||||
if(entry.program.attrLoc[1] > 0)
|
||||
glEnableVertexAttribArray(entry.program.attrLoc[1]);
|
||||
if(entry.program.attrLoc[2] > 0)
|
||||
glEnableVertexAttribArray(entry.program.attrLoc[2]);
|
||||
}
|
||||
else
|
||||
entry.program.attrLoc[0] = entry.program.attrLoc[1] = entry.program.attrLoc[2] = 0;
|
||||
|
||||
|
||||
pshaders[ShaderPair] = entry;
|
||||
CurrentShaderProgram = ShaderPair;
|
||||
CurrentProgram = entry.program.glprogid;
|
||||
}
|
||||
|
||||
GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
|
||||
|
||||
GLint ProgramShaderCache::GetAttr(int num)
|
||||
{
|
||||
return pshaders[CurrentShaderProgram].program.attrLoc[num];
|
||||
}
|
||||
PROGRAMSHADER ProgramShaderCache::GetShaderProgram()
|
||||
{
|
||||
return pshaders[CurrentShaderProgram].program;
|
||||
}
|
||||
|
||||
void ProgramShaderCache::Shutdown(void)
|
||||
{
|
||||
PCache::iterator iter = pshaders.begin();
|
||||
for (; iter != pshaders.end(); iter++)
|
||||
iter->second.Destroy();
|
||||
pshaders.clear();
|
||||
}
|
||||
}
|
||||
|
||||
void GetProgramShaderId(PROGRAMUID *uid, GLuint _v, GLuint _p)
|
||||
{
|
||||
uid->uid.vsid = _v;
|
||||
uid->uid.psid = _p;
|
||||
}
|
|
@ -0,0 +1,108 @@
|
|||
// Copyright (C) 2003 Dolphin Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
#ifndef _ProgramShaderCache_H_
|
||||
#define _ProgramShaderCache_H_
|
||||
|
||||
#include "GLUtil.h"
|
||||
|
||||
#include "VertexShaderCache.h"
|
||||
#include "PixelShaderCache.h"
|
||||
#include "PixelShaderGen.h"
|
||||
#include "VertexShaderGen.h"
|
||||
|
||||
union PID
|
||||
{
|
||||
struct {
|
||||
GLuint vsid, psid;
|
||||
};
|
||||
u64 id;
|
||||
};
|
||||
|
||||
class PROGRAMUID
|
||||
{
|
||||
public:
|
||||
|
||||
PID uid;
|
||||
|
||||
PROGRAMUID()
|
||||
{
|
||||
uid.id = 0;
|
||||
}
|
||||
|
||||
PROGRAMUID(const PROGRAMUID& r)
|
||||
{
|
||||
uid.id = r.uid.id;
|
||||
}
|
||||
PROGRAMUID(GLuint _v, GLuint _p)
|
||||
{
|
||||
uid.vsid = _v;
|
||||
uid.psid = _p;
|
||||
}
|
||||
|
||||
int GetNumValues() const
|
||||
{
|
||||
return uid.id;
|
||||
}
|
||||
};
|
||||
void GetProgramShaderId(PROGRAMUID *uid, GLuint _v, GLuint _p);
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
#define NUM_UNIFORMS 27
|
||||
extern const char *UniformNames[NUM_UNIFORMS];
|
||||
|
||||
|
||||
struct PROGRAMSHADER
|
||||
{
|
||||
PROGRAMSHADER() : glprogid(0), vsid(0), psid(0){}
|
||||
GLuint glprogid; // opengl program id
|
||||
GLuint vsid, psid;
|
||||
GLint attrLoc[3];
|
||||
GLint UniformLocations[NUM_UNIFORMS];
|
||||
};
|
||||
|
||||
|
||||
class ProgramShaderCache
|
||||
{
|
||||
struct PCacheEntry
|
||||
{
|
||||
PROGRAMSHADER program;
|
||||
int frameCount;
|
||||
PCacheEntry() : frameCount(0) {}
|
||||
void Destroy() {
|
||||
glDeleteProgram(program.glprogid);
|
||||
program.glprogid = 0;
|
||||
}
|
||||
};
|
||||
typedef std::map<std::pair<u64, u64>, PCacheEntry> PCache;
|
||||
|
||||
static PCache pshaders;
|
||||
static GLuint CurrentFShader, CurrentVShader, CurrentProgram;
|
||||
static std::pair<u64, u64> CurrentShaderProgram;
|
||||
public:
|
||||
static PROGRAMSHADER GetShaderProgram();
|
||||
static GLint GetAttr(int num);
|
||||
static void SetBothShaders(GLuint PS, GLuint VS);
|
||||
static GLuint GetCurrentProgram(void);
|
||||
static void Shutdown(void);
|
||||
|
||||
};
|
||||
|
||||
} // namespace OGL
|
||||
|
||||
#endif
|
|
@ -45,6 +45,7 @@
|
|||
#include "DLCache.h"
|
||||
#include "PixelShaderCache.h"
|
||||
#include "PixelShaderManager.h"
|
||||
#include "ProgramShaderCache.h"
|
||||
#include "VertexShaderCache.h"
|
||||
#include "VertexShaderManager.h"
|
||||
#include "VertexLoaderManager.h"
|
||||
|
@ -125,8 +126,8 @@ static std::thread scrshotThread;
|
|||
|
||||
// EFB cache related
|
||||
const u32 EFB_CACHE_RECT_SIZE = 64; // Cache 64x64 blocks.
|
||||
const u32 EFB_CACHE_WIDTH = EFB_WIDTH / EFB_CACHE_RECT_SIZE;
|
||||
const u32 EFB_CACHE_HEIGHT = EFB_HEIGHT / EFB_CACHE_RECT_SIZE;
|
||||
const u32 EFB_CACHE_WIDTH = (EFB_WIDTH + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE; // round up
|
||||
const u32 EFB_CACHE_HEIGHT = (EFB_HEIGHT + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE;
|
||||
static bool s_efbCacheValid[2][EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT];
|
||||
static std::vector<u32> s_efbCache[2][EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT]; // 2 for PEEK_Z and PEEK_COLOR
|
||||
|
||||
|
@ -698,7 +699,8 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
|
|||
if (!g_ActiveConfig.bEFBAccessEnable)
|
||||
return 0;
|
||||
|
||||
u32 cacheRectIdx = ((x / EFB_CACHE_RECT_SIZE) << 16) | (y / EFB_CACHE_RECT_SIZE);
|
||||
u32 cacheRectIdx = (y / EFB_CACHE_RECT_SIZE) * EFB_CACHE_WIDTH
|
||||
+ (x / EFB_CACHE_RECT_SIZE);
|
||||
|
||||
// Get the rectangular target region containing the EFB pixel
|
||||
EFBRectangle efbPixelRc;
|
||||
|
@ -1426,8 +1428,13 @@ void Renderer::ResetAPIState()
|
|||
{
|
||||
// Gets us to a reasonably sane state where it's possible to do things like
|
||||
// image copies with textured quads, etc.
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders(0, 0);
|
||||
else
|
||||
{
|
||||
VertexShaderCache::DisableShader();
|
||||
PixelShaderCache::DisableShader();
|
||||
}
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
@ -1453,9 +1460,14 @@ void Renderer::RestoreAPIState()
|
|||
if (g_ActiveConfig.bWireFrame)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders(0, 0);
|
||||
else
|
||||
{
|
||||
VertexShaderCache::SetCurrentShader(0);
|
||||
PixelShaderCache::SetCurrentShader(0);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::SetGenerationMode()
|
||||
{
|
||||
|
|
|
@ -33,6 +33,7 @@
|
|||
#include "PixelShaderManager.h"
|
||||
#include "VertexShaderCache.h"
|
||||
#include "VertexShaderManager.h"
|
||||
#include "ProgramShaderCache.h"
|
||||
#include "VertexShaderGen.h"
|
||||
#include "VertexLoader.h"
|
||||
#include "VertexManager.h"
|
||||
|
@ -176,10 +177,6 @@ void VertexManager::vFlush()
|
|||
}
|
||||
}
|
||||
|
||||
// set global constants
|
||||
VertexShaderManager::SetConstants();
|
||||
PixelShaderManager::SetConstants();
|
||||
|
||||
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate
|
||||
&& bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
|
||||
|
||||
|
@ -212,8 +209,18 @@ void VertexManager::vFlush()
|
|||
FRAGMENTSHADER* ps = PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
|
||||
#endif
|
||||
VERTEXSHADER* vs = VertexShaderCache::SetShader(g_nativeVertexFmt->m_components);
|
||||
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
ProgramShaderCache::SetBothShaders(ps->glprogid, vs->glprogid);
|
||||
else
|
||||
{
|
||||
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid); // Lego Star Wars crashes here.
|
||||
if (vs) VertexShaderCache::SetCurrentShader(vs->glprogid);
|
||||
}
|
||||
|
||||
// set global constants
|
||||
VertexShaderManager::SetConstants();
|
||||
PixelShaderManager::SetConstants();
|
||||
|
||||
Draw();
|
||||
|
||||
|
@ -221,6 +228,12 @@ void VertexManager::vFlush()
|
|||
if (useDstAlpha && !dualSourcePossible)
|
||||
{
|
||||
ps = PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
{
|
||||
ProgramShaderCache::SetBothShaders(ps->glprogid, 0);
|
||||
PixelShaderManager::SetConstants(); // Need to set these again
|
||||
}
|
||||
else
|
||||
if (ps) PixelShaderCache::SetCurrentShader(ps->glprogid);
|
||||
|
||||
// only update alpha
|
||||
|
|
|
@ -26,6 +26,7 @@
|
|||
#include "Render.h"
|
||||
#include "VertexShaderGen.h"
|
||||
#include "VertexShaderManager.h"
|
||||
#include "ProgramShaderCache.h"
|
||||
#include "VertexShaderCache.h"
|
||||
#include "VertexManager.h"
|
||||
#include "VertexLoader.h"
|
||||
|
@ -45,7 +46,10 @@ VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry = NULL;
|
|||
VERTEXSHADERUID VertexShaderCache::last_uid;
|
||||
|
||||
static int s_nMaxVertexInstructions;
|
||||
|
||||
void (*pSetVSConstant4f)(unsigned int, float, float, float, float);
|
||||
void (*pSetVSConstant4fv)(unsigned int, const float*);
|
||||
void (*pSetMultiVSConstant4fv)(unsigned int, unsigned int, const float*);
|
||||
void (*pSetMultiVSConstant3fv)(unsigned int, unsigned int, const float*);
|
||||
|
||||
void VertexShaderCache::Init()
|
||||
{
|
||||
|
@ -54,6 +58,21 @@ void VertexShaderCache::Init()
|
|||
CurrentShader = 0;
|
||||
last_entry = NULL;
|
||||
|
||||
if(g_ActiveConfig.bUseGLSL)
|
||||
{
|
||||
pSetVSConstant4f = SetGLSLVSConstant4f;
|
||||
pSetVSConstant4fv = SetGLSLVSConstant4fv;
|
||||
pSetMultiVSConstant4fv = SetMultiGLSLVSConstant4fv;
|
||||
pSetMultiVSConstant3fv = SetMultiGLSLVSConstant3fv;
|
||||
}
|
||||
else
|
||||
{
|
||||
pSetVSConstant4f = SetCGVSConstant4f;
|
||||
pSetVSConstant4fv = SetCGVSConstant4fv;
|
||||
pSetMultiVSConstant4fv = SetMultiCGVSConstant4fv;
|
||||
pSetMultiVSConstant3fv = SetMultiCGVSConstant3fv;
|
||||
}
|
||||
|
||||
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, (GLint *)&s_nMaxVertexInstructions);
|
||||
if (strstr((const char*)glGetString(GL_VENDOR), "Humper") != NULL) s_nMaxVertexInstructions = 4096;
|
||||
#if CG_VERSION_NUM == 2100
|
||||
|
@ -217,18 +236,99 @@ void VertexShaderCache::SetCurrentShader(GLuint Shader)
|
|||
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, CurrentShader);
|
||||
}
|
||||
}
|
||||
// GLSL Specific
|
||||
void SetVSConstant4fvByName(const char * name, unsigned int offset, const float *f, const unsigned int count = 1)
|
||||
{
|
||||
PROGRAMSHADER tmp = ProgramShaderCache::GetShaderProgram();
|
||||
for(int a = 0; a < NUM_UNIFORMS; ++a)
|
||||
if(!strcmp(name, UniformNames[a]))
|
||||
{
|
||||
if(tmp.UniformLocations[a] == -1)
|
||||
return;
|
||||
else
|
||||
{
|
||||
glUniform4fv(tmp.UniformLocations[a] + offset, count, f);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
float buf[4];
|
||||
buf[0] = f1;
|
||||
buf[1] = f2;
|
||||
buf[2] = f3;
|
||||
buf[3] = f4;
|
||||
for( unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - VSVar_Loc[a].reg;
|
||||
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, buf);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
void SetGLSLVSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
for( unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - VSVar_Loc[a].reg;
|
||||
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, f);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetMultiGLSLVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
for( unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - VSVar_Loc[a].reg;
|
||||
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, f, count);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetMultiGLSLVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
float buf[4 * C_VENVCONST_END];
|
||||
for (unsigned int i = 0; i < count; i++)
|
||||
{
|
||||
buf[4*i ] = *f++;
|
||||
buf[4*i+1] = *f++;
|
||||
buf[4*i+2] = *f++;
|
||||
buf[4*i+3] = 0.f;
|
||||
}
|
||||
for( unsigned int a = 0; a < 9; ++a)
|
||||
{
|
||||
if( const_number >= VSVar_Loc[a].reg && const_number < ( VSVar_Loc[a].reg + VSVar_Loc[a].size))
|
||||
{
|
||||
unsigned int offset = const_number - VSVar_Loc[a].reg;
|
||||
SetVSConstant4fvByName(VSVar_Loc[a].name, offset, buf, count);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// CG Specific
|
||||
void SetCGVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
glProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB, const_number, f1, f2, f3, f4);
|
||||
}
|
||||
|
||||
void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
|
||||
void SetCGVSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, const_number, f);
|
||||
}
|
||||
|
||||
void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
void SetMultiCGVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
if(GLEW_EXT_gpu_program_parameters)
|
||||
{
|
||||
|
@ -241,7 +341,7 @@ void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int cou
|
|||
}
|
||||
}
|
||||
|
||||
void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
void SetMultiCGVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
if(GLEW_EXT_gpu_program_parameters)
|
||||
{
|
||||
|
@ -269,4 +369,26 @@ void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int cou
|
|||
}
|
||||
}
|
||||
|
||||
// Renderer Functions
|
||||
void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
|
||||
{
|
||||
pSetVSConstant4f(const_number, f1, f2, f3, f4);
|
||||
}
|
||||
|
||||
void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
|
||||
{
|
||||
pSetVSConstant4fv(const_number, f);
|
||||
}
|
||||
|
||||
void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
pSetMultiVSConstant4fv(const_number, count, f);
|
||||
}
|
||||
|
||||
void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
|
||||
{
|
||||
pSetMultiVSConstant3fv(const_number, count, f);
|
||||
}
|
||||
|
||||
|
||||
} // namespace OGL
|
||||
|
|
|
@ -70,7 +70,17 @@ public:
|
|||
static void DisableShader();
|
||||
|
||||
};
|
||||
// GLSL Specific
|
||||
void SetGLSLVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
|
||||
void SetGLSLVSConstant4fv(unsigned int const_number, const float *f);
|
||||
void SetMultiGLSLVSConstant4fv(unsigned int const_number, unsigned int count, const float *f);
|
||||
void SetMultiGLSLVSConstant3fv(unsigned int const_number, unsigned int count, const float *f);
|
||||
|
||||
// CG Specific
|
||||
void SetCGVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
|
||||
void SetCGVSConstant4fv(unsigned int const_number, const float *f);
|
||||
void SetMultiCGVSConstant4fv(unsigned int const_number, unsigned int count, const float *f);
|
||||
void SetMultiCGVSConstant3fv(unsigned int const_number, unsigned int count, const float *f);
|
||||
} // namespace OGL
|
||||
|
||||
#endif // _VERTEXSHADERCACHE_H_
|
||||
|
|
|
@ -135,6 +135,7 @@ void InitBackendInfo()
|
|||
g_Config.backend_info.bSupportsDualSourceBlend = false; // supported, but broken
|
||||
g_Config.backend_info.bSupportsFormatReinterpretation = false;
|
||||
g_Config.backend_info.bSupportsPixelLighting = true;
|
||||
g_Config.backend_info.bSupportsGLSL = true;
|
||||
|
||||
// aamodes
|
||||
const char* caamodes[] = {"None", "2x", "4x", "8x", "8x CSAA", "8xQ CSAA", "16x CSAA", "16xQ CSAA"};
|
||||
|
|
Loading…
Reference in New Issue