// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "VideoCommon/BPMemory.h" #include "VideoCommon/LightingShaderGen.h" #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VertexShaderGen.h" #include "VideoCommon/VideoConfig.h" template static T GenerateVertexShader(API_TYPE api_type) { T out; // Non-uid template parameters will write to the dummy data (=> gets optimized out) vertex_shader_uid_data dummy_data; vertex_shader_uid_data* uid_data = out.template GetUidData(); if (uid_data == nullptr) uid_data = &dummy_data; memset(uid_data, 0, sizeof(*uid_data)); _assert_(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens); _assert_(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans); out.Write("%s", s_lighting_struct); // uniforms if (api_type == API_OPENGL) out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : ""); else out.Write("cbuffer VSBlock {\n"); out.Write(s_shader_uniforms); out.Write("};\n"); uid_data->numTexGens = xfmem.numTexGen.numTexGens; uid_data->components = VertexLoaderManager::g_current_components; uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting; uid_data->msaa = g_ActiveConfig.iMultisamples > 1; uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA; out.Write("struct VS_OUTPUT {\n"); GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, uid_data->pixel_lighting, ""); out.Write("};\n"); if (api_type == API_OPENGL) { out.Write("in float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB); if (uid_data->components & VB_HAS_POSMTXIDX) out.Write("in int posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB); if (uid_data->components & VB_HAS_NRM0) out.Write("in float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB); if (uid_data->components & VB_HAS_NRM1) out.Write("in float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB); if (uid_data->components & VB_HAS_NRM2) out.Write("in float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB); if (uid_data->components & VB_HAS_COL0) out.Write("in float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB); if (uid_data->components & VB_HAS_COL1) out.Write("in float4 color1; // ATTR%d,\n", SHADER_COLOR1_ATTRIB); for (int i = 0; i < 8; ++i) { u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)); if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx) out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i); } if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { out.Write("out VertexData {\n"); GenerateVSOutputMembers( out, api_type, uid_data->numTexGens, uid_data->pixel_lighting, GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true)); out.Write("} vs;\n"); } else { // Let's set up attributes for (u32 i = 0; i < 8; ++i) { if (i < uid_data->numTexGens) { out.Write("%s out float3 uv%u;\n", GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa), i); } } out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa)); if (uid_data->pixel_lighting) { out.Write("%s out float3 Normal;\n", GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa)); out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa)); } out.Write("%s out float4 colors_0;\n", GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa)); out.Write("%s out float4 colors_1;\n", GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa)); } out.Write("void main()\n{\n"); } else // D3D { out.Write("VS_OUTPUT main(\n"); // inputs if (uid_data->components & VB_HAS_NRM0) out.Write(" float3 rawnorm0 : NORMAL0,\n"); if (uid_data->components & VB_HAS_NRM1) out.Write(" float3 rawnorm1 : NORMAL1,\n"); if (uid_data->components & VB_HAS_NRM2) out.Write(" float3 rawnorm2 : NORMAL2,\n"); if (uid_data->components & VB_HAS_COL0) out.Write(" float4 color0 : COLOR0,\n"); if (uid_data->components & VB_HAS_COL1) out.Write(" float4 color1 : COLOR1,\n"); for (int i = 0; i < 8; ++i) { u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)); if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx) out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i); } if (uid_data->components & VB_HAS_POSMTXIDX) out.Write(" int posmtx : BLENDINDICES,\n"); out.Write(" float4 rawpos : POSITION) {\n"); } out.Write("VS_OUTPUT o;\n"); // transforms if (uid_data->components & VB_HAS_POSMTXIDX) { out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES "[posmtx], rawpos), dot(" I_TRANSFORMMATRICES "[posmtx+1], rawpos), dot(" I_TRANSFORMMATRICES "[posmtx+2], rawpos), 1);\n"); if (uid_data->components & VB_HAS_NRMALL) { out.Write("int normidx = posmtx & 31;\n"); out.Write("float3 N0 = " I_NORMALMATRICES "[normidx].xyz, N1 = " I_NORMALMATRICES "[normidx+1].xyz, N2 = " I_NORMALMATRICES "[normidx+2].xyz;\n"); } if (uid_data->components & VB_HAS_NRM0) out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, " "rawnorm0)));\n"); if (uid_data->components & VB_HAS_NRM1) out.Write( "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"); if (uid_data->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 "[0], rawpos), dot(" I_POSNORMALMATRIX "[1], rawpos), dot(" I_POSNORMALMATRIX "[2], rawpos), 1.0);\n"); if (uid_data->components & VB_HAS_NRM0) out.Write("float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX "[3].xyz, rawnorm0), dot(" I_POSNORMALMATRIX "[4].xyz, rawnorm0), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm0)));\n"); if (uid_data->components & VB_HAS_NRM1) out.Write("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX "[3].xyz, rawnorm1), dot(" I_POSNORMALMATRIX "[4].xyz, rawnorm1), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm1));\n"); if (uid_data->components & VB_HAS_NRM2) out.Write("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX "[3].xyz, rawnorm2), dot(" I_POSNORMALMATRIX "[4].xyz, rawnorm2), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm2));\n"); } if (!(uid_data->components & VB_HAS_NRM0)) out.Write("float3 _norm0 = float3(0.0, 0.0, 0.0);\n"); out.Write("o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION "[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n"); out.Write("int4 lacc;\n" "float3 ldir, h, cosAttn, distAttn;\n" "float dist, dist2, attn;\n"); uid_data->numColorChans = xfmem.numChan.numColorChans; if (uid_data->numColorChans == 0) { if (uid_data->components & VB_HAS_COL0) out.Write("o.colors_0 = color0;\n"); else out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n"); } GenerateLightingShader(out, uid_data->lighting, uid_data->components, "color", "o.colors_"); if (uid_data->numColorChans < 2) { if (uid_data->components & VB_HAS_COL1) out.Write("o.colors_1 = color1;\n"); else out.Write("o.colors_1 = o.colors_0;\n"); } // transform texcoords out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n"); for (unsigned int i = 0; i < uid_data->numTexGens; ++i) { auto& texinfo = uid_data->texMtxInfo[i]; out.Write("{\n"); out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n"); texinfo.sourcerow = xfmem.texMtxInfo[i].sourcerow; texinfo.texgentype = xfmem.texMtxInfo[i].texgentype; switch (texinfo.sourcerow) { case XF_SRCGEOM_INROW: out.Write("coord.xyz = rawpos.xyz;\n"); break; case XF_SRCNORMAL_INROW: if (uid_data->components & VB_HAS_NRM0) { out.Write("coord.xyz = rawnorm0.xyz;\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 (uid_data->components & VB_HAS_NRM1) { out.Write("coord.xyz = rawnorm1.xyz;\n"); } break; case XF_SRCBINORMAL_B_INROW: if (uid_data->components & VB_HAS_NRM2) { out.Write("coord.xyz = rawnorm2.xyz;\n"); } break; default: _assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW); if (uid_data->components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW))) out.Write("coord = float4(tex%d.x, tex%d.y, 1.0, 1.0);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW); break; } // Input form of AB11 sets z element to 1.0 uid_data->texMtxInfo[i].inputform = xfmem.texMtxInfo[i].inputform; if (texinfo.inputform == XF_TEXINPUT_AB11) out.Write("coord.z = 1.0;\n"); // first transformation switch (texinfo.texgentype) { case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map if (uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2)) { // transform the light dir into tangent space texinfo.embosslightshift = xfmem.texMtxInfo[i].embosslightshift; texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift; out.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(texinfo.embosslightshift)); out.Write( "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n", i, texinfo.embosssourceshift); } else { // The following assert was triggered in House of the Dead Overkill and Star Wars Rogue // Squadron 2 //_assert_(0); // should have normals texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift; out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift); } break; case XF_TEXGEN_COLOR_STRGBC0: out.Write("o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i); break; case XF_TEXGEN_COLOR_STRGBC1: out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i); break; case XF_TEXGEN_REGULAR: default: uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i; if (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)) { out.Write("int tmp = int(tex%d.z);\n", i); if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ) out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES "[tmp]), dot(coord, " I_TRANSFORMMATRICES "[tmp+1]), dot(coord, " I_TRANSFORMMATRICES "[tmp+2]));\n", i); else out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES "[tmp]), dot(coord, " I_TRANSFORMMATRICES "[tmp+1]), 1);\n", i); } else { if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ) out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES "[%d]), dot(coord, " I_TEXMATRICES "[%d]), dot(coord, " I_TEXMATRICES "[%d]));\n", i, 3 * i, 3 * i + 1, 3 * i + 2); else out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES "[%d]), dot(coord, " I_TEXMATRICES "[%d]), 1);\n", i, 3 * i, 3 * i + 1); } break; } uid_data->dualTexTrans_enabled = xfmem.dualTexTrans.enabled; // CHECKME: does this only work for regular tex gen types? if (uid_data->dualTexTrans_enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) { auto& postInfo = uid_data->postMtxInfo[i]; postInfo.index = xfmem.postMtxInfo[i].index; out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES "[%d];\n" "float4 P1 = " I_POSTTRANSFORMMATRICES "[%d];\n" "float4 P2 = " I_POSTTRANSFORMMATRICES "[%d];\n", postInfo.index & 0x3f, (postInfo.index + 1) & 0x3f, (postInfo.index + 2) & 0x3f); postInfo.normalize = xfmem.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 out.Write("o.clipPos = o.pos;\n"); if (uid_data->pixel_lighting) { out.Write("o.Normal = _norm0;\n"); out.Write("o.WorldPos = pos.xyz;\n"); if (uid_data->components & VB_HAS_COL0) out.Write("o.colors_0 = color0;\n"); if (uid_data->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 (g_ActiveConfig.backend_info.bSupportsClipControl) { out.Write("o.pos.z = -o.pos.z;\n"); } else // OGL { // this results in a scale from -1..0 to -1..1 after perspective // divide out.Write("o.pos.z = o.pos.z * -2.0 - o.pos.w;\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 } // The console GPU places the pixel center at 7/12 in screen space unless // antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results // in some primitives being placed one pixel too far to the bottom-right, // which in turn can be critical if it happens for clear quads. // Hence, we compensate for this pixel center difference so that primitives // get rasterized correctly. out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n"); if (api_type == API_OPENGL) { if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, uid_data->pixel_lighting); } else { // TODO: Pass interface blocks between shader stages even if geometry shaders // are not supported, however that will require at least OpenGL 3.2 support. for (unsigned int i = 0; i < uid_data->numTexGens; ++i) out.Write("uv%d.xyz = o.tex%d;\n", i, i); out.Write("clipPos = o.clipPos;\n"); if (uid_data->pixel_lighting) { out.Write("Normal = o.Normal;\n"); out.Write("WorldPos = o.WorldPos;\n"); } out.Write("colors_0 = o.colors_0;\n"); out.Write("colors_1 = o.colors_1;\n"); } out.Write("gl_Position = o.pos;\n"); } else // D3D { out.Write("return o;\n"); } out.Write("}\n"); return out; } VertexShaderUid GetVertexShaderUid(API_TYPE api_type) { return GenerateVertexShader(api_type); } ShaderCode GenerateVertexShaderCode(API_TYPE api_type) { return GenerateVertexShader(api_type); }