dolphin/Source/Core/VideoCommon/VertexShaderGen.cpp

536 lines
20 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoCommon/VertexShaderGen.h"
#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/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
VertexShaderUid GetVertexShaderUid()
{
ASSERT(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens);
ASSERT(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans);
VertexShaderUid out;
vertex_shader_uid_data* const uid_data = out.GetUidData();
uid_data->numTexGens = xfmem.numTexGen.numTexGens;
uid_data->components = VertexLoaderManager::g_current_components;
uid_data->numColorChans = xfmem.numChan.numColorChans;
GetLightingShaderUid(uid_data->lighting);
// transform texcoords
for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
{
auto& texinfo = uid_data->texMtxInfo[i];
texinfo.sourcerow = xfmem.texMtxInfo[i].sourcerow;
texinfo.texgentype = xfmem.texMtxInfo[i].texgentype;
texinfo.inputform = xfmem.texMtxInfo[i].inputform;
// 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;
}
else
{
texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
}
break;
case XF_TEXGEN_COLOR_STRGBC0:
case XF_TEXGEN_COLOR_STRGBC1:
break;
case XF_TEXGEN_REGULAR:
default:
uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i;
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;
postInfo.normalize = xfmem.postMtxInfo[i].normalize;
}
}
return out;
}
ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& host_config,
const vertex_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 vertex_rounding = host_config.vertex_rounding;
out.Write("%s", s_lighting_struct);
// uniforms
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n");
else
out.Write("cbuffer VSBlock {\n");
out.Write(s_shader_uniforms);
out.Write("};\n");
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, "");
out.Write("};\n");
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
if (uid_data->components & VB_HAS_POSMTXIDX)
out.Write("ATTRIBUTE_LOCATION(%d) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB);
if (uid_data->components & VB_HAS_NRM0)
out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB);
if (uid_data->components & VB_HAS_NRM1)
out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB);
if (uid_data->components & VB_HAS_NRM2)
out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB);
if (uid_data->components & VB_HAS_COL0)
out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB);
if (uid_data->components & VB_HAS_COL1)
out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor1;\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("ATTRIBUTE_LOCATION(%d) in float%d rawtex%d;\n", SHADER_TEXTURE0_ATTRIB + i,
hastexmtx ? 3 : 2, i);
}
}
if (host_config.backend_geometry_shaders)
{
out.Write("VARYING_LOCATION(0) out VertexData {\n");
GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config,
GetInterpolationQualifier(msaa, ssaa, true, false));
out.Write("} vs;\n");
}
else
{
// Let's set up attributes
u32 counter = 0;
out.Write("VARYING_LOCATION(%u) %s out float4 colors_0;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s out float4 colors_1;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
for (u32 i = 0; i < uid_data->numTexGens; ++i)
{
out.Write("VARYING_LOCATION(%u) %s out float3 tex%u;\n", counter++,
GetInterpolationQualifier(msaa, ssaa), i);
}
if (!host_config.fast_depth_calc)
out.Write("VARYING_LOCATION(%u) %s out float4 clipPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
if (per_pixel_lighting)
{
out.Write("VARYING_LOCATION(%u) %s out float3 Normal;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s out float3 WorldPos;\n", counter++,
GetInterpolationQualifier(msaa, 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 rawcolor0 : COLOR0,\n");
if (uid_data->components & VB_HAS_COL1)
out.Write(" float4 rawcolor1 : 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 rawtex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
}
if (uid_data->components & VB_HAS_POSMTXIDX)
out.Write(" uint4 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("int posidx = int(posmtx.r);\n");
out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES
"[posidx], rawpos), dot(" I_TRANSFORMMATRICES
"[posidx+1], rawpos), dot(" I_TRANSFORMMATRICES "[posidx+2], rawpos), 1);\n");
if (uid_data->components & VB_HAS_NRMALL)
{
out.Write("int normidx = posidx & 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");
GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, "rawcolor",
"o.colors_");
// 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");
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(rawtex%d.x, rawtex%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
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
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
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:
if (uid_data->components & (VB_HAS_TEXMTXIDX0 << i))
{
out.Write("int tmp = int(rawtex%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;
}
// 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];
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);
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);
}
// When q is 0, the GameCube appears to have a special case
// This can be seen in devkitPro's neheGX Lesson08 example for Wii
// Makes differences in Rogue Squadron 3 (Hoth sky) and The Last Story (shadow culling)
// TODO: check if this only affects XF_TEXGEN_REGULAR
if (texinfo.texgentype == XF_TEXGEN_REGULAR)
{
out.Write("if(o.tex%d.z == 0.0f)\n", i);
out.Write(
"\to.tex%d.xy = clamp(o.tex%d.xy / 2.0f, float2(-1.0f,-1.0f), float2(1.0f,1.0f));\n", i,
i);
}
out.Write("}\n");
}
if (uid_data->numColorChans == 0)
{
if (uid_data->components & VB_HAS_COL0)
out.Write("o.colors_0 = rawcolor0;\n");
else
out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
}
if (uid_data->numColorChans < 2)
{
if (uid_data->components & VB_HAS_COL1)
out.Write("o.colors_1 = rawcolor1;\n");
else
out.Write("o.colors_1 = o.colors_0;\n");
}
// clipPos/w needs to be done in pixel shader, not here
if (!host_config.fast_depth_calc)
out.Write("o.clipPos = o.pos;\n");
if (per_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 = rawcolor0;\n");
if (uid_data->components & VB_HAS_COL1)
out.Write("o.colors_1 = rawcolor1;\n");
}
// If we can disable the incorrect depth clipping planes using depth clamping, then we can do
// our own depth clipping and calculate the depth range before the perspective divide if
// necessary.
if (host_config.backend_depth_clamp)
{
// Since we're adjusting z for the depth range before the perspective divide, we have to do our
// own clipping. We want to clip so that -w <= z <= 0, which matches the console -1..0 range.
// We adjust our depth value for clipping purposes to match the perspective projection in the
// software backend, which is a hack to fix Sonic Adventure and Unleashed games.
out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n");
out.Write("float clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w
out.Write("float clipDist1 = -clipDepth;\n"); // Far: z > 0
if (host_config.backend_geometry_shaders)
{
out.Write("o.clipDist0 = clipDist0;\n");
out.Write("o.clipDist1 = clipDist1;\n");
}
}
// Write the true depth value. If the game uses depth textures, then the pixel shader will
// override it with the correct values if not then early z culling will improve speed.
// There are two different ways to do this, when the depth range is oversized, we process
// the depth range in the vertex shader, if not we let the host driver handle it.
//
// Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
// so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
// We have to handle the depth range in the vertex shader instead of after the perspective
// divide, because some games will use a depth range larger than what is allowed by the
// graphics API. These large depth ranges will still be clipped to the 0..1 range, so these
// games effectively add a depth bias to the values written to the depth buffer.
out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - "
"o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n");
if (!host_config.backend_clip_control)
{
// If the graphics API doesn't support a depth range of 0..1, then we need to map z to
// the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point
// operation that can introduce a round-trip error.
out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n");
}
// Correct for negative viewports by mirroring all vertices. We need to negate the height here,
// since the viewport height is already negated by the render backend.
out.Write("o.pos.xy *= sign(" I_PIXELCENTERCORRECTION ".xy * float2(1.0, -1.0));\n");
// 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 (vertex_rounding)
{
// By now our position is in clip space
// however, higher resolutions than the Wii outputs
// cause an additional pixel offset
// due to a higher pixel density
// we need to correct this by converting our
// clip-space position into the Wii's screen-space
// acquire the right pixel and then convert it back
out.Write("if (o.pos.w == 1.0f)\n");
out.Write("{\n");
out.Write("\tfloat ss_pixel_x = ((o.pos.x + 1.0f) * (" I_VIEWPORT_SIZE ".x * 0.5f));\n");
out.Write("\tfloat ss_pixel_y = ((o.pos.y + 1.0f) * (" I_VIEWPORT_SIZE ".y * 0.5f));\n");
out.Write("\tss_pixel_x = round(ss_pixel_x);\n");
out.Write("\tss_pixel_y = round(ss_pixel_y);\n");
out.Write("\to.pos.x = ((ss_pixel_x / (" I_VIEWPORT_SIZE ".x * 0.5f)) - 1.0f);\n");
out.Write("\to.pos.y = ((ss_pixel_y / (" I_VIEWPORT_SIZE ".y * 0.5f)) - 1.0f);\n");
out.Write("}\n");
}
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
if (host_config.backend_geometry_shaders)
{
AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, host_config);
}
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("tex%d.xyz = o.tex%d;\n", i, i);
if (!host_config.fast_depth_calc)
out.Write("clipPos = o.clipPos;\n");
if (per_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");
}
if (host_config.backend_depth_clamp)
{
out.Write("gl_ClipDistance[0] = clipDist0;\n");
out.Write("gl_ClipDistance[1] = clipDist1;\n");
}
// Vulkan NDC space has Y pointing down (right-handed NDC space).
if (api_type == APIType::Vulkan)
out.Write("gl_Position = float4(o.pos.x, -o.pos.y, o.pos.z, o.pos.w);\n");
else
out.Write("gl_Position = o.pos;\n");
}
else // D3D
{
out.Write("return o;\n");
}
out.Write("}\n");
return out;
}