Merge pull request #13432 from iwubcode/custom_pixel_fragment
VideoCommon: move to a 'process_fragment()' function to simplify custom shaders
This commit is contained in:
commit
cef4d8fb76
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@ -346,8 +346,8 @@ std::unique_ptr<AbstractShader>
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CustomShaderCache::CompilePixelShader(const PixelShaderUid& uid,
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const CustomShaderInstance& custom_shaders) const
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{
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const ShaderCode source_code = GeneratePixelShaderCode(
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m_api_type, m_host_config, uid.GetUidData(), custom_shaders.pixel_contents);
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const ShaderCode source_code =
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GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData(), {});
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return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
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"Custom Pixel Shader");
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}
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@ -356,8 +356,7 @@ std::unique_ptr<AbstractShader>
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CustomShaderCache::CompilePixelShader(const UberShader::PixelShaderUid& uid,
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const CustomShaderInstance& custom_shaders) const
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{
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const ShaderCode source_code =
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GenPixelShader(m_api_type, m_host_config, uid.GetUidData(), custom_shaders.pixel_contents);
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const ShaderCode source_code = GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
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return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
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"Custom Uber Pixel Shader");
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}
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@ -179,47 +179,9 @@ void GetLightingShaderUid(LightingUidData& uid_data)
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}
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}
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void GenerateCustomLightingHeaderDetails(ShaderCode* out, u32 enablelighting, u32 light_mask)
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{
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u32 light_count = 0;
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for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
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{
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if ((enablelighting & (1 << j)) != 0) // Color lights
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{
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for (int i = 0; i < 8; ++i)
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{
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if ((light_mask & (1 << (i + 8 * j))) != 0)
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{
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light_count++;
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}
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}
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}
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if ((enablelighting & (1 << (j + 2))) != 0) // Alpha lights
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{
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for (int i = 0; i < 8; ++i)
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{
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if ((light_mask & (1 << (i + 8 * (j + 2)))) != 0)
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{
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light_count++;
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}
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}
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}
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}
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if (light_count > 0)
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{
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out->Write("\tCustomShaderLightData[{}] light;\n", light_count);
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}
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else
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{
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// Cheat so shaders compile
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out->Write("\tCustomShaderLightData[1] light;\n", light_count);
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}
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out->Write("\tint light_count;\n");
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}
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static void GenerateLighting(ShaderCode* out, const LightingUidData& uid_data, int index,
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int litchan_index, u32 channel_index, u32 custom_light_index,
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bool alpha)
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static void GenerateCustomLightingImpl(ShaderCode* out, const LightingUidData& uid_data, int index,
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int litchan_index, u32 channel_index, u32 custom_light_index,
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bool alpha)
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{
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const auto attnfunc =
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static_cast<AttenuationFunc>((uid_data.attnfunc >> (2 * litchan_index)) & 0x3);
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@ -228,60 +190,59 @@ static void GenerateLighting(ShaderCode* out, const LightingUidData& uid_data, i
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const std::string name = fmt::format("lights_chan{}_{}", channel_index, light_type);
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out->Write("\t{{\n");
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out->Write("\t\tcustom_data.{}[{}].direction = " LIGHT_DIR ".xyz;\n", name, custom_light_index,
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out->Write("\t\tfrag_input.{}[{}].direction = " LIGHT_DIR ".xyz;\n", name, custom_light_index,
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LIGHT_DIR_PARAMS(index));
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out->Write("\t\tcustom_data.{}[{}].position = " LIGHT_POS ".xyz;\n", name, custom_light_index,
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out->Write("\t\tfrag_input.{}[{}].position = " LIGHT_POS ".xyz;\n", name, custom_light_index,
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LIGHT_POS_PARAMS(index));
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out->Write("\t\tcustom_data.{}[{}].cosatt = " LIGHT_COSATT ";\n", name, custom_light_index,
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out->Write("\t\tfrag_input.{}[{}].cosatt = " LIGHT_COSATT ";\n", name, custom_light_index,
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LIGHT_COSATT_PARAMS(index));
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out->Write("\t\tcustom_data.{}[{}].distatt = " LIGHT_DISTATT ";\n", name, custom_light_index,
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out->Write("\t\tfrag_input.{}[{}].distatt = " LIGHT_DISTATT ";\n", name, custom_light_index,
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LIGHT_DISTATT_PARAMS(index));
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out->Write("\t\tcustom_data.{}[{}].attenuation_type = {};\n", name, custom_light_index,
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out->Write("\t\tfrag_input.{}[{}].attenuation_type = {};\n", name, custom_light_index,
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static_cast<u32>(attnfunc));
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if (alpha)
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{
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out->Write("\t\tcustom_data.{}[{}].color = float3(" LIGHT_COL
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out->Write("\t\tfrag_input.{}[{}].color = float3(" LIGHT_COL
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") / float3(255.0, 255.0, 255.0);\n",
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name, custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb"));
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}
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else
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{
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out->Write("\t\tcustom_data.{}[{}].color = " LIGHT_COL " / float3(255.0, 255.0, 255.0);\n",
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name, custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb"));
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out->Write("\t\tfrag_input.{}[{}].color = " LIGHT_COL " / float3(255.0, 255.0, 255.0);\n", name,
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custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb"));
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}
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out->Write("\t}}\n");
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}
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void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData& uid_data,
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std::string_view in_color_name)
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void GenerateCustomLighting(ShaderCode* out, const LightingUidData& uid_data)
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{
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for (u32 i = 0; i < 8; i++)
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{
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for (u32 channel_index = 0; channel_index < NUM_XF_COLOR_CHANNELS; channel_index++)
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{
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out->Write("\tcustom_data.lights_chan{}_color[{}].direction = float3(0, 0, 0);\n",
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out->Write("\tfrag_input.lights_chan{}_color[{}].direction = float3(0, 0, 0);\n",
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channel_index, i);
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out->Write("\tcustom_data.lights_chan{}_color[{}].position = float3(0, 0, 0);\n",
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out->Write("\tfrag_input.lights_chan{}_color[{}].position = float3(0, 0, 0);\n",
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channel_index, i);
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out->Write("\tcustom_data.lights_chan{}_color[{}].color = float3(0, 0, 0);\n", channel_index,
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out->Write("\tfrag_input.lights_chan{}_color[{}].color = float3(0, 0, 0);\n", channel_index,
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i);
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out->Write("\tcustom_data.lights_chan{}_color[{}].cosatt = float4(0, 0, 0, 0);\n",
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out->Write("\tfrag_input.lights_chan{}_color[{}].cosatt = float4(0, 0, 0, 0);\n",
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channel_index, i);
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out->Write("\tcustom_data.lights_chan{}_color[{}].distatt = float4(0, 0, 0, 0);\n",
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out->Write("\tfrag_input.lights_chan{}_color[{}].distatt = float4(0, 0, 0, 0);\n",
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channel_index, i);
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out->Write("\tcustom_data.lights_chan{}_color[{}].attenuation_type = 0;\n", channel_index, i);
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out->Write("\tfrag_input.lights_chan{}_color[{}].attenuation_type = 0;\n", channel_index, i);
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out->Write("\tcustom_data.lights_chan{}_alpha[{}].direction = float3(0, 0, 0);\n",
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out->Write("\tfrag_input.lights_chan{}_alpha[{}].direction = float3(0, 0, 0);\n",
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channel_index, i);
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out->Write("\tcustom_data.lights_chan{}_alpha[{}].position = float3(0, 0, 0);\n",
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out->Write("\tfrag_input.lights_chan{}_alpha[{}].position = float3(0, 0, 0);\n",
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channel_index, i);
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out->Write("\tcustom_data.lights_chan{}_alpha[{}].color = float3(0, 0, 0);\n", channel_index,
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out->Write("\tfrag_input.lights_chan{}_alpha[{}].color = float3(0, 0, 0);\n", channel_index,
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i);
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out->Write("\tcustom_data.lights_chan{}_alpha[{}].cosatt = float4(0, 0, 0, 0);\n",
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out->Write("\tfrag_input.lights_chan{}_alpha[{}].cosatt = float4(0, 0, 0, 0);\n",
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channel_index, i);
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out->Write("\tcustom_data.lights_chan{}_alpha[{}].distatt = float4(0, 0, 0, 0);\n",
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out->Write("\tfrag_input.lights_chan{}_alpha[{}].distatt = float4(0, 0, 0, 0);\n",
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channel_index, i);
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out->Write("\tcustom_data.lights_chan{}_alpha[{}].attenuation_type = 0;\n", channel_index, i);
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out->Write("\tfrag_input.lights_chan{}_alpha[{}].attenuation_type = 0;\n", channel_index, i);
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}
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}
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@ -289,20 +250,20 @@ void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData
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{
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const bool colormatsource = !!(uid_data.matsource & (1 << j));
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if (colormatsource) // from vertex
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out->Write("custom_data.base_material[{}] = {}{};\n", j, in_color_name, j);
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out->Write("frag_input.base_material[{}] = frag_input.color_{};\n", j, j);
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else // from color
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out->Write("custom_data.base_material[{}] = {}[{}] / 255.0;\n", j, I_MATERIALS, j + 2);
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out->Write("frag_input.base_material[{}] = {}[{}] / 255.0;\n", j, I_MATERIALS, j + 2);
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if ((uid_data.enablelighting & (1 << j)) != 0)
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{
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if ((uid_data.ambsource & (1 << j)) != 0) // from vertex
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out->Write("custom_data.ambient_lighting[{}] = {}{};\n", j, in_color_name, j);
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out->Write("frag_input.ambient_lighting[{}] = frag_input.color_{};\n", j, j);
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else // from color
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out->Write("custom_data.ambient_lighting[{}] = {}[{}] / 255.0;\n", j, I_MATERIALS, j);
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out->Write("frag_input.ambient_lighting[{}] = {}[{}] / 255.0;\n", j, I_MATERIALS, j);
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}
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else
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{
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out->Write("custom_data.ambient_lighting[{}] = float4(1, 1, 1, 1);\n", j);
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out->Write("frag_input.ambient_lighting[{}] = float4(1, 1, 1, 1);\n", j);
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}
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// check if alpha is different
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@ -310,21 +271,21 @@ void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData
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if (alphamatsource != colormatsource)
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{
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if (alphamatsource) // from vertex
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out->Write("custom_data.base_material[{}].w = {}{}.w;\n", j, in_color_name, j);
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out->Write("frag_input.base_material[{}].w = frag_input.color_{}.w;\n", j, j);
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else // from color
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out->Write("custom_data.base_material[{}].w = {}[{}].w / 255.0;\n", j, I_MATERIALS, j + 2);
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out->Write("frag_input.base_material[{}].w = {}[{}].w / 255.0;\n", j, I_MATERIALS, j + 2);
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}
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if ((uid_data.enablelighting & (1 << (j + 2))) != 0)
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{
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if ((uid_data.ambsource & (1 << (j + 2))) != 0) // from vertex
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out->Write("custom_data.ambient_lighting[{}].w = {}{}.w;\n", j, in_color_name, j);
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out->Write("frag_input.ambient_lighting[{}].w = frag_input.color_{}.w;\n", j, j);
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else // from color
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out->Write("custom_data.ambient_lighting[{}].w = {}[{}].w / 255.0;\n", j, I_MATERIALS, j);
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out->Write("frag_input.ambient_lighting[{}].w = {}[{}].w / 255.0;\n", j, I_MATERIALS, j);
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}
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else
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{
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out->Write("custom_data.ambient_lighting[{}].w = 1;\n", j);
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out->Write("frag_input.ambient_lighting[{}].w = 1;\n", j);
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}
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u32 light_count = 0;
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@ -334,12 +295,12 @@ void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData
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{
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if ((uid_data.light_mask & (1 << (i + 8 * j))) != 0)
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{
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GenerateLighting(out, uid_data, i, j, j, light_count, false);
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GenerateCustomLightingImpl(out, uid_data, i, j, j, light_count, false);
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light_count++;
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}
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}
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}
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out->Write("\tcustom_data.light_chan{}_color_count = {};\n", j, light_count);
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out->Write("\tfrag_input.light_chan{}_color_count = {};\n", j, light_count);
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light_count = 0;
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if ((uid_data.enablelighting & (1 << (j + 2))) != 0) // Alpha lights
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@ -348,11 +309,11 @@ void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData
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{
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if ((uid_data.light_mask & (1 << (i + 8 * (j + 2)))) != 0)
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{
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GenerateLighting(out, uid_data, i, j + 2, j, light_count, true);
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GenerateCustomLightingImpl(out, uid_data, i, j + 2, j, light_count, true);
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light_count++;
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}
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}
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}
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out->Write("\tcustom_data.light_chan{}_alpha_count = {};\n", j, light_count);
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out->Write("\tfrag_input.light_chan{}_alpha_count = {};\n", j, light_count);
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}
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}
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@ -46,7 +46,4 @@ constexpr char s_lighting_struct[] = "struct Light {\n"
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void GenerateLightingShaderHeader(ShaderCode& object, const LightingUidData& uid_data);
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void GetLightingShaderUid(LightingUidData& uid_data);
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void GenerateCustomLightingHeaderDetails(ShaderCode* out, u32 enablelighting, u32 light_mask);
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void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData& uid_data,
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std::string_view in_color_name);
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void GenerateCustomLighting(ShaderCode* out, const LightingUidData& uid_data);
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@ -345,8 +345,7 @@ void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& hos
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}
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void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
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const ShaderHostConfig& host_config, bool bounding_box,
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const CustomPixelShaderContents& custom_details)
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const ShaderHostConfig& host_config, bool bounding_box)
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{
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// dot product for integer vectors
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out.Write("int idot(int3 x, int3 y)\n"
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@ -427,14 +426,6 @@ void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
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out.Write("}};\n");
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}
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if (!custom_details.shaders.empty() &&
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!custom_details.shaders.back().material_uniform_block.empty())
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{
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out.Write("UBO_BINDING(std140, 3) uniform CustomShaderBlock {{\n");
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out.Write("{}", custom_details.shaders.back().material_uniform_block);
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out.Write("}} custom_uniforms;\n");
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}
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if (bounding_box)
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{
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out.Write("SSBO_BINDING(0) coherent buffer BBox {{\n"
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@ -761,132 +752,8 @@ uint WrapCoord(int coord, uint wrap, int size) {{
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}
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}
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void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_stages, bool per_pixel_lighting,
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const pixel_shader_uid_data* uid_data)
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{
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out->Write("\tCustomShaderData custom_data;\n");
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if (per_pixel_lighting)
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{
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out->Write("\tcustom_data.position = WorldPos;\n");
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out->Write("\tcustom_data.normal = Normal;\n");
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}
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else
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{
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out->Write("\tcustom_data.position = float3(0, 0, 0);\n");
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out->Write("\tcustom_data.normal = float3(0, 0, 0);\n");
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}
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if (uid_data->genMode_numtexgens == 0) [[unlikely]]
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{
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out->Write("\tcustom_data.texcoord[0] = float3(0, 0, 0);\n");
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}
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else
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{
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for (u32 i = 0; i < uid_data->genMode_numtexgens; ++i)
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{
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out->Write("\tif (tex{0}.z == 0.0)\n", i);
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out->Write("\t{{\n");
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out->Write("\t\tcustom_data.texcoord[{0}] = tex{0};\n", i);
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out->Write("\t}}\n");
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out->Write("\telse {{\n");
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out->Write("\t\tcustom_data.texcoord[{0}] = float3(tex{0}.xy / tex{0}.z, 0);\n", i);
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out->Write("\t}}\n");
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}
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}
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for (u32 i = 0; i < 8; i++)
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{
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// Shader compilation complains if every index isn't initialized
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out->Write("\tcustom_data.texmap_to_texcoord_index[{0}] = 0;\n", i);
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}
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for (u32 i = 0; i < uid_data->genMode_numindstages; ++i)
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{
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if ((uid_data->nIndirectStagesUsed & (1U << i)) != 0)
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{
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u32 texcoord = uid_data->GetTevindirefCoord(i);
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const u32 texmap = uid_data->GetTevindirefMap(i);
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// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
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// not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
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// This affects the Mario portrait in Luigi's Mansion, where the developers forgot to set
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// the number of tex gens to 2 (bug 11462).
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if (texcoord >= uid_data->genMode_numtexgens)
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texcoord = 0;
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out->Write("\tcustom_data.texmap_to_texcoord_index[{}] = {};\n", texmap, texcoord);
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}
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}
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out->Write("\tcustom_data.texcoord_count = {};\n", uid_data->genMode_numtexgens);
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// Try and do a best guess on what the texcoord index is
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// Note: one issue with this would be textures that are used
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// multiple times in the same draw but with different texture coordinates.
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// In that scenario, only the last texture coordinate would be defined.
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// This issue can be seen in how Rogue Squadron 2 does bump mapping
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for (u32 i = 0; i < num_stages; i++)
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{
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auto& tevstage = uid_data->stagehash[i];
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// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
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// not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
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u32 texcoord = tevstage.tevorders_texcoord;
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const bool has_tex_coord = texcoord < uid_data->genMode_numtexgens;
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if (!has_tex_coord)
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texcoord = 0;
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out->Write("\tcustom_data.texmap_to_texcoord_index[{}] = {};\n", tevstage.tevorders_texmap,
|
||||
texcoord);
|
||||
}
|
||||
|
||||
if (per_pixel_lighting)
|
||||
GenerateCustomLightingImplementation(out, uid_data->lighting, "colors_");
|
||||
|
||||
for (u32 i = 0; i < 16; i++)
|
||||
{
|
||||
// Shader compilation complains if every struct isn't initialized
|
||||
|
||||
// Color Input
|
||||
for (u32 j = 0; j < 4; j++)
|
||||
{
|
||||
out->Write("\tcustom_data.tev_stages[{}].input_color[{}].input_type = "
|
||||
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
|
||||
i, j);
|
||||
out->Write("\tcustom_data.tev_stages[{}].input_color[{}].value = "
|
||||
"float3(0, 0, 0);\n",
|
||||
i, j);
|
||||
}
|
||||
|
||||
// Alpha Input
|
||||
for (u32 j = 0; j < 4; j++)
|
||||
{
|
||||
out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].input_type = "
|
||||
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
|
||||
i, j);
|
||||
out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].value = "
|
||||
"float(0);\n",
|
||||
i, j);
|
||||
}
|
||||
|
||||
// Texmap
|
||||
out->Write("\tcustom_data.tev_stages[{}].texmap = 0u;\n", i);
|
||||
|
||||
// Output
|
||||
out->Write("\tcustom_data.tev_stages[{}].output_color = "
|
||||
"float4(0, 0, 0, 0);\n",
|
||||
i);
|
||||
}
|
||||
|
||||
// Actual data will be filled out in the tev stage code, just set the
|
||||
// stage count for now
|
||||
out->Write("\tcustom_data.tev_stage_count = {};\n", num_stages);
|
||||
|
||||
// Time
|
||||
out->Write("\tcustom_data.time_ms = time_ms;\n");
|
||||
}
|
||||
|
||||
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
|
||||
APIType api_type, bool stereo, bool has_custom_shaders);
|
||||
APIType api_type, bool stereo);
|
||||
static void WriteTevRegular(ShaderCode& out, std::string_view components, TevBias bias, TevOp op,
|
||||
bool clamp, TevScale scale);
|
||||
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType api_type,
|
||||
|
@ -898,9 +765,14 @@ static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid
|
|||
bool use_dual_source);
|
||||
static void WriteBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data);
|
||||
|
||||
static void WriteEmulatedFragmentBodyHeader(APIType api_type, const ShaderHostConfig& host_config,
|
||||
const pixel_shader_uid_data* uid_data, ShaderCode& out);
|
||||
static void WriteFragmentDefinitions(APIType api_type, const ShaderHostConfig& host_config,
|
||||
const pixel_shader_uid_data* uid_data, ShaderCode& out);
|
||||
|
||||
ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& host_config,
|
||||
const pixel_shader_uid_data* uid_data,
|
||||
const CustomPixelShaderContents& custom_details)
|
||||
CustomPixelContents custom_contents)
|
||||
{
|
||||
ShaderCode out;
|
||||
|
||||
|
@ -917,15 +789,7 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
|
|||
// Stuff that is shared between ubershaders and pixelgen.
|
||||
WriteBitfieldExtractHeader(out, api_type, host_config);
|
||||
|
||||
WritePixelShaderCommonHeader(out, api_type, host_config, uid_data->bounding_box, custom_details);
|
||||
|
||||
// Custom shader details
|
||||
WriteCustomShaderStructDef(&out, uid_data->genMode_numtexgens);
|
||||
for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
|
||||
{
|
||||
const auto& shader_details = custom_details.shaders[i];
|
||||
out.Write(fmt::runtime(shader_details.custom_shader), i);
|
||||
}
|
||||
WritePixelShaderCommonHeader(out, api_type, host_config, uid_data->bounding_box);
|
||||
|
||||
out.Write("\n#define sampleTextureWrapper(texmap, uv, layer) "
|
||||
"sampleTexture(texmap, samp[texmap], uv, layer)\n");
|
||||
|
@ -1057,22 +921,39 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
|
|||
}
|
||||
}
|
||||
|
||||
if (!custom_contents.uniforms.empty())
|
||||
{
|
||||
out.Write("UBO_BINDING(std140, 3) uniform CustomShaderBlock {{\n");
|
||||
out.Write("{}", custom_contents.uniforms);
|
||||
out.Write("}} custom_uniforms;\n");
|
||||
}
|
||||
|
||||
if (per_pixel_lighting)
|
||||
{
|
||||
GenerateLightingShaderHeader(out, uid_data->lighting);
|
||||
}
|
||||
|
||||
WriteFragmentDefinitions(api_type, host_config, uid_data, out);
|
||||
WriteEmulatedFragmentBodyHeader(api_type, host_config, uid_data, out);
|
||||
|
||||
if (custom_contents.shader.empty())
|
||||
{
|
||||
out.Write("void process_fragment(in DolphinFragmentInput frag_input, out DolphinFragmentOutput "
|
||||
"frag_output)\n");
|
||||
out.Write("{{\n");
|
||||
|
||||
out.Write("\tdolphin_process_emulated_fragment(frag_input, frag_output);\n");
|
||||
|
||||
out.Write("}}\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("{}\n", custom_contents.shader);
|
||||
}
|
||||
|
||||
out.Write("void main()\n{{\n");
|
||||
out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
|
||||
|
||||
bool has_custom_shaders = false;
|
||||
if (std::any_of(custom_details.shaders.begin(), custom_details.shaders.end(),
|
||||
[](const std::optional<CustomPixelShader>& ps) { return ps.has_value(); }))
|
||||
{
|
||||
WriteCustomShaderStructImpl(&out, numStages, per_pixel_lighting, uid_data);
|
||||
has_custom_shaders = true;
|
||||
}
|
||||
|
||||
if (use_framebuffer_fetch)
|
||||
{
|
||||
// Store off a copy of the initial framebuffer value.
|
||||
|
@ -1107,112 +988,31 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
|
|||
out.Write("\tint layer = 0;\n");
|
||||
}
|
||||
|
||||
out.Write("\tint4 c0 = " I_COLORS "[1], c1 = " I_COLORS "[2], c2 = " I_COLORS
|
||||
"[3], prev = " I_COLORS "[0];\n"
|
||||
"\tint4 rastemp = int4(0, 0, 0, 0), rawtextemp = int4(0, 0, 0, 0), "
|
||||
"textemp = int4(0, 0, 0, 0), konsttemp = int4(0, 0, 0, 0);\n"
|
||||
"\tint3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);\n"
|
||||
"\tint alphabump=0;\n"
|
||||
"\tint3 tevcoord=int3(0, 0, 0);\n"
|
||||
"\tint2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);\n"
|
||||
"\tint4 "
|
||||
"tevin_a=int4(0,0,0,0),tevin_b=int4(0,0,0,0),tevin_c=int4(0,0,0,0),tevin_d=int4(0,0,0,"
|
||||
"0);\n\n"); // tev combiner inputs
|
||||
|
||||
// On GLSL, input variables must not be assigned to.
|
||||
// This is why we declare these variables locally instead.
|
||||
out.Write("\tfloat4 col0 = colors_0;\n"
|
||||
"\tfloat4 col1 = colors_1;\n");
|
||||
|
||||
out.Write("\tDolphinFragmentInput frag_input;\n");
|
||||
out.Write("\tfrag_input.color_0 = colors_0;\n");
|
||||
out.Write("\tfrag_input.color_1 = colors_1;\n");
|
||||
out.Write("\tfrag_input.layer = layer;\n");
|
||||
if (per_pixel_lighting)
|
||||
{
|
||||
out.Write("\tfloat3 _normal = normalize(Normal.xyz);\n\n"
|
||||
"\tfloat3 pos = WorldPos;\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);
|
||||
for (u32 chan = 0; chan < uid_data->numColorChans; chan++)
|
||||
{
|
||||
out.Write("\tcol{0} = dolphin_calculate_lighting_chn{0}(colors_{0}, pos, _normal);\n", chan);
|
||||
}
|
||||
// The number of colors available to TEV is determined by numColorChans.
|
||||
// Normally this is performed in the vertex shader after lighting, but with per-pixel lighting,
|
||||
// we need to perform it here. (It needs to be done after lighting, as what was originally
|
||||
// black might become a different color after lighting).
|
||||
if (uid_data->numColorChans == 0)
|
||||
out.Write("col0 = float4(0.0, 0.0, 0.0, 0.0);\n");
|
||||
if (uid_data->numColorChans <= 1)
|
||||
out.Write("col1 = float4(0.0, 0.0, 0.0, 0.0);\n");
|
||||
}
|
||||
|
||||
if (uid_data->genMode_numtexgens == 0)
|
||||
{
|
||||
// TODO: This is a hack to ensure that shaders still compile when setting out of bounds tex
|
||||
// coord indices to 0. Ideally, it shouldn't exist at all, but the exact behavior hasn't been
|
||||
// tested.
|
||||
out.Write("\tint2 fixpoint_uv0 = int2(0, 0);\n\n");
|
||||
out.Write("\tfrag_input.normal = normalize(Normal);\n");
|
||||
out.Write("\tfrag_input.position = WorldPos;\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out.SetConstantsUsed(C_TEXDIMS, C_TEXDIMS + uid_data->genMode_numtexgens - 1);
|
||||
for (u32 i = 0; i < uid_data->genMode_numtexgens; ++i)
|
||||
{
|
||||
out.Write("\tint2 fixpoint_uv{} = int2(", i);
|
||||
out.Write("(tex{}.z == 0.0 ? tex{}.xy : tex{}.xy / tex{}.z)", i, i, i, i);
|
||||
out.Write(" * float2(" I_TEXDIMS "[{}].zw * 128));\n", i);
|
||||
// TODO: S24 overflows here?
|
||||
}
|
||||
out.Write("\tfrag_input.normal = vec3(0, 0, 0);\n");
|
||||
out.Write("\tfrag_input.position = vec3(0, 0, 0);\n");
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < uid_data->genMode_numindstages; ++i)
|
||||
for (u32 i = 0; i < uid_data->genMode_numtexgens; i++)
|
||||
{
|
||||
if ((uid_data->nIndirectStagesUsed & (1U << i)) != 0)
|
||||
{
|
||||
u32 texcoord = uid_data->GetTevindirefCoord(i);
|
||||
const u32 texmap = uid_data->GetTevindirefMap(i);
|
||||
|
||||
// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
|
||||
// not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
|
||||
// This affects the Mario portrait in Luigi's Mansion, where the developers forgot to set
|
||||
// the number of tex gens to 2 (bug 11462).
|
||||
if (texcoord >= uid_data->genMode_numtexgens)
|
||||
texcoord = 0;
|
||||
|
||||
out.SetConstantsUsed(C_INDTEXSCALE + i / 2, C_INDTEXSCALE + i / 2);
|
||||
out.Write("\ttempcoord = fixpoint_uv{} >> " I_INDTEXSCALE "[{}].{};\n", texcoord, i / 2,
|
||||
(i & 1) ? "zw" : "xy");
|
||||
|
||||
out.Write("\tint3 iindtex{0} = sampleTextureWrapper({1}u, tempcoord, layer).abg;\n", i,
|
||||
texmap);
|
||||
}
|
||||
out.Write("\tfrag_input.tex{0} = tex{0};\n", i);
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < numStages; i++)
|
||||
{
|
||||
// Build the equation for this stage
|
||||
WriteStage(out, uid_data, i, api_type, stereo, has_custom_shaders);
|
||||
}
|
||||
if (!custom_contents.shader.empty())
|
||||
GenerateCustomLighting(&out, uid_data->lighting);
|
||||
|
||||
{
|
||||
// The results of the last texenv stage are put onto the screen,
|
||||
// regardless of the used destination register
|
||||
TevStageCombiner::ColorCombiner last_cc;
|
||||
TevStageCombiner::AlphaCombiner last_ac;
|
||||
last_cc.hex = uid_data->stagehash[uid_data->genMode_numtevstages].cc;
|
||||
last_ac.hex = uid_data->stagehash[uid_data->genMode_numtevstages].ac;
|
||||
if (last_cc.dest != TevOutput::Prev)
|
||||
{
|
||||
out.Write("\tprev.rgb = {};\n", tev_c_output_table[last_cc.dest]);
|
||||
}
|
||||
if (last_ac.dest != TevOutput::Prev)
|
||||
{
|
||||
out.Write("\tprev.a = {};\n", tev_a_output_table[last_ac.dest]);
|
||||
}
|
||||
}
|
||||
out.Write("\tprev = prev & 255;\n");
|
||||
out.Write("\tDolphinFragmentOutput frag_output;\n");
|
||||
out.Write("\tprocess_fragment(frag_input, frag_output);\n");
|
||||
out.Write("\tivec4 prev = frag_output.main & 255;\n");
|
||||
|
||||
// NOTE: Fragment may not be discarded if alpha test always fails and early depth test is enabled
|
||||
// (in this case we need to write a depth value if depth test passes regardless of the alpha
|
||||
|
@ -1292,10 +1092,11 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
|
|||
// ztextures anyway
|
||||
if (uid_data->ztex_op != ZTexOp::Disabled && !skip_ztexture)
|
||||
{
|
||||
// use the texture input of the last texture stage (textemp), hopefully this has been read and
|
||||
// use the texture input of the last texture stage, hopefully this has been read and
|
||||
// is in correct format...
|
||||
out.SetConstantsUsed(C_ZBIAS, C_ZBIAS + 1);
|
||||
out.Write("\tzCoord = idot(" I_ZBIAS "[0].xyzw, rawtextemp.xyzw) + " I_ZBIAS "[1].w {};\n",
|
||||
out.Write("\tzCoord = idot(" I_ZBIAS "[0].xyzw, frag_output.last_texture.xyzw) + " I_ZBIAS
|
||||
"[1].w {};\n",
|
||||
(uid_data->ztex_op == ZTexOp::Add) ? "+ zCoord" : "");
|
||||
out.Write("\tzCoord = zCoord & 0xFFFFFF;\n");
|
||||
}
|
||||
|
@ -1319,23 +1120,6 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
|
|||
|
||||
WriteFog(out, uid_data);
|
||||
|
||||
for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
|
||||
{
|
||||
const auto& shader_details = custom_details.shaders[i];
|
||||
|
||||
if (!shader_details.custom_shader.empty())
|
||||
{
|
||||
out.Write("\t{{\n");
|
||||
out.Write("\t\tcustom_data.final_color = float4(prev.r / 255.0, prev.g / 255.0, prev.b "
|
||||
"/ 255.0, prev.a / 255.0);\n");
|
||||
out.Write("\t\tCustomShaderOutput custom_output = {}_{}(custom_data);\n",
|
||||
CUSTOM_PIXELSHADER_COLOR_FUNC, i);
|
||||
out.Write("\t\tprev = int4(custom_output.main_rt.r * 255, custom_output.main_rt.g * 255, "
|
||||
"custom_output.main_rt.b * 255, custom_output.main_rt.a * 255);\n");
|
||||
out.Write("\t}}\n\n");
|
||||
}
|
||||
}
|
||||
|
||||
if (uid_data->logic_op_enable)
|
||||
WriteLogicOp(out, uid_data);
|
||||
else if (uid_data->emulate_logic_op_with_blend)
|
||||
|
@ -1360,7 +1144,7 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
|
|||
}
|
||||
|
||||
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
|
||||
APIType api_type, bool stereo, bool has_custom_shaders)
|
||||
APIType api_type, bool stereo)
|
||||
{
|
||||
using Common::EnumMap;
|
||||
|
||||
|
@ -1755,58 +1539,6 @@ static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, i
|
|||
out.Write(", -1024, 1023)");
|
||||
|
||||
out.Write(";\n");
|
||||
|
||||
if (has_custom_shaders)
|
||||
{
|
||||
// Color input
|
||||
out.Write(
|
||||
"\tcustom_data.tev_stages[{}].input_color[0].value = {} / float3(255.0, 255.0, 255.0);\n",
|
||||
n, tev_c_input_table[cc.a]);
|
||||
out.Write("\tcustom_data.tev_stages[{}].input_color[0].input_type = {};\n", n,
|
||||
tev_c_input_type[cc.a]);
|
||||
out.Write(
|
||||
"\tcustom_data.tev_stages[{}].input_color[1].value = {} / float3(255.0, 255.0, 255.0);\n",
|
||||
n, tev_c_input_table[cc.b]);
|
||||
out.Write("\tcustom_data.tev_stages[{}].input_color[1].input_type = {};\n", n,
|
||||
tev_c_input_type[cc.b]);
|
||||
out.Write(
|
||||
"\tcustom_data.tev_stages[{}].input_color[2].value = {} / float3(255.0, 255.0, 255.0);\n",
|
||||
n, tev_c_input_table[cc.c]);
|
||||
out.Write("\tcustom_data.tev_stages[{}].input_color[2].input_type = {};\n", n,
|
||||
tev_c_input_type[cc.c]);
|
||||
out.Write(
|
||||
"\tcustom_data.tev_stages[{}].input_color[3].value = {} / float3(255.0, 255.0, 255.0);\n",
|
||||
n, tev_c_input_table[cc.d]);
|
||||
out.Write("\tcustom_data.tev_stages[{}].input_color[3].input_type = {};\n", n,
|
||||
tev_c_input_type[cc.d]);
|
||||
|
||||
// Alpha input
|
||||
out.Write("\tcustom_data.tev_stages[{}].input_alpha[0].value = {} / float(255.0);\n", n,
|
||||
tev_a_input_table[ac.a]);
|
||||
out.Write("\tcustom_data.tev_stages[{}].input_alpha[0].input_type = {};\n", n,
|
||||
tev_a_input_type[ac.a]);
|
||||
out.Write("\tcustom_data.tev_stages[{}].input_alpha[1].value = {} / float(255.0);\n", n,
|
||||
tev_a_input_table[ac.b]);
|
||||
out.Write("\tcustom_data.tev_stages[{}].input_alpha[1].input_type = {};\n", n,
|
||||
tev_a_input_type[ac.b]);
|
||||
out.Write("\tcustom_data.tev_stages[{}].input_alpha[2].value = {} / float(255.0);\n", n,
|
||||
tev_a_input_table[ac.c]);
|
||||
out.Write("\tcustom_data.tev_stages[{}].input_alpha[2].input_type = {};\n", n,
|
||||
tev_a_input_type[ac.c]);
|
||||
out.Write("\tcustom_data.tev_stages[{}].input_alpha[3].value = {} / float(255.0);\n", n,
|
||||
tev_a_input_table[ac.d]);
|
||||
out.Write("\tcustom_data.tev_stages[{}].input_alpha[3].input_type = {};\n", n,
|
||||
tev_a_input_type[ac.d]);
|
||||
|
||||
// Texmap
|
||||
out.Write("\tcustom_data.tev_stages[{}].texmap = {}u;\n", n, stage.tevorders_texmap);
|
||||
|
||||
// Output
|
||||
out.Write("\tcustom_data.tev_stages[{}].output_color.rgb = {} / float3(255.0, 255.0, 255.0);\n",
|
||||
n, tev_c_output_table[cc.dest]);
|
||||
out.Write("\tcustom_data.tev_stages[{}].output_color.a = {} / float(255.0);\n", n,
|
||||
tev_a_output_table[ac.dest]);
|
||||
}
|
||||
}
|
||||
|
||||
static void WriteTevRegular(ShaderCode& out, std::string_view components, TevBias bias, TevOp op,
|
||||
|
@ -2187,3 +1919,198 @@ static void WriteBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data)
|
|||
|
||||
out.Write("\treal_ocol0 = blend_result;\n");
|
||||
}
|
||||
|
||||
void WriteFragmentBody(APIType api_type, const ShaderHostConfig& host_config,
|
||||
const pixel_shader_uid_data* uid_data, ShaderCode& out)
|
||||
{
|
||||
const bool per_pixel_lighting = host_config.per_pixel_lighting;
|
||||
const bool stereo = host_config.stereo;
|
||||
const u32 numStages = uid_data->genMode_numtevstages + 1;
|
||||
|
||||
out.Write("\tvec4 col0 = frag_input.color_0;\n");
|
||||
out.Write("\tvec4 col1 = frag_input.color_1;\n");
|
||||
out.Write("\tint layer = frag_input.layer;\n");
|
||||
|
||||
out.Write("\tint4 c0 = " I_COLORS "[1], c1 = " I_COLORS "[2], c2 = " I_COLORS
|
||||
"[3], prev = " I_COLORS "[0];\n"
|
||||
"\tint4 rastemp = int4(0, 0, 0, 0), rawtextemp = int4(0, 0, 0, 0), "
|
||||
"textemp = int4(0, 0, 0, 0), konsttemp = int4(0, 0, 0, 0);\n"
|
||||
"\tint3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);\n"
|
||||
"\tint alphabump=0;\n"
|
||||
"\tint3 tevcoord=int3(0, 0, 0);\n"
|
||||
"\tint2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);\n"
|
||||
"\tint4 "
|
||||
"tevin_a=int4(0,0,0,0),tevin_b=int4(0,0,0,0),tevin_c=int4(0,0,0,0),tevin_d=int4(0,0,0,"
|
||||
"0);\n\n"); // tev combiner inputs
|
||||
|
||||
if (per_pixel_lighting)
|
||||
{
|
||||
if (uid_data->numColorChans > 0)
|
||||
{
|
||||
out.Write("\tcol0 = dolphin_calculate_lighting_chn0(col0, frag_input.position, "
|
||||
"frag_input.normal);\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
// The number of colors available to TEV is determined by numColorChans.
|
||||
// We have to provide the fields to match the interface, so set to zero if it's not enabled.
|
||||
out.Write("\tcol0 = vec4(0.0, 0.0, 0.0, 0.0);\n");
|
||||
}
|
||||
|
||||
if (uid_data->numColorChans == 2)
|
||||
{
|
||||
out.Write("\tcol1 = dolphin_calculate_lighting_chn1(col1, frag_input.position, "
|
||||
"frag_input.normal);\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
// The number of colors available to TEV is determined by numColorChans.
|
||||
// We have to provide the fields to match the interface, so set to zero if it's not enabled.
|
||||
out.Write("\tcol1 = vec4(0.0, 0.0, 0.0, 0.0);\n");
|
||||
}
|
||||
}
|
||||
|
||||
if (uid_data->genMode_numtexgens == 0)
|
||||
{
|
||||
// TODO: This is a hack to ensure that shaders still compile when setting out of bounds tex
|
||||
// coord indices to 0. Ideally, it shouldn't exist at all, but the exact behavior hasn't been
|
||||
// tested.
|
||||
out.Write("\tint2 fixpoint_uv0 = int2(0, 0);\n\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out.SetConstantsUsed(C_TEXDIMS, C_TEXDIMS + uid_data->genMode_numtexgens - 1);
|
||||
for (u32 i = 0; i < uid_data->genMode_numtexgens; ++i)
|
||||
{
|
||||
out.Write("\tint2 fixpoint_uv{} = int2(", i);
|
||||
out.Write("(frag_input.tex{}.z == 0.0 ? frag_input.tex{}.xy : frag_input.tex{}.xy / "
|
||||
"frag_input.tex{}.z)",
|
||||
i, i, i, i);
|
||||
out.Write(" * float2(" I_TEXDIMS "[{}].zw * 128));\n", i);
|
||||
// TODO: S24 overflows here?
|
||||
}
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < uid_data->genMode_numindstages; ++i)
|
||||
{
|
||||
if ((uid_data->nIndirectStagesUsed & (1U << i)) != 0)
|
||||
{
|
||||
u32 texcoord = uid_data->GetTevindirefCoord(i);
|
||||
const u32 texmap = uid_data->GetTevindirefMap(i);
|
||||
|
||||
// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord
|
||||
// does not exist), then tex coord 0 is used (though sometimes glitchy effects happen on
|
||||
// console). This affects the Mario portrait in Luigi's Mansion, where the developers forgot
|
||||
// to set the number of tex gens to 2 (bug 11462).
|
||||
if (texcoord >= uid_data->genMode_numtexgens)
|
||||
texcoord = 0;
|
||||
|
||||
out.SetConstantsUsed(C_INDTEXSCALE + i / 2, C_INDTEXSCALE + i / 2);
|
||||
out.Write("\ttempcoord = fixpoint_uv{} >> " I_INDTEXSCALE "[{}].{};\n", texcoord, i / 2,
|
||||
(i & 1) ? "zw" : "xy");
|
||||
|
||||
out.Write("\tint3 iindtex{0} = sampleTextureWrapper({1}u, tempcoord, layer).abg;\n", i,
|
||||
texmap);
|
||||
}
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < numStages; i++)
|
||||
{
|
||||
// Build the equation for this stage
|
||||
WriteStage(out, uid_data, i, api_type, stereo);
|
||||
}
|
||||
|
||||
{
|
||||
// The results of the last texenv stage are put onto the screen,
|
||||
// regardless of the used destination register
|
||||
TevStageCombiner::ColorCombiner last_cc;
|
||||
TevStageCombiner::AlphaCombiner last_ac;
|
||||
last_cc.hex = uid_data->stagehash[uid_data->genMode_numtevstages].cc;
|
||||
last_ac.hex = uid_data->stagehash[uid_data->genMode_numtevstages].ac;
|
||||
if (last_cc.dest != TevOutput::Prev)
|
||||
{
|
||||
out.Write("\tprev.rgb = {};\n", tev_c_output_table[last_cc.dest]);
|
||||
}
|
||||
if (last_ac.dest != TevOutput::Prev)
|
||||
{
|
||||
out.Write("\tprev.a = {};\n", tev_a_output_table[last_ac.dest]);
|
||||
}
|
||||
}
|
||||
|
||||
out.Write("\tfrag_output.last_texture = rawtextemp;\n");
|
||||
out.Write("\tfrag_output.main = prev;\n");
|
||||
}
|
||||
|
||||
static void WriteFragmentDefinitions(APIType api_type, const ShaderHostConfig& host_config,
|
||||
const pixel_shader_uid_data* uid_data, ShaderCode& out)
|
||||
{
|
||||
out.Write("struct DolphinLightData\n");
|
||||
out.Write("{{\n");
|
||||
out.Write("\tfloat3 position;\n");
|
||||
out.Write("\tfloat3 direction;\n");
|
||||
out.Write("\tfloat3 color;\n");
|
||||
out.Write("\tuint attenuation_type;\n");
|
||||
out.Write("\tfloat4 cosatt;\n");
|
||||
out.Write("\tfloat4 distatt;\n");
|
||||
out.Write("}};\n\n");
|
||||
|
||||
out.Write("struct DolphinFragmentInput\n");
|
||||
out.Write("{{\n");
|
||||
out.Write("\tvec4 color_0;\n");
|
||||
out.Write("\tvec4 color_1;\n");
|
||||
out.Write("\tint layer;\n");
|
||||
out.Write("\tvec3 normal;\n");
|
||||
out.Write("\tvec3 position;\n");
|
||||
for (u32 i = 0; i < uid_data->genMode_numtexgens; i++)
|
||||
{
|
||||
out.Write("\tvec3 tex{};\n", i);
|
||||
}
|
||||
for (u32 i = uid_data->genMode_numtexgens; i < 8; i++)
|
||||
{
|
||||
out.Write("\tvec3 tex{};\n", i);
|
||||
}
|
||||
out.Write("\n");
|
||||
|
||||
out.Write("\tDolphinLightData[8] lights_chan0_color;\n");
|
||||
out.Write("\tDolphinLightData[8] lights_chan0_alpha;\n");
|
||||
out.Write("\tDolphinLightData[8] lights_chan1_color;\n");
|
||||
out.Write("\tDolphinLightData[8] lights_chan1_alpha;\n");
|
||||
out.Write("\tfloat4[2] ambient_lighting;\n");
|
||||
out.Write("\tfloat4[2] base_material;\n");
|
||||
out.Write("\tuint light_chan0_color_count;\n");
|
||||
out.Write("\tuint light_chan0_alpha_count;\n");
|
||||
out.Write("\tuint light_chan1_color_count;\n");
|
||||
out.Write("\tuint light_chan1_alpha_count;\n");
|
||||
|
||||
out.Write("}};\n\n");
|
||||
|
||||
out.Write("struct DolphinFragmentOutput\n");
|
||||
out.Write("{{\n");
|
||||
out.Write("\tivec4 main;\n");
|
||||
out.Write("\tivec4 last_texture;\n");
|
||||
out.Write("}};\n\n");
|
||||
|
||||
// CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE "enum" values
|
||||
out.Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_NONE = {}u;\n",
|
||||
static_cast<u32>(AttenuationFunc::None));
|
||||
out.Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_POINT = {}u;\n",
|
||||
static_cast<u32>(AttenuationFunc::Spec));
|
||||
out.Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_DIR = {}u;\n",
|
||||
static_cast<u32>(AttenuationFunc::Dir));
|
||||
out.Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_SPOT = {}u;\n",
|
||||
static_cast<u32>(AttenuationFunc::Spot));
|
||||
}
|
||||
|
||||
static void WriteEmulatedFragmentBodyHeader(APIType api_type, const ShaderHostConfig& host_config,
|
||||
const pixel_shader_uid_data* uid_data, ShaderCode& out)
|
||||
{
|
||||
constexpr std::string_view emulated_fragment_definition =
|
||||
"void dolphin_process_emulated_fragment(in DolphinFragmentInput frag_input, out "
|
||||
"DolphinFragmentOutput frag_output)";
|
||||
out.Write("{}\n", emulated_fragment_definition);
|
||||
out.Write("{{\n");
|
||||
|
||||
WriteFragmentBody(api_type, host_config, uid_data, out);
|
||||
|
||||
out.Write("}}\n");
|
||||
}
|
||||
|
|
|
@ -158,15 +158,19 @@ struct pixel_shader_uid_data
|
|||
|
||||
using PixelShaderUid = ShaderUid<pixel_shader_uid_data>;
|
||||
|
||||
void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_stages, bool per_pixel_lighting,
|
||||
const pixel_shader_uid_data* uid_data);
|
||||
struct CustomPixelContents
|
||||
{
|
||||
std::string_view shader = "";
|
||||
std::string_view uniforms = "";
|
||||
};
|
||||
|
||||
ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& host_config,
|
||||
const pixel_shader_uid_data* uid_data,
|
||||
const CustomPixelShaderContents& custom_details);
|
||||
CustomPixelContents custom_contents);
|
||||
void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
|
||||
const ShaderHostConfig& host_config, bool bounding_box,
|
||||
const CustomPixelShaderContents& custom_details);
|
||||
const ShaderHostConfig& host_config, bool bounding_box);
|
||||
void WriteFragmentBody(APIType api_type, const ShaderHostConfig& host_config,
|
||||
const pixel_shader_uid_data* uid_data, ShaderCode& out);
|
||||
void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& host_config,
|
||||
PixelShaderUid* uid);
|
||||
PixelShaderUid GetPixelShaderUid();
|
||||
|
|
|
@ -457,7 +457,7 @@ std::unique_ptr<AbstractShader>
|
|||
ShaderCache::CompilePixelUberShader(const UberShader::PixelShaderUid& uid) const
|
||||
{
|
||||
const ShaderCode source_code =
|
||||
UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData(), {});
|
||||
UberShader::GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
|
||||
return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
|
||||
fmt::to_string(*uid.GetUidData()));
|
||||
}
|
||||
|
|
|
@ -362,95 +362,3 @@ const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interfa
|
|||
return "sample";
|
||||
}
|
||||
}
|
||||
|
||||
void WriteCustomShaderStructDef(ShaderCode* out, u32 numtexgens)
|
||||
{
|
||||
// Bump this when there are breaking changes to the API
|
||||
out->Write("#define CUSTOM_SHADER_API_VERSION 1;\n");
|
||||
|
||||
// CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE "enum" values
|
||||
out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_NONE = {}u;\n",
|
||||
static_cast<u32>(AttenuationFunc::None));
|
||||
out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_POINT = {}u;\n",
|
||||
static_cast<u32>(AttenuationFunc::Spec));
|
||||
out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_DIR = {}u;\n",
|
||||
static_cast<u32>(AttenuationFunc::Dir));
|
||||
out->Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_SPOT = {}u;\n",
|
||||
static_cast<u32>(AttenuationFunc::Spot));
|
||||
|
||||
out->Write("struct CustomShaderOutput\n");
|
||||
out->Write("{{\n");
|
||||
out->Write("\tfloat4 main_rt;\n");
|
||||
out->Write("}};\n\n");
|
||||
|
||||
out->Write("struct CustomShaderLightData\n");
|
||||
out->Write("{{\n");
|
||||
out->Write("\tfloat3 position;\n");
|
||||
out->Write("\tfloat3 direction;\n");
|
||||
out->Write("\tfloat3 color;\n");
|
||||
out->Write("\tuint attenuation_type;\n");
|
||||
out->Write("\tfloat4 cosatt;\n");
|
||||
out->Write("\tfloat4 distatt;\n");
|
||||
out->Write("}};\n\n");
|
||||
|
||||
// CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE "enum" values
|
||||
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV = 0u;\n");
|
||||
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR = 1u;\n");
|
||||
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX = 2u;\n");
|
||||
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS = 3u;\n");
|
||||
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST = 4u;\n");
|
||||
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC = 5u;\n");
|
||||
out->Write("const uint CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED = 6u;\n");
|
||||
|
||||
out->Write("struct CustomShaderTevStageInputColor\n");
|
||||
out->Write("{{\n");
|
||||
out->Write("\tuint input_type;\n");
|
||||
out->Write("\tfloat3 value;\n");
|
||||
out->Write("}};\n\n");
|
||||
|
||||
out->Write("struct CustomShaderTevStageInputAlpha\n");
|
||||
out->Write("{{\n");
|
||||
out->Write("\tuint input_type;\n");
|
||||
out->Write("\tfloat value;\n");
|
||||
out->Write("}};\n\n");
|
||||
|
||||
out->Write("struct CustomShaderTevStage\n");
|
||||
out->Write("{{\n");
|
||||
out->Write("\tCustomShaderTevStageInputColor[4] input_color;\n");
|
||||
out->Write("\tCustomShaderTevStageInputAlpha[4] input_alpha;\n");
|
||||
out->Write("\tuint texmap;\n");
|
||||
out->Write("\tfloat4 output_color;\n");
|
||||
out->Write("}};\n\n");
|
||||
|
||||
// Custom structure for data we pass to custom shader hooks
|
||||
out->Write("struct CustomShaderData\n");
|
||||
out->Write("{{\n");
|
||||
out->Write("\tfloat3 position;\n");
|
||||
out->Write("\tfloat3 normal;\n");
|
||||
if (numtexgens == 0)
|
||||
{
|
||||
// Cheat so shaders compile
|
||||
out->Write("\tfloat3[1] texcoord;\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out->Write("\tfloat3[{}] texcoord;\n", numtexgens);
|
||||
}
|
||||
out->Write("\tuint texcoord_count;\n");
|
||||
out->Write("\tuint[8] texmap_to_texcoord_index;\n");
|
||||
out->Write("\tCustomShaderLightData[8] lights_chan0_color;\n");
|
||||
out->Write("\tCustomShaderLightData[8] lights_chan0_alpha;\n");
|
||||
out->Write("\tCustomShaderLightData[8] lights_chan1_color;\n");
|
||||
out->Write("\tCustomShaderLightData[8] lights_chan1_alpha;\n");
|
||||
out->Write("\tfloat4[2] ambient_lighting;\n");
|
||||
out->Write("\tfloat4[2] base_material;\n");
|
||||
out->Write("\tuint light_chan0_color_count;\n");
|
||||
out->Write("\tuint light_chan0_alpha_count;\n");
|
||||
out->Write("\tuint light_chan1_color_count;\n");
|
||||
out->Write("\tuint light_chan1_alpha_count;\n");
|
||||
out->Write("\tCustomShaderTevStage[16] tev_stages;\n");
|
||||
out->Write("\tuint tev_stage_count;\n");
|
||||
out->Write("\tfloat4 final_color;\n");
|
||||
out->Write("\tuint time_ms;\n");
|
||||
out->Write("}};\n\n");
|
||||
}
|
||||
|
|
|
@ -345,5 +345,3 @@ struct CustomPixelShaderContents
|
|||
|
||||
bool operator==(const CustomPixelShaderContents& other) const = default;
|
||||
};
|
||||
|
||||
void WriteCustomShaderStructDef(ShaderCode* out, u32 numtexgens);
|
||||
|
|
|
@ -17,263 +17,6 @@
|
|||
|
||||
namespace UberShader
|
||||
{
|
||||
namespace
|
||||
{
|
||||
void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_texgen, bool per_pixel_lighting)
|
||||
{
|
||||
out->Write("\tCustomShaderData custom_data;\n");
|
||||
if (per_pixel_lighting)
|
||||
{
|
||||
out->Write("\tcustom_data.position = WorldPos;\n");
|
||||
out->Write("\tcustom_data.normal = Normal;\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out->Write("\tcustom_data.position = float3(0, 0, 0);\n");
|
||||
out->Write("\tcustom_data.normal = float3(0, 0, 0);\n");
|
||||
}
|
||||
|
||||
if (num_texgen == 0) [[unlikely]]
|
||||
{
|
||||
out->Write("\tcustom_data.texcoord[0] = float3(0, 0, 0);\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
for (u32 i = 0; i < num_texgen; ++i)
|
||||
{
|
||||
out->Write("\tif (tex{0}.z == 0.0)\n", i);
|
||||
out->Write("\t{{\n");
|
||||
out->Write("\t\tcustom_data.texcoord[{0}] = tex{0};\n", i);
|
||||
out->Write("\t}}\n");
|
||||
out->Write("\telse {{\n");
|
||||
out->Write("\t\tcustom_data.texcoord[{0}] = float3(tex{0}.xy / tex{0}.z, 0);\n", i);
|
||||
out->Write("\t}}\n");
|
||||
}
|
||||
}
|
||||
|
||||
out->Write("\tcustom_data.texcoord_count = {};\n", num_texgen);
|
||||
|
||||
for (u32 i = 0; i < 8; i++)
|
||||
{
|
||||
// Shader compilation complains if every index isn't initialized
|
||||
out->Write("\tcustom_data.texmap_to_texcoord_index[{0}] = {0};\n", i);
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < NUM_XF_COLOR_CHANNELS; i++)
|
||||
{
|
||||
out->Write("\tcustom_data.base_material[{}] = vec4(0, 0, 0, 1);\n", i);
|
||||
out->Write("\tcustom_data.ambient_lighting[{}] = vec4(0, 0, 0, 1);\n", i);
|
||||
|
||||
// Shader compilation errors can throw if not everything is initialized
|
||||
for (u32 light_count_index = 0; light_count_index < 8; light_count_index++)
|
||||
{
|
||||
// Color
|
||||
out->Write("\tcustom_data.lights_chan{}_color[{}].direction = float3(0, 0, 0);\n", i,
|
||||
light_count_index);
|
||||
out->Write("\tcustom_data.lights_chan{}_color[{}].position = float3(0, 0, 0);\n", i,
|
||||
light_count_index);
|
||||
out->Write("\tcustom_data.lights_chan{}_color[{}].color = float3(0, 0, 0);\n", i,
|
||||
light_count_index);
|
||||
out->Write("\tcustom_data.lights_chan{}_color[{}].cosatt = float4(0, 0, 0, 0);\n", i,
|
||||
light_count_index);
|
||||
out->Write("\tcustom_data.lights_chan{}_color[{}].distatt = float4(0, 0, 0, 0);\n", i,
|
||||
light_count_index);
|
||||
out->Write("\tcustom_data.lights_chan{}_color[{}].attenuation_type = 0;\n", i,
|
||||
light_count_index);
|
||||
|
||||
// Alpha
|
||||
out->Write("\tcustom_data.lights_chan{}_alpha[{}].direction = float3(0, 0, 0);\n", i,
|
||||
light_count_index);
|
||||
out->Write("\tcustom_data.lights_chan{}_alpha[{}].position = float3(0, 0, 0);\n", i,
|
||||
light_count_index);
|
||||
out->Write("\tcustom_data.lights_chan{}_alpha[{}].color = float3(0, 0, 0);\n", i,
|
||||
light_count_index);
|
||||
out->Write("\tcustom_data.lights_chan{}_alpha[{}].cosatt = float4(0, 0, 0, 0);\n", i,
|
||||
light_count_index);
|
||||
out->Write("\tcustom_data.lights_chan{}_alpha[{}].distatt = float4(0, 0, 0, 0);\n", i,
|
||||
light_count_index);
|
||||
out->Write("\tcustom_data.lights_chan{}_alpha[{}].attenuation_type = 0;\n", i,
|
||||
light_count_index);
|
||||
}
|
||||
|
||||
out->Write("\tcustom_data.light_chan{}_color_count = 0;\n", i);
|
||||
out->Write("\tcustom_data.light_chan{}_alpha_count = 0;\n", i);
|
||||
}
|
||||
|
||||
if (num_texgen > 0) [[likely]]
|
||||
{
|
||||
out->Write("\n");
|
||||
out->Write("\tfor(uint stage = 0u; stage <= num_stages; stage++)\n");
|
||||
out->Write("\t{{\n");
|
||||
out->Write("\t\tStageState ss;\n");
|
||||
out->Write("\t\tss.order = bpmem_tevorder(stage>>1);\n");
|
||||
out->Write("\t\tif ((stage & 1u) == 1u)\n");
|
||||
out->Write("\t\t\tss.order = ss.order >> {};\n\n",
|
||||
int(TwoTevStageOrders().enable_tex_odd.StartBit() -
|
||||
TwoTevStageOrders().enable_tex_even.StartBit()));
|
||||
out->Write("\t\tuint texmap = {};\n",
|
||||
BitfieldExtract<&TwoTevStageOrders::texcoord_even>("ss.order"));
|
||||
// Shader compilation is weird, shader arrays can't use indexing by variable
|
||||
// to set values unless the variable is an index in a for loop.
|
||||
// So instead we have to do this if check nonsense
|
||||
for (u32 i = 0; i < 8; i++)
|
||||
{
|
||||
out->Write("\t\tif (texmap == {})\n", i);
|
||||
out->Write("\t\t{{\n");
|
||||
out->Write("\t\t\tcustom_data.texmap_to_texcoord_index[{}] = selectTexCoordIndex(texmap);\n",
|
||||
i);
|
||||
out->Write("\t\t}}\n");
|
||||
}
|
||||
out->Write("\t}}\n");
|
||||
}
|
||||
|
||||
if (per_pixel_lighting)
|
||||
{
|
||||
out->Write("\tuint light_count = 0;\n");
|
||||
out->Write("\tfor (uint chan = 0u; chan < {}u; chan++)\n", NUM_XF_COLOR_CHANNELS);
|
||||
out->Write("\t{{\n");
|
||||
out->Write("\t\tuint colorreg = xfmem_color(chan);\n");
|
||||
out->Write("\t\tuint alphareg = xfmem_alpha(chan);\n");
|
||||
for (const auto& color_type : std::array<std::string_view, 2>{"colorreg", "alphareg"})
|
||||
{
|
||||
if (color_type == "colorreg")
|
||||
{
|
||||
out->Write("\t\tcustom_data.base_material[0] = " I_MATERIALS "[2u] / 255.0; \n");
|
||||
out->Write("\t\tif ({} != 0u)\n", BitfieldExtract<&LitChannel::enablelighting>(color_type));
|
||||
out->Write("\t\t\tcustom_data.base_material[0] = colors_0; \n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out->Write("custom_data.base_material[1].w = " I_MATERIALS "[3u].w / 255.0; \n");
|
||||
out->Write("\t\tif ({} != 0u)\n", BitfieldExtract<&LitChannel::enablelighting>(color_type));
|
||||
out->Write("\t\t\tcustom_data.base_material[1].w = colors_1.w; \n");
|
||||
}
|
||||
out->Write("\t\tif ({} != 0u)\n", BitfieldExtract<&LitChannel::enablelighting>(color_type));
|
||||
out->Write("\t\t{{\n");
|
||||
out->Write("\t\t\tuint light_mask = {} | ({} << 4u);\n",
|
||||
BitfieldExtract<&LitChannel::lightMask0_3>(color_type),
|
||||
BitfieldExtract<&LitChannel::lightMask4_7>(color_type));
|
||||
out->Write("\t\t\tuint attnfunc = {};\n", BitfieldExtract<&LitChannel::attnfunc>(color_type));
|
||||
out->Write("\t\t\tfor (uint light_index = 0u; light_index < 8u; light_index++)\n");
|
||||
out->Write("\t\t\t{{\n");
|
||||
out->Write("\t\t\t\tif ((light_mask & (1u << light_index)) != 0u)\n");
|
||||
out->Write("\t\t\t\t{{\n");
|
||||
// Shader compilation is weird, shader arrays can't use indexing by variable
|
||||
// to set values unless the variable is an index in a for loop.
|
||||
// So instead we have to do this if check nonsense
|
||||
for (u32 light_count_index = 0; light_count_index < 8; light_count_index++)
|
||||
{
|
||||
out->Write("\t\t\t\t\tif (light_index == {})\n", light_count_index);
|
||||
out->Write("\t\t\t\t\t{{\n");
|
||||
if (color_type == "colorreg")
|
||||
{
|
||||
for (u32 channel_index = 0; channel_index < NUM_XF_COLOR_CHANNELS; channel_index++)
|
||||
{
|
||||
out->Write("\t\t\t\t\t\tif (chan == {})\n", channel_index);
|
||||
out->Write("\t\t\t\t\t\t{{\n");
|
||||
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].direction = " I_LIGHTS
|
||||
"[light_index].dir.xyz;\n",
|
||||
channel_index, light_count_index);
|
||||
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].position = " I_LIGHTS
|
||||
"[light_index].pos.xyz;\n",
|
||||
channel_index, light_count_index);
|
||||
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].cosatt = " I_LIGHTS
|
||||
"[light_index].cosatt;\n",
|
||||
channel_index, light_count_index);
|
||||
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].distatt = " I_LIGHTS
|
||||
"[light_index].distatt;\n",
|
||||
channel_index, light_count_index);
|
||||
out->Write(
|
||||
"\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].attenuation_type = attnfunc;\n",
|
||||
channel_index, light_count_index);
|
||||
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].color = " I_LIGHTS
|
||||
"[light_index].color.rgb / float3(255.0, 255.0, 255.0);\n",
|
||||
channel_index, light_count_index);
|
||||
out->Write("\t\t\t\t\t\t\tcustom_data.light_chan{}_color_count += 1;\n", channel_index);
|
||||
out->Write("\t\t\t\t\t\t}}\n");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (u32 channel_index = 0; channel_index < NUM_XF_COLOR_CHANNELS; channel_index++)
|
||||
{
|
||||
out->Write("\t\t\t\t\t\tif (chan == {})\n", channel_index);
|
||||
out->Write("\t\t\t\t\t\t{{\n");
|
||||
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].direction = " I_LIGHTS
|
||||
"[light_index].dir.xyz;\n",
|
||||
channel_index, light_count_index);
|
||||
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].position = " I_LIGHTS
|
||||
"[light_index].pos.xyz;\n",
|
||||
channel_index, light_count_index);
|
||||
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].cosatt = " I_LIGHTS
|
||||
"[light_index].cosatt;\n",
|
||||
channel_index, light_count_index);
|
||||
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].distatt = " I_LIGHTS
|
||||
"[light_index].distatt;\n",
|
||||
channel_index, light_count_index);
|
||||
out->Write(
|
||||
"\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].attenuation_type = attnfunc;\n",
|
||||
channel_index, light_count_index);
|
||||
out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].color = float3(" I_LIGHTS
|
||||
"[light_index].color.a) / float3(255.0, 255.0, 255.0);\n",
|
||||
channel_index, light_count_index);
|
||||
out->Write("\t\t\t\t\t\t\tcustom_data.light_chan{}_alpha_count += 1;\n", channel_index);
|
||||
out->Write("\t\t\t\t\t\t}}\n");
|
||||
}
|
||||
}
|
||||
|
||||
out->Write("\t\t\t\t\t}}\n");
|
||||
}
|
||||
out->Write("\t\t\t\t}}\n");
|
||||
out->Write("\t\t\t}}\n");
|
||||
out->Write("\t\t}}\n");
|
||||
}
|
||||
out->Write("\t}}\n");
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < 16; i++)
|
||||
{
|
||||
// Shader compilation complains if every struct isn't initialized
|
||||
|
||||
// Color Input
|
||||
for (u32 j = 0; j < 4; j++)
|
||||
{
|
||||
out->Write("\tcustom_data.tev_stages[{}].input_color[{}].input_type = "
|
||||
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
|
||||
i, j);
|
||||
out->Write("\tcustom_data.tev_stages[{}].input_color[{}].value = "
|
||||
"float3(0, 0, 0);\n",
|
||||
i, j);
|
||||
}
|
||||
|
||||
// Alpha Input
|
||||
for (u32 j = 0; j < 4; j++)
|
||||
{
|
||||
out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].input_type = "
|
||||
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
|
||||
i, j);
|
||||
out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].value = "
|
||||
"float(0);\n",
|
||||
i, j);
|
||||
}
|
||||
|
||||
// Texmap
|
||||
out->Write("\tcustom_data.tev_stages[{}].texmap = 0u;\n", i);
|
||||
|
||||
// Output
|
||||
out->Write("\tcustom_data.tev_stages[{}].output_color = "
|
||||
"float4(0, 0, 0, 0);\n",
|
||||
i);
|
||||
}
|
||||
|
||||
// Actual data will be filled out in the tev stage code, just set the
|
||||
// stage count for now
|
||||
out->Write("\tcustom_data.tev_stage_count = num_stages;\n");
|
||||
|
||||
// Time
|
||||
out->Write("\tcustom_data.time_ms = time_ms;\n");
|
||||
}
|
||||
} // namespace
|
||||
PixelShaderUid GetPixelShaderUid()
|
||||
{
|
||||
PixelShaderUid out;
|
||||
|
@ -313,8 +56,7 @@ void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& hos
|
|||
}
|
||||
|
||||
ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
|
||||
const pixel_ubershader_uid_data* uid_data,
|
||||
const CustomPixelShaderContents& custom_details)
|
||||
const pixel_ubershader_uid_data* uid_data)
|
||||
{
|
||||
const bool per_pixel_lighting = host_config.per_pixel_lighting;
|
||||
const bool msaa = host_config.msaa;
|
||||
|
@ -333,13 +75,7 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
|
|||
|
||||
out.Write("// {}\n", *uid_data);
|
||||
WriteBitfieldExtractHeader(out, api_type, host_config);
|
||||
WritePixelShaderCommonHeader(out, api_type, host_config, bounding_box, custom_details);
|
||||
WriteCustomShaderStructDef(&out, numTexgen);
|
||||
for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
|
||||
{
|
||||
const auto& shader_details = custom_details.shaders[i];
|
||||
out.Write(fmt::runtime(shader_details.custom_shader), i);
|
||||
}
|
||||
WritePixelShaderCommonHeader(out, api_type, host_config, bounding_box);
|
||||
if (per_pixel_lighting)
|
||||
WriteLightingFunction(out);
|
||||
|
||||
|
@ -769,25 +505,6 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
|
|||
"return int3(0, 0, 0);", // ZERO
|
||||
};
|
||||
|
||||
static constexpr Common::EnumMap<std::string_view, TevColorArg::Zero> tev_c_input_type{
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
|
||||
};
|
||||
|
||||
static constexpr Common::EnumMap<std::string_view, TevAlphaArg::Zero> tev_a_input_table{
|
||||
"return s.Reg[0].a;", // APREV,
|
||||
"return s.Reg[1].a;", // A0,
|
||||
|
@ -799,17 +516,6 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
|
|||
"return 0;", // ZERO
|
||||
};
|
||||
|
||||
static constexpr Common::EnumMap<std::string_view, TevAlphaArg::Zero> tev_a_input_type{
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST;",
|
||||
"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
|
||||
};
|
||||
|
||||
static constexpr Common::EnumMap<std::string_view, TevOutput::Color2> tev_regs_lookup_table{
|
||||
"return s.Reg[0];",
|
||||
"return s.Reg[1];",
|
||||
|
@ -851,16 +557,6 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
|
|||
out.Write("}}\n"
|
||||
"\n");
|
||||
|
||||
out.Write("// Helper function for Custom Shader Input Type\n"
|
||||
"uint getColorInputType(uint index) {{\n");
|
||||
WriteSwitch(out, api_type, "index", tev_c_input_type, 2, false);
|
||||
out.Write("}}\n"
|
||||
"\n"
|
||||
"uint getAlphaInputType(uint index) {{\n");
|
||||
WriteSwitch(out, api_type, "index", tev_a_input_type, 2, false);
|
||||
out.Write("}}\n"
|
||||
"\n");
|
||||
|
||||
// Since the fixed-point texture coodinate variables aren't global, we need to pass
|
||||
// them to the select function. This applies to all backends.
|
||||
if (numTexgen > 0)
|
||||
|
@ -880,14 +576,6 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
|
|||
out.Write(" uint num_stages = {};\n\n",
|
||||
BitfieldExtract<&GenMode::numtevstages>("bpmem_genmode"));
|
||||
|
||||
bool has_custom_shader_details = false;
|
||||
if (std::any_of(custom_details.shaders.begin(), custom_details.shaders.end(),
|
||||
[](const std::optional<CustomPixelShader>& ps) { return ps.has_value(); }))
|
||||
{
|
||||
WriteCustomShaderStructImpl(&out, numTexgen, per_pixel_lighting);
|
||||
has_custom_shader_details = true;
|
||||
}
|
||||
|
||||
if (use_framebuffer_fetch)
|
||||
{
|
||||
// Store off a copy of the initial framebuffer value.
|
||||
|
@ -1239,78 +927,6 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
|
|||
"\n"
|
||||
" // Write result to the correct input register of the next stage\n");
|
||||
WriteSwitch(out, api_type, "alpha_dest", tev_a_set_table, 6, true);
|
||||
if (has_custom_shader_details)
|
||||
{
|
||||
for (u32 stage_index = 0; stage_index < 16; stage_index++)
|
||||
{
|
||||
out.Write("\tif (stage == {}u) {{\n", stage_index);
|
||||
// Color input
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_color[0].value = color_A / float3(255.0, "
|
||||
"255.0, 255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_color[0].input_type = "
|
||||
"getColorInputType(color_a);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_color[1].value = color_B / float3(255.0, "
|
||||
"255.0, 255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_color[1].input_type = "
|
||||
"getColorInputType(color_b);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_color[2].value = color_C / float3(255.0, "
|
||||
"255.0, 255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_color[2].input_type = "
|
||||
"getColorInputType(color_c);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_color[3].value = color_D / float3(255.0, "
|
||||
"255.0, 255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_color[3].input_type = "
|
||||
"getColorInputType(color_c);\n",
|
||||
stage_index);
|
||||
|
||||
// Alpha input
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[0].value = alpha_A / float(255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[0].input_type = "
|
||||
"getAlphaInputType(alpha_a);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[1].value = alpha_B / float(255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[1].input_type = "
|
||||
"getAlphaInputType(alpha_b);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[2].value = alpha_C / float(255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[2].input_type = "
|
||||
"getAlphaInputType(alpha_c);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[3].value = alpha_D / float(255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[3].input_type = "
|
||||
"getAlphaInputType(alpha_d);\n",
|
||||
stage_index);
|
||||
|
||||
if (numTexgen != 0)
|
||||
{
|
||||
// Texmap
|
||||
out.Write("\t\tif (texture_enabled) {{\n");
|
||||
out.Write("\t\t\tuint sampler_num = {};\n",
|
||||
BitfieldExtract<&TwoTevStageOrders::texmap_even>("ss.order"));
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].texmap = sampler_num;\n", stage_index);
|
||||
out.Write("\t\t}}\n");
|
||||
}
|
||||
|
||||
// Output
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].output_color.rgb = color / float3(255.0, 255.0, "
|
||||
"255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].output_color.a = alpha / float(255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t}}\n");
|
||||
}
|
||||
}
|
||||
out.Write(" }}\n");
|
||||
out.Write(" }} // Main TEV loop\n");
|
||||
out.Write("\n");
|
||||
|
@ -1508,24 +1124,6 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
|
|||
" }}\n"
|
||||
"\n");
|
||||
|
||||
for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
|
||||
{
|
||||
const auto& shader_details = custom_details.shaders[i];
|
||||
|
||||
if (!shader_details.custom_shader.empty())
|
||||
{
|
||||
out.Write("\t{{\n");
|
||||
out.Write("\t\tcustom_data.final_color = float4(TevResult.r / 255.0, TevResult.g / 255.0, "
|
||||
"TevResult.b / 255.0, TevResult.a / 255.0);\n");
|
||||
out.Write("\t\tCustomShaderOutput custom_output = {}_{}(custom_data);\n",
|
||||
CUSTOM_PIXELSHADER_COLOR_FUNC, i);
|
||||
out.Write(
|
||||
"\t\tTevResult = int4(custom_output.main_rt.r * 255, custom_output.main_rt.g * 255, "
|
||||
"custom_output.main_rt.b * 255, custom_output.main_rt.a * 255);\n");
|
||||
out.Write("\t}}\n\n");
|
||||
}
|
||||
}
|
||||
|
||||
if (use_framebuffer_fetch)
|
||||
{
|
||||
static constexpr std::array<const char*, 16> logic_op_mode{
|
||||
|
|
|
@ -29,8 +29,7 @@ using PixelShaderUid = ShaderUid<pixel_ubershader_uid_data>;
|
|||
PixelShaderUid GetPixelShaderUid();
|
||||
|
||||
ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
|
||||
const pixel_ubershader_uid_data* uid_data,
|
||||
const CustomPixelShaderContents& custom_details);
|
||||
const pixel_ubershader_uid_data* uid_data);
|
||||
|
||||
void EnumeratePixelShaderUids(const std::function<void(const PixelShaderUid&)>& callback);
|
||||
void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& host_config,
|
||||
|
|
Loading…
Reference in New Issue