// Copyright 2008 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoCommon/PixelShaderGen.h" #include #include #include #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "Common/EnumMap.h" #include "Common/Logging/Log.h" #include "VideoCommon/BPMemory.h" #include "VideoCommon/BoundingBox.h" #include "VideoCommon/DriverDetails.h" #include "VideoCommon/LightingShaderGen.h" #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/RenderBase.h" #include "VideoCommon/RenderState.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" #include "VideoCommon/XFMemory.h" // for texture projection mode // TODO: Get rid of these enum : u32 { C_COLORMATRIX = 0, // 0 C_COLORS = 0, // 0 C_KCOLORS = C_COLORS + 4, // 4 C_ALPHA = C_KCOLORS + 4, // 8 C_TEXDIMS = C_ALPHA + 1, // 9 C_ZBIAS = C_TEXDIMS + 8, // 17 C_INDTEXSCALE = C_ZBIAS + 2, // 19 C_INDTEXMTX = C_INDTEXSCALE + 2, // 21 C_FOGCOLOR = C_INDTEXMTX + 6, // 27 C_FOGI = C_FOGCOLOR + 1, // 28 C_FOGF = C_FOGI + 1, // 29 C_ZSLOPE = C_FOGF + 2, // 31 C_EFBSCALE = C_ZSLOPE + 1, // 32 C_PENVCONST_END = C_EFBSCALE + 1 }; constexpr Common::EnumMap tev_ksel_table_c{ "255,255,255", // 1 = 0x00 "223,223,223", // 7_8 = 0x01 "191,191,191", // 3_4 = 0x02 "159,159,159", // 5_8 = 0x03 "128,128,128", // 1_2 = 0x04 "96,96,96", // 3_8 = 0x05 "64,64,64", // 1_4 = 0x06 "32,32,32", // 1_8 = 0x07 "0,0,0", // INVALID = 0x08 "0,0,0", // INVALID = 0x09 "0,0,0", // INVALID = 0x0a "0,0,0", // INVALID = 0x0b I_KCOLORS "[0].rgb", // K0 = 0x0C I_KCOLORS "[1].rgb", // K1 = 0x0D I_KCOLORS "[2].rgb", // K2 = 0x0E I_KCOLORS "[3].rgb", // K3 = 0x0F I_KCOLORS "[0].rrr", // K0_R = 0x10 I_KCOLORS "[1].rrr", // K1_R = 0x11 I_KCOLORS "[2].rrr", // K2_R = 0x12 I_KCOLORS "[3].rrr", // K3_R = 0x13 I_KCOLORS "[0].ggg", // K0_G = 0x14 I_KCOLORS "[1].ggg", // K1_G = 0x15 I_KCOLORS "[2].ggg", // K2_G = 0x16 I_KCOLORS "[3].ggg", // K3_G = 0x17 I_KCOLORS "[0].bbb", // K0_B = 0x18 I_KCOLORS "[1].bbb", // K1_B = 0x19 I_KCOLORS "[2].bbb", // K2_B = 0x1A I_KCOLORS "[3].bbb", // K3_B = 0x1B I_KCOLORS "[0].aaa", // K0_A = 0x1C I_KCOLORS "[1].aaa", // K1_A = 0x1D I_KCOLORS "[2].aaa", // K2_A = 0x1E I_KCOLORS "[3].aaa", // K3_A = 0x1F }; constexpr Common::EnumMap tev_ksel_table_a{ "255", // 1 = 0x00 "223", // 7_8 = 0x01 "191", // 3_4 = 0x02 "159", // 5_8 = 0x03 "128", // 1_2 = 0x04 "96", // 3_8 = 0x05 "64", // 1_4 = 0x06 "32", // 1_8 = 0x07 "0", // INVALID = 0x08 "0", // INVALID = 0x09 "0", // INVALID = 0x0a "0", // INVALID = 0x0b "0", // INVALID = 0x0c "0", // INVALID = 0x0d "0", // INVALID = 0x0e "0", // INVALID = 0x0f I_KCOLORS "[0].r", // K0_R = 0x10 I_KCOLORS "[1].r", // K1_R = 0x11 I_KCOLORS "[2].r", // K2_R = 0x12 I_KCOLORS "[3].r", // K3_R = 0x13 I_KCOLORS "[0].g", // K0_G = 0x14 I_KCOLORS "[1].g", // K1_G = 0x15 I_KCOLORS "[2].g", // K2_G = 0x16 I_KCOLORS "[3].g", // K3_G = 0x17 I_KCOLORS "[0].b", // K0_B = 0x18 I_KCOLORS "[1].b", // K1_B = 0x19 I_KCOLORS "[2].b", // K2_B = 0x1A I_KCOLORS "[3].b", // K3_B = 0x1B I_KCOLORS "[0].a", // K0_A = 0x1C I_KCOLORS "[1].a", // K1_A = 0x1D I_KCOLORS "[2].a", // K2_A = 0x1E I_KCOLORS "[3].a", // K3_A = 0x1F }; constexpr Common::EnumMap tev_c_input_table{ "prev.rgb", // CPREV, "prev.aaa", // APREV, "c0.rgb", // C0, "c0.aaa", // A0, "c1.rgb", // C1, "c1.aaa", // A1, "c2.rgb", // C2, "c2.aaa", // A2, "textemp.rgb", // TEXC, "textemp.aaa", // TEXA, "rastemp.rgb", // RASC, "rastemp.aaa", // RASA, "int3(255,255,255)", // ONE "int3(128,128,128)", // HALF "konsttemp.rgb", // KONST "int3(0,0,0)", // ZERO }; constexpr Common::EnumMap tev_a_input_table{ "prev.a", // APREV, "c0.a", // A0, "c1.a", // A1, "c2.a", // A2, "textemp.a", // TEXA, "rastemp.a", // RASA, "konsttemp.a", // KONST, (hw1 had quarter) "0", // ZERO }; constexpr Common::EnumMap tev_ras_table{ "iround(col0 * 255.0)", "iround(col1 * 255.0)", "ERROR13", // 2 "ERROR14", // 3 "ERROR15", // 4 "(int4(1, 1, 1, 1) * alphabump)", // bump alpha (0..248) "(int4(1, 1, 1, 1) * (alphabump | (alphabump >> 5)))", // normalized bump alpha (0..255) "int4(0, 0, 0, 0)", // zero }; constexpr Common::EnumMap tev_c_output_table{ "prev.rgb", "c0.rgb", "c1.rgb", "c2.rgb", }; constexpr Common::EnumMap tev_a_output_table{ "prev.a", "c0.a", "c1.a", "c2.a", }; // FIXME: Some of the video card's capabilities (BBox support, EarlyZ support, dstAlpha support) // leak into this UID; This is really unhelpful if these UIDs ever move from one machine to // another. PixelShaderUid GetPixelShaderUid() { PixelShaderUid out; pixel_shader_uid_data* const uid_data = out.GetUidData(); uid_data->useDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && bpmem.zcontrol.pixel_format == PixelFormat::RGBA6_Z24; uid_data->genMode_numindstages = bpmem.genMode.numindstages; uid_data->genMode_numtevstages = bpmem.genMode.numtevstages; uid_data->genMode_numtexgens = bpmem.genMode.numtexgens; uid_data->bounding_box = g_ActiveConfig.bBBoxEnable && g_renderer->IsBBoxEnabled(); uid_data->rgba6_format = bpmem.zcontrol.pixel_format == PixelFormat::RGBA6_Z24 && !g_ActiveConfig.bForceTrueColor; uid_data->dither = bpmem.blendmode.dither && uid_data->rgba6_format; uid_data->uint_output = bpmem.blendmode.UseLogicOp(); u32 numStages = uid_data->genMode_numtevstages + 1; const bool forced_early_z = bpmem.UseEarlyDepthTest() && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTestResult::Undetermined) // We can't allow early_ztest for zfreeze because depth is overridden per-pixel. // This means it's impossible for zcomploc to be emulated on a zfrozen polygon. && !(bpmem.zmode.testenable && bpmem.genMode.zfreeze); const bool per_pixel_depth = (bpmem.ztex2.op != ZTexOp::Disabled && bpmem.UseLateDepthTest()) || (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z) || (bpmem.zmode.testenable && bpmem.genMode.zfreeze); uid_data->per_pixel_depth = per_pixel_depth; uid_data->forced_early_z = forced_early_z; if (g_ActiveConfig.bEnablePixelLighting) { uid_data->numColorChans = xfmem.numChan.numColorChans; GetLightingShaderUid(uid_data->lighting); } if (uid_data->genMode_numtexgens > 0) { for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i) { // optional perspective divides uid_data->texMtxInfo_n_projection |= static_cast(xfmem.texMtxInfo[i].projection.Value()) << i; } } // indirect texture map lookup int nIndirectStagesUsed = 0; for (unsigned int i = 0; i < numStages; ++i) { if (bpmem.tevind[i].IsActive()) nIndirectStagesUsed |= 1 << bpmem.tevind[i].bt; } uid_data->nIndirectStagesUsed = nIndirectStagesUsed; for (u32 i = 0; i < uid_data->genMode_numindstages; ++i) { if (uid_data->nIndirectStagesUsed & (1 << i)) uid_data->SetTevindrefValues(i, bpmem.tevindref.getTexCoord(i), bpmem.tevindref.getTexMap(i)); } for (unsigned int n = 0; n < numStages; n++) { uid_data->stagehash[n].tevorders_texcoord = bpmem.tevorders[n / 2].getTexCoord(n & 1); uid_data->stagehash[n].tevind = bpmem.tevind[n].hex; TevStageCombiner::ColorCombiner& cc = bpmem.combiners[n].colorC; TevStageCombiner::AlphaCombiner& ac = bpmem.combiners[n].alphaC; uid_data->stagehash[n].cc = cc.hex & 0xFFFFFF; uid_data->stagehash[n].ac = ac.hex & 0xFFFFF0; // Storing rswap and tswap later if (cc.a == TevColorArg::RasAlpha || cc.a == TevColorArg::RasColor || cc.b == TevColorArg::RasAlpha || cc.b == TevColorArg::RasColor || cc.c == TevColorArg::RasAlpha || cc.c == TevColorArg::RasColor || cc.d == TevColorArg::RasAlpha || cc.d == TevColorArg::RasColor || ac.a == TevAlphaArg::RasAlpha || ac.b == TevAlphaArg::RasAlpha || ac.c == TevAlphaArg::RasAlpha || ac.d == TevAlphaArg::RasAlpha) { const int i = bpmem.combiners[n].alphaC.rswap; uid_data->stagehash[n].tevksel_swap1a = bpmem.tevksel[i * 2].swap1; uid_data->stagehash[n].tevksel_swap2a = bpmem.tevksel[i * 2].swap2; uid_data->stagehash[n].tevksel_swap1b = bpmem.tevksel[i * 2 + 1].swap1; uid_data->stagehash[n].tevksel_swap2b = bpmem.tevksel[i * 2 + 1].swap2; uid_data->stagehash[n].tevorders_colorchan = bpmem.tevorders[n / 2].getColorChan(n & 1); } uid_data->stagehash[n].tevorders_enable = bpmem.tevorders[n / 2].getEnable(n & 1); if (uid_data->stagehash[n].tevorders_enable) { const int i = bpmem.combiners[n].alphaC.tswap; uid_data->stagehash[n].tevksel_swap1c = bpmem.tevksel[i * 2].swap1; uid_data->stagehash[n].tevksel_swap2c = bpmem.tevksel[i * 2].swap2; uid_data->stagehash[n].tevksel_swap1d = bpmem.tevksel[i * 2 + 1].swap1; uid_data->stagehash[n].tevksel_swap2d = bpmem.tevksel[i * 2 + 1].swap2; uid_data->stagehash[n].tevorders_texmap = bpmem.tevorders[n / 2].getTexMap(n & 1); } if (cc.a == TevColorArg::Konst || cc.b == TevColorArg::Konst || cc.c == TevColorArg::Konst || cc.d == TevColorArg::Konst || ac.a == TevAlphaArg::Konst || ac.b == TevAlphaArg::Konst || ac.c == TevAlphaArg::Konst || ac.d == TevAlphaArg::Konst) { uid_data->stagehash[n].tevksel_kc = bpmem.tevksel[n / 2].getKC(n & 1); uid_data->stagehash[n].tevksel_ka = bpmem.tevksel[n / 2].getKA(n & 1); } } #define MY_STRUCT_OFFSET(str, elem) ((u32)((u64) & (str).elem - (u64) & (str))) uid_data->num_values = (g_ActiveConfig.bEnablePixelLighting) ? sizeof(*uid_data) : MY_STRUCT_OFFSET(*uid_data, stagehash[numStages]); uid_data->Pretest = bpmem.alpha_test.TestResult(); uid_data->late_ztest = bpmem.UseLateDepthTest(); // 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 // testing result) if (uid_data->Pretest == AlphaTestResult::Undetermined || (uid_data->Pretest == AlphaTestResult::Fail && uid_data->late_ztest)) { uid_data->alpha_test_comp0 = bpmem.alpha_test.comp0; uid_data->alpha_test_comp1 = bpmem.alpha_test.comp1; uid_data->alpha_test_logic = bpmem.alpha_test.logic; // ZCOMPLOC HACK: // The only way to emulate alpha test + early-z is to force early-z in the shader. // As this isn't available on all drivers and as we can't emulate this feature otherwise, // we are only able to choose which one we want to respect more. // Tests seem to have proven that writing depth even when the alpha test fails is more // important that a reliable alpha test, so we just force the alpha test to always succeed. // At least this seems to be less buggy. uid_data->alpha_test_use_zcomploc_hack = bpmem.UseEarlyDepthTest() && bpmem.zmode.updateenable && !g_ActiveConfig.backend_info.bSupportsEarlyZ && !bpmem.genMode.zfreeze; } uid_data->zfreeze = bpmem.genMode.zfreeze; uid_data->ztex_op = bpmem.ztex2.op; uid_data->early_ztest = bpmem.UseEarlyDepthTest(); uid_data->fog_fsel = bpmem.fog.c_proj_fsel.fsel; uid_data->fog_proj = bpmem.fog.c_proj_fsel.proj; uid_data->fog_RangeBaseEnabled = bpmem.fogRange.Base.Enabled; BlendingState state = {}; state.Generate(bpmem); if (state.usedualsrc && state.dstalpha && g_ActiveConfig.backend_info.bSupportsFramebufferFetch && !g_ActiveConfig.backend_info.bSupportsDualSourceBlend) { uid_data->blend_enable = state.blendenable; uid_data->blend_src_factor = state.srcfactor; uid_data->blend_src_factor_alpha = state.srcfactoralpha; uid_data->blend_dst_factor = state.dstfactor; uid_data->blend_dst_factor_alpha = state.dstfactoralpha; uid_data->blend_subtract = state.subtract; uid_data->blend_subtract_alpha = state.subtractAlpha; } uid_data->logic_op_enable = state.logicopenable; uid_data->logic_op_mode = u32(state.logicmode.Value()); return out; } void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& host_config, PixelShaderUid* uid) { pixel_shader_uid_data* const uid_data = uid->GetUidData(); // OpenGL and Vulkan convert implicitly normalized color outputs to their uint representation. // Therefore, it is not necessary to use a uint output on these backends. We also disable the // uint output when logic op is not supported (i.e. driver/device does not support D3D11.1). if (api_type != APIType::D3D || !host_config.backend_logic_op) uid_data->uint_output = 0; // If bounding box is enabled when a UID cache is created, then later disabled, we shouldn't // emit the bounding box portion of the shader. uid_data->bounding_box &= host_config.bounding_box & host_config.backend_bbox; } void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type, const ShaderHostConfig& host_config, bool bounding_box) { // dot product for integer vectors out.Write("int idot(int3 x, int3 y)\n" "{{\n" "\tint3 tmp = x * y;\n" "\treturn tmp.x + tmp.y + tmp.z;\n" "}}\n"); out.Write("int idot(int4 x, int4 y)\n" "{{\n" "\tint4 tmp = x * y;\n" "\treturn tmp.x + tmp.y + tmp.z + tmp.w;\n" "}}\n\n"); // rounding + casting to integer at once in a single function out.Write("int iround(float x) {{ return int (round(x)); }}\n" "int2 iround(float2 x) {{ return int2(round(x)); }}\n" "int3 iround(float3 x) {{ return int3(round(x)); }}\n" "int4 iround(float4 x) {{ return int4(round(x)); }}\n\n"); if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp[8];\n"); } else // D3D { // Declare samplers out.Write("SamplerState samp[8] : register(s0);\n" "\n" "Texture2DArray tex[8] : register(t0);\n"); } out.Write("\n"); if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) out.Write("UBO_BINDING(std140, 1) uniform PSBlock {{\n"); else out.Write("cbuffer PSBlock : register(b0) {{\n"); out.Write("\tint4 " I_COLORS "[4];\n" "\tint4 " I_KCOLORS "[4];\n" "\tint4 " I_ALPHA ";\n" "\tint4 " I_TEXDIMS "[8];\n" "\tint4 " I_ZBIAS "[2];\n" "\tint4 " I_INDTEXSCALE "[2];\n" "\tint4 " I_INDTEXMTX "[6];\n" "\tint4 " I_FOGCOLOR ";\n" "\tint4 " I_FOGI ";\n" "\tfloat4 " I_FOGF ";\n" "\tfloat4 " I_FOGRANGE "[3];\n" "\tfloat4 " I_ZSLOPE ";\n" "\tfloat2 " I_EFBSCALE ";\n" "\tuint bpmem_genmode;\n" "\tuint bpmem_alphaTest;\n" "\tuint bpmem_fogParam3;\n" "\tuint bpmem_fogRangeBase;\n" "\tuint bpmem_dstalpha;\n" "\tuint bpmem_ztex_op;\n" "\tbool bpmem_late_ztest;\n" "\tbool bpmem_rgba6_format;\n" "\tbool bpmem_dither;\n" "\tbool bpmem_bounding_box;\n" "\tuint4 bpmem_pack1[16];\n" // .xy - combiners, .z - tevind "\tuint4 bpmem_pack2[8];\n" // .x - tevorder, .y - tevksel, .zw - SamplerState tm0/tm1 "\tint4 konstLookup[32];\n" "\tbool blend_enable;\n" "\tuint blend_src_factor;\n" "\tuint blend_src_factor_alpha;\n" "\tuint blend_dst_factor;\n" "\tuint blend_dst_factor_alpha;\n" "\tbool blend_subtract;\n" "\tbool blend_subtract_alpha;\n" "\tbool logic_op_enable;\n" "\tuint logic_op_mode;\n" "}};\n\n"); out.Write("#define bpmem_combiners(i) (bpmem_pack1[(i)].xy)\n" "#define bpmem_tevind(i) (bpmem_pack1[(i)].z)\n" "#define bpmem_iref(i) (bpmem_pack1[(i)].w)\n" "#define bpmem_tevorder(i) (bpmem_pack2[(i)].x)\n" "#define bpmem_tevksel(i) (bpmem_pack2[(i)].y)\n" "#define samp_texmode0(i) (bpmem_pack2[(i)].z)\n" "#define samp_texmode1(i) (bpmem_pack2[(i)].w)\n\n"); if (host_config.per_pixel_lighting) { out.Write("{}", s_lighting_struct); if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) out.Write("UBO_BINDING(std140, 2) uniform VSBlock {{\n"); else out.Write("cbuffer VSBlock : register(b1) {{\n"); out.Write("{}", s_shader_uniforms); out.Write("}};\n"); } if (bounding_box) { if (api_type == APIType::D3D) { out.Write("globallycoherent RWBuffer bbox_data : register(u2);\n" "#define atomicMin InterlockedMin\n" "#define atomicMax InterlockedMax"); } else { out.Write("SSBO_BINDING(0) buffer BBox {{\n"); if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_SSBO_FIELD_ATOMICS)) { // AMD drivers on Windows seemingly ignore atomic writes to fields or array elements of an // SSBO other than the first one, but using an int4 seems to work fine out.Write(" int4 bbox_data;\n"); } else { // The Metal shader compiler fails to compile the atomic instructions when operating on // individual components of a vector out.Write(" int bbox_data[4];\n"); } out.Write("}};"); } out.Write(R"( #define bbox_left bbox_data[0] #define bbox_right bbox_data[1] #define bbox_top bbox_data[2] #define bbox_bottom bbox_data[3] void UpdateBoundingBoxBuffer(int2 min_pos, int2 max_pos) {{ if (bbox_left > min_pos.x) atomicMin(bbox_left, min_pos.x); if (bbox_right < max_pos.x) atomicMax(bbox_right, max_pos.x); if (bbox_top > min_pos.y) atomicMin(bbox_top, min_pos.y); if (bbox_bottom < max_pos.y) atomicMax(bbox_bottom, max_pos.y); }} void UpdateBoundingBox(float2 rawpos) {{ // We only want to include coordinates for pixels aligned with the native resolution pixel centers. // This makes bounding box sizes more accurate (though not perfect) at higher resolutions, // avoiding EFB copy buffer overflow in affected games. // // For a more detailed explanation, see https://dolp.in/pr9801 int2 int_efb_scale = iround(1.0 / {efb_scale}.xy); if (int(rawpos.x) % int_efb_scale.x != int_efb_scale.x >> 1 || int(rawpos.y) % int_efb_scale.y != int_efb_scale.y >> 1) // right shift for fast divide by two {{ return; }} // The rightmost shaded pixel is not included in the right bounding box register, // such that width = right - left + 1. This has been verified on hardware. int2 pos = int2(rawpos * {efb_scale}.xy); #ifdef API_OPENGL // We need to invert the Y coordinate due to OpenGL's lower-left origin pos.y = {efb_height} - pos.y - 1; #endif // The GC/Wii GPU rasterizes in 2x2 pixel groups, so bounding box values will be rounded to the // extents of these groups, rather than the exact pixel. int2 pos_tl = pos & ~1; // round down to even int2 pos_br = pos | 1; // round up to odd #ifdef SUPPORTS_SUBGROUP_REDUCTION if (CAN_USE_SUBGROUP_REDUCTION) {{ int2 min_pos = IS_HELPER_INVOCATION ? int2(2147483647, 2147483647) : pos_tl; int2 max_pos = IS_HELPER_INVOCATION ? int2(-2147483648, -2147483648) : pos_br; SUBGROUP_MIN(min_pos); SUBGROUP_MAX(max_pos); if (IS_FIRST_ACTIVE_INVOCATION) UpdateBoundingBoxBuffer(min_pos, max_pos); }} else {{ UpdateBoundingBoxBuffer(pos_tl, pos_br); }} #else UpdateBoundingBoxBuffer(pos_tl, pos_br); #endif }} )", fmt::arg("efb_height", EFB_HEIGHT), fmt::arg("efb_scale", I_EFBSCALE)); } if (host_config.manual_texture_sampling) { if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { out.Write(R"( int4 readTexture(in sampler2DArray tex, uint u, uint v, int layer, int lod) {{ return iround(texelFetch(tex, int3(u, v, layer), lod) * 255.0); }} int4 readTextureLinear(in sampler2DArray tex, uint2 uv1, uint2 uv2, int layer, int lod, int2 frac_uv) {{)"); } else if (api_type == APIType::D3D) { out.Write(R"( int4 readTexture(in Texture2DArray tex, uint u, uint v, int layer, int lod) {{ return iround(tex.Load(int4(u, v, layer, lod)) * 255.0); }} int4 readTextureLinear(in Texture2DArray tex, uint2 uv1, uint2 uv2, int layer, int lod, int2 frac_uv) {{)"); } out.Write(R"( int4 result = readTexture(tex, uv1.x, uv1.y, layer, lod) * (128 - frac_uv.x) * (128 - frac_uv.y) + readTexture(tex, uv2.x, uv1.y, layer, lod) * ( frac_uv.x) * (128 - frac_uv.y) + readTexture(tex, uv1.x, uv2.y, layer, lod) * (128 - frac_uv.x) * ( frac_uv.y) + readTexture(tex, uv2.x, uv2.y, layer, lod) * ( frac_uv.x) * ( frac_uv.y); return result >> 14; }} )"); if (host_config.manual_texture_sampling_custom_texture_sizes) { // This is slower, and doesn't result in the same odd behavior that happens on console when // wrapping with non-power-of-2 sizes, but it's fine for custom textures to have non-console // behavior. out.Write(R"( // Both GLSL and HLSL produce undefined values when the modulo operator (%) is used with a negative // dividend and a positive divisor. We want a positive value such that SafeModulo(-1, 3) is 2. int SafeModulo(int dividend, int divisor) {{ if (dividend >= 0) {{ return dividend % divisor; }} else {{ // This works because ~x is the same as -x - 1. // `~x % 5` over -5 to -1 gives 4, 3, 2, 1, 0. `4 - (~x % 5)` gives 0, 1, 2, 3, 4. return (divisor - 1) - (~dividend % divisor); }} }} uint WrapCoord(int coord, uint wrap, int size) {{ switch (wrap) {{ case {:s}: default: // confirmed that clamp is used for invalid (3) via hardware test return uint(clamp(coord, 0, size - 1)); case {:s}: return uint(SafeModulo(coord, size)); // coord % size case {:s}: if (SafeModulo(coord, 2 * size) >= size) {{ // coord % (2 * size) coord = ~coord; }} return uint(SafeModulo(coord, size)); // coord % size }} }} )", WrapMode::Clamp, WrapMode::Repeat, WrapMode::Mirror); } else { out.Write(R"( uint WrapCoord(int coord, uint wrap, int size) {{ switch (wrap) {{ case {:s}: default: // confirmed that clamp is used for invalid (3) via hardware test return uint(clamp(coord, 0, size - 1)); case {:s}: return uint(coord & (size - 1)); case {:s}: if ((coord & size) != 0) {{ coord = ~coord; }} return uint(coord & (size - 1)); }} }} )", WrapMode::Clamp, WrapMode::Repeat, WrapMode::Mirror); } } if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { out.Write("\nint4 sampleTexture(uint texmap, in sampler2DArray tex, int2 uv, int layer) {{\n"); } else if (api_type == APIType::D3D) { out.Write("\nint4 sampleTexture(uint texmap, in Texture2DArray tex, in SamplerState tex_samp, " "int2 uv, int layer) {{\n"); } if (!host_config.manual_texture_sampling) { out.Write(" float size_s = float(" I_TEXDIMS "[texmap].x * 128);\n" " float size_t = float(" I_TEXDIMS "[texmap].y * 128);\n" " float3 coords = float3(float(uv.x) / size_s, float(uv.y) / size_t, layer);\n"); if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { if (!host_config.backend_sampler_lod_bias) { out.Write(" uint texmode0 = samp_texmode0(texmap);\n" " float lod_bias = float({}) / 256.0f;\n" " return iround(255.0 * texture(tex, coords, lod_bias));\n", BitfieldExtract<&SamplerState::TM0::lod_bias>("texmode0")); } else { out.Write(" return iround(255.0 * texture(tex, coords));\n"); } out.Write("}}\n"); } else if (api_type == APIType::D3D) { out.Write(" return iround(255.0 * tex.Sample(tex_samp, coords));\n}}\n"); } } else { out.Write(R"( uint texmode0 = samp_texmode0(texmap); uint texmode1 = samp_texmode1(texmap); uint wrap_s = {}; uint wrap_t = {}; bool mag_linear = {} != 0u; bool mipmap_linear = {} != 0u; bool min_linear = {} != 0u; bool diag_lod = {} != 0u; int lod_bias = {}; // uint max_aniso = TODO; bool lod_clamp = {} != 0u; int min_lod = int({}); int max_lod = int({}); )", BitfieldExtract<&SamplerState::TM0::wrap_u>("texmode0"), BitfieldExtract<&SamplerState::TM0::wrap_v>("texmode0"), BitfieldExtract<&SamplerState::TM0::mag_filter>("texmode0"), BitfieldExtract<&SamplerState::TM0::mipmap_filter>("texmode0"), BitfieldExtract<&SamplerState::TM0::min_filter>("texmode0"), BitfieldExtract<&SamplerState::TM0::diag_lod>("texmode0"), BitfieldExtract<&SamplerState::TM0::lod_bias>("texmode0"), // BitfieldExtract<&SamplerState::TM0::max_aniso>("texmode0"), BitfieldExtract<&SamplerState::TM0::lod_clamp>("texmode0"), BitfieldExtract<&SamplerState::TM1::min_lod>("texmode1"), BitfieldExtract<&SamplerState::TM1::max_lod>("texmode1")); if (host_config.manual_texture_sampling_custom_texture_sizes) { out.Write(R"( int native_size_s = )" I_TEXDIMS R"([texmap].x; int native_size_t = )" I_TEXDIMS R"([texmap].y; )"); if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { out.Write(R"( int3 size = textureSize(tex, 0); int size_s = size.x; int size_t = size.y; )"); if (g_ActiveConfig.backend_info.bSupportsTextureQueryLevels) { out.Write(" int number_of_levels = textureQueryLevels(tex);\n"); } else { out.Write(" int number_of_levels = 256; // textureQueryLevels is not supported\n"); ERROR_LOG_FMT(VIDEO, "textureQueryLevels is not supported! Odd graphical results may " "occur if custom textures are in use!"); } } else if (api_type == APIType::D3D) { ASSERT(g_ActiveConfig.backend_info.bSupportsTextureQueryLevels); out.Write(R"( int size_s, size_t, layers, number_of_levels; tex.GetDimensions(0, size_s, size_t, layers, number_of_levels); )"); } out.Write(R"( // Prevent out-of-bounds LOD values when using custom textures max_lod = min(max_lod, (number_of_levels - 1) << 4); // Rescale uv to account for the new texture size uv.x = (uv.x * size_s) / native_size_s; uv.y = (uv.y * size_t) / native_size_t; )"); } else { out.Write(R"( int size_s = )" I_TEXDIMS R"([texmap].x; int size_t = )" I_TEXDIMS R"([texmap].y; )"); } if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { if (g_ActiveConfig.backend_info.bSupportsCoarseDerivatives) { // The software renderer uses the equivalent of coarse derivatives, so use them here for // consistency. This hasn't been hardware tested. // Note that bSupportsCoarseDerivatives being false only means dFdxCoarse and dFdxFine don't // exist. The GPU may still implement dFdx using coarse derivatives; we just don't have the // ability to specifically require it. out.Write(R"( float2 uv_delta_x = abs(dFdxCoarse(float2(uv))); float2 uv_delta_y = abs(dFdyCoarse(float2(uv))); )"); } else { out.Write(R"( float2 uv_delta_x = abs(dFdx(float2(uv))); float2 uv_delta_y = abs(dFdy(float2(uv))); )"); } } else if (api_type == APIType::D3D) { ASSERT(g_ActiveConfig.backend_info.bSupportsCoarseDerivatives); out.Write(R"( float2 uv_delta_x = abs(ddx_coarse(float2(uv))); float2 uv_delta_y = abs(ddy_coarse(float2(uv))); )"); } // TODO: LOD bias is normally S2.5 (Dolphin uses S7.8 for arbitrary mipmap detection and higher // IRs), but (at least per the software renderer) actual LOD is S28.4. How does this work? // Also, note that we can make some assumptions due to use of a SamplerState version of the BP // configuration, which tidies things compared to whatever nonsense games can put in. out.Write(R"( float2 uv_delta = diag_lod ? uv_delta_x + uv_delta_y : max(uv_delta_x, uv_delta_y); float max_delta = max(uv_delta.x / 128.0, uv_delta.y / 128.0); // log2(x) is undefined if x <= 0, but in practice it seems log2(0) is -infinity, which becomes INT_MIN. // If lod_bias is negative, adding it to INT_MIN causes an underflow, resulting in a large positive value. // Hardware testing indicates that min_lod should be used when the derivative is 0. int lod = max_delta == 0.0 ? min_lod : int(floor(log2(max_delta) * 16.0)) + (lod_bias >> 4); bool is_linear = (lod > 0) ? min_linear : mag_linear; lod = clamp(lod, min_lod, max_lod); int base_lod = lod >> 4; int frac_lod = lod & 15; if (!mipmap_linear && frac_lod >= 8) {{ // Round to nearest LOD in point mode base_lod++; }} if (is_linear) {{ uint2 texuv1 = uint2( WrapCoord(((uv.x >> base_lod) - 64) >> 7, wrap_s, size_s >> base_lod), WrapCoord(((uv.y >> base_lod) - 64) >> 7, wrap_t, size_t >> base_lod)); uint2 texuv2 = uint2( WrapCoord(((uv.x >> base_lod) + 64) >> 7, wrap_s, size_s >> base_lod), WrapCoord(((uv.y >> base_lod) + 64) >> 7, wrap_t, size_t >> base_lod)); int2 frac_uv = int2(((uv.x >> base_lod) - 64) & 0x7f, ((uv.y >> base_lod) - 64) & 0x7f); int4 result = readTextureLinear(tex, texuv1, texuv2, layer, base_lod, frac_uv); if (frac_lod != 0 && mipmap_linear) {{ texuv1 = uint2( WrapCoord(((uv.x >> (base_lod + 1)) - 64) >> 7, wrap_s, size_s >> (base_lod + 1)), WrapCoord(((uv.y >> (base_lod + 1)) - 64) >> 7, wrap_t, size_t >> (base_lod + 1))); texuv2 = uint2( WrapCoord(((uv.x >> (base_lod + 1)) + 64) >> 7, wrap_s, size_s >> (base_lod + 1)), WrapCoord(((uv.y >> (base_lod + 1)) + 64) >> 7, wrap_t, size_t >> (base_lod + 1))); frac_uv = int2(((uv.x >> (base_lod + 1)) - 64) & 0x7f, ((uv.y >> (base_lod + 1)) - 64) & 0x7f); result *= 16 - frac_lod; result += readTextureLinear(tex, texuv1, texuv2, layer, base_lod + 1, frac_uv) * frac_lod; result >>= 4; }} return result; }} else {{ uint2 texuv = uint2( WrapCoord(uv.x >> (7 + base_lod), wrap_s, size_s >> base_lod), WrapCoord(uv.y >> (7 + base_lod), wrap_t, size_t >> base_lod)); int4 result = readTexture(tex, texuv.x, texuv.y, layer, base_lod); if (frac_lod != 0 && mipmap_linear) {{ texuv = uint2( WrapCoord(uv.x >> (7 + base_lod + 1), wrap_s, size_s >> (base_lod + 1)), WrapCoord(uv.y >> (7 + base_lod + 1), wrap_t, size_t >> (base_lod + 1))); result *= 16 - frac_lod; result += readTexture(tex, texuv.x, texuv.y, layer, base_lod + 1) * frac_lod; result >>= 4; }} return result; }} }} )"); } } static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n, 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, bool per_pixel_depth, bool use_dual_source); static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data); static void WriteLogicOp(ShaderCode& out, const pixel_shader_uid_data* uid_data); static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data, bool use_dual_source); static void WriteBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data); ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& host_config, const pixel_shader_uid_data* uid_data) { ShaderCode out; const bool per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting; const bool msaa = host_config.msaa; const bool ssaa = host_config.ssaa; const bool stereo = host_config.stereo; const u32 numStages = uid_data->genMode_numtevstages + 1; out.Write("// Pixel Shader for TEV stages\n"); out.Write("// {} TEV stages, {} texgens, {} IND stages\n", numStages, uid_data->genMode_numtexgens, uid_data->genMode_numindstages); // Stuff that is shared between ubershaders and pixelgen. WriteBitfieldExtractHeader(out, api_type, host_config); WritePixelShaderCommonHeader(out, api_type, host_config, uid_data->bounding_box); if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { out.Write("\n#define sampleTextureWrapper(texmap, uv, layer) " "sampleTexture(texmap, samp[texmap], uv, layer)\n"); } else if (api_type == APIType::D3D) { out.Write("\n#define sampleTextureWrapper(texmap, uv, layer) " "sampleTexture(texmap, tex[texmap], samp[texmap], uv, layer)\n"); } if (uid_data->forced_early_z && g_ActiveConfig.backend_info.bSupportsEarlyZ) { // Zcomploc (aka early_ztest) is a way to control whether depth test is done before // or after texturing and alpha test. PC graphics APIs used to provide no way to emulate // this feature properly until 2012: Depth tests were always done after alpha testing. // Most importantly, it was not possible to write to the depth buffer without also writing // a color value (unless color writing was disabled altogether). // OpenGL 4.2 actually provides two extensions which can force an early z test: // * ARB_image_load_store has 'layout(early_fragment_tests)' which forces the driver to do z // and stencil tests early. // * ARB_conservative_depth has 'layout(depth_unchanged) which signals to the driver that it // can make optimisations // which assume the pixel shader won't update the depth buffer. // early_fragment_tests is the best option, as it requires the driver to do early-z and defines // early-z exactly as // we expect, with discard causing the shader to exit with only the depth buffer updated. // Conservative depth's 'depth_unchanged' only hints to the driver that an early-z optimisation // can be made and // doesn't define what will happen if we discard the fragment. But the way modern graphics // hardware is implemented // means it is not unreasonable to expect the same behaviour as early_fragment_tests. // We can also assume that if a driver has gone out of its way to support conservative depth and // not image_load_store // as required by OpenGL 4.2 that it will be doing the optimisation. // If the driver doesn't actually do an early z optimisation, ZCompLoc will be broken and depth // will only be written // if the alpha test passes. // We support Conservative as a fallback, because many drivers based on Mesa haven't implemented // all of the // ARB_image_load_store extension yet. // D3D11 also has a way to force the driver to enable early-z, so we're fine here. if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { // This is a #define which signals whatever early-z method the driver supports. out.Write("FORCE_EARLY_Z; \n"); } else { out.Write("[earlydepthstencil]\n"); } } // Only use dual-source blending when required on drivers that don't support it very well. const bool use_dual_source = host_config.backend_dual_source_blend && (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING) || uid_data->useDstAlpha); const bool use_shader_blend = !use_dual_source && (uid_data->useDstAlpha && host_config.backend_shader_framebuffer_fetch); const bool use_shader_logic_op = !host_config.backend_logic_op && host_config.backend_shader_framebuffer_fetch; if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { bool use_framebuffer_fetch = use_shader_blend || use_shader_logic_op; #ifdef __APPLE__ // Framebuffer fetch is only supported by Metal, so ensure that we're running Vulkan (MoltenVK) // if we want to use it. if (api_type == APIType::Vulkan) { if (use_dual_source) { out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n" "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n"); } else if (use_shader_blend) { // Metal doesn't support a single unified variable for both input and output, so we declare // the output separately. The input will be defined later below. out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 real_ocol0;\n"); } else { out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n"); } if (use_framebuffer_fetch) { // Subpass inputs will be converted to framebuffer fetch by SPIRV-Cross. out.Write("INPUT_ATTACHMENT_BINDING(0, 0, 0) uniform subpassInput in_ocol0;\n"); } } else #endif { bool has_broken_decoration = DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION); out.Write("{} {} vec4 {};\n", has_broken_decoration ? "FRAGMENT_OUTPUT_LOCATION(0)" : "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0)", use_framebuffer_fetch ? "FRAGMENT_INOUT" : "out", use_shader_blend ? "real_ocol0" : "ocol0"); if (use_dual_source) { out.Write("{} out vec4 ocol1;\n", has_broken_decoration ? "FRAGMENT_OUTPUT_LOCATION(1)" : "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1)"); } } if (uid_data->per_pixel_depth) out.Write("#define depth gl_FragDepth\n"); if (host_config.backend_geometry_shaders) { out.Write("VARYING_LOCATION(0) in VertexData {{\n"); GenerateVSOutputMembers(out, api_type, uid_data->genMode_numtexgens, host_config, GetInterpolationQualifier(msaa, ssaa, true, true)); if (stereo) out.Write("\tflat int layer;\n"); out.Write("}};\n"); } else { // Let's set up attributes u32 counter = 0; out.Write("VARYING_LOCATION({}) {} in float4 colors_0;\n", counter++, GetInterpolationQualifier(msaa, ssaa)); out.Write("VARYING_LOCATION({}) {} in float4 colors_1;\n", counter++, GetInterpolationQualifier(msaa, ssaa)); for (u32 i = 0; i < uid_data->genMode_numtexgens; ++i) { out.Write("VARYING_LOCATION({}) {} in float3 tex{};\n", counter++, GetInterpolationQualifier(msaa, ssaa), i); } if (!host_config.fast_depth_calc) { out.Write("VARYING_LOCATION({}) {} in float4 clipPos;\n", counter++, GetInterpolationQualifier(msaa, ssaa)); } if (per_pixel_lighting) { out.Write("VARYING_LOCATION({}) {} in float3 Normal;\n", counter++, GetInterpolationQualifier(msaa, ssaa)); out.Write("VARYING_LOCATION({}) {} in float3 WorldPos;\n", counter++, GetInterpolationQualifier(msaa, ssaa)); } } out.Write("void main()\n{{\n"); out.Write("\tfloat4 rawpos = gl_FragCoord;\n"); if (use_framebuffer_fetch) { // Store off a copy of the initial framebuffer value. // // If FB_FETCH_VALUE isn't defined (i.e. no special keyword for fetching from the // framebuffer), we read from real_ocol0 or ocol0, depending if shader blending is enabled. out.Write("#ifdef FB_FETCH_VALUE\n" "\tfloat4 initial_ocol0 = FB_FETCH_VALUE;\n" "#else\n" "\tfloat4 initial_ocol0 = {};\n" "#endif\n", use_shader_blend ? "real_ocol0" : "ocol0"); } if (use_shader_blend) { // QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an // intermediate value with multiple reads & modifications, so we pull out the "real" output // value above and use a temporary for calculations, then set the output value once at the // end of the shader if we are using shader blending. out.Write("\tfloat4 ocol0;\n" "\tfloat4 ocol1;\n"); } } else // D3D { out.Write("void main(\n"); if (uid_data->uint_output) { out.Write(" out uint4 ocol0 : SV_Target,\n"); } else { out.Write(" out float4 ocol0 : SV_Target0,\n" " out float4 ocol1 : SV_Target1,\n"); } out.Write("{}" " in float4 rawpos : SV_Position,\n", uid_data->per_pixel_depth ? " out float depth : SV_Depth,\n" : ""); out.Write(" in {} float4 colors_0 : COLOR0,\n", GetInterpolationQualifier(msaa, ssaa)); out.Write(" in {} float4 colors_1 : COLOR1\n", GetInterpolationQualifier(msaa, ssaa)); // compute window position if needed because binding semantic WPOS is not widely supported for (u32 i = 0; i < uid_data->genMode_numtexgens; ++i) { out.Write(",\n in {} float3 tex{} : TEXCOORD{}", GetInterpolationQualifier(msaa, ssaa), i, i); } if (!host_config.fast_depth_calc) { out.Write(",\n in {} float4 clipPos : TEXCOORD{}", GetInterpolationQualifier(msaa, ssaa), uid_data->genMode_numtexgens); } if (per_pixel_lighting) { out.Write(",\n in {} float3 Normal : TEXCOORD{}", GetInterpolationQualifier(msaa, ssaa), uid_data->genMode_numtexgens + 1); out.Write(",\n in {} float3 WorldPos : TEXCOORD{}", GetInterpolationQualifier(msaa, ssaa), uid_data->genMode_numtexgens + 2); } if (host_config.backend_geometry_shaders) { out.Write(",\n in float clipDist0 : SV_ClipDistance0\n" ",\n in float clipDist1 : SV_ClipDistance1\n"); } if (stereo) out.Write(",\n in uint layer : SV_RenderTargetArrayIndex\n"); out.Write(" ) {{\n"); } if (!stereo) 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), 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"); if (per_pixel_lighting) { out.Write("\tfloat3 _norm0 = normalize(Normal.xyz);\n\n" "\tfloat3 pos = WorldPos;\n"); out.Write("\tint4 lacc;\n" "\tfloat3 ldir, h, cosAttn, distAttn;\n" "\tfloat dist, dist2, attn;\n"); // TODO: Our current constant usage code isn't able to handle more than one buffer. // So we can't mark the VS constant as used here. But keep them here as reference. // out.SetConstantsUsed(C_PLIGHT_COLORS, C_PLIGHT_COLORS+7); // TODO: Can be optimized further // out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further // out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3); GenerateLightingShaderCode(out, uid_data->lighting, "colors_", "col"); // 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"); } 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? } } 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("\tprev = prev & 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 // testing result) if (uid_data->Pretest == AlphaTestResult::Undetermined || (uid_data->Pretest == AlphaTestResult::Fail && uid_data->late_ztest)) { WriteAlphaTest(out, uid_data, api_type, uid_data->per_pixel_depth, use_dual_source || use_shader_blend); } // This situation is important for Mario Kart Wii's menus (they will render incorrectly if the // alpha test for the FMV in the background fails, since they depend on depth for drawing a yellow // border) and Fortune Street's gameplay (where a rectangle with an alpha value of 1 is drawn over // the center of the screen several times, but those rectangles shouldn't be visible). // Blending seems to result in no changes to the output with an alpha of 1, even if the input // color is white. // TODO: Investigate this further: we might be handling blending incorrectly in general (though // there might not be any good way of changing blending behavior) out.Write("\t// Hardware testing indicates that an alpha of 1 can pass an alpha test,\n" "\t// but doesn't do anything in blending\n" "\tif (prev.a == 1) prev.a = 0;\n"); if (uid_data->zfreeze) { out.SetConstantsUsed(C_ZSLOPE, C_ZSLOPE); out.SetConstantsUsed(C_EFBSCALE, C_EFBSCALE); out.Write("\tfloat2 screenpos = rawpos.xy * " I_EFBSCALE ".xy;\n"); // Opengl has reversed vertical screenspace coordinates if (api_type == APIType::OpenGL) out.Write("\tscreenpos.y = {}.0 - screenpos.y;\n", EFB_HEIGHT); out.Write("\tint zCoord = int(" I_ZSLOPE ".z + " I_ZSLOPE ".x * screenpos.x + " I_ZSLOPE ".y * screenpos.y);\n"); } else if (!host_config.fast_depth_calc) { // FastDepth means to trust the depth generated in perspective division. // It should be correct, but it seems not to be as accurate as required. TODO: Find out why! // For disabled FastDepth we just calculate the depth value again. // The performance impact of this additional calculation doesn't matter, but it prevents // the host GPU driver from performing any early depth test optimizations. out.SetConstantsUsed(C_ZBIAS + 1, C_ZBIAS + 1); // the screen space depth value = far z + (clip z / clip w) * z range out.Write("\tint zCoord = " I_ZBIAS "[1].x + int((clipPos.z / clipPos.w) * float(" I_ZBIAS "[1].y));\n"); } else { if (!host_config.backend_reversed_depth_range) out.Write("\tint zCoord = int((1.0 - rawpos.z) * 16777216.0);\n"); else out.Write("\tint zCoord = int(rawpos.z * 16777216.0);\n"); } out.Write("\tzCoord = clamp(zCoord, 0, 0xFFFFFF);\n"); // depth texture can safely be ignored if the result won't be written to the depth buffer // (early_ztest) and isn't used for fog either const bool skip_ztexture = !uid_data->per_pixel_depth && uid_data->fog_fsel == FogType::Off; // Note: z-textures are not written to depth buffer if early depth test is used if (uid_data->per_pixel_depth && uid_data->early_ztest) { if (!host_config.backend_reversed_depth_range) out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n"); else out.Write("\tdepth = float(zCoord) / 16777216.0;\n"); } // Note: depth texture output is only written to depth buffer if late depth test is used // theoretical final depth value is used for fog calculation, though, so we have to emulate // 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 // is in correct format... out.SetConstantsUsed(C_ZBIAS, C_ZBIAS + 1); out.Write("\tzCoord = idot(" I_ZBIAS "[0].xyzw, textemp.xyzw) + " I_ZBIAS "[1].w {};\n", (uid_data->ztex_op == ZTexOp::Add) ? "+ zCoord" : ""); out.Write("\tzCoord = zCoord & 0xFFFFFF;\n"); } if (uid_data->per_pixel_depth && uid_data->late_ztest) { if (!host_config.backend_reversed_depth_range) out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n"); else out.Write("\tdepth = float(zCoord) / 16777216.0;\n"); } // No dithering for RGB8 mode if (uid_data->dither) { // Flipper uses a standard 2x2 Bayer Matrix for 6 bit dithering // Here the matrix is encoded into the two factor constants out.Write("\tint2 dither = int2(rawpos.xy) & 1;\n"); out.Write("\tprev.rgb = (prev.rgb - (prev.rgb >> 6)) + abs(dither.y * 3 - dither.x * 2);\n"); } WriteFog(out, uid_data); if (use_shader_logic_op) WriteLogicOp(out, uid_data); // Write the color and alpha values to the framebuffer // If using shader blend, we still use the separate alpha WriteColor(out, api_type, uid_data, use_dual_source || use_shader_blend); if (use_shader_blend) WriteBlend(out, uid_data); if (uid_data->bounding_box) out.Write("\tUpdateBoundingBox(rawpos.xy);\n"); out.Write("}}\n"); return out; } static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n, APIType api_type, bool stereo) { using Common::EnumMap; const auto& stage = uid_data->stagehash[n]; out.Write("\n\t// TEV stage {}\n", n); // 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). u32 texcoord = stage.tevorders_texcoord; const bool has_tex_coord = texcoord < uid_data->genMode_numtexgens; if (!has_tex_coord) texcoord = 0; { const TevStageIndirect tevind{.hex = stage.tevind}; out.Write("\t// indirect op\n"); // Quirk: Referencing a stage above the number of ind stages is undefined behavior, // and on console produces a noise pattern (details unknown). // Instead, just skip applying the indirect operation, which is close enough. // We need to do *something*, as there won't be an iindtex variable otherwise. // Viewtiful Joe hits this case (bug 12525). // Wrapping and add to previous still apply in this case (and when the stage is disabled). const bool has_ind_stage = tevind.bt < uid_data->genMode_numindstages; // Perform the indirect op on the incoming regular coordinates // using iindtex{} as the offset coords if (has_ind_stage && tevind.bs != IndTexBumpAlpha::Off) { static constexpr EnumMap tev_ind_alpha_sel{ "", "x", "y", "z", }; // According to libogc, the bump alpha value is 5 bits, and comes from the bottom bits of the // component byte, except in the case of ITF_8, which presumably uses the top bits with a // mask. // https://github.com/devkitPro/libogc/blob/bd24a9b3f59502f9b30d6bac0ae35fc485045f78/gc/ogc/gx.h#L3038-L3041 // https://github.com/devkitPro/libogc/blob/bd24a9b3f59502f9b30d6bac0ae35fc485045f78/gc/ogc/gx.h#L790-L800 static constexpr EnumMap tev_ind_alpha_shift{ '0', // ITF_8: 0bXXXXXYYY -> 0bXXXXX000? No shift? '5', // ITF_5: 0bIIIIIAAA -> 0bAAA00000, shift of 5 '4', // ITF_4: 0bIIIIAAAA -> 0bAAAA0000, shift of 4 '3', // ITF_3: 0bIIIAAAAA -> 0bAAAAA000, shift of 3 }; out.Write("\talphabump = (iindtex{}.{} << {}) & 248;\n", tevind.bt, tev_ind_alpha_sel[tevind.bs], tev_ind_alpha_shift[tevind.fmt]); } else { // TODO: Should we reset alphabump to 0 here? } if (has_ind_stage && tevind.matrix_index != IndMtxIndex::Off) { // format static constexpr EnumMap tev_ind_fmt_shift{ '0', // ITF_8: 0bXXXXXXXX -> 0bXXXXXXXX, no shift '3', // ITF_5: 0bIIIIIAAA -> 0b000IIIII, shift of 3 '4', // ITF_4: 0bIIIIAAAA -> 0b0000IIII, shift of 4 '5', // ITF_3: 0bIIIAAAAA -> 0b00000III, shift of 5 }; out.Write("\tint3 iindtevcrd{} = iindtex{} >> {};\n", n, tevind.bt, tev_ind_fmt_shift[tevind.fmt]); // bias - TODO: Check if this needs to be this complicated... // indexed by bias static constexpr EnumMap tev_ind_bias_field{ "", "x", "y", "xy", "z", "xz", "yz", "xyz", }; // indexed by fmt static constexpr EnumMap tev_ind_bias_add{ "-128", "1", "1", "1", }; if (tevind.bias == IndTexBias::S || tevind.bias == IndTexBias::T || tevind.bias == IndTexBias::U) { out.Write("\tiindtevcrd{}.{} += int({});\n", n, tev_ind_bias_field[tevind.bias], tev_ind_bias_add[tevind.fmt]); } else if (tevind.bias == IndTexBias::ST || tevind.bias == IndTexBias::SU || tevind.bias == IndTexBias::TU_) { out.Write("\tiindtevcrd{0}.{1} += int2({2}, {2});\n", n, tev_ind_bias_field[tevind.bias], tev_ind_bias_add[tevind.fmt]); } else if (tevind.bias == IndTexBias::STU) { out.Write("\tiindtevcrd{0}.{1} += int3({2}, {2}, {2});\n", n, tev_ind_bias_field[tevind.bias], tev_ind_bias_add[tevind.fmt]); } // Multiplied by 2 because each matrix has two rows. // Note also that the 4th column of the matrix contains the scale factor. const u32 mtxidx = 2 * (static_cast(tevind.matrix_index.Value()) - 1); // multiply by offset matrix and scale - calculations are likely to overflow badly, // yet it works out since we only care about the lower 23 bits (+1 sign bit) of the result if (tevind.matrix_id == IndMtxId::Indirect) { out.SetConstantsUsed(C_INDTEXMTX + mtxidx, C_INDTEXMTX + mtxidx); out.Write("\tint2 indtevtrans{} = int2(idot(" I_INDTEXMTX "[{}].xyz, iindtevcrd{}), idot(" I_INDTEXMTX "[{}].xyz, iindtevcrd{})) >> 3;\n", n, mtxidx, n, mtxidx + 1, n); // TODO: should use a shader uid branch for this for better performance if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BITWISE_OP_NEGATION)) { out.Write("\tint indtexmtx_w_inverse_{} = -" I_INDTEXMTX "[{}].w;\n", n, mtxidx); out.Write("\tif (" I_INDTEXMTX "[{}].w >= 0) indtevtrans{} >>= " I_INDTEXMTX "[{}].w;\n", mtxidx, n, mtxidx); out.Write("\telse indtevtrans{} <<= indtexmtx_w_inverse_{};\n", n, n); } else { out.Write("\tif (" I_INDTEXMTX "[{}].w >= 0) indtevtrans{} >>= " I_INDTEXMTX "[{}].w;\n", mtxidx, n, mtxidx); out.Write("\telse indtevtrans{} <<= (-" I_INDTEXMTX "[{}].w);\n", n, mtxidx); } } else if (tevind.matrix_id == IndMtxId::S) { ASSERT(has_tex_coord); out.SetConstantsUsed(C_INDTEXMTX + mtxidx, C_INDTEXMTX + mtxidx); out.Write("\tint2 indtevtrans{} = int2(fixpoint_uv{} * iindtevcrd{}.xx) >> 8;\n", n, texcoord, n); if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BITWISE_OP_NEGATION)) { out.Write("\tint indtexmtx_w_inverse_{} = -" I_INDTEXMTX "[{}].w;\n", n, mtxidx); out.Write("\tif (" I_INDTEXMTX "[{}].w >= 0) indtevtrans{} >>= " I_INDTEXMTX "[{}].w;\n", mtxidx, n, mtxidx); out.Write("\telse indtevtrans{} <<= (indtexmtx_w_inverse_{});\n", n, n); } else { out.Write("\tif (" I_INDTEXMTX "[{}].w >= 0) indtevtrans{} >>= " I_INDTEXMTX "[{}].w;\n", mtxidx, n, mtxidx); out.Write("\telse indtevtrans{} <<= (-" I_INDTEXMTX "[{}].w);\n", n, mtxidx); } } else if (tevind.matrix_id == IndMtxId::T) { ASSERT(has_tex_coord); out.SetConstantsUsed(C_INDTEXMTX + mtxidx, C_INDTEXMTX + mtxidx); out.Write("\tint2 indtevtrans{} = int2(fixpoint_uv{} * iindtevcrd{}.yy) >> 8;\n", n, texcoord, n); if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BITWISE_OP_NEGATION)) { out.Write("\tint indtexmtx_w_inverse_{} = -" I_INDTEXMTX "[{}].w;\n", n, mtxidx); out.Write("\tif (" I_INDTEXMTX "[{}].w >= 0) indtevtrans{} >>= " I_INDTEXMTX "[{}].w;\n", mtxidx, n, mtxidx); out.Write("\telse indtevtrans{} <<= (indtexmtx_w_inverse_{});\n", n, n); } else { out.Write("\tif (" I_INDTEXMTX "[{}].w >= 0) indtevtrans{} >>= " I_INDTEXMTX "[{}].w;\n", mtxidx, n, mtxidx); out.Write("\telse indtevtrans{} <<= (-" I_INDTEXMTX "[{}].w);\n", n, mtxidx); } } else { out.Write("\tint2 indtevtrans{} = int2(0, 0);\n", n); ASSERT(false); // Unknown value for matrix_id } } else { out.Write("\tint2 indtevtrans{} = int2(0, 0);\n", n); if (tevind.matrix_index == IndMtxIndex::Off) { // If matrix_index is Off (0), matrix_id should be Indirect (0) ASSERT(tevind.matrix_id == IndMtxId::Indirect); } } // --------- // Wrapping // --------- static constexpr std::array tev_ind_wrap_start{ "(256<<7)", "(128<<7)", "(64<<7)", "(32<<7)", "(16<<7)", }; // wrap S if (tevind.sw == IndTexWrap::ITW_OFF) { out.Write("\twrappedcoord.x = fixpoint_uv{}.x;\n", texcoord); } else if (tevind.sw >= IndTexWrap::ITW_0) // 7 (Invalid) appears to behave the same as 6 (ITW_0) { out.Write("\twrappedcoord.x = 0;\n"); } else { out.Write("\twrappedcoord.x = fixpoint_uv{}.x & ({} - 1);\n", texcoord, tev_ind_wrap_start[u32(tevind.sw.Value()) - u32(IndTexWrap::ITW_256)]); } // wrap T if (tevind.tw == IndTexWrap::ITW_OFF) { out.Write("\twrappedcoord.y = fixpoint_uv{}.y;\n", texcoord); } else if (tevind.tw >= IndTexWrap::ITW_0) // 7 (Invalid) appears to behave the same as 6 (ITW_0) { out.Write("\twrappedcoord.y = 0;\n"); } else { out.Write("\twrappedcoord.y = fixpoint_uv{}.y & ({} - 1);\n", texcoord, tev_ind_wrap_start[u32(tevind.tw.Value()) - u32(IndTexWrap::ITW_256)]); } if (tevind.fb_addprev) // add previous tevcoord out.Write("\ttevcoord.xy += wrappedcoord + indtevtrans{};\n", n); else out.Write("\ttevcoord.xy = wrappedcoord + indtevtrans{};\n", n); // Emulate s24 overflows out.Write("\ttevcoord.xy = (tevcoord.xy << 8) >> 8;\n"); } TevStageCombiner::ColorCombiner cc; TevStageCombiner::AlphaCombiner ac; cc.hex = stage.cc; ac.hex = stage.ac; if (cc.a == TevColorArg::RasAlpha || cc.a == TevColorArg::RasColor || cc.b == TevColorArg::RasAlpha || cc.b == TevColorArg::RasColor || cc.c == TevColorArg::RasAlpha || cc.c == TevColorArg::RasColor || cc.d == TevColorArg::RasAlpha || cc.d == TevColorArg::RasColor || ac.a == TevAlphaArg::RasAlpha || ac.b == TevAlphaArg::RasAlpha || ac.c == TevAlphaArg::RasAlpha || ac.d == TevAlphaArg::RasAlpha) { // Generate swizzle string to represent the Ras color channel swapping const char rasswap[5] = { "rgba"[stage.tevksel_swap1a], "rgba"[stage.tevksel_swap2a], "rgba"[stage.tevksel_swap1b], "rgba"[stage.tevksel_swap2b], '\0', }; out.Write("\trastemp = {}.{};\n", tev_ras_table[stage.tevorders_colorchan], rasswap); } if (stage.tevorders_enable && uid_data->genMode_numtexgens > 0) { // Generate swizzle string to represent the texture color channel swapping const char texswap[5] = { "rgba"[stage.tevksel_swap1c], "rgba"[stage.tevksel_swap2c], "rgba"[stage.tevksel_swap1d], "rgba"[stage.tevksel_swap2d], '\0', }; out.Write("\ttextemp = sampleTextureWrapper({0}u, tevcoord.xy, layer).{1};\n", stage.tevorders_texmap, texswap); } else if (uid_data->genMode_numtexgens == 0) { // It seems like the result is always black when no tex coords are enabled, but further testing // is needed. out.Write("\ttextemp = int4(0, 0, 0, 0);\n"); } else { out.Write("\ttextemp = int4(255, 255, 255, 255);\n"); } if (cc.a == TevColorArg::Konst || cc.b == TevColorArg::Konst || cc.c == TevColorArg::Konst || cc.d == TevColorArg::Konst || ac.a == TevAlphaArg::Konst || ac.b == TevAlphaArg::Konst || ac.c == TevAlphaArg::Konst || ac.d == TevAlphaArg::Konst) { out.Write("\tkonsttemp = int4({}, {});\n", tev_ksel_table_c[stage.tevksel_kc], tev_ksel_table_a[stage.tevksel_ka]); if (u32(stage.tevksel_kc) > 7) { out.SetConstantsUsed(C_KCOLORS + ((u32(stage.tevksel_kc) - 0xc) % 4), C_KCOLORS + ((u32(stage.tevksel_kc) - 0xc) % 4)); } if (u32(stage.tevksel_ka) > 7) { out.SetConstantsUsed(C_KCOLORS + ((u32(stage.tevksel_ka) - 0xc) % 4), C_KCOLORS + ((u32(stage.tevksel_ka) - 0xc) % 4)); } } if (cc.d == TevColorArg::Color0 || cc.d == TevColorArg::Alpha0 || ac.d == TevAlphaArg::Alpha0) out.SetConstantsUsed(C_COLORS + 1, C_COLORS + 1); if (cc.d == TevColorArg::Color1 || cc.d == TevColorArg::Alpha1 || ac.d == TevAlphaArg::Alpha1) out.SetConstantsUsed(C_COLORS + 2, C_COLORS + 2); if (cc.d == TevColorArg::Color2 || cc.d == TevColorArg::Alpha2 || ac.d == TevAlphaArg::Alpha2) out.SetConstantsUsed(C_COLORS + 3, C_COLORS + 3); if (cc.dest >= TevOutput::Color0) out.SetConstantsUsed(C_COLORS + u32(cc.dest.Value()), C_COLORS + u32(cc.dest.Value())); if (ac.dest >= TevOutput::Color0) out.SetConstantsUsed(C_COLORS + u32(ac.dest.Value()), C_COLORS + u32(ac.dest.Value())); if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_VECTOR_BITWISE_AND)) { out.Write("\ttevin_a = int4({} & 255, {} & 255);\n", tev_c_input_table[cc.a], tev_a_input_table[ac.a]); out.Write("\ttevin_b = int4({} & 255, {} & 255);\n", tev_c_input_table[cc.b], tev_a_input_table[ac.b]); out.Write("\ttevin_c = int4({} & 255, {} & 255);\n", tev_c_input_table[cc.c], tev_a_input_table[ac.c]); } else { out.Write("\ttevin_a = int4({}, {})&int4(255, 255, 255, 255);\n", tev_c_input_table[cc.a], tev_a_input_table[ac.a]); out.Write("\ttevin_b = int4({}, {})&int4(255, 255, 255, 255);\n", tev_c_input_table[cc.b], tev_a_input_table[ac.b]); out.Write("\ttevin_c = int4({}, {})&int4(255, 255, 255, 255);\n", tev_c_input_table[cc.c], tev_a_input_table[ac.c]); } out.Write("\ttevin_d = int4({}, {});\n", tev_c_input_table[cc.d], tev_a_input_table[ac.d]); out.Write("\t// color combine\n"); out.Write("\t{} = clamp(", tev_c_output_table[cc.dest]); if (cc.bias != TevBias::Compare) { WriteTevRegular(out, "rgb", cc.bias, cc.op, cc.clamp, cc.scale); } else { static constexpr EnumMap tev_rgb_comparison_gt{ "((tevin_a.r > tevin_b.r) ? tevin_c.rgb : int3(0,0,0))", // TevCompareMode::R8 "((idot(tevin_a.rgb, comp16) > idot(tevin_b.rgb, comp16)) ? tevin_c.rgb : int3(0,0,0))", // GR16 "((idot(tevin_a.rgb, comp24) > idot(tevin_b.rgb, comp24)) ? tevin_c.rgb : int3(0,0,0))", // BGR24 "(max(sign(tevin_a.rgb - tevin_b.rgb), int3(0,0,0)) * tevin_c.rgb)", // RGB8 }; static constexpr EnumMap tev_rgb_comparison_eq{ "((tevin_a.r == tevin_b.r) ? tevin_c.rgb : int3(0,0,0))", // TevCompareMode::R8 "((idot(tevin_a.rgb,comp16) == idot(tevin_b.rgb,comp16)) ? tevin_c.rgb : int3(0,0,0))", // GR16 "((idot(tevin_a.rgb,comp24) == idot(tevin_b.rgb,comp24)) ? tevin_c.rgb : int3(0,0,0))", // BGR24 "((int3(1,1,1) - sign(abs(tevin_a.rgb - tevin_b.rgb))) * tevin_c.rgb)" // RGB8 }; if (cc.comparison == TevComparison::EQ) out.Write(" tevin_d.rgb + {}", tev_rgb_comparison_eq[cc.compare_mode]); else out.Write(" tevin_d.rgb + {}", tev_rgb_comparison_gt[cc.compare_mode]); } if (cc.clamp) out.Write(", int3(0,0,0), int3(255,255,255))"); else out.Write(", int3(-1024,-1024,-1024), int3(1023,1023,1023))"); out.Write(";\n"); out.Write("\t// alpha combine\n"); out.Write("\t{} = clamp(", tev_a_output_table[ac.dest]); if (ac.bias != TevBias::Compare) { WriteTevRegular(out, "a", ac.bias, ac.op, ac.clamp, ac.scale); } else { static constexpr EnumMap tev_a_comparison_gt{ "((tevin_a.r > tevin_b.r) ? tevin_c.a : 0)", // TevCompareMode::R8 "((idot(tevin_a.rgb, comp16) > idot(tevin_b.rgb, comp16)) ? tevin_c.a : 0)", // GR16 "((idot(tevin_a.rgb, comp24) > idot(tevin_b.rgb, comp24)) ? tevin_c.a : 0)", // BGR24 "((tevin_a.a > tevin_b.a) ? tevin_c.a : 0)", // A8 }; static constexpr EnumMap tev_a_comparison_eq{ "((tevin_a.r == tevin_b.r) ? tevin_c.a : 0)", // TevCompareMode::R8 "((idot(tevin_a.rgb, comp16) == idot(tevin_b.rgb, comp16)) ? tevin_c.a : 0)", // GR16, "((idot(tevin_a.rgb, comp24) == idot(tevin_b.rgb, comp24)) ? tevin_c.a : 0)", // BGR24, "((tevin_a.a == tevin_b.a) ? tevin_c.a : 0)", // A8 }; if (ac.comparison == TevComparison::EQ) out.Write(" tevin_d.a + {}", tev_a_comparison_eq[ac.compare_mode]); else out.Write(" tevin_d.a + {}", tev_a_comparison_gt[ac.compare_mode]); } if (ac.clamp) out.Write(", 0, 255)"); else out.Write(", -1024, 1023)"); out.Write(";\n"); } static void WriteTevRegular(ShaderCode& out, std::string_view components, TevBias bias, TevOp op, bool clamp, TevScale scale) { static constexpr Common::EnumMap tev_scale_table_left{ "", // Scale1 " << 1", // Scale2 " << 2", // Scale4 "", // Divide2 }; static constexpr Common::EnumMap tev_scale_table_right{ "", // Scale1 "", // Scale2 "", // Scale4 " >> 1", // Divide2 }; static constexpr Common::EnumMap tev_lerp_bias{ " + 128", " + 127", }; static constexpr Common::EnumMap tev_bias_table{ "", // Zero, " + 128", // AddHalf, " - 128", // SubHalf, "", }; static constexpr Common::EnumMap tev_op_table{ '+', // TevOp::Add = 0, '-', // TevOp::Sub = 1, }; // Regular TEV stage: (d + bias + lerp(a,b,c)) * scale // The GameCube/Wii GPU uses a very sophisticated algorithm for scale-lerping: // - c is scaled from 0..255 to 0..256, which allows dividing the result by 256 instead of 255 // - if scale is bigger than one, it is moved inside the lerp calculation for increased accuracy // - a rounding bias is added before dividing by 256 // TODO: Is the rounding bias still added when the scale is divide by 2? Currently we do not // apply it. out.Write("(((tevin_d.{}{}){})", components, tev_bias_table[bias], tev_scale_table_left[scale]); out.Write(" {} ", tev_op_table[op]); out.Write("(((((tevin_a.{0}<<8) + " "(tevin_b.{0}-tevin_a.{0})*(tevin_c.{0}+(tevin_c.{0}>>7))){1}){2})>>8)", components, tev_scale_table_left[scale], (scale != TevScale::Divide2) ? tev_lerp_bias[op] : ""); out.Write("){}", tev_scale_table_right[scale]); } constexpr Common::EnumMap tev_alpha_funcs_table{ "(false)", // CompareMode::Never "(prev.a < {})", // CompareMode::Less "(prev.a == {})", // CompareMode::Equal "(prev.a <= {})", // CompareMode::LEqual "(prev.a > {})", // CompareMode::Greater "(prev.a != {})", // CompareMode::NEqual "(prev.a >= {})", // CompareMode::GEqual "(true)" // CompareMode::Always }; constexpr Common::EnumMap tev_alpha_funclogic_table{ " && ", // and " || ", // or " != ", // xor " == " // xnor }; static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType api_type, bool per_pixel_depth, bool use_dual_source) { static constexpr std::array alpha_ref{ I_ALPHA ".r", I_ALPHA ".g", }; const auto write_alpha_func = [&out](CompareMode mode, std::string_view ref) { const bool has_no_arguments = mode == CompareMode::Never || mode == CompareMode::Always; if (has_no_arguments) out.Write("{}", tev_alpha_funcs_table[mode]); else out.Write(fmt::runtime(tev_alpha_funcs_table[mode]), ref); }; out.SetConstantsUsed(C_ALPHA, C_ALPHA); if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_NEGATED_BOOLEAN)) out.Write("\tif(( "); else out.Write("\tif(!( "); // Lookup the first component from the alpha function table write_alpha_func(uid_data->alpha_test_comp0, alpha_ref[0]); // Lookup the logic op out.Write("{}", tev_alpha_funclogic_table[uid_data->alpha_test_logic]); // Lookup the second component from the alpha function table write_alpha_func(uid_data->alpha_test_comp1, alpha_ref[1]); if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_NEGATED_BOOLEAN)) out.Write(") == false) {{\n"); else out.Write(")) {{\n"); out.Write("\t\tocol0 = float4(0.0, 0.0, 0.0, 0.0);\n"); if (use_dual_source && !(api_type == APIType::D3D && uid_data->uint_output)) out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n"); if (per_pixel_depth) { out.Write("\t\tdepth = {};\n", !g_ActiveConfig.backend_info.bSupportsReversedDepthRange ? "0.0" : "1.0"); } // ZCOMPLOC HACK: if (!uid_data->alpha_test_use_zcomploc_hack) { out.Write("\t\tdiscard;\n"); if (api_type == APIType::D3D) out.Write("\t\treturn;\n"); } out.Write("\t}}\n"); } constexpr Common::EnumMap tev_fog_funcs_table{ "", // No Fog "", // ? "", // Linear "", // ? "\tfog = 1.0 - exp2(-8.0 * fog);\n", // exp "\tfog = 1.0 - exp2(-8.0 * fog * fog);\n", // exp2 "\tfog = exp2(-8.0 * (1.0 - fog));\n", // backward exp "\tfog = 1.0 - fog;\n fog = exp2(-8.0 * fog * fog);\n" // backward exp2 }; static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data) { if (uid_data->fog_fsel == FogType::Off) return; // no Fog out.SetConstantsUsed(C_FOGCOLOR, C_FOGCOLOR); out.SetConstantsUsed(C_FOGI, C_FOGI); out.SetConstantsUsed(C_FOGF, C_FOGF + 1); if (uid_data->fog_proj == FogProjection::Perspective) { // perspective // ze = A/(B - (Zs >> B_SHF) // TODO: Verify that we want to drop lower bits here! (currently taken over from software // renderer) // Maybe we want to use "ze = (A << B_SHF)/((B << B_SHF) - Zs)" instead? // That's equivalent, but keeps the lower bits of Zs. out.Write("\tfloat ze = (" I_FOGF ".x * 16777216.0) / float(" I_FOGI ".y - (zCoord >> " I_FOGI ".w));\n"); } else { // orthographic // ze = a*Zs (here, no B_SHF) out.Write("\tfloat ze = " I_FOGF ".x * float(zCoord) / 16777216.0;\n"); } // x_adjust = sqrt((x-center)^2 + k^2)/k // ze *= x_adjust if (uid_data->fog_RangeBaseEnabled) { out.SetConstantsUsed(C_FOGF, C_FOGF); out.Write("\tfloat offset = (2.0 * (rawpos.x / " I_FOGF ".w)) - 1.0 - " I_FOGF ".z;\n" "\tfloat floatindex = clamp(9.0 - abs(offset) * 9.0, 0.0, 9.0);\n" "\tuint indexlower = uint(floatindex);\n" "\tuint indexupper = indexlower + 1u;\n" "\tfloat klower = " I_FOGRANGE "[indexlower >> 2u][indexlower & 3u];\n" "\tfloat kupper = " I_FOGRANGE "[indexupper >> 2u][indexupper & 3u];\n" "\tfloat k = lerp(klower, kupper, frac(floatindex));\n" "\tfloat x_adjust = sqrt(offset * offset + k * k) / k;\n" "\tze *= x_adjust;\n"); } out.Write("\tfloat fog = clamp(ze - " I_FOGF ".y, 0.0, 1.0);\n"); if (uid_data->fog_fsel >= FogType::Exp) { out.Write("{}", tev_fog_funcs_table[uid_data->fog_fsel]); } else { if (uid_data->fog_fsel != FogType::Linear) WARN_LOG_FMT(VIDEO, "Unknown Fog Type! {}", uid_data->fog_fsel); } out.Write("\tint ifog = iround(fog * 256.0);\n"); out.Write("\tprev.rgb = (prev.rgb * (256 - ifog) + " I_FOGCOLOR ".rgb * ifog) >> 8;\n"); } static void WriteLogicOp(ShaderCode& out, const pixel_shader_uid_data* uid_data) { if (uid_data->logic_op_enable) { static constexpr std::array logic_op_mode{ "int4(0, 0, 0, 0)", // CLEAR "prev & fb_value", // AND "prev & ~fb_value", // AND_REVERSE "prev", // COPY "~prev & fb_value", // AND_INVERTED "fb_value", // NOOP "prev ^ fb_value", // XOR "prev | fb_value", // OR "~(prev | fb_value)", // NOR "~(prev ^ fb_value)", // EQUIV "~fb_value", // INVERT "prev | ~fb_value", // OR_REVERSE "~prev", // COPY_INVERTED "~prev | fb_value", // OR_INVERTED "~(prev & fb_value)", // NAND "int4(255, 255, 255, 255)", // SET }; out.Write("\tint4 fb_value = iround(initial_ocol0 * 255.0);\n"); out.Write("\tprev = {};\n", logic_op_mode[uid_data->logic_op_mode]); } } static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data, bool use_dual_source) { // D3D requires that the shader outputs be uint when writing to a uint render target for logic op. if (api_type == APIType::D3D && uid_data->uint_output) { if (uid_data->rgba6_format) out.Write("\tocol0 = uint4(prev & 0xFC);\n"); else out.Write("\tocol0 = uint4(prev);\n"); return; } if (uid_data->rgba6_format) out.Write("\tocol0.rgb = float3(prev.rgb >> 2) / 63.0;\n"); else out.Write("\tocol0.rgb = float3(prev.rgb) / 255.0;\n"); // Colors will be blended against the 8-bit alpha from ocol1 and // the 6-bit alpha from ocol0 will be written to the framebuffer if (uid_data->useDstAlpha) { out.SetConstantsUsed(C_ALPHA, C_ALPHA); out.Write("\tocol0.a = float(" I_ALPHA ".a >> 2) / 63.0;\n"); // Use dual-source color blending to perform dst alpha in a single pass if (use_dual_source) out.Write("\tocol1 = float4(0.0, 0.0, 0.0, float(prev.a) / 255.0);\n"); } else { out.Write("\tocol0.a = float(prev.a >> 2) / 63.0;\n"); if (use_dual_source) out.Write("\tocol1 = float4(0.0, 0.0, 0.0, float(prev.a) / 255.0);\n"); } } static void WriteBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data) { if (uid_data->blend_enable) { using Common::EnumMap; static constexpr EnumMap blend_src_factor{ "float3(0,0,0);", // ZERO "float3(1,1,1);", // ONE "initial_ocol0.rgb;", // DSTCLR "float3(1,1,1) - initial_ocol0.rgb;", // INVDSTCLR "ocol1.aaa;", // SRCALPHA "float3(1,1,1) - ocol1.aaa;", // INVSRCALPHA "initial_ocol0.aaa;", // DSTALPHA "float3(1,1,1) - initial_ocol0.aaa;", // INVDSTALPHA }; static constexpr EnumMap blend_src_factor_alpha{ "0.0;", // ZERO "1.0;", // ONE "initial_ocol0.a;", // DSTCLR "1.0 - initial_ocol0.a;", // INVDSTCLR "ocol1.a;", // SRCALPHA "1.0 - ocol1.a;", // INVSRCALPHA "initial_ocol0.a;", // DSTALPHA "1.0 - initial_ocol0.a;", // INVDSTALPHA }; static constexpr EnumMap blend_dst_factor{ "float3(0,0,0);", // ZERO "float3(1,1,1);", // ONE "ocol0.rgb;", // SRCCLR "float3(1,1,1) - ocol0.rgb;", // INVSRCCLR "ocol1.aaa;", // SRCALHA "float3(1,1,1) - ocol1.aaa;", // INVSRCALPHA "initial_ocol0.aaa;", // DSTALPHA "float3(1,1,1) - initial_ocol0.aaa;", // INVDSTALPHA }; static constexpr EnumMap blend_dst_factor_alpha{ "0.0;", // ZERO "1.0;", // ONE "ocol0.a;", // SRCCLR "1.0 - ocol0.a;", // INVSRCCLR "ocol1.a;", // SRCALPHA "1.0 - ocol1.a;", // INVSRCALPHA "initial_ocol0.a;", // DSTALPHA "1.0 - initial_ocol0.a;", // INVDSTALPHA }; out.Write("\tfloat4 blend_src;\n"); out.Write("\tblend_src.rgb = {}\n", blend_src_factor[uid_data->blend_src_factor]); out.Write("\tblend_src.a = {}\n", blend_src_factor_alpha[uid_data->blend_src_factor_alpha]); out.Write("\tfloat4 blend_dst;\n"); out.Write("\tblend_dst.rgb = {}\n", blend_dst_factor[uid_data->blend_dst_factor]); out.Write("\tblend_dst.a = {}\n", blend_dst_factor_alpha[uid_data->blend_dst_factor_alpha]); out.Write("\tfloat4 blend_result;\n"); if (uid_data->blend_subtract) { out.Write("\tblend_result.rgb = initial_ocol0.rgb * blend_dst.rgb - ocol0.rgb * " "blend_src.rgb;\n"); } else { out.Write( "\tblend_result.rgb = initial_ocol0.rgb * blend_dst.rgb + ocol0.rgb * blend_src.rgb;\n"); } if (uid_data->blend_subtract_alpha) out.Write("\tblend_result.a = initial_ocol0.a * blend_dst.a - ocol0.a * blend_src.a;\n"); else out.Write("\tblend_result.a = initial_ocol0.a * blend_dst.a + ocol0.a * blend_src.a;\n"); } else { out.Write("\tfloat4 blend_result = ocol0;\n"); } out.Write("\treal_ocol0 = blend_result;\n"); }