// 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" // 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) { memset(uid->values, 0, sizeof(uid->values)); uid->values[0] = components | (xfregs.numTexGen.numTexGens << 23) | (xfregs.numChan.numColorChans << 27) | (xfregs.dualTexTrans.enabled << 29); // TODO: If pixel lighting is enabled, do we even have to bother about storing lighting related registers here? GetLightingShaderId(&uid->values[1]); 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; } } } void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components) { // Just store all used registers here without caring whether we need all bits or less. memset(uid->values, 0, sizeof(uid->values)); u32* ptr = uid->values; *ptr++ = components; *ptr++ = xfregs.numTexGen.hex; *ptr++ = xfregs.numChan.hex; *ptr++ = xfregs.dualTexTrans.hex; for (int i = 0; i < 2; ++i) { *ptr++ = xfregs.color[i].hex; *ptr++ = xfregs.alpha[i].hex; } *ptr++ = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting; for (unsigned int i = 0; i < 8; ++i) { *ptr++ = xfregs.texMtxInfo[i].hex; *ptr++ = xfregs.postMtxInfo[i].hex; } _assert_((ptr - uid->values) == uid->GetNumValues()); } void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std::string& old_code, u32 components) { if (!g_ActiveConfig.bEnableShaderDebugging) return; VERTEXSHADERUIDSAFE new_id; GetSafeVertexShaderId(&new_id, components); if (!(old_id == new_id)) { std::string new_code(GenerateVertexShaderCode(components, api)); if (old_code != new_code) { _assert_(old_id.GetNumValues() == new_id.GetNumValues()); char msg[8192]; char* ptr = msg; ptr += sprintf(ptr, "Vertex shader IDs matched but unique IDs did not!\nUnique IDs (old <-> new):\n"); const int N = new_id.GetNumValues(); for (int i = 0; i < N/2; ++i) ptr += sprintf(ptr, "%02d, %08X %08X | %08X %08X\n", 2*i, old_id.values[2*i], old_id.values[2*i+1], new_id.values[2*i], new_id.values[2*i+1]); if (N % 2) ptr += sprintf(ptr, "%02d, %08X | %08X\n", N-1, old_id.values[N-1], new_id.values[N-1]); static int num_failures = 0; char szTemp[MAX_PATH]; sprintf(szTemp, "%svsuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++); std::ofstream file(szTemp); file << msg; file << "\n\nOld shader code:\n" << old_code; file << "\n\nNew shader code:\n" << new_code; file.close(); PanicAlert("Unique pixel shader ID mismatch!\n\nReport this to the devs, along with the contents of %s.", szTemp); } } } static char text[16384]; #define WRITE p+=sprintf char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE ApiType) { // This turned a bit ugly with GLSL // Will be less ugly with GLSL 1.3...hopefully WRITE(p, "struct VS_OUTPUT {\n"); WRITE(p, " float4 pos %s POSITION;\n", ApiType == API_GLSL ? ";//" : ":"); WRITE(p, " float4 colors_0 %s COLOR0;\n", ApiType == API_GLSL ? ";//" : ":"); WRITE(p, " float4 colors_1 %s COLOR1;\n", ApiType == API_GLSL ? ";//" : ":"); if (xfregs.numTexGen.numTexGens < 7) { for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) WRITE(p, " float3 tex%d %s TEXCOORD%d;\n", i, ApiType == API_GLSL ? ";//" : ":", i); WRITE(p, " float4 clipPos %s TEXCOORD%d;\n", ApiType == API_GLSL ? ";//" : ":", xfregs.numTexGen.numTexGens); if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) WRITE(p, " float4 Normal %s TEXCOORD%d;\n", ApiType == API_GLSL ? ";//" : ":", 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 %s TEXCOORD%d;\n", i, ApiType == API_GLSL ? ";//" : ":", i); } else { for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) WRITE(p, " float%d tex%d %s TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, ApiType == API_GLSL ? ";//" : ":", i); } } WRITE(p, "};\n"); return p; } extern const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num); extern const char* WriteBinding(API_TYPE ApiType, const u32 num); const char *WriteLocation(API_TYPE ApiType); const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType) { 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 = (ApiType & API_D3D9 || ApiType == 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); if (ApiType == API_GLSL) { // A few required defines and ones that will make our lives a lot easier if (g_ActiveConfig.backend_info.bSupportsGLSLBinding || g_ActiveConfig.backend_info.bSupportsGLSLUBO) { WRITE(p, "#version 330 compatibility\n"); if (g_ActiveConfig.backend_info.bSupportsGLSLBinding) WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n"); if (g_ActiveConfig.backend_info.bSupportsGLSLUBO) WRITE(p, "#extension GL_ARB_uniform_buffer_object : enable\n"); WRITE(p, "#define ATTRIN in\n"); WRITE(p, "#define ATTROUT out\n"); } else { WRITE(p, "#version 120\n"); WRITE(p, "#define ATTRIN attribute\n"); WRITE(p, "#define ATTROUT attribute\n"); } if (g_ActiveConfig.backend_info.bSupportsGLSLATTRBind) WRITE(p, "#extension GL_ARB_explicit_attrib_location : enable\n"); // Silly differences WRITE(p, "#define float2 vec2\n"); WRITE(p, "#define float3 vec3\n"); WRITE(p, "#define float4 vec4\n"); // cg to glsl function translation WRITE(p, "#define frac(x) fract(x)\n"); WRITE(p, "#define saturate(x) clamp(x, 0.0f, 1.0f)\n"); WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n"); } // uniforms if (ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO) WRITE(p, "layout(std140) uniform VSBlock {\n"); WRITE(p, "%sfloat4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSNORMALMATRIX)); WRITE(p, "%sfloat4 "I_PROJECTION"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PROJECTION)); WRITE(p, "%sfloat4 "I_MATERIALS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_MATERIALS)); WRITE(p, "%sfloat4 "I_LIGHTS"[40] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_LIGHTS)); WRITE(p, "%sfloat4 "I_TEXMATRICES"[24] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices WRITE(p, "%sfloat4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType),WriteRegister(ApiType, "c", C_TRANSFORMMATRICES)); WRITE(p, "%sfloat4 "I_NORMALMATRICES"[32] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_NORMALMATRICES)); WRITE(p, "%sfloat4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES)); WRITE(p, "%sfloat4 "I_DEPTHPARAMS" %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_DEPTHPARAMS)); if (ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO) WRITE(p, "};\n"); p = GenerateVSOutputStruct(p, components, ApiType); if(ApiType == API_GLSL) { if (components & VB_HAS_NRM0) WRITE(p, " float3 rawnorm0 = gl_Normal; // NORMAL0,\n"); if (g_ActiveConfig.backend_info.bSupportsGLSLATTRBind) { if (components & VB_HAS_POSMTXIDX) WRITE(p, "layout(location = %d) ATTRIN float fposmtx;\n", SHADER_POSMTX_ATTRIB); if (components & VB_HAS_NRM1) WRITE(p, "layout(location = %d) ATTRIN float3 rawnorm1;\n", SHADER_NORM1_ATTRIB); if (components & VB_HAS_NRM2) WRITE(p, "layout(location = %d) ATTRIN float3 rawnorm2;\n", SHADER_NORM2_ATTRIB); } else { if (components & VB_HAS_POSMTXIDX) WRITE(p, "ATTRIN float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB); if (components & VB_HAS_NRM1) WRITE(p, "ATTRIN float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB); if (components & VB_HAS_NRM2) WRITE(p, "ATTRIN float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB); } if (components & VB_HAS_COL0) WRITE(p, " float4 color0 = gl_Color; // COLOR0,\n"); if (components & VB_HAS_COL1) WRITE(p, " float4 color1 = gl_SecondaryColor; // 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"[normidx].xyz, N1 = "I_NORMALMATRICES"[normidx+1].xyz, N2 = "I_NORMALMATRICES"[normidx+2].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"[0], rawpos), dot("I_POSNORMALMATRIX"[1], rawpos), dot("I_POSNORMALMATRIX"[2], rawpos), 1.0f);\n"); if (components & VB_HAS_NRM0) WRITE(p, "float3 _norm0 = normalize(float3(dot("I_POSNORMALMATRIX"[3].xyz, rawnorm0), dot("I_POSNORMALMATRIX"[4].xyz, rawnorm0), dot("I_POSNORMALMATRIX"[5].xyz, rawnorm0)));\n"); if (components & VB_HAS_NRM1) WRITE(p, "float3 _norm1 = float3(dot("I_POSNORMALMATRIX"[3].xyz, rawnorm1), dot("I_POSNORMALMATRIX"[4].xyz, rawnorm1), dot("I_POSNORMALMATRIX"[5].xyz, rawnorm1));\n"); if (components & VB_HAS_NRM2) WRITE(p, "float3 _norm2 = float3(dot("I_POSNORMALMATRIX"[3].xyz, rawnorm2), dot("I_POSNORMALMATRIX"[4].xyz, rawnorm2), dot("I_POSNORMALMATRIX"[5].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"[0], pos), dot("I_PROJECTION"[1], pos), dot("I_PROJECTION"[2], pos), dot("I_PROJECTION"[3], 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"); } // TODO: This probably isn't necessary if pixel lighting is enabled. 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"[%d + 3].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<