Bit of cleanup. Clean up my massive hack in the ShaderManagerFiles. Almost feature parity with Nvidia CG now I think. Just need to do Alpha test with Dual source blending now.

This commit is contained in:
Ryan Houdek 2011-12-08 03:20:31 -06:00 committed by Sonicadvance1
parent cf68cc0c61
commit b24990ca28
6 changed files with 52 additions and 40 deletions

View File

@ -926,7 +926,8 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
if(ApiType == API_GLSL)
{
if(DepthTextureEnable)
WRITE(p, "gl_FragDepth = depth;\n");
WRITE(p, "gl_FragDepth = depth;\n");
WRITE(p, "gl_FragData[0] = ocol0;\n");
}
}

View File

@ -85,37 +85,39 @@ void PixelShaderManager::Shutdown()
void PixelShaderManager::SetConstants()
{
if (g_ActiveConfig.bUseGLSL)
Dirty();
for (int i = 0; i < 2; ++i)
{
if (s_nColorsChanged[i] || g_ActiveConfig.bUseGLSL)
if (s_nColorsChanged[i])
{
int baseind = i ? C_KCOLORS : C_COLORS;
for (int j = 0; j < 4; ++j)
{
if (s_nColorsChanged[i] & (1 << j) || g_ActiveConfig.bUseGLSL)
if (s_nColorsChanged[i] & (1 << j))
SetPSConstant4fv(baseind+j, &lastRGBAfull[i][j][0]);
}
s_nColorsChanged[i] = 0;
}
}
if (s_nTexDimsChanged || g_ActiveConfig.bUseGLSL)
if (s_nTexDimsChanged)
{
for (int i = 0; i < 8; ++i)
{
if (s_nTexDimsChanged & (1<<i) || g_ActiveConfig.bUseGLSL)
if (s_nTexDimsChanged & (1<<i))
SetPSTextureDims(i);
}
s_nTexDimsChanged = 0;
}
if (s_bAlphaChanged || g_ActiveConfig.bUseGLSL)
if (s_bAlphaChanged)
{
SetPSConstant4f(C_ALPHA, (lastAlpha&0xff)/255.0f, ((lastAlpha>>8)&0xff)/255.0f, 0, ((lastAlpha>>16)&0xff)/255.0f);
s_bAlphaChanged = false;
}
if (s_bZTextureTypeChanged || g_ActiveConfig.bUseGLSL)
if (s_bZTextureTypeChanged)
{
float ftemp[4];
switch (bpmem.ztex2.type)
@ -137,7 +139,7 @@ void PixelShaderManager::SetConstants()
s_bZTextureTypeChanged = false;
}
if (s_bZBiasChanged || s_bDepthRangeChanged || g_ActiveConfig.bUseGLSL)
if (s_bZBiasChanged || s_bDepthRangeChanged)
{
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
@ -153,12 +155,12 @@ void PixelShaderManager::SetConstants()
}
// indirect incoming texture scales
if (s_nIndTexScaleChanged || g_ActiveConfig.bUseGLSL)
if (s_nIndTexScaleChanged)
{
// set as two sets of vec4s, each containing S and T of two ind stages.
float f[8];
if (s_nIndTexScaleChanged & 0x03 || g_ActiveConfig.bUseGLSL)
if (s_nIndTexScaleChanged & 0x03)
{
for (u32 i = 0; i < 2; ++i)
{
@ -169,7 +171,7 @@ void PixelShaderManager::SetConstants()
SetPSConstant4fv(C_INDTEXSCALE, f);
}
if (s_nIndTexScaleChanged & 0x0c || g_ActiveConfig.bUseGLSL) {
if (s_nIndTexScaleChanged & 0x0c) {
for (u32 i = 2; i < 4; ++i) {
f[2 * i] = bpmem.texscale[1].getScaleS(i & 1);
f[2 * i + 1] = bpmem.texscale[1].getScaleT(i & 1);
@ -181,11 +183,11 @@ void PixelShaderManager::SetConstants()
s_nIndTexScaleChanged = 0;
}
if (s_nIndTexMtxChanged || g_ActiveConfig.bUseGLSL)
if (s_nIndTexMtxChanged)
{
for (int i = 0; i < 3; ++i)
{
if (s_nIndTexMtxChanged & (1 << i) || g_ActiveConfig.bUseGLSL)
if (s_nIndTexMtxChanged & (1 << i))
{
int scale = ((u32)bpmem.indmtx[i].col0.s0 << 0) |
((u32)bpmem.indmtx[i].col1.s1 << 2) |
@ -215,13 +217,13 @@ void PixelShaderManager::SetConstants()
s_nIndTexMtxChanged = 0;
}
if (s_bFogColorChanged || g_ActiveConfig.bUseGLSL)
if (s_bFogColorChanged)
{
SetPSConstant4f(C_FOG, bpmem.fog.color.r / 255.0f, bpmem.fog.color.g / 255.0f, bpmem.fog.color.b / 255.0f, 0);
s_bFogColorChanged = false;
}
if (s_bFogParamChanged || g_ActiveConfig.bUseGLSL)
if (s_bFogParamChanged)
{
if(!g_ActiveConfig.bDisableFog)
{
@ -237,7 +239,7 @@ void PixelShaderManager::SetConstants()
s_bFogParamChanged = false;
}
if (s_bFogRangeAdjustChanged || g_ActiveConfig.bUseGLSL)
if (s_bFogRangeAdjustChanged)
{
if(!g_ActiveConfig.bDisableFog && bpmem.fogRange.Base.Enabled == 1)
{
@ -261,7 +263,7 @@ void PixelShaderManager::SetConstants()
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) // config check added because the code in here was crashing for me inside SetPSConstant4f
{
if (nLightsChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
if (nLightsChanged[0] >= 0)
{
// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
int istart = nLightsChanged[0] / 0x10;
@ -297,14 +299,14 @@ void PixelShaderManager::SetConstants()
nLightsChanged[0] = nLightsChanged[1] = -1;
}
if (nMaterialsChanged || g_ActiveConfig.bUseGLSL)
if (nMaterialsChanged)
{
float GC_ALIGNED16(material[4]);
float NormalizationCoef = 1 / 255.0f;
for (int i = 0; i < 4; ++i)
{
if (nMaterialsChanged & (1 << i) || g_ActiveConfig.bUseGLSL)
if (nMaterialsChanged & (1 << i))
{
u32 data = *(xfregs.ambColor + i);

View File

@ -149,12 +149,12 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
WRITE(p, " sampleUv = sampleUv * "I_COLORS"[0].xy;\n");
if(ApiType == API_OPENGL)
if(ApiType == API_OPENGL || ApiType == API_GLSL)
WRITE(p," sampleUv.y = "I_COLORS"[1].y - sampleUv.y;\n");
WRITE(p, " sampleUv = sampleUv + "I_COLORS"[1].zw;\n");
if(ApiType != API_OPENGL)
if(ApiType != API_OPENGL && ApiType != API_GLSL)
{
WRITE(p, " sampleUv = sampleUv + float2(0.0f,1.0f);\n");// still to determine the reason for this
WRITE(p, " sampleUv = sampleUv / "I_COLORS"[0].zw;\n");
@ -237,12 +237,12 @@ void Write32BitSwizzler(char*& p, u32 format, API_TYPE ApiType)
WRITE(p, " sampleUv.y = yb + xoff;\n");
WRITE(p, " sampleUv = sampleUv * "I_COLORS"[0].xy;\n");
if(ApiType == API_OPENGL)
if(ApiType == API_OPENGL || ApiType == API_GLSL)
WRITE(p," sampleUv.y = "I_COLORS"[1].y - sampleUv.y;\n");
WRITE(p, " sampleUv = sampleUv + "I_COLORS"[1].zw;\n");
if(ApiType != API_OPENGL)
if(ApiType != API_OPENGL && ApiType != API_GLSL)
{
WRITE(p, " sampleUv = sampleUv + float2(0.0f,1.0f);\n");// still to determine the reason for this
WRITE(p, " sampleUv = sampleUv / "I_COLORS"[0].zw;\n");
@ -263,7 +263,7 @@ void WriteSampleColor(char*& p, const char* colorComp, const char* dest, API_TYP
// the increment of sampleUv.x is delayed, so we perform it here. see WriteIncrementSampleX.
const char* texSampleIncrementUnit;
if(ApiType != API_OPENGL)
if(ApiType != API_OPENGL || ApiType != API_GLSL)
texSampleIncrementUnit = I_COLORS"[0].x / "I_COLORS"[0].z";
else
texSampleIncrementUnit = I_COLORS"[0].x";

View File

@ -195,9 +195,15 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n");
if (g_ActiveConfig.backend_info.bSupportsGLSLLocation)
WRITE(p, "#extension GL_ARB_separate_shader_objects : enable\n");
WRITE(p, "#define ATTRIN in\n");
WRITE(p, "#define ATTROUT out\n");
}
else
{
WRITE(p, "#version 120\n");
WRITE(p, "#define ATTRIN attribute\n");
WRITE(p, "#define ATTROUT attribute\n");
}
// Silly differences
WRITE(p, "#define float2 vec2\n");
WRITE(p, "#define float3 vec3\n");
@ -227,11 +233,11 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
WRITE(p, " float3 rawnorm0 = gl_Normal; // NORMAL0,\n");
if (components & VB_HAS_POSMTXIDX)
WRITE(p, "attribute float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
WRITE(p, "ATTRIN float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
if (components & VB_HAS_NRM1)
WRITE(p, "attribute float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
WRITE(p, "ATTRIN float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
if (components & VB_HAS_NRM2)
WRITE(p, "attribute float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
WRITE(p, "ATTRIN float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
if (components & VB_HAS_COL0)
WRITE(p, " float4 color0 = gl_Color; // COLOR0,\n");

View File

@ -184,7 +184,9 @@ void VertexShaderManager::Dirty()
// TODO: A cleaner way to control the matricies without making a mess in the parameters field
void VertexShaderManager::SetConstants()
{
if (nTransformMatricesChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
if (g_ActiveConfig.bUseGLSL)
Dirty();
if (nTransformMatricesChanged[0] >= 0)
{
int startn = nTransformMatricesChanged[0] / 4;
int endn = (nTransformMatricesChanged[1] + 3) / 4;
@ -192,7 +194,7 @@ void VertexShaderManager::SetConstants()
SetMultiVSConstant4fv(C_TRANSFORMMATRICES + startn, endn - startn, pstart);
nTransformMatricesChanged[0] = nTransformMatricesChanged[1] = -1;
}
if (nNormalMatricesChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
if (nNormalMatricesChanged[0] >= 0)
{
int startn = nNormalMatricesChanged[0] / 3;
int endn = (nNormalMatricesChanged[1] + 2) / 3;
@ -201,7 +203,7 @@ void VertexShaderManager::SetConstants()
nNormalMatricesChanged[0] = nNormalMatricesChanged[1] = -1;
}
if (nPostTransformMatricesChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
if (nPostTransformMatricesChanged[0] >= 0)
{
int startn = nPostTransformMatricesChanged[0] / 4;
int endn = (nPostTransformMatricesChanged[1] + 3 ) / 4;
@ -209,7 +211,7 @@ void VertexShaderManager::SetConstants()
SetMultiVSConstant4fv(C_POSTTRANSFORMMATRICES + startn, endn - startn, pstart);
}
if (nLightsChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
if (nLightsChanged[0] >= 0)
{
// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
int istart = nLightsChanged[0] / 0x10;
@ -245,14 +247,14 @@ void VertexShaderManager::SetConstants()
nLightsChanged[0] = nLightsChanged[1] = -1;
}
if (nMaterialsChanged || g_ActiveConfig.bUseGLSL)
if (nMaterialsChanged)
{
float GC_ALIGNED16(material[4]);
float NormalizationCoef = 1 / 255.0f;
for (int i = 0; i < 4; ++i)
{
if (nMaterialsChanged & (1 << i) || g_ActiveConfig.bUseGLSL)
if (nMaterialsChanged & (1 << i))
{
u32 data = *(xfregs.ambColor + i);
@ -268,7 +270,7 @@ void VertexShaderManager::SetConstants()
nMaterialsChanged = 0;
}
if (bPosNormalMatrixChanged || g_ActiveConfig.bUseGLSL)
if (bPosNormalMatrixChanged)
{
bPosNormalMatrixChanged = false;
@ -279,7 +281,7 @@ void VertexShaderManager::SetConstants()
SetMultiVSConstant3fv(C_POSNORMALMATRIX + 3, 3, norm);
}
if (bTexMatricesChanged[0] || g_ActiveConfig.bUseGLSL)
if (bTexMatricesChanged[0])
{
bTexMatricesChanged[0] = false;
const float *fptrs[] =
@ -294,7 +296,7 @@ void VertexShaderManager::SetConstants()
}
}
if (bTexMatricesChanged[1] || g_ActiveConfig.bUseGLSL)
if (bTexMatricesChanged[1])
{
bTexMatricesChanged[1] = false;
const float *fptrs[] = {
@ -308,7 +310,7 @@ void VertexShaderManager::SetConstants()
}
}
if (bViewportChanged || g_ActiveConfig.bUseGLSL)
if (bViewportChanged)
{
bViewportChanged = false;
SetVSConstant4f(C_DEPTHPARAMS,
@ -321,7 +323,7 @@ void VertexShaderManager::SetConstants()
bProjectionChanged = true;
}
if (bProjectionChanged || g_ActiveConfig.bUseGLSL)
if (bProjectionChanged)
{
bProjectionChanged = false;

View File

@ -80,10 +80,11 @@ void PixelShaderCache::Init()
pCompilePixelShader = CompileGLSLPixelShader;
// Should this be set here?
if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_shading_language_420pack") != NULL)
g_ActiveConfig.backend_info.bSupportsGLSLBinding = true;
g_Config.backend_info.bSupportsGLSLBinding = true;
// This bit doesn't quite work yet, always set to false
//if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_separate_shader_objects") != NULL)
g_ActiveConfig.backend_info.bSupportsGLSLLocation = false;
g_Config.backend_info.bSupportsGLSLLocation = false;
UpdateActiveConfig();
}
else
{