638 lines
24 KiB
C++
638 lines
24 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <math.h>
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#include <locale.h>
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#include "NativeVertexFormat.h"
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#include "BPMemory.h"
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#include "CPMemory.h"
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#include "LightingShaderGen.h"
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#include "VertexShaderGen.h"
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#include "VideoConfig.h"
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// Mash together all the inputs that contribute to the code of a generated vertex shader into
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components)
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{
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memset(uid->values, 0, sizeof(uid->values));
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uid->values[0] = components |
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(xfregs.numTexGen.numTexGens << 23) |
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(xfregs.numChan.numColorChans << 27) |
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(xfregs.dualTexTrans.enabled << 29);
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// TODO: If pixel lighting is enabled, do we even have to bother about storing lighting related registers here?
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GetLightingShaderId(&uid->values[1]);
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uid->values[2] |= (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) << 31;
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u32 *pcurvalue = &uid->values[3];
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) {
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TexMtxInfo tinfo = xfregs.texMtxInfo[i];
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if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
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tinfo.hex &= 0x7ff;
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if (tinfo.texgentype != XF_TEXGEN_REGULAR)
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tinfo.projection = 0;
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u32 val = ((tinfo.hex >> 1) & 0x1ffff);
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if (xfregs.dualTexTrans.enabled && tinfo.texgentype == XF_TEXGEN_REGULAR) {
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// rewrite normalization and post index
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val |= ((u32)xfregs.postMtxInfo[i].index << 17) | ((u32)xfregs.postMtxInfo[i].normalize << 23);
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}
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switch (i & 3) {
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case 0: pcurvalue[0] |= val; break;
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case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break;
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case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break;
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case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break;
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}
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}
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}
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void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components)
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{
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// Just store all used registers here without caring whether we need all bits or less.
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memset(uid->values, 0, sizeof(uid->values));
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u32* ptr = uid->values;
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*ptr++ = components;
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*ptr++ = xfregs.numTexGen.hex;
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*ptr++ = xfregs.numChan.hex;
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*ptr++ = xfregs.dualTexTrans.hex;
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for (int i = 0; i < 2; ++i) {
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*ptr++ = xfregs.color[i].hex;
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*ptr++ = xfregs.alpha[i].hex;
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}
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*ptr++ = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
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for (unsigned int i = 0; i < 8; ++i) {
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*ptr++ = xfregs.texMtxInfo[i].hex;
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*ptr++ = xfregs.postMtxInfo[i].hex;
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}
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_assert_((ptr - uid->values) == uid->GetNumValues());
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}
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void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std::string& old_code, u32 components)
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{
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if (!g_ActiveConfig.bEnableShaderDebugging)
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return;
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VERTEXSHADERUIDSAFE new_id;
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GetSafeVertexShaderId(&new_id, components);
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if (!(old_id == new_id))
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{
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std::string new_code(GenerateVertexShaderCode(components, api));
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if (old_code != new_code)
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{
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_assert_(old_id.GetNumValues() == new_id.GetNumValues());
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char msg[8192];
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char* ptr = msg;
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ptr += sprintf(ptr, "Vertex shader IDs matched but unique IDs did not!\nUnique IDs (old <-> new):\n");
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const int N = new_id.GetNumValues();
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for (int i = 0; i < N/2; ++i)
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ptr += sprintf(ptr, "%02d, %08X %08X | %08X %08X\n", 2*i, old_id.values[2*i], old_id.values[2*i+1],
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new_id.values[2*i], new_id.values[2*i+1]);
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if (N % 2)
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ptr += sprintf(ptr, "%02d, %08X | %08X\n", N-1, old_id.values[N-1], new_id.values[N-1]);
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static int num_failures = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%svsuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file(szTemp);
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file << msg;
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file << "\n\nOld shader code:\n" << old_code;
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file << "\n\nNew shader code:\n" << new_code;
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file.close();
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PanicAlert("Unique pixel shader ID mismatch!\n\nReport this to the devs, along with the contents of %s.", szTemp);
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}
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}
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}
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static char text[16384];
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#define WRITE p+=sprintf
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char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE ApiType)
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{
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// This turned a bit ugly with GLSL
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// Will be less ugly with GLSL 1.3...hopefully
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WRITE(p, "struct VS_OUTPUT {\n");
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WRITE(p, " float4 pos %s POSITION;\n", ApiType == API_GLSL ? ";//" : ":");
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WRITE(p, " float4 colors_0 %s COLOR0;\n", ApiType == API_GLSL ? ";//" : ":");
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WRITE(p, " float4 colors_1 %s COLOR1;\n", ApiType == API_GLSL ? ";//" : ":");
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if (xfregs.numTexGen.numTexGens < 7) {
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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WRITE(p, " float3 tex%d %s TEXCOORD%d;\n", i, ApiType == API_GLSL ? ";//" : ":", i);
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WRITE(p, " float4 clipPos %s TEXCOORD%d;\n", ApiType == API_GLSL ? ";//" : ":", xfregs.numTexGen.numTexGens);
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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WRITE(p, " float4 Normal %s TEXCOORD%d;\n", ApiType == API_GLSL ? ";//" : ":", xfregs.numTexGen.numTexGens + 1);
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} else {
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// clip position is in w of first 4 texcoords
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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for (int i = 0; i < 8; ++i)
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WRITE(p, " float4 tex%d %s TEXCOORD%d;\n", i, ApiType == API_GLSL ? ";//" : ":", i);
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}
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else
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{
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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WRITE(p, " float%d tex%d %s TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, ApiType == API_GLSL ? ";//" : ":", i);
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}
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}
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WRITE(p, "};\n");
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return p;
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}
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extern const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num);
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extern const char* WriteBinding(API_TYPE ApiType, const u32 num);
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const char *WriteLocation(API_TYPE ApiType);
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const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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{
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setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
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text[sizeof(text) - 1] = 0x7C; // canary
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_assert_(bpmem.genMode.numtexgens == xfregs.numTexGen.numTexGens);
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_assert_(bpmem.genMode.numcolchans == xfregs.numChan.numColorChans);
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bool is_d3d = (ApiType & API_D3D9 || ApiType == API_D3D11);
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u32 lightMask = 0;
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if (xfregs.numChan.numColorChans > 0)
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lightMask |= xfregs.color[0].GetFullLightMask() | xfregs.alpha[0].GetFullLightMask();
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if (xfregs.numChan.numColorChans > 1)
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lightMask |= xfregs.color[1].GetFullLightMask() | xfregs.alpha[1].GetFullLightMask();
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char *p = text;
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WRITE(p, "//Vertex Shader: comp:%x, \n", components);
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if (ApiType == API_GLSL)
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{
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// A few required defines and ones that will make our lives a lot easier
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding || g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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{
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WRITE(p, "#version 330 compatibility\n");
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if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n");
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "#extension GL_ARB_uniform_buffer_object : enable\n");
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WRITE(p, "#define ATTRIN in\n");
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WRITE(p, "#define ATTROUT out\n");
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}
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else
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{
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WRITE(p, "#version 120\n");
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WRITE(p, "#define ATTRIN attribute\n");
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WRITE(p, "#define ATTROUT attribute\n");
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}
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if (g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
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WRITE(p, "#extension GL_ARB_explicit_attrib_location : enable\n");
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// Silly differences
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WRITE(p, "#define float2 vec2\n");
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WRITE(p, "#define float3 vec3\n");
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WRITE(p, "#define float4 vec4\n");
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// cg to glsl function translation
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WRITE(p, "#define frac(x) fract(x)\n");
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WRITE(p, "#define saturate(x) clamp(x, 0.0f, 1.0f)\n");
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WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n");
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}
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// uniforms
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if (ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "layout(std140) uniform VSBlock {\n");
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WRITE(p, "%sfloat4 "I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
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WRITE(p, "%sfloat4 "I_PROJECTION"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PROJECTION));
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WRITE(p, "%sfloat4 "I_MATERIALS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_MATERIALS));
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WRITE(p, "%sfloat4 "I_LIGHTS"[40] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_LIGHTS));
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WRITE(p, "%sfloat4 "I_TEXMATRICES"[24] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
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WRITE(p, "%sfloat4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType),WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
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WRITE(p, "%sfloat4 "I_NORMALMATRICES"[32] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_NORMALMATRICES));
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WRITE(p, "%sfloat4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES));
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WRITE(p, "%sfloat4 "I_DEPTHPARAMS" %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_DEPTHPARAMS));
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if (ApiType == API_GLSL && g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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WRITE(p, "};\n");
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p = GenerateVSOutputStruct(p, components, ApiType);
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if(ApiType == API_GLSL)
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{
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if (components & VB_HAS_NRM0)
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WRITE(p, " float3 rawnorm0 = gl_Normal; // NORMAL0,\n");
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if (g_ActiveConfig.backend_info.bSupportsGLSLATTRBind)
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{
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if (components & VB_HAS_POSMTXIDX)
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WRITE(p, "layout(location = %d) ATTRIN float fposmtx;\n", SHADER_POSMTX_ATTRIB);
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if (components & VB_HAS_NRM1)
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WRITE(p, "layout(location = %d) ATTRIN float3 rawnorm1;\n", SHADER_NORM1_ATTRIB);
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if (components & VB_HAS_NRM2)
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WRITE(p, "layout(location = %d) ATTRIN float3 rawnorm2;\n", SHADER_NORM2_ATTRIB);
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}
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else
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{
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if (components & VB_HAS_POSMTXIDX)
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WRITE(p, "ATTRIN float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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if (components & VB_HAS_NRM1)
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WRITE(p, "ATTRIN float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
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if (components & VB_HAS_NRM2)
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WRITE(p, "ATTRIN float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
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}
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if (components & VB_HAS_COL0)
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WRITE(p, " float4 color0 = gl_Color; // COLOR0,\n");
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if (components & VB_HAS_COL1)
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WRITE(p, " float4 color1 = gl_SecondaryColor; // COLOR1,\n");
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for (int i = 0; i < 8; ++i) {
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u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
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if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
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WRITE(p, " float%d tex%d = gl_MultiTexCoord%d.xy%s; // TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i, hastexmtx ? "z" : "", i);
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}
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// Let's set up attributes
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if (xfregs.numTexGen.numTexGens < 7)
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{
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for (int i = 0; i < 8; ++i)
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WRITE(p, "ATTROUT float3 uv%d_2;\n", i);
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WRITE(p, "ATTROUT float4 clipPos_2;\n");
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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WRITE(p, "ATTROUT float4 Normal_2;\n");
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}
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else
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{
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// wpos is in w of first 4 texcoords
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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for (int i = 0; i < 8; ++i)
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WRITE(p, "ATTROUT float4 uv%d_2;\n", i);
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}
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else
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{
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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WRITE(p, "ATTROUT float%d uv%d_2;\n", i < 4 ? 4 : 3 , i);
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}
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}
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WRITE(p, " float4 rawpos = gl_Vertex;\n") ;
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WRITE(p, "void main()\n{\n");
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}
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else
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{
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WRITE(p, "VS_OUTPUT main(\n");
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// inputs
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if (components & VB_HAS_NRM0)
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WRITE(p, " float3 rawnorm0 : NORMAL0,\n");
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if (components & VB_HAS_NRM1) {
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if (is_d3d)
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WRITE(p, " float3 rawnorm1 : NORMAL1,\n");
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else
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WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
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}
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if (components & VB_HAS_NRM2) {
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if (is_d3d)
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WRITE(p, " float3 rawnorm2 : NORMAL2,\n");
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else
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WRITE(p, " float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
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}
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if (components & VB_HAS_COL0)
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WRITE(p, " float4 color0 : COLOR0,\n");
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if (components & VB_HAS_COL1)
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WRITE(p, " float4 color1 : COLOR1,\n");
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for (int i = 0; i < 8; ++i) {
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u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
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if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
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WRITE(p, " float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
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}
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if (components & VB_HAS_POSMTXIDX) {
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if (is_d3d)
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WRITE(p, " float4 blend_indices : BLENDINDICES,\n");
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else
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WRITE(p, " float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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}
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WRITE(p, " float4 rawpos : POSITION) {\n");
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}
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WRITE(p, "VS_OUTPUT o;\n");
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// transforms
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if (components & VB_HAS_POSMTXIDX)
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{
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if (ApiType & API_D3D9)
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{
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WRITE(p, "int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n");
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WRITE(p, "int posmtx = indices.x;\n");
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}
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else if (ApiType == API_D3D11)
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{
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WRITE(p, "int posmtx = blend_indices.x * 255.0f;\n");
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}
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else
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{
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WRITE(p, "int posmtx = int(fposmtx);\n");
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}
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WRITE(p, "float4 pos = float4(dot("I_TRANSFORMMATRICES"[posmtx], rawpos), dot("I_TRANSFORMMATRICES"[posmtx+1], rawpos), dot("I_TRANSFORMMATRICES"[posmtx+2], rawpos), 1);\n");
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if (components & VB_HAS_NRMALL) {
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WRITE(p, "int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
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WRITE(p, "float3 N0 = "I_NORMALMATRICES"[normidx].xyz, N1 = "I_NORMALMATRICES"[normidx+1].xyz, N2 = "I_NORMALMATRICES"[normidx+2].xyz;\n");
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}
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if (components & VB_HAS_NRM0)
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WRITE(p, "float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n");
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if (components & VB_HAS_NRM1)
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WRITE(p, "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
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if (components & VB_HAS_NRM2)
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WRITE(p, "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
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}
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else
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{
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WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX"[0], rawpos), dot("I_POSNORMALMATRIX"[1], rawpos), dot("I_POSNORMALMATRIX"[2], rawpos), 1.0f);\n");
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if (components & VB_HAS_NRM0)
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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");
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if (components & VB_HAS_NRM1)
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WRITE(p, "float3 _norm1 = float3(dot("I_POSNORMALMATRIX"[3].xyz, rawnorm1), dot("I_POSNORMALMATRIX"[4].xyz, rawnorm1), dot("I_POSNORMALMATRIX"[5].xyz, rawnorm1));\n");
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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<<i))
|
|
{
|
|
WRITE(p, "int tmp = int(tex%d.z);\n", i);
|
|
if (texinfo.projection == XF_TEXPROJ_STQ)
|
|
WRITE(p, "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 {
|
|
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES"[tmp]), dot(coord, "I_TRANSFORMMATRICES"[tmp+1]), 1);\n", i);
|
|
}
|
|
}
|
|
else {
|
|
if (texinfo.projection == XF_TEXPROJ_STQ)
|
|
WRITE(p, "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
|
|
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TEXMATRICES"[%d]), dot(coord, "I_TEXMATRICES"[%d]), 1);\n", i, 3*i, 3*i+1);
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (xfregs.dualTexTrans.enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types?
|
|
const PostMtxInfo& postInfo = xfregs.postMtxInfo[i];
|
|
|
|
int postidx = postInfo.index;
|
|
WRITE(p, "float4 P0 = "I_POSTTRANSFORMMATRICES"[%d];\n"
|
|
"float4 P1 = "I_POSTTRANSFORMMATRICES"[%d];\n"
|
|
"float4 P2 = "I_POSTTRANSFORMMATRICES"[%d];\n",
|
|
postidx&0x3f, (postidx+1)&0x3f, (postidx+2)&0x3f);
|
|
|
|
if (texGenSpecialCase) {
|
|
// no normalization
|
|
// q of input is 1
|
|
// q of output is unknown
|
|
|
|
// multiply by postmatrix
|
|
WRITE(p, "o.tex%d.xyz = float3(dot(P0.xy, o.tex%d.xy) + P0.z + P0.w, dot(P1.xy, o.tex%d.xy) + P1.z + P1.w, 0.0f);\n", i, i, i);
|
|
}
|
|
else
|
|
{
|
|
if (postInfo.normalize)
|
|
WRITE(p, "o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
|
|
|
|
// multiply by postmatrix
|
|
WRITE(p, "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);
|
|
}
|
|
}
|
|
|
|
WRITE(p, "}\n");
|
|
}
|
|
|
|
// clipPos/w needs to be done in pixel shader, not here
|
|
if (xfregs.numTexGen.numTexGens < 7) {
|
|
WRITE(p, "o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);\n");
|
|
} else {
|
|
WRITE(p, "o.tex0.w = pos.x;\n");
|
|
WRITE(p, "o.tex1.w = pos.y;\n");
|
|
WRITE(p, "o.tex2.w = o.pos.z;\n");
|
|
WRITE(p, "o.tex3.w = o.pos.w;\n");
|
|
}
|
|
|
|
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
|
|
{
|
|
if (xfregs.numTexGen.numTexGens < 7) {
|
|
WRITE(p, "o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n");
|
|
} else {
|
|
WRITE(p, "o.tex4.w = _norm0.x;\n");
|
|
WRITE(p, "o.tex5.w = _norm0.y;\n");
|
|
WRITE(p, "o.tex6.w = _norm0.z;\n");
|
|
if (xfregs.numTexGen.numTexGens < 8)
|
|
WRITE(p, "o.tex7 = pos.xyzz;\n");
|
|
else
|
|
WRITE(p, "o.tex7.w = pos.z;\n");
|
|
}
|
|
if (components & VB_HAS_COL0)
|
|
WRITE(p, "o.colors_0 = color0;\n");
|
|
|
|
if (components & VB_HAS_COL1)
|
|
WRITE(p, "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 (is_d3d)
|
|
{
|
|
WRITE(p, "o.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n");
|
|
}
|
|
else
|
|
{
|
|
// this results in a scale from -1..0 to -1..1 after perspective
|
|
// divide
|
|
WRITE(p, "o.pos.z = o.pos.w + o.pos.z * 2.0f;\n");
|
|
|
|
// Sonic Unleashed puts its final rendering at the near or
|
|
// far plane of the viewing frustrum(actually box, they use
|
|
// orthogonal projection for that), and we end up putting it
|
|
// just beyond, and the rendering gets clipped away. (The
|
|
// primitive gets dropped)
|
|
WRITE(p, "o.pos.z = o.pos.z * 1048575.0f/1048576.0f;\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
|
|
}
|
|
|
|
if (api_type & API_D3D9)
|
|
{
|
|
// D3D9 is addressing pixel centers instead of pixel boundaries in clip space.
|
|
// Thus we need to offset the final position by half a pixel
|
|
WRITE(p, "o.pos = o.pos + float4(" I_DEPTHPARAMS".z, " I_DEPTHPARAMS".w, 0.f, 0.f);\n");
|
|
}
|
|
|
|
if(ApiType == API_GLSL)
|
|
{
|
|
// Bit ugly here
|
|
// Will look better when we bind uniforms in GLSL 1.3
|
|
// clipPos/w needs to be done in pixel shader, not here
|
|
|
|
if (xfregs.numTexGen.numTexGens < 7) {
|
|
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
|
|
WRITE(p, " uv%d_2.xyz = o.tex%d;\n", i, i);
|
|
WRITE(p, " clipPos_2 = o.clipPos;\n");
|
|
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
|
|
WRITE(p, " Normal_2 = o.Normal;\n");
|
|
} 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, " uv%d_2 = o.tex%d;\n", i, i);
|
|
}
|
|
else
|
|
{
|
|
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
|
|
WRITE(p, " uv%d_2%s = o.tex%d;\n", i, i < 4 ? ".xyzw" : ".xyz" , i);
|
|
}
|
|
}
|
|
WRITE(p, "gl_FrontColor = o.colors_0;\n");
|
|
WRITE(p, "gl_FrontSecondaryColor = o.colors_1;\n");
|
|
WRITE(p, "gl_Position = o.pos;\n");
|
|
WRITE(p, "}\n");
|
|
}
|
|
else
|
|
WRITE(p, "return o;\n}\n");
|
|
|
|
if (text[sizeof(text) - 1] != 0x7C)
|
|
PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
|
|
setlocale(LC_NUMERIC, ""); // restore locale
|
|
return text;
|
|
}
|