Added new shader cache uids for pixel shader gen.

This commit is contained in:
NeoBrainX 2012-08-07 01:02:04 +02:00
parent 3c8df842bb
commit dc0f470215
11 changed files with 318 additions and 1171 deletions

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@ -103,21 +103,21 @@ void GFXDebuggerBase::DumpPixelShader(const char* path)
if (!useDstAlpha) if (!useDstAlpha)
{ {
output = "Destination alpha disabled:\n"; output = "Destination alpha disabled:\n";
output += GeneratePixelShaderCode(DSTALPHA_NONE, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components); /// output += GeneratePixelShaderCode(DSTALPHA_NONE, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
} }
else else
{ {
if(g_ActiveConfig.backend_info.bSupportsDualSourceBlend) if(g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
{ {
output = "Using dual source blending for destination alpha:\n"; output = "Using dual source blending for destination alpha:\n";
output += GeneratePixelShaderCode(DSTALPHA_DUAL_SOURCE_BLEND, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components); /// output += GeneratePixelShaderCode(DSTALPHA_DUAL_SOURCE_BLEND, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
} }
else else
{ {
output = "Using two passes for emulating destination alpha:\n"; output = "Using two passes for emulating destination alpha:\n";
output += GeneratePixelShaderCode(DSTALPHA_NONE, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components); /// output += GeneratePixelShaderCode(DSTALPHA_NONE, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
output += "\n\nDestination alpha pass shader:\n"; output += "\n\nDestination alpha pass shader:\n";
output += GeneratePixelShaderCode(DSTALPHA_ALPHA_PASS, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components); /// output += GeneratePixelShaderCode(DSTALPHA_ALPHA_PASS, g_ActiveConfig.backend_info.APIType, g_nativeVertexFmt->m_components);
} }
} }

File diff suppressed because it is too large Load Diff

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@ -19,6 +19,7 @@
#define GCOGL_PIXELSHADER_H #define GCOGL_PIXELSHADER_H
#include "VideoCommon.h" #include "VideoCommon.h"
#include "ShaderGenCommon.h"
#define I_COLORS "color" #define I_COLORS "color"
#define I_KCOLORS "k" #define I_KCOLORS "k"
@ -44,66 +45,6 @@
#define C_PLIGHTS (C_FOG + 3) #define C_PLIGHTS (C_FOG + 3)
#define C_PMATERIALS (C_PLIGHTS + 40) #define C_PMATERIALS (C_PLIGHTS + 40)
#define C_PENVCONST_END (C_PMATERIALS + 4) #define C_PENVCONST_END (C_PMATERIALS + 4)
#define PIXELSHADERUID_MAX_VALUES 70
#define PIXELSHADERUID_MAX_VALUES_SAFE 115
// DO NOT make anything in this class virtual.
template<bool safe>
class _PIXELSHADERUID
{
public:
u32 values[safe ? PIXELSHADERUID_MAX_VALUES_SAFE : PIXELSHADERUID_MAX_VALUES];
int num_values;
_PIXELSHADERUID()
{
}
_PIXELSHADERUID(const _PIXELSHADERUID& r)
{
num_values = r.num_values;
if (safe) memcpy(values, r.values, PIXELSHADERUID_MAX_VALUES_SAFE);
else memcpy(values, r.values, r.GetNumValues() * sizeof(values[0]));
}
int GetNumValues() const
{
if (safe) return (sizeof(values) / sizeof(u32));
else return num_values;
}
bool operator <(const _PIXELSHADERUID& _Right) const
{
int N = GetNumValues();
if (N < _Right.GetNumValues())
return true;
else if (N > _Right.GetNumValues())
return false;
for (int i = 0; i < N; ++i)
{
if (values[i] < _Right.values[i])
return true;
else if (values[i] > _Right.values[i])
return false;
}
return false;
}
bool operator ==(const _PIXELSHADERUID& _Right) const
{
int N = GetNumValues();
if (N != _Right.GetNumValues())
return false;
for (int i = 0; i < N; ++i)
{
if (values[i] != _Right.values[i])
return false;
}
return true;
}
};
typedef _PIXELSHADERUID<false> PIXELSHADERUID;
typedef _PIXELSHADERUID<true> PIXELSHADERUIDSAFE;
// Different ways to achieve rendering with destination alpha // Different ways to achieve rendering with destination alpha
enum DSTALPHA_MODE enum DSTALPHA_MODE
@ -113,12 +54,53 @@ enum DSTALPHA_MODE
DSTALPHA_DUAL_SOURCE_BLEND // Use dual-source blending DSTALPHA_DUAL_SOURCE_BLEND // Use dual-source blending
}; };
const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components); enum ALPHA_PRETEST_RESULT
{
ALPHAPT_UNDEFINED, // AlphaTest Result is not defined
ALPHAPT_ALWAYSFAIL, // Alpha test alway Fail
ALPHAPT_ALWAYSPASS // Alpha test alway Pass
};
void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode, u32 components); struct pixel_shader_uid_data
void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode, u32 components); {
u32 components;
DSTALPHA_MODE dstAlphaMode; // TODO: as u32 :2
ALPHA_PRETEST_RESULT Pretest; // TODO: As :2
u32 nIndirectStagesUsed : 8;
struct {
u32 numtexgens : 4;
u32 numtevstages : 4;
u32 numindstages : 3;
} genMode;
u32 fogc_proj_fselfsel : 3;
struct
{
u32 unknown : 1;
u32 projection : 1; // XF_TEXPROJ_X
u32 inputform : 2; // XF_TEXINPUT_X
u32 texgentype : 3; // XF_TEXGEN_X
u32 sourcerow : 5; // XF_SRCGEOM_X
u32 embosssourceshift : 3; // what generated texcoord to use
u32 embosslightshift : 3; // light index that is used
} texMtxInfo[8];
struct
{
u32 bi0 : 3; // indirect tex stage 0 ntexmap
u32 bc0 : 3; // indirect tex stage 0 ntexcoord
u32 bi1 : 3;
u32 bc1 : 3;
u32 bi2 : 3;
u32 bc3 : 3;
u32 bi4 : 3;
u32 bc4 : 3;
} tevindref;
};
// Used to make sure that our optimized pixel shader IDs don't lose any possible shader code changes typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::string& old_code, DSTALPHA_MODE dstAlphaMode, u32 components); typedef ShaderCode<pixel_shader_uid_data> PixelShaderCode;
void GeneratePixelShaderCode(PixelShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
void GetPixelShaderId(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components);
#endif // GCOGL_PIXELSHADER_H #endif // GCOGL_PIXELSHADER_H

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@ -44,7 +44,7 @@ public:
// TODO: Store last frame used and order by that? makes much more sense anyway... // TODO: Store last frame used and order by that? makes much more sense anyway...
bool operator < (const ShaderUid& obj) const bool operator < (const ShaderUid& obj) const
{ {
for (int i = 0; i < sizeof(uid_data) / sizeof(u32); ++i) for (unsigned int i = 0; i < sizeof(uid_data) / sizeof(u32); ++i)
{ {
if (this->values[i] < obj.values[i]) if (this->values[i] < obj.values[i])
return true; return true;
@ -91,4 +91,10 @@ private:
char* write_ptr; char* write_ptr;
}; };
enum GenOutput
{
GO_ShaderCode,
GO_ShaderUid,
};
#endif // _SHADERGENCOMMON_H #endif // _SHADERGENCOMMON_H

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@ -28,11 +28,6 @@
static char text[16768]; static char text[16768];
enum GenOutput
{
GO_ShaderCode,
GO_ShaderUid,
};
// TODO: Check if something goes wrong if the cached shaders used pixel lighting but it's disabled later?? // TODO: Check if something goes wrong if the cached shaders used pixel lighting but it's disabled later??
template<class T> template<class T>
void GenerateVSOutputStruct(T& object, u32 components, API_TYPE api_type) void GenerateVSOutputStruct(T& object, u32 components, API_TYPE api_type)

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@ -1,645 +0,0 @@
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <math.h>
#include <locale.h>
#include "NativeVertexFormat.h"
#include "BPMemory.h"
#include "CPMemory.h"
#include "LightingShaderGen.h"
#include "VertexShaderGen.h"
#include "VideoConfig.h"
static char text[16768];
enum GenOutput
{
GO_ShaderCode,
GO_ShaderUid,
};
// TODO: Check if something goes wrong if the cached shaders used pixel lighting but it's disabled later??
template<class T>
void GenerateVSOutputStruct(T& object, u32 components, API_TYPE api_type)
{
object.Write("struct VS_OUTPUT {\n");
object.Write(" float4 pos : POSITION;\n");
object.Write(" float4 colors_0 : COLOR0;\n");
object.Write(" float4 colors_1 : COLOR1;\n");
if (xfregs.numTexGen.numTexGens < 7)
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
object.Write(" float3 tex%d : TEXCOORD%d;\n", i, i);
object.Write(" float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens);
/// if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
/// object.Write(" float4 Normal : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens + 1);
}
else
{
// clip position is in w of first 4 texcoords
/// if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
/// {
/// for (int i = 0; i < 8; ++i)
/// object.Write(" float4 tex%d : TEXCOORD%d;\n", i, i);
/// }
/// else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
object.Write(" float%d tex%d : TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, i);
}
}
object.Write("};\n");
}
template<class T, GenOutput type>
void _GenerateLightShader(T& object, int index, int litchan_index, const char* lightsName, int coloralpha)
{
#define SetUidField(name, value) if (type == GO_ShaderUid) { object.GetUidData().name = value; };
const LitChannel& chan = (litchan_index > 1) ? xfregs.alpha[litchan_index-2] : xfregs.color[litchan_index];
const char* swizzle = "xyzw";
if (coloralpha == 1 ) swizzle = "xyz";
else if (coloralpha == 2 ) swizzle = "w";
SetUidField(lit_chans[litchan_index].attnfunc, chan.attnfunc);
SetUidField(lit_chans[litchan_index].diffusefunc, chan.diffusefunc);
if (!(chan.attnfunc & 1)) {
// atten disabled
switch (chan.diffusefunc) {
case LIGHTDIF_NONE:
object.Write("lacc.%s += %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
object.Write("ldir = normalize(%s.lights[%d].pos.xyz - pos.xyz);\n", lightsName, index);
object.Write("lacc.%s += %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n",
swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", lightsName, index, swizzle);
break;
default: _assert_(0);
}
}
else { // spec and spot
if (chan.attnfunc == 3)
{ // spot
object.Write("ldir = %s.lights[%d].pos.xyz - pos.xyz;\n", lightsName, index);
object.Write("dist2 = dot(ldir, ldir);\n"
"dist = sqrt(dist2);\n"
"ldir = ldir / dist;\n"
"attn = max(0.0f, dot(ldir, %s.lights[%d].dir.xyz));\n", lightsName, index);
object.Write("attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", lightsName, index, lightsName, index);
}
else if (chan.attnfunc == 1)
{ // specular
object.Write("ldir = normalize(%s.lights[%d].pos.xyz);\n", lightsName, index);
object.Write("attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s.lights[%d].dir.xyz)) : 0.0f;\n", lightsName, index);
object.Write("attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1,attn,attn*attn));\n", lightsName, index, lightsName, index);
}
switch (chan.diffusefunc)
{
case LIGHTDIF_NONE:
object.Write("lacc.%s += attn * %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
object.Write("lacc.%s += attn * %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n",
swizzle,
chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
lightsName,
index,
swizzle);
break;
default: _assert_(0);
}
}
object.Write("\n");
}
// vertex shader
// lights/colors
// materials name is I_MATERIALS in vs and I_PMATERIALS in ps
// inColorName is color in vs and colors_ in ps
// dest is o.colors_ in vs and colors_ in ps
template<class T, GenOutput type>
void _GenerateLightingShader(T& object, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
{
for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
{
const LitChannel& color = xfregs.color[j];
const LitChannel& alpha = xfregs.alpha[j];
object.Write("{\n");
SetUidField(lit_chans[j].matsource, xfregs.color[j].matsource);
if (color.matsource) {// from vertex
if (components & (VB_HAS_COL0 << j))
object.Write("mat = %s%d;\n", inColorName, j);
else if (components & VB_HAS_COL0)
object.Write("mat = %s0;\n", inColorName);
else
object.Write("mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
else // from color
object.Write("mat = %s.C%d;\n", materialsName, j+2);
SetUidField(lit_chans[j].enablelighting, xfregs.color[j].enablelighting);
if (color.enablelighting) {
SetUidField(lit_chans[j].ambsource, xfregs.color[j].ambsource);
if (color.ambsource) { // from vertex
if (components & (VB_HAS_COL0<<j) )
object.Write("lacc = %s%d;\n", inColorName, j);
else if (components & VB_HAS_COL0 )
object.Write("lacc = %s0;\n", inColorName);
else
object.Write("lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
}
else // from color
object.Write("lacc = %s.C%d;\n", materialsName, j);
}
else
{
object.Write("lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
// check if alpha is different
SetUidField(lit_chans[j+2].matsource, xfregs.alpha[j].matsource);
if (alpha.matsource != color.matsource) {
if (alpha.matsource) {// from vertex
if (components & (VB_HAS_COL0<<j))
object.Write("mat.w = %s%d.w;\n", inColorName, j);
else if (components & VB_HAS_COL0)
object.Write("mat.w = %s0.w;\n", inColorName);
else object.Write("mat.w = 1.0f;\n");
}
else // from color
object.Write("mat.w = %s.C%d.w;\n", materialsName, j+2);
}
SetUidField(lit_chans[j+2].enablelighting, xfregs.alpha[j].enablelighting);
if (alpha.enablelighting)
{
SetUidField(lit_chans[j+2].ambsource, xfregs.alpha[j].ambsource);
if (alpha.ambsource) {// from vertex
if (components & (VB_HAS_COL0<<j) )
object.Write("lacc.w = %s%d.w;\n", inColorName, j);
else if (components & VB_HAS_COL0 )
object.Write("lacc.w = %s0.w;\n", inColorName);
else
object.Write("lacc.w = 0.0f;\n");
}
else // from color
object.Write("lacc.w = %s.C%d.w;\n", materialsName, j);
}
else
{
object.Write("lacc.w = 1.0f;\n");
}
if(color.enablelighting && alpha.enablelighting)
{
// both have lighting, test if they use the same lights
int mask = 0;
SetUidField(lit_chans[j].attnfunc, color.attnfunc);
SetUidField(lit_chans[j+2].attnfunc, alpha.attnfunc);
SetUidField(lit_chans[j].diffusefunc, color.diffusefunc);
SetUidField(lit_chans[j+2].diffusefunc, alpha.diffusefunc);
SetUidField(lit_chans[j].light_mask, color.GetFullLightMask());
SetUidField(lit_chans[j+2].light_mask, alpha.GetFullLightMask());
if(color.lightparams == alpha.lightparams)
{
mask = color.GetFullLightMask() & alpha.GetFullLightMask();
if(mask)
{
for (int i = 0; i < 8; ++i)
{
if (mask & (1<<i))
{
_GenerateLightShader<T,type>(object, i, j, lightsName, 3);
}
}
}
}
// no shared lights
for (int i = 0; i < 8; ++i)
{
if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
_GenerateLightShader<T,type>(object, i, j, lightsName, 1);
if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
_GenerateLightShader<T,type>(object, i, j+2, lightsName, 2);
}
}
else if (color.enablelighting || alpha.enablelighting)
{
// lights are disabled on one channel so process only the active ones
const LitChannel& workingchannel = color.enablelighting ? color : alpha;
const int lit_index = color.enablelighting ? j : (j+2);
int coloralpha = color.enablelighting ? 1 : 2;
SetUidField(lit_chans[lit_index].light_mask, workingchannel.GetFullLightMask());
for (int i = 0; i < 8; ++i)
{
if (workingchannel.GetFullLightMask() & (1<<i))
_GenerateLightShader<T,type>(object, i, lit_index, lightsName, coloralpha);
}
}
object.Write("%s%d = mat * saturate(lacc);\n", dest, j);
object.Write("}\n");
}
}
// TODO: Problem: this one uses copy constructors or sth for uids when returning...
template<class T, GenOutput type>
void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
{
#undef SetUidField
#define SetUidField(name, value) if (type == GO_ShaderUid) {out.GetUidData().name = value; };
if (type == GO_ShaderCode)
{
out.SetBuffer(text);
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
}
/// text[sizeof(text) - 1] = 0x7C; // canary
bool is_d3d = (api_type & API_D3D9 || api_type == API_D3D11);
u32 lightMask = 0;
if (xfregs.numChan.numColorChans > 0)
lightMask |= xfregs.color[0].GetFullLightMask() | xfregs.alpha[0].GetFullLightMask();
if (xfregs.numChan.numColorChans > 1)
lightMask |= xfregs.color[1].GetFullLightMask() | xfregs.alpha[1].GetFullLightMask();
out.Write("//Vertex Shader: comp:%x, \n", components);
out.Write("typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_" I_POSNORMALMATRIX";\n"
"typedef struct { float4 t; } FLT4;\n"
"typedef struct { FLT4 T[24]; } s_" I_TEXMATRICES";\n"
"typedef struct { FLT4 T[64]; } s_" I_TRANSFORMMATRICES";\n"
"typedef struct { FLT4 T[32]; } s_" I_NORMALMATRICES";\n"
"typedef struct { FLT4 T[64]; } s_" I_POSTTRANSFORMMATRICES";\n"
"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n"
"typedef struct { Light lights[8]; } s_" I_LIGHTS";\n"
"typedef struct { float4 C0, C1, C2, C3; } s_" I_MATERIALS";\n"
"typedef struct { float4 T0, T1, T2, T3; } s_" I_PROJECTION";\n"
);
/// p = GenerateVSOutputStruct(p, components, api_type);
GenerateVSOutputStruct(out, components, api_type);
// uniforms
out.Write("uniform s_" I_TRANSFORMMATRICES" " I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
out.Write("uniform s_" I_TEXMATRICES" " I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES);
out.Write("uniform s_" I_NORMALMATRICES" " I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES);
out.Write("uniform s_" I_POSNORMALMATRIX" " I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX);
out.Write("uniform s_" I_POSTTRANSFORMMATRICES" " I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES);
out.Write("uniform s_" I_LIGHTS" " I_LIGHTS" : register(c%d);\n", C_LIGHTS);
out.Write("uniform s_" I_MATERIALS" " I_MATERIALS" : register(c%d);\n", C_MATERIALS);
out.Write("uniform s_" I_PROJECTION" " I_PROJECTION" : register(c%d);\n", C_PROJECTION);
out.Write("uniform float4 " I_DEPTHPARAMS" : register(c%d);\n", C_DEPTHPARAMS);
out.Write("VS_OUTPUT main(\n");
SetUidField(numTexGens, xfregs.numTexGen.numTexGens);
SetUidField(components, components);
// inputs
if (components & VB_HAS_NRM0)
out.Write(" float3 rawnorm0 : NORMAL0,\n");
if (components & VB_HAS_NRM1)
{
if (is_d3d)
out.Write(" float3 rawnorm1 : NORMAL1,\n");
else
out.Write(" float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
}
if (components & VB_HAS_NRM2)
{
if (is_d3d)
out.Write(" float3 rawnorm2 : NORMAL2,\n");
else
out.Write(" float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
}
if (components & VB_HAS_COL0)
out.Write(" float4 color0 : COLOR0,\n");
if (components & VB_HAS_COL1)
out.Write(" float4 color1 : COLOR1,\n");
for (int i = 0; i < 8; ++i) {
u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
}
if (components & VB_HAS_POSMTXIDX) {
if (is_d3d)
{
out.Write(" float4 blend_indices : BLENDINDICES,\n");
}
else
out.Write(" float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
}
out.Write(" float4 rawpos : POSITION) {\n");
out.Write("VS_OUTPUT o;\n");
// transforms
if (components & VB_HAS_POSMTXIDX)
{
if (api_type & API_D3D9)
{
out.Write("int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n");
out.Write("int posmtx = indices.x;\n");
}
else if (api_type == API_D3D11)
{
out.Write("int posmtx = blend_indices.x * 255.0f;\n");
}
else
{
out.Write("int posmtx = fposmtx;\n");
}
out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot(" I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot(" I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos), 1);\n");
if (components & VB_HAS_NRMALL) {
out.Write("int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
out.Write("float3 N0 = " I_NORMALMATRICES".T[normidx].t.xyz, N1 = " I_NORMALMATRICES".T[normidx+1].t.xyz, N2 = " I_NORMALMATRICES".T[normidx+2].t.xyz;\n");
}
if (components & VB_HAS_NRM0)
out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n");
if (components & VB_HAS_NRM1)
out.Write("float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
if (components & VB_HAS_NRM2)
out.Write("float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
}
else
{
out.Write("float4 pos = float4(dot(" I_POSNORMALMATRIX".T0, rawpos), dot(" I_POSNORMALMATRIX".T1, rawpos), dot(" I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
if (components & VB_HAS_NRM0)
out.Write("float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm0)));\n");
if (components & VB_HAS_NRM1)
out.Write("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
if (components & VB_HAS_NRM2)
out.Write("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
}
if (!(components & VB_HAS_NRM0))
out.Write("float3 _norm0 = float3(0.0f, 0.0f, 0.0f);\n");
out.Write("o.pos = float4(dot(" I_PROJECTION".T0, pos), dot(" I_PROJECTION".T1, pos), dot(" I_PROJECTION".T2, pos), dot(" I_PROJECTION".T3, pos));\n");
out.Write("float4 mat, lacc;\n"
"float3 ldir, h;\n"
"float dist, dist2, attn;\n");
SetUidField(numColorChans, xfregs.numChan.numColorChans);
if(xfregs.numChan.numColorChans == 0)
{
if (components & VB_HAS_COL0)
out.Write("o.colors_0 = color0;\n");
else
out.Write("o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
// TODO: This probably isn't necessary if pixel lighting is enabled.
_GenerateLightingShader<T,type>(out, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
if(xfregs.numChan.numColorChans < 2)
{
if (components & VB_HAS_COL1)
out.Write("o.colors_1 = color1;\n");
else
out.Write("o.colors_1 = o.colors_0;\n");
}
// special case if only pos and tex coord 0 and tex coord input is AB11
// donko - this has caused problems in some games. removed for now.
bool texGenSpecialCase = false;
/*bool texGenSpecialCase =
((g_VtxDesc.Hex & 0x60600L) == g_VtxDesc.Hex) && // only pos and tex coord 0
(g_VtxDesc.Tex0Coord != NOT_PRESENT) &&
(xfregs.texcoords[0].texmtxinfo.inputform == XF_TEXINPUT_AB11);
*/
// transform texcoords
out.Write("float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) {
TexMtxInfo& texinfo = xfregs.texMtxInfo[i];
out.Write("{\n");
out.Write("coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
SetUidField(texMtxInfo[i].sourcerow, xfregs.texMtxInfo[i].sourcerow);
switch (texinfo.sourcerow) {
case XF_SRCGEOM_INROW:
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
out.Write("coord = rawpos;\n"); // pos.w is 1
break;
case XF_SRCNORMAL_INROW:
if (components & VB_HAS_NRM0) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
out.Write("coord = float4(rawnorm0.xyz, 1.0f);\n");
}
break;
case XF_SRCCOLORS_INROW:
_assert_( texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1 );
break;
case XF_SRCBINORMAL_T_INROW:
if (components & VB_HAS_NRM1) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
out.Write("coord = float4(rawnorm1.xyz, 1.0f);\n");
}
break;
case XF_SRCBINORMAL_B_INROW:
if (components & VB_HAS_NRM2) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
out.Write("coord = float4(rawnorm2.xyz, 1.0f);\n");
}
break;
default:
_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
out.Write("coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
break;
}
// first transformation
SetUidField(texMtxInfo[i].texgentype, xfregs.texMtxInfo[i].texgentype);
switch (texinfo.texgentype) {
case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
// transform the light dir into tangent space
SetUidField(texMtxInfo[i].embosslightshift, xfregs.texMtxInfo[i].embosslightshift);
SetUidField(texMtxInfo[i].embosssourceshift, xfregs.texMtxInfo[i].embosssourceshift);
out.Write("ldir = normalize(" I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
out.Write("o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
}
else
{
_assert_(0); // should have normals
SetUidField(texMtxInfo[i].embosssourceshift, xfregs.texMtxInfo[i].embosssourceshift);
out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift);
}
break;
case XF_TEXGEN_COLOR_STRGBC0:
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
out.Write("o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
break;
case XF_TEXGEN_COLOR_STRGBC1:
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
break;
case XF_TEXGEN_REGULAR:
default:
SetUidField(texMtxInfo[i].projection, xfregs.texMtxInfo[i].projection);
if (components & (VB_HAS_TEXMTXIDX0<<i)) {
if (texinfo.projection == XF_TEXPROJ_STQ)
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+1].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+2].t));\n", i, i, i, i);
else {
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+1].t), 1);\n", i, i, i);
}
}
else {
if (texinfo.projection == XF_TEXPROJ_STQ)
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t));\n", i, 3*i, 3*i+1, 3*i+2);
else
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t), 1);\n", i, 3*i, 3*i+1);
}
break;
}
SetUidField(dualTexTrans.enabled, xfregs.dualTexTrans.enabled);
if (xfregs.dualTexTrans.enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types?
const PostMtxInfo& postInfo = xfregs.postMtxInfo[i];
SetUidField(postMtxInfo[i].index, xfregs.postMtxInfo[i].index);
int postidx = postInfo.index;
out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
"float4 P1 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
"float4 P2 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n",
postidx&0x3f, (postidx+1)&0x3f, (postidx+2)&0x3f);
if (texGenSpecialCase) {
// no normalization
// q of input is 1
// q of output is unknown
// multiply by postmatrix
out.Write("o.tex%d.xyz = float3(dot(P0.xy, o.tex%d.xy) + P0.z + P0.w, dot(P1.xy, o.tex%d.xy) + P1.z + P1.w, 0.0f);\n", i, i, i);
}
else
{
SetUidField(postMtxInfo[i].normalize, xfregs.postMtxInfo[i].normalize);
if (postInfo.normalize)
out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
// multiply by postmatrix
out.Write("o.tex%d.xyz = float3(dot(P0.xyz, o.tex%d.xyz) + P0.w, dot(P1.xyz, o.tex%d.xyz) + P1.w, dot(P2.xyz, o.tex%d.xyz) + P2.w);\n", i, i, i, i);
}
}
out.Write("}\n");
}
// clipPos/w needs to be done in pixel shader, not here
if (xfregs.numTexGen.numTexGens < 7) {
out.Write("o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);\n");
} else {
out.Write("o.tex0.w = pos.x;\n");
out.Write("o.tex1.w = pos.y;\n");
out.Write("o.tex2.w = o.pos.z;\n");
out.Write("o.tex3.w = o.pos.w;\n");
}
/* if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
if (xfregs.numTexGen.numTexGens < 7) {
out.Write("o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n");
} else {
out.Write("o.tex4.w = _norm0.x;\n");
out.Write("o.tex5.w = _norm0.y;\n");
out.Write("o.tex6.w = _norm0.z;\n");
if (xfregs.numTexGen.numTexGens < 8)
out.Write("o.tex7 = pos.xyzz;\n");
else
out.Write("o.tex7.w = pos.z;\n");
}
if (components & VB_HAS_COL0)
out.Write("o.colors_0 = color0;\n");
if (components & VB_HAS_COL1)
out.Write("o.colors_1 = color1;\n");
}*/
//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
//if not early z culling will improve speed
if (is_d3d)
{
out.Write("o.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n");
}
else
{
// this results in a scale from -1..0 to -1..1 after perspective
// divide
out.Write("o.pos.z = o.pos.w + o.pos.z * 2.0f;\n");
// Sonic Unleashed puts its final rendering at the near or
// far plane of the viewing frustrum(actually box, they use
// orthogonal projection for that), and we end up putting it
// just beyond, and the rendering gets clipped away. (The
// primitive gets dropped)
out.Write("o.pos.z = o.pos.z * 1048575.0f/1048576.0f;\n");
// the next steps of the OGL pipeline are:
// (x_c,y_c,z_c,w_c) = o.pos //switch to OGL spec terminology
// clipping to -w_c <= (x_c,y_c,z_c) <= w_c
// (x_d,y_d,z_d) = (x_c,y_c,z_c)/w_c//perspective divide
// z_w = (f-n)/2*z_d + (n+f)/2
// z_w now contains the value to go to the 0..1 depth buffer
//trying to get the correct semantic while not using glDepthRange
//seems to get rather complicated
}
if (api_type & API_D3D9)
{
// D3D9 is addressing pixel centers instead of pixel boundaries in clip space.
// Thus we need to offset the final position by half a pixel
out.Write("o.pos = o.pos + float4(" I_DEPTHPARAMS".z, " I_DEPTHPARAMS".w, 0.f, 0.f);\n");
}
out.Write("return o;\n}\n");
/// if (text[sizeof(text) - 1] != 0x7C)
/// PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
if (type == GO_ShaderCode)
setlocale(LC_NUMERIC, ""); // restore locale
}
void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type)
{
GenerateVertexShader<ShaderUid, GO_ShaderUid>(object, components, api_type);
}
void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type)
{
GenerateVertexShader<ShaderCode, GO_ShaderCode>(object, components, api_type);
}

View File

@ -51,7 +51,7 @@
#define C_VENVCONST_END (C_DEPTHPARAMS + 4) #define C_VENVCONST_END (C_DEPTHPARAMS + 4)
// TODO: Need packing? // TODO: Need packing?
struct uid_data struct vertex_shader_uid_data
{ {
u32 components; u32 components;
u32 numColorChans : 2; u32 numColorChans : 2;
@ -82,8 +82,8 @@ struct uid_data
} lit_chans[4]; } lit_chans[4];
}; };
typedef ShaderUid<uid_data> VertexShaderUid; typedef ShaderUid<vertex_shader_uid_data> VertexShaderUid;
typedef ShaderCode<uid_data> VertexShaderCode; typedef ShaderCode<vertex_shader_uid_data> VertexShaderCode;
void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type); void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type);
void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type); void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type);

View File

@ -82,7 +82,7 @@ struct uid_data
} lit_chans[4]; } lit_chans[4];
}; };
typedef ShaderUid<uid_data, 24> VertexShaderUid; typedef ShaderUid<uid_data> VertexShaderUid;
typedef ShaderCode<uid_data> VertexShaderCode; typedef ShaderCode<uid_data> VertexShaderCode;
void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type); void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type);

View File

@ -144,7 +144,7 @@ struct VideoConfig
int iAdapter; int iAdapter;
// Debugging // Debugging
bool bEnableShaderDebugging; bool bEnableShaderDebugging; // TODO: Obsolete?
// Static config per API // Static config per API
// TODO: Move this out of VideoConfig // TODO: Move this out of VideoConfig

View File

@ -39,13 +39,13 @@ static int s_nMaxPixelInstructions;
static GLuint s_ColorMatrixProgram = 0; static GLuint s_ColorMatrixProgram = 0;
static GLuint s_DepthMatrixProgram = 0; static GLuint s_DepthMatrixProgram = 0;
PixelShaderCache::PSCache PixelShaderCache::PixelShaders; PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
PIXELSHADERUID PixelShaderCache::s_curuid; PixelShaderUid PixelShaderCache::s_curuid;
bool PixelShaderCache::s_displayCompileAlert; bool PixelShaderCache::s_displayCompileAlert;
GLuint PixelShaderCache::CurrentShader; GLuint PixelShaderCache::CurrentShader;
bool PixelShaderCache::ShaderEnabled; bool PixelShaderCache::ShaderEnabled;
PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry = NULL; PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry = NULL;
PIXELSHADERUID PixelShaderCache::last_uid; PixelShaderUid PixelShaderCache::last_uid;
GLuint PixelShaderCache::GetDepthMatrixProgram() GLuint PixelShaderCache::GetDepthMatrixProgram()
{ {
@ -183,16 +183,15 @@ void PixelShaderCache::Shutdown()
FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components) FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{ {
PIXELSHADERUID uid; PixelShaderUid uid;
GetPixelShaderId(&uid, dstAlphaMode, components); GetPixelShaderId(uid, dstAlphaMode, API_OPENGL, components);
// Check if the shader is already set // Check if the shader is already set
if (last_entry) if (last_entry)
{ {
if (uid == last_uid) if (uid == last_uid)
{ {
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, last_entry->safe_uid, last_entry->shader.strprog, dstAlphaMode, components);
return &last_entry->shader; return &last_entry->shader;
} }
} }
@ -206,19 +205,18 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
last_entry = &entry; last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, dstAlphaMode, components);
return &last_entry->shader; return &last_entry->shader;
} }
// Make an entry in the table // Make an entry in the table
PSCacheEntry& newentry = PixelShaders[uid]; PSCacheEntry& newentry = PixelShaders[uid];
last_entry = &newentry; last_entry = &newentry;
const char *code = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components); PixelShaderCode code;
GeneratePixelShaderCode(code, dstAlphaMode, API_OPENGL, components);
if (g_ActiveConfig.bEnableShaderDebugging && code) if (g_ActiveConfig.bEnableShaderDebugging)
{ {
GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode, components); newentry.shader.strprog = code.GetBuffer();
newentry.shader.strprog = code;
} }
#if defined(_DEBUG) || defined(DEBUGFAST) #if defined(_DEBUG) || defined(DEBUGFAST)
@ -227,11 +225,11 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
char szTemp[MAX_PATH]; char szTemp[MAX_PATH];
sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++); sprintf(szTemp, "%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(szTemp, code); SaveData(szTemp, code.GetBuffer()); /// XXX
} }
#endif #endif
if (!code || !CompilePixelShader(newentry.shader, code)) { if (!code.GetBuffer() || !CompilePixelShader(newentry.shader, code.GetBuffer())) {
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true); GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return NULL; return NULL;
} }

View File

@ -53,20 +53,19 @@ class PixelShaderCache
{ {
shader.Destroy(); shader.Destroy();
} }
PIXELSHADERUIDSAFE safe_uid;
}; };
typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache; typedef std::map<PixelShaderUid, PSCacheEntry> PSCache;
static PSCache PixelShaders; static PSCache PixelShaders;
static PIXELSHADERUID s_curuid; // the current pixel shader uid (progressively changed as memory is written) static PixelShaderUid s_curuid; // the current pixel shader uid (progressively changed as memory is written)
static bool s_displayCompileAlert; static bool s_displayCompileAlert;
static GLuint CurrentShader; static GLuint CurrentShader;
static PSCacheEntry* last_entry; static PSCacheEntry* last_entry;
static PIXELSHADERUID last_uid; static PixelShaderUid last_uid;
static bool ShaderEnabled; static bool ShaderEnabled;