// 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 #include #include "NativeVertexFormat.h" #include "BPMemory.h" #include "CPMemory.h" #include "LightingShaderGen.h" #include "VertexShaderGen.h" #include "VideoConfig.h" VERTEXSHADERUID last_vertex_shader_uid; // Mash together all the inputs that contribute to the code of a generated vertex shader into // a unique identifier, basically containing all the bits. Yup, it's a lot .... void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components) { uid->values[0] = components | (xfregs.numTexGen.numTexGens << 23) | (xfregs.numChan.numColorChans << 27) | (xfregs.dualTexTrans.enabled << 29); for (int i = 0; i < 2; ++i) { uid->values[1+i] = xfregs.color[i].enablelighting ? (u32)xfregs.color[i].hex : (u32)xfregs.color[i].matsource; uid->values[1+i] |= (xfregs.alpha[i].enablelighting ? (u32)xfregs.alpha[i].hex : (u32)xfregs.alpha[i].matsource) << 15; } uid->values[2] |= (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) << 31; u32 *pcurvalue = &uid->values[3]; for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) { TexMtxInfo tinfo = xfregs.texMtxInfo[i]; if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP) tinfo.hex &= 0x7ff; if (tinfo.texgentype != XF_TEXGEN_REGULAR) tinfo.projection = 0; u32 val = ((tinfo.hex >> 1) & 0x1ffff); if (xfregs.dualTexTrans.enabled && tinfo.texgentype == XF_TEXGEN_REGULAR) { // rewrite normalization and post index val |= ((u32)xfregs.postMtxInfo[i].index << 17) | ((u32)xfregs.postMtxInfo[i].normalize << 23); } switch (i & 3) { case 0: pcurvalue[0] |= val; break; case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break; case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break; case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break; } } } static char text[16384]; #define WRITE p+=sprintf char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type) { WRITE(p, "struct VS_OUTPUT {\n"); WRITE(p, " float4 pos : POSITION;\n"); WRITE(p, " float4 colors_0 : COLOR0;\n"); WRITE(p, " float4 colors_1 : COLOR1;\n"); if (xfregs.numTexGen.numTexGens < 7) { for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) WRITE(p, " float3 tex%d : TEXCOORD%d;\n", i, i); WRITE(p, " float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens); if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) WRITE(p, " 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) WRITE(p, " float4 tex%d : TEXCOORD%d;\n", i, i); } else { for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) WRITE(p, " float%d tex%d : TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, i); } } WRITE(p, "};\n"); return p; } const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type) { setlocale(LC_NUMERIC, "C"); // Reset locale for compilation text[sizeof(text) - 1] = 0x7C; // canary _assert_(bpmem.genMode.numtexgens == xfregs.numTexGen.numTexGens); _assert_(bpmem.genMode.numcolchans == xfregs.numChan.numColorChans); 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(); char *p = text; WRITE(p, "//Vertex Shader: comp:%x, \n", components); WRITE(p, "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); // uniforms WRITE(p, "uniform s_"I_TRANSFORMMATRICES" "I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES); WRITE(p, "uniform s_"I_TEXMATRICES" "I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES); // also using tex matrices WRITE(p, "uniform s_"I_NORMALMATRICES" "I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES); WRITE(p, "uniform s_"I_POSNORMALMATRIX" "I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX); WRITE(p, "uniform s_"I_POSTTRANSFORMMATRICES" "I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES); WRITE(p, "uniform s_"I_LIGHTS" "I_LIGHTS" : register(c%d);\n", C_LIGHTS); WRITE(p, "uniform s_"I_MATERIALS" "I_MATERIALS" : register(c%d);\n", C_MATERIALS); WRITE(p, "uniform s_"I_PROJECTION" "I_PROJECTION" : register(c%d);\n", C_PROJECTION); WRITE(p, "uniform float4 "I_DEPTHPARAMS" : register(c%d);\n", C_DEPTHPARAMS); WRITE(p, "VS_OUTPUT main(\n"); // inputs if (components & VB_HAS_NRM0) WRITE(p, " float3 rawnorm0 : NORMAL0,\n"); if (components & VB_HAS_NRM1) { if (is_d3d) WRITE(p, " float3 rawnorm1 : NORMAL1,\n"); else WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB); } if (components & VB_HAS_NRM2) { if (is_d3d) WRITE(p, " float3 rawnorm2 : NORMAL2,\n"); else WRITE(p, " float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB); } if (components & VB_HAS_COL0) WRITE(p, " float4 color0 : COLOR0,\n"); if (components & VB_HAS_COL1) WRITE(p, " float4 color1 : COLOR1,\n"); for (int i = 0; i < 8; ++i) { u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<= 32 ? (posmtx-32) : posmtx;\n"); WRITE(p, "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) WRITE(p, "float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n"); if (components & VB_HAS_NRM1) WRITE(p, "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"); if (components & VB_HAS_NRM2) WRITE(p, "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"); } else { WRITE(p, "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) WRITE(p, "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) WRITE(p, "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) WRITE(p, "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)) WRITE(p, "float3 _norm0 = float3(0.0f, 0.0f, 0.0f);\n"); WRITE(p, "o.pos = float4(dot("I_PROJECTION".T0, pos), dot("I_PROJECTION".T1, pos), dot("I_PROJECTION".T2, pos), dot("I_PROJECTION".T3, pos));\n"); WRITE(p, "float4 mat, lacc;\n" "float3 ldir, h;\n" "float dist, dist2, attn;\n"); if(xfregs.numChan.numColorChans == 0) { if (components & VB_HAS_COL0) WRITE(p, "o.colors_0 = color0;\n"); else WRITE(p, "o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n"); } p = GenerateLightingShader(p, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_"); if(xfregs.numChan.numColorChans < 2) { if (components & VB_HAS_COL1) WRITE(p, "o.colors_1 = color1;\n"); else WRITE(p, "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 WRITE(p, "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]; WRITE(p, "{\n"); WRITE(p, "coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n"); switch (texinfo.sourcerow) { case XF_SRCGEOM_INROW: _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 ); WRITE(p, "coord = rawpos;\n"); // pos.w is 1 break; case XF_SRCNORMAL_INROW: if (components & VB_HAS_NRM0) { _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 ); WRITE(p, "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 ); WRITE(p, "coord = float4(rawnorm1.xyz, 1.0f);\n"); } break; case XF_SRCBINORMAL_B_INROW: if (components & VB_HAS_NRM2) { _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 ); WRITE(p, "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)) ) WRITE(p, "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 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 WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift); WRITE(p, "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 WRITE(p, "o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift); } break; case XF_TEXGEN_COLOR_STRGBC0: _assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW); WRITE(p, "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); WRITE(p, "o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i); break; case XF_TEXGEN_REGULAR: default: if (components & (VB_HAS_TEXMTXIDX0<