dolphin/Source/Core/VideoCommon/Src/PixelShaderGen.cpp

1260 lines
46 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <stdio.h>
#include <cmath>
#include <assert.h>
#include <locale.h>
#ifdef __APPLE__
#include <xlocale.h>
#endif
#include "LightingShaderGen.h"
#include "PixelShaderGen.h"
#include "XFMemory.h" // for texture projection mode
#include "BPMemory.h"
#include "VideoConfig.h"
#include "NativeVertexFormat.h"
// old tev->pixelshader notes
//
// color for this stage (alpha, color) is given by bpmem.tevorders[0].colorchan0
// konstant for this stage (alpha, color) is given by bpmem.tevksel
// inputs are given by bpmem.combiners[0].colorC.a/b/c/d << could be current channel color
// according to GXTevColorArg table above
// output is given by .outreg
// tevtemp is set according to swapmodetables and
static const char *tevKSelTableC[] = // KCSEL
{
"1.0f,1.0f,1.0f", // 1 = 0x00
"0.875f,0.875f,0.875f", // 7_8 = 0x01
"0.75f,0.75f,0.75f", // 3_4 = 0x02
"0.625f,0.625f,0.625f", // 5_8 = 0x03
"0.5f,0.5f,0.5f", // 1_2 = 0x04
"0.375f,0.375f,0.375f", // 3_8 = 0x05
"0.25f,0.25f,0.25f", // 1_4 = 0x06
"0.125f,0.125f,0.125f", // 1_8 = 0x07
"ERROR1", // 0x08
"ERROR2", // 0x09
"ERROR3", // 0x0a
"ERROR4", // 0x0b
I_KCOLORS"[0].rgb", // K0 = 0x0C
I_KCOLORS"[1].rgb", // K1 = 0x0D
I_KCOLORS"[2].rgb", // K2 = 0x0E
I_KCOLORS"[3].rgb", // K3 = 0x0F
I_KCOLORS"[0].rrr", // K0_R = 0x10
I_KCOLORS"[1].rrr", // K1_R = 0x11
I_KCOLORS"[2].rrr", // K2_R = 0x12
I_KCOLORS"[3].rrr", // K3_R = 0x13
I_KCOLORS"[0].ggg", // K0_G = 0x14
I_KCOLORS"[1].ggg", // K1_G = 0x15
I_KCOLORS"[2].ggg", // K2_G = 0x16
I_KCOLORS"[3].ggg", // K3_G = 0x17
I_KCOLORS"[0].bbb", // K0_B = 0x18
I_KCOLORS"[1].bbb", // K1_B = 0x19
I_KCOLORS"[2].bbb", // K2_B = 0x1A
I_KCOLORS"[3].bbb", // K3_B = 0x1B
I_KCOLORS"[0].aaa", // K0_A = 0x1C
I_KCOLORS"[1].aaa", // K1_A = 0x1D
I_KCOLORS"[2].aaa", // K2_A = 0x1E
I_KCOLORS"[3].aaa", // K3_A = 0x1F
};
static const char *tevKSelTableA[] = // KASEL
{
"1.0f", // 1 = 0x00
"0.875f",// 7_8 = 0x01
"0.75f", // 3_4 = 0x02
"0.625f",// 5_8 = 0x03
"0.5f", // 1_2 = 0x04
"0.375f",// 3_8 = 0x05
"0.25f", // 1_4 = 0x06
"0.125f",// 1_8 = 0x07
"ERROR5", // 0x08
"ERROR6", // 0x09
"ERROR7", // 0x0a
"ERROR8", // 0x0b
"ERROR9", // 0x0c
"ERROR10", // 0x0d
"ERROR11", // 0x0e
"ERROR12", // 0x0f
I_KCOLORS"[0].r", // K0_R = 0x10
I_KCOLORS"[1].r", // K1_R = 0x11
I_KCOLORS"[2].r", // K2_R = 0x12
I_KCOLORS"[3].r", // K3_R = 0x13
I_KCOLORS"[0].g", // K0_G = 0x14
I_KCOLORS"[1].g", // K1_G = 0x15
I_KCOLORS"[2].g", // K2_G = 0x16
I_KCOLORS"[3].g", // K3_G = 0x17
I_KCOLORS"[0].b", // K0_B = 0x18
I_KCOLORS"[1].b", // K1_B = 0x19
I_KCOLORS"[2].b", // K2_B = 0x1A
I_KCOLORS"[3].b", // K3_B = 0x1B
I_KCOLORS"[0].a", // K0_A = 0x1C
I_KCOLORS"[1].a", // K1_A = 0x1D
I_KCOLORS"[2].a", // K2_A = 0x1E
I_KCOLORS"[3].a", // K3_A = 0x1F
};
static const char *tevScaleTable[] = // CS
{
"1.0f", // SCALE_1
"2.0f", // SCALE_2
"4.0f", // SCALE_4
"0.5f", // DIVIDE_2
};
static const char *tevBiasTable[] = // TB
{
"", // ZERO,
"+0.5f", // ADDHALF,
"-0.5f", // SUBHALF,
"",
};
static const char *tevOpTable[] = { // TEV
"+", // TEVOP_ADD = 0,
"-", // TEVOP_SUB = 1,
};
static const char *tevCInputTable[] = // CC
{
"(prev.rgb)", // CPREV,
"(prev.aaa)", // APREV,
"(c0.rgb)", // C0,
"(c0.aaa)", // A0,
"(c1.rgb)", // C1,
"(c1.aaa)", // A1,
"(c2.rgb)", // C2,
"(c2.aaa)", // A2,
"(textemp.rgb)", // TEXC,
"(textemp.aaa)", // TEXA,
"(rastemp.rgb)", // RASC,
"(rastemp.aaa)", // RASA,
"float3(1.0f, 1.0f, 1.0f)", // ONE
"float3(0.5f, 0.5f, 0.5f)", // HALF
"(konsttemp.rgb)", //"konsttemp.rgb", // KONST
"float3(0.0f, 0.0f, 0.0f)", // ZERO
///added extra values to map clamped values
"(cprev.rgb)", // CPREV,
"(cprev.aaa)", // APREV,
"(cc0.rgb)", // C0,
"(cc0.aaa)", // A0,
"(cc1.rgb)", // C1,
"(cc1.aaa)", // A1,
"(cc2.rgb)", // C2,
"(cc2.aaa)", // A2,
"(textemp.rgb)", // TEXC,
"(textemp.aaa)", // TEXA,
"(crastemp.rgb)", // RASC,
"(crastemp.aaa)", // RASA,
"float3(1.0f, 1.0f, 1.0f)", // ONE
"float3(0.5f, 0.5f, 0.5f)", // HALF
"(ckonsttemp.rgb)", //"konsttemp.rgb", // KONST
"float3(0.0f, 0.0f, 0.0f)", // ZERO
"PADERROR1", "PADERROR2", "PADERROR3", "PADERROR4"
};
static const char *tevAInputTable[] = // CA
{
"prev", // APREV,
"c0", // A0,
"c1", // A1,
"c2", // A2,
"textemp", // TEXA,
"rastemp", // RASA,
"konsttemp", // KONST, (hw1 had quarter)
"float4(0.0f, 0.0f, 0.0f, 0.0f)", // ZERO
///added extra values to map clamped values
"cprev", // APREV,
"cc0", // A0,
"cc1", // A1,
"cc2", // A2,
"textemp", // TEXA,
"crastemp", // RASA,
"ckonsttemp", // KONST, (hw1 had quarter)
"float4(0.0f, 0.0f, 0.0f, 0.0f)", // ZERO
"PADERROR5", "PADERROR6", "PADERROR7", "PADERROR8",
"PADERROR9", "PADERROR10", "PADERROR11", "PADERROR12",
};
static const char *tevRasTable[] =
{
"colors_0",
"colors_1",
"ERROR13", //2
"ERROR14", //3
"ERROR15", //4
"float4(alphabump,alphabump,alphabump,alphabump)", // use bump alpha
"(float4(alphabump,alphabump,alphabump,alphabump)*(255.0f/248.0f))", //normalized
"float4(0.0f, 0.0f, 0.0f, 0.0f)", // zero
};
//static const char *tevTexFunc[] = { "tex2D", "texRECT" };
static const char *tevCOutputTable[] = { "prev.rgb", "c0.rgb", "c1.rgb", "c2.rgb" };
static const char *tevAOutputTable[] = { "prev.a", "c0.a", "c1.a", "c2.a" };
static const char *tevIndAlphaSel[] = {"", "x", "y", "z"};
//static const char *tevIndAlphaScale[] = {"", "*32", "*16", "*8"};
static const char *tevIndAlphaScale[] = {"*(248.0f/255.0f)", "*(224.0f/255.0f)", "*(240.0f/255.0f)", "*(248.0f/255.0f)"};
static const char *tevIndBiasField[] = {"", "x", "y", "xy", "z", "xz", "yz", "xyz"}; // indexed by bias
static const char *tevIndBiasAdd[] = {"-128.0f", "1.0f", "1.0f", "1.0f" }; // indexed by fmt
static const char *tevIndWrapStart[] = {"0.0f", "256.0f", "128.0f", "64.0f", "32.0f", "16.0f", "0.001f" };
static const char *tevIndFmtScale[] = {"255.0f", "31.0f", "15.0f", "7.0f" };
struct RegisterState
{
bool ColorNeedOverflowControl;
bool AlphaNeedOverflowControl;
bool AuxStored;
};
static char swapModeTable[4][5];
static char text[16384];
// We can't use function defines since the Qualcomm shader compiler doesn't support it
static const char *GLSLConvertFunctions[] =
{
"frac", // HLSL
"fract", // GLSL
"lerp",
"mix"
};
#define FUNC_FRAC 0
#define FUNC_LERP 2
static void BuildSwapModeTable()
{
static const char *swapColors = "rgba";
for (int i = 0; i < 4; i++)
{
swapModeTable[i][0] = swapColors[bpmem.tevksel[i*2].swap1];
swapModeTable[i][1] = swapColors[bpmem.tevksel[i*2].swap2];
swapModeTable[i][2] = swapColors[bpmem.tevksel[i*2+1].swap1];
swapModeTable[i][3] = swapColors[bpmem.tevksel[i*2+1].swap2];
swapModeTable[i][4] = '\0';
}
}
template<class T> static void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, API_TYPE ApiType, RegisterState RegisterStates[4]);
template<class T> static void SampleTexture(T& out, const char *destination, const char *texcoords, const char *texswap, int texmap, API_TYPE ApiType);
template<class T> static void WriteAlphaTest(T& out, pixel_shader_uid_data& uid_data, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth);
template<class T> static void WriteFog(T& out, pixel_shader_uid_data& uid_data, API_TYPE ApiType);
template<class T>
static void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
{
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
pixel_shader_uid_data dummy_data;
pixel_shader_uid_data& uid_data = (&out.template GetUidData<pixel_shader_uid_data>() != NULL)
? out.template GetUidData<pixel_shader_uid_data>() : dummy_data;
out.SetBuffer(text);
#ifndef ANDROID
locale_t locale;
locale_t old_locale;
if (out.GetBuffer() != NULL)
{
locale = newlocale(LC_NUMERIC_MASK, "C", NULL); // New locale for compilation
old_locale = uselocale(locale); // Apply the locale for this thread
}
#endif
text[sizeof(text) - 1] = 0x7C; // canary
unsigned int numStages = bpmem.genMode.numtevstages + 1;
unsigned int numTexgen = bpmem.genMode.numtexgens;
const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest && bpmem.zmode.testenable) || !g_ActiveConfig.bFastDepthCalc;
const bool bOpenGL = ApiType == API_OPENGL;
out.Write("//Pixel Shader for TEV stages\n");
out.Write("//%i TEV stages, %i texgens, %i IND stages\n",
numStages, numTexgen, bpmem.genMode.numindstages);
uid_data.dstAlphaMode = dstAlphaMode;
uid_data.genMode_numindstages = bpmem.genMode.numindstages;
uid_data.genMode_numtevstages = bpmem.genMode.numtevstages;
uid_data.genMode_numtexgens = bpmem.genMode.numtexgens;
if (ApiType == API_OPENGL)
{
// Fmod implementation gleaned from Nvidia
// At http://http.developer.nvidia.com/Cg/fmod.html
out.Write("float fmod( float x, float y )\n");
out.Write("{\n");
out.Write("\tfloat z = fract( abs( x / y) ) * abs( y );\n");
out.Write("\treturn (x < 0.0) ? -z : z;\n");
out.Write("}\n");
// Declare samplers
for (int i = 0; i < 8; ++i)
out.Write("uniform sampler2D samp%d;\n", i);
}
else
{
// Declare samplers
for (int i = 0; i < 8; ++i)
out.Write("%s samp%d : register(s%d);\n", (ApiType == API_D3D11) ? "sampler" : "uniform sampler2D", i, i);
if (ApiType == API_D3D11)
{
out.Write("\n");
for (int i = 0; i < 8; ++i)
{
out.Write("Texture2D Tex%d : register(t%d);\n", i, i);
}
}
}
out.Write("\n");
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
out.Write("layout(std140) uniform PSBlock {\n");
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_COLORS, "float4", I_COLORS"[4]");
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_KCOLORS, "float4", I_KCOLORS"[4]");
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_ALPHA, "float4", I_ALPHA"[1]"); // TODO: Why is this an array...-.-
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_TEXDIMS, "float4", I_TEXDIMS"[8]");
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_ZBIAS, "float4", I_ZBIAS"[2]");
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_INDTEXSCALE, "float4", I_INDTEXSCALE"[2]");
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_INDTEXMTX, "float4", I_INDTEXMTX"[6]");
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_FOG, "float4", I_FOG"[3]");
// For pixel lighting - TODO: Should only be defined when per pixel lighting is enabled!
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_PLIGHTS, "float4", I_PLIGHTS"[40]");
DeclareUniform(out, ApiType, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_PMATERIALS, "float4", I_PMATERIALS"[4]");
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
out.Write("};\n");
if (ApiType == API_OPENGL)
{
out.Write("COLOROUT(ocol0)\n");
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
out.Write("COLOROUT(ocol1)\n");
if (per_pixel_depth)
out.Write("#define depth gl_FragDepth\n");
out.Write("float4 rawpos = gl_FragCoord;\n");
out.Write("VARYIN float4 colors_02;\n");
out.Write("VARYIN float4 colors_12;\n");
out.Write("float4 colors_0 = colors_02;\n");
out.Write("float4 colors_1 = colors_12;\n");
// compute window position if needed because binding semantic WPOS is not widely supported
// Let's set up attributes
if (xfregs.numTexGen.numTexGens < 7)
{
for (int i = 0; i < 8; ++i)
{
out.Write("VARYIN float3 uv%d_2;\n", i);
out.Write("float3 uv%d = uv%d_2;\n", i, i);
}
out.Write("VARYIN float4 clipPos_2;\n");
out.Write("float4 clipPos = clipPos_2;\n");
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
out.Write("VARYIN float4 Normal_2;\n");
out.Write("float4 Normal = Normal_2;\n");
}
}
else
{
// wpos is in w of first 4 texcoords
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
for (int i = 0; i < 8; ++i)
{
out.Write("VARYIN float4 uv%d_2;\n", i);
out.Write("float4 uv%d = uv%d_2;\n", i, i);
}
}
else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
{
out.Write("VARYIN float%d uv%d_2;\n", i < 4 ? 4 : 3 , i);
out.Write("float%d uv%d = uv%d_2;\n", i < 4 ? 4 : 3 , i, i);
}
}
out.Write("float4 clipPos;\n");
}
out.Write("void main()\n{\n");
}
else
{
out.Write("void main(\n");
if(ApiType != API_D3D11)
{
out.Write(" out float4 ocol0 : COLOR0,%s%s\n in float4 rawpos : %s,\n",
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : COLOR1," : "",
per_pixel_depth ? "\n out float depth : DEPTH," : "",
ApiType & API_D3D9_SM20 ? "POSITION" : "VPOS");
}
else
{
out.Write(" out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n",
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," : "",
per_pixel_depth ? "\n out float depth : SV_Depth," : "");
}
// "centroid" attribute is only supported by D3D11
const char* optCentroid = (ApiType == API_D3D11 ? "centroid" : "");
out.Write(" in %s float4 colors_0 : COLOR0,\n", optCentroid);
out.Write(" in %s float4 colors_1 : COLOR1", optCentroid);
// compute window position if needed because binding semantic WPOS is not widely supported
if (numTexgen < 7)
{
for (unsigned int i = 0; i < numTexgen; ++i)
out.Write(",\n in %s float3 uv%d : TEXCOORD%d", optCentroid, i, i);
out.Write(",\n in %s float4 clipPos : TEXCOORD%d", optCentroid, numTexgen);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
out.Write(",\n in %s float4 Normal : TEXCOORD%d", optCentroid, numTexgen + 1);
out.Write(" ) {\n");
}
else
{
// wpos is in w of first 4 texcoords
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
for (int i = 0; i < 8; ++i)
out.Write(",\n in float4 uv%d : TEXCOORD%d", i, i);
}
else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
out.Write(",\n in float%d uv%d : TEXCOORD%d", i < 4 ? 4 : 3 , i, i);
}
out.Write(" ) {\n");
out.Write("\tfloat4 clipPos = float4(0.0f, 0.0f, 0.0f, 0.0f);");
}
}
out.Write(" float4 c0 = " I_COLORS"[1], c1 = " I_COLORS"[2], c2 = " I_COLORS"[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);\n"
" float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);\n"
" float alphabump=0.0f;\n"
" float3 tevcoord=float3(0.0f, 0.0f, 0.0f);\n"
" float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f);\n"
" float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f);\n"
" float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);\n"
" float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);\n\n");
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
uid_data.xfregs_numTexGen_numTexGens = xfregs.numTexGen.numTexGens;
if (xfregs.numTexGen.numTexGens < 7)
{
out.Write("\tfloat3 _norm0 = normalize(Normal.xyz);\n\n");
out.Write("\tfloat3 pos = float3(clipPos.x,clipPos.y,Normal.w);\n");
}
else
{
out.Write("\tfloat3 _norm0 = normalize(float3(uv4.w,uv5.w,uv6.w));\n\n");
out.Write("\tfloat3 pos = float3(uv0.w,uv1.w,uv7.w);\n");
}
out.Write("\tfloat4 mat, lacc;\n"
"\tfloat3 ldir, h;\n"
"\tfloat dist, dist2, attn;\n");
out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+39); // TODO: Can be optimized further
out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
uid_data.components = components;
GenerateLightingShader<T>(out, uid_data.lighting, components, I_PMATERIALS, I_PLIGHTS, "colors_", "colors_");
}
if (numTexgen < 7)
out.Write("\tclipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);\n");
else
out.Write("\tclipPos = float4(rawpos.x, rawpos.y, uv2.w, uv3.w);\n");
// HACK to handle cases where the tex gen is not enabled
if (numTexgen == 0)
{
out.Write("\tfloat3 uv0 = float3(0.0f, 0.0f, 0.0f);\n");
}
else
{
out.SetConstantsUsed(C_TEXDIMS, C_TEXDIMS+numTexgen-1);
for (unsigned int i = 0; i < numTexgen; ++i)
{
// optional perspective divides
uid_data.texMtxInfo_n_projection |= xfregs.texMtxInfo[i].projection << i;
if (xfregs.texMtxInfo[i].projection == XF_TEXPROJ_STQ)
{
out.Write("\tif (uv%d.z != 0.0f)", i);
out.Write("\t\tuv%d.xy = uv%d.xy / uv%d.z;\n", i, i, i);
}
out.Write("uv%d.xy = uv%d.xy * " I_TEXDIMS"[%d].zw;\n", i, i, i);
}
}
// indirect texture map lookup
int nIndirectStagesUsed = 0;
if (bpmem.genMode.numindstages > 0)
{
for (unsigned int i = 0; i < numStages; ++i)
{
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
nIndirectStagesUsed |= 1 << bpmem.tevind[i].bt;
}
}
uid_data.nIndirectStagesUsed = nIndirectStagesUsed;
for (u32 i = 0; i < bpmem.genMode.numindstages; ++i)
{
if (nIndirectStagesUsed & (1 << i))
{
unsigned int texcoord = bpmem.tevindref.getTexCoord(i);
unsigned int texmap = bpmem.tevindref.getTexMap(i);
uid_data.SetTevindrefValues(i, texcoord, texmap);
if (texcoord < numTexgen)
{
out.SetConstantsUsed(C_INDTEXSCALE+i/2,C_INDTEXSCALE+i/2);
out.Write("\ttempcoord = uv%d.xy * " I_INDTEXSCALE"[%d].%s;\n", texcoord, i/2, (i&1)?"zw":"xy");
}
else
out.Write("\ttempcoord = float2(0.0f, 0.0f);\n");
char buffer[32];
sprintf(buffer, "float3 indtex%d", i);
SampleTexture<T>(out, buffer, "tempcoord", "abg", texmap, ApiType);
}
}
RegisterState RegisterStates[4];
RegisterStates[0].AlphaNeedOverflowControl = false;
RegisterStates[0].ColorNeedOverflowControl = false;
RegisterStates[0].AuxStored = false;
for(int i = 1; i < 4; i++)
{
RegisterStates[i].AlphaNeedOverflowControl = true;
RegisterStates[i].ColorNeedOverflowControl = true;
RegisterStates[i].AuxStored = false;
}
// Uid fields for BuildSwapModeTable are set in WriteStage
BuildSwapModeTable();
for (unsigned int i = 0; i < numStages; i++)
WriteStage<T>(out, uid_data, i, ApiType, RegisterStates); // build the equation for this stage
if (numStages)
{
// The results of the last texenv stage are put onto the screen,
// regardless of the used destination register
if(bpmem.combiners[numStages - 1].colorC.dest != 0)
{
bool retrieveFromAuxRegister = !RegisterStates[bpmem.combiners[numStages - 1].colorC.dest].ColorNeedOverflowControl && RegisterStates[bpmem.combiners[numStages - 1].colorC.dest].AuxStored;
out.Write("\tprev.rgb = %s%s;\n", retrieveFromAuxRegister ? "c" : "" , tevCOutputTable[bpmem.combiners[numStages - 1].colorC.dest]);
RegisterStates[0].ColorNeedOverflowControl = RegisterStates[bpmem.combiners[numStages - 1].colorC.dest].ColorNeedOverflowControl;
}
if(bpmem.combiners[numStages - 1].alphaC.dest != 0)
{
bool retrieveFromAuxRegister = !RegisterStates[bpmem.combiners[numStages - 1].alphaC.dest].AlphaNeedOverflowControl && RegisterStates[bpmem.combiners[numStages - 1].alphaC.dest].AuxStored;
out.Write("\tprev.a = %s%s;\n", retrieveFromAuxRegister ? "c" : "" , tevAOutputTable[bpmem.combiners[numStages - 1].alphaC.dest]);
RegisterStates[0].AlphaNeedOverflowControl = RegisterStates[bpmem.combiners[numStages - 1].alphaC.dest].AlphaNeedOverflowControl;
}
}
// emulation of unsigned 8 overflow when casting if needed
if(RegisterStates[0].AlphaNeedOverflowControl || RegisterStates[0].ColorNeedOverflowControl)
out.Write("\tprev = %s(prev * (255.0f/256.0f)) * (256.0f/255.0f);\n", GLSLConvertFunctions[FUNC_FRAC + bOpenGL]);
AlphaTest::TEST_RESULT Pretest = bpmem.alpha_test.TestResult();
uid_data.Pretest = Pretest;
if (Pretest == AlphaTest::UNDETERMINED)
WriteAlphaTest<T>(out, uid_data, ApiType, dstAlphaMode, per_pixel_depth);
// D3D9 doesn't support readback of depth in pixel shader, so we always have to calculate it again.
// This shouldn't be a performance issue as the written depth is usually still from perspective division
// but this isn't true for z-textures, so there will be depth issues between enabled and disabled z-textures fragments
if ((ApiType == API_OPENGL || ApiType == API_D3D11) && g_ActiveConfig.bFastDepthCalc)
out.Write("float zCoord = rawpos.z;\n");
else
{
out.SetConstantsUsed(C_ZBIAS+1, C_ZBIAS+1);
// the screen space depth value = far z + (clip z / clip w) * z range
out.Write("float zCoord = " I_ZBIAS"[1].x + (clipPos.z / clipPos.w) * " I_ZBIAS"[1].y;\n");
}
// depth texture can safely be ignored if the result won't be written to the depth buffer (early_ztest) and isn't used for fog either
const bool skip_ztexture = !per_pixel_depth && !bpmem.fog.c_proj_fsel.fsel;
uid_data.ztex_op = bpmem.ztex2.op;
uid_data.per_pixel_depth = per_pixel_depth;
uid_data.fast_depth_calc = g_ActiveConfig.bFastDepthCalc;
uid_data.fog_fsel = bpmem.fog.c_proj_fsel.fsel;
// Note: z-textures are not written to depth buffer if early depth test is used
if (per_pixel_depth && bpmem.zcontrol.early_ztest)
out.Write("depth = zCoord;\n");
if (bpmem.ztex2.op != ZTEXTURE_DISABLE && !skip_ztexture)
{
// use the texture input of the last texture stage (textemp), hopefully this has been read and is in correct format...
out.SetConstantsUsed(C_ZBIAS, C_ZBIAS+1);
out.Write("zCoord = dot(" I_ZBIAS"[0].xyzw, textemp.xyzw) + " I_ZBIAS"[1].w %s;\n",
(bpmem.ztex2.op == ZTEXTURE_ADD) ? "+ zCoord" : "");
// U24 overflow emulation
out.Write("zCoord = zCoord * (16777215.0f/16777216.0f);\n");
out.Write("zCoord = %s(zCoord);\n", GLSLConvertFunctions[FUNC_FRAC + bOpenGL]);
out.Write("zCoord = zCoord * (16777216.0f/16777215.0f);\n");
// Note: depth texture output is only written to depth buffer if late depth test is used
// final depth value is used for fog calculation, though
if (per_pixel_depth)
out.Write("depth = zCoord;\n");
}
else if (per_pixel_depth && !bpmem.zcontrol.early_ztest)
out.Write("depth = zCoord;\n");
if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
{
out.SetConstantsUsed(C_ALPHA, C_ALPHA);
out.Write("\tocol0 = float4(prev.rgb, " I_ALPHA"[0].a);\n");
}
else
{
WriteFog<T>(out, uid_data, ApiType);
out.Write("\tocol0 = prev;\n");
}
// Use dual-source color blending to perform dst alpha in a single pass
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
{
out.SetConstantsUsed(C_ALPHA, C_ALPHA);
if(ApiType & API_D3D9)
{
// alpha component must be 0 or the shader will not compile (Direct3D 9Ex restriction)
// Colors will be blended against the color from ocol1 in D3D 9...
out.Write("\tocol1 = float4(prev.a, prev.a, prev.a, 0.0f);\n");
}
else
{
// Colors will be blended against the alpha from ocol1...
out.Write("\tocol1 = prev;\n");
}
// ...and the alpha from ocol0 will be written to the framebuffer.
out.Write("\tocol0.a = " I_ALPHA"[0].a;\n");
}
out.Write("}\n");
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("PixelShader generator - buffer too small, canary has been eaten!");
#ifndef ANDROID
if (out.GetBuffer() != NULL)
{
uselocale(old_locale); // restore locale
freelocale(locale);
}
#endif
}
//table with the color compare operations
static const char *TEVCMPColorOPTable[16] =
{
"float3(0.0f, 0.0f, 0.0f)",//0
"float3(0.0f, 0.0f, 0.0f)",//1
"float3(0.0f, 0.0f, 0.0f)",//2
"float3(0.0f, 0.0f, 0.0f)",//3
"float3(0.0f, 0.0f, 0.0f)",//4
"float3(0.0f, 0.0f, 0.0f)",//5
"float3(0.0f, 0.0f, 0.0f)",//6
"float3(0.0f, 0.0f, 0.0f)",//7
" %s + ((%s.r >= %s.r + (0.25f/255.0f)) ? %s : float3(0.0f, 0.0f, 0.0f))",//#define TEVCMP_R8_GT 8
" %s + ((abs(%s.r - %s.r) < (0.5f/255.0f)) ? %s : float3(0.0f, 0.0f, 0.0f))",//#define TEVCMP_R8_EQ 9
" %s + (( dot(%s.rgb, comp16) >= (dot(%s.rgb, comp16) + (0.25f/255.0f))) ? %s : float3(0.0f, 0.0f, 0.0f))",//#define TEVCMP_GR16_GT 10
" %s + (abs(dot(%s.rgb, comp16) - dot(%s.rgb, comp16)) < (0.5f/255.0f) ? %s : float3(0.0f, 0.0f, 0.0f))",//#define TEVCMP_GR16_EQ 11
" %s + (( dot(%s.rgb, comp24) >= (dot(%s.rgb, comp24) + (0.25f/255.0f))) ? %s : float3(0.0f, 0.0f, 0.0f))",//#define TEVCMP_BGR24_GT 12
" %s + (abs(dot(%s.rgb, comp24) - dot(%s.rgb, comp24)) < (0.5f/255.0f) ? %s : float3(0.0f, 0.0f, 0.0f))",//#define TEVCMP_BGR24_EQ 13
" %s + (max(sign(%s.rgb - %s.rgb - (0.25f/255.0f)), float3(0.0f, 0.0f, 0.0f)) * %s)",//#define TEVCMP_RGB8_GT 14
" %s + ((float3(1.0f, 1.0f, 1.0f) - max(sign(abs(%s.rgb - %s.rgb) - (0.5f/255.0f)), float3(0.0f, 0.0f, 0.0f))) * %s)"//#define TEVCMP_RGB8_EQ 15
};
//table with the alpha compare operations
static const char *TEVCMPAlphaOPTable[16] =
{
"0.0f",//0
"0.0f",//1
"0.0f",//2
"0.0f",//3
"0.0f",//4
"0.0f",//5
"0.0f",//6
"0.0f",//7
" %s.a + ((%s.r >= (%s.r + (0.25f/255.0f))) ? %s.a : 0.0f)",//#define TEVCMP_R8_GT 8
" %s.a + (abs(%s.r - %s.r) < (0.5f/255.0f) ? %s.a : 0.0f)",//#define TEVCMP_R8_EQ 9
" %s.a + ((dot(%s.rgb, comp16) >= (dot(%s.rgb, comp16) + (0.25f/255.0f))) ? %s.a : 0.0f)",//#define TEVCMP_GR16_GT 10
" %s.a + (abs(dot(%s.rgb, comp16) - dot(%s.rgb, comp16)) < (0.5f/255.0f) ? %s.a : 0.0f)",//#define TEVCMP_GR16_EQ 11
" %s.a + ((dot(%s.rgb, comp24) >= (dot(%s.rgb, comp24) + (0.25f/255.0f))) ? %s.a : 0.0f)",//#define TEVCMP_BGR24_GT 12
" %s.a + (abs(dot(%s.rgb, comp24) - dot(%s.rgb, comp24)) < (0.5f/255.0f) ? %s.a : 0.0f)",//#define TEVCMP_BGR24_EQ 13
" %s.a + ((%s.a >= (%s.a + (0.25f/255.0f))) ? %s.a : 0.0f)",//#define TEVCMP_A8_GT 14
" %s.a + (abs(%s.a - %s.a) < (0.5f/255.0f) ? %s.a : 0.0f)"//#define TEVCMP_A8_EQ 15
};
template<class T>
static void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, API_TYPE ApiType, RegisterState RegisterStates[4])
{
int texcoord = bpmem.tevorders[n/2].getTexCoord(n&1);
bool bHasTexCoord = (u32)texcoord < bpmem.genMode.numtexgens;
bool bHasIndStage = bpmem.tevind[n].IsActive() && bpmem.tevind[n].bt < bpmem.genMode.numindstages;
bool bOpenGL = ApiType == API_OPENGL;
// HACK to handle cases where the tex gen is not enabled
if (!bHasTexCoord)
texcoord = 0;
out.Write("// TEV stage %d\n", n);
uid_data.bHasIndStage |= bHasIndStage << n;
uid_data.tevorders_n_texcoord |= (u64)texcoord << (3 * n);
if (bHasIndStage)
{
uid_data.tevind_n_bs |= bpmem.tevind[n].bs << (2*n);
uid_data.tevind_n_bt |= bpmem.tevind[n].bt << (2*n);
uid_data.tevind_n_fmt |= bpmem.tevind[n].fmt << (2*n);
out.Write("// indirect op\n");
// perform the indirect op on the incoming regular coordinates using indtex%d as the offset coords
if (bpmem.tevind[n].bs != ITBA_OFF)
{
out.Write("alphabump = indtex%d.%s %s;\n",
bpmem.tevind[n].bt,
tevIndAlphaSel[bpmem.tevind[n].bs],
tevIndAlphaScale[bpmem.tevind[n].fmt]);
}
// format
out.Write("float3 indtevcrd%d = indtex%d * %s;\n", n, bpmem.tevind[n].bt, tevIndFmtScale[bpmem.tevind[n].fmt]);
// bias
uid_data.Set_tevind_bias(n, bpmem.tevind[n].bias);
if (bpmem.tevind[n].bias != ITB_NONE )
out.Write("indtevcrd%d.%s += %s;\n", n, tevIndBiasField[bpmem.tevind[n].bias], tevIndBiasAdd[bpmem.tevind[n].fmt]);
// multiply by offset matrix and scale
uid_data.Set_tevind_mid(n, bpmem.tevind[n].mid);
if (bpmem.tevind[n].mid != 0)
{
if (bpmem.tevind[n].mid <= 3)
{
int mtxidx = 2*(bpmem.tevind[n].mid-1);
out.SetConstantsUsed(C_INDTEXMTX+mtxidx, C_INDTEXMTX+mtxidx);
out.Write("float2 indtevtrans%d = float2(dot(" I_INDTEXMTX"[%d].xyz, indtevcrd%d), dot(" I_INDTEXMTX"[%d].xyz, indtevcrd%d));\n",
n, mtxidx, n, mtxidx+1, n);
}
else if (bpmem.tevind[n].mid <= 7 && bHasTexCoord)
{ // s matrix
_assert_(bpmem.tevind[n].mid >= 5);
int mtxidx = 2*(bpmem.tevind[n].mid-5);
out.SetConstantsUsed(C_INDTEXMTX+mtxidx, C_INDTEXMTX+mtxidx);
out.Write("float2 indtevtrans%d = " I_INDTEXMTX"[%d].ww * uv%d.xy * indtevcrd%d.xx;\n", n, mtxidx, texcoord, n);
}
else if (bpmem.tevind[n].mid <= 11 && bHasTexCoord)
{ // t matrix
_assert_(bpmem.tevind[n].mid >= 9);
int mtxidx = 2*(bpmem.tevind[n].mid-9);
out.SetConstantsUsed(C_INDTEXMTX+mtxidx, C_INDTEXMTX+mtxidx);
out.Write("float2 indtevtrans%d = " I_INDTEXMTX"[%d].ww * uv%d.xy * indtevcrd%d.yy;\n", n, mtxidx, texcoord, n);
}
else
{
out.Write("float2 indtevtrans%d = float2(0.0f, 0.0f);\n", n);
}
}
else
{
out.Write("float2 indtevtrans%d = float2(0.0f, 0.0f);\n", n);
}
// ---------
// Wrapping
// ---------
uid_data.Set_tevind_sw(n, bpmem.tevind[n].sw);
uid_data.Set_tevind_tw(n, bpmem.tevind[n].tw);
uid_data.tevind_n_fb_addprev |= bpmem.tevind[n].fb_addprev << n;
// wrap S
if (bpmem.tevind[n].sw == ITW_OFF)
out.Write("wrappedcoord.x = uv%d.x;\n", texcoord);
else if (bpmem.tevind[n].sw == ITW_0)
out.Write("wrappedcoord.x = 0.0f;\n");
else
out.Write("wrappedcoord.x = fmod( uv%d.x, %s );\n", texcoord, tevIndWrapStart[bpmem.tevind[n].sw]);
// wrap T
if (bpmem.tevind[n].tw == ITW_OFF)
out.Write("wrappedcoord.y = uv%d.y;\n", texcoord);
else if (bpmem.tevind[n].tw == ITW_0)
out.Write("wrappedcoord.y = 0.0f;\n");
else
out.Write("wrappedcoord.y = fmod( uv%d.y, %s );\n", texcoord, tevIndWrapStart[bpmem.tevind[n].tw]);
if (bpmem.tevind[n].fb_addprev) // add previous tevcoord
out.Write("tevcoord.xy += wrappedcoord + indtevtrans%d;\n", n);
else
out.Write("tevcoord.xy = wrappedcoord + indtevtrans%d;\n", n);
}
TevStageCombiner::ColorCombiner &cc = bpmem.combiners[n].colorC;
TevStageCombiner::AlphaCombiner &ac = bpmem.combiners[n].alphaC;
uid_data.cc_n_d |= (u64)cc.d << (4*n);
uid_data.cc_n_c |= (u64)cc.c << (4*n);
uid_data.cc_n_b |= (u64)cc.b << (4*n);
uid_data.cc_n_a |= (u64)cc.a << (4*n);
uid_data.cc_n_bias |= cc.bias << (2*n);
uid_data.cc_n_op |= cc.op << n;
uid_data.cc_n_clamp |= cc.clamp << n;
uid_data.cc_n_shift |= cc.shift << (2*n);
uid_data.cc_n_dest |= cc.dest << (2*n);
uid_data.ac_n_rswap |= ac.rswap << (2*n);
uid_data.ac_n_tswap |= ac.tswap << (2*n);
uid_data.ac_n_d |= (u64)ac.d << (3*n);
uid_data.ac_n_c |= (u64)ac.c << (3*n);
uid_data.ac_n_b |= (u64)ac.b << (3*n);
uid_data.ac_n_a |= (u64)ac.a << (3*n);
uid_data.ac_n_bias |= ac.bias << (2*n);
uid_data.ac_n_op |= ac.op << n;
uid_data.ac_n_clamp |= ac.clamp << n;
uid_data.ac_n_shift |= ac.shift << (2*n);
uid_data.ac_n_dest |= ac.dest << (2*n);
if(cc.a == TEVCOLORARG_RASA || cc.a == TEVCOLORARG_RASC
|| cc.b == TEVCOLORARG_RASA || cc.b == TEVCOLORARG_RASC
|| cc.c == TEVCOLORARG_RASA || cc.c == TEVCOLORARG_RASC
|| cc.d == TEVCOLORARG_RASA || cc.d == TEVCOLORARG_RASC
|| ac.a == TEVALPHAARG_RASA || ac.b == TEVALPHAARG_RASA
|| ac.c == TEVALPHAARG_RASA || ac.d == TEVALPHAARG_RASA)
{
const int i = bpmem.combiners[n].alphaC.rswap;
uid_data.tevksel_n_swap1 |= bpmem.tevksel[i*2 ].swap1 << (2 * (i*2 ));
uid_data.tevksel_n_swap1 |= bpmem.tevksel[i*2+1].swap1 << (2 * (i*2+1));
uid_data.tevksel_n_swap2 |= bpmem.tevksel[i*2 ].swap2 << (2 * (i*2 ));
uid_data.tevksel_n_swap2 |= bpmem.tevksel[i*2+1].swap2 << (2 * (i*2+1));
char *rasswap = swapModeTable[bpmem.combiners[n].alphaC.rswap];
out.Write("rastemp = %s.%s;\n", tevRasTable[bpmem.tevorders[n / 2].getColorChan(n & 1)], rasswap);
out.Write("crastemp = %s(rastemp * (255.0f/256.0f)) * (256.0f/255.0f);\n", GLSLConvertFunctions[FUNC_FRAC + bOpenGL]);
}
if (bpmem.tevorders[n/2].getEnable(n&1))
{
if (!bHasIndStage)
{
// calc tevcord
if(bHasTexCoord)
out.Write("tevcoord.xy = uv%d.xy;\n", texcoord);
else
out.Write("tevcoord.xy = float2(0.0f, 0.0f);\n");
}
const int i = bpmem.combiners[n].alphaC.tswap;
uid_data.tevksel_n_swap1 |= bpmem.tevksel[i*2 ].swap1 << (2 * (i*2 ));
uid_data.tevksel_n_swap1 |= bpmem.tevksel[i*2+1].swap1 << (2 * (i*2+1));
uid_data.tevksel_n_swap2 |= bpmem.tevksel[i*2 ].swap2 << (2 * (i*2 ));
uid_data.tevksel_n_swap2 |= bpmem.tevksel[i*2+1].swap2 << (2 * (i*2+1));
char *texswap = swapModeTable[bpmem.combiners[n].alphaC.tswap];
int texmap = bpmem.tevorders[n/2].getTexMap(n&1);
uid_data.SetTevindrefTexmap(i, texmap);
SampleTexture<T>(out, "textemp", "tevcoord", texswap, texmap, ApiType);
}
else
{
out.Write("textemp = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
if (cc.a == TEVCOLORARG_KONST || cc.b == TEVCOLORARG_KONST || cc.c == TEVCOLORARG_KONST || cc.d == TEVCOLORARG_KONST
|| ac.a == TEVALPHAARG_KONST || ac.b == TEVALPHAARG_KONST || ac.c == TEVALPHAARG_KONST || ac.d == TEVALPHAARG_KONST)
{
int kc = bpmem.tevksel[n / 2].getKC(n & 1);
int ka = bpmem.tevksel[n / 2].getKA(n & 1);
uid_data.set_tevksel_kcsel(n/2, n & 1, kc);
uid_data.set_tevksel_kasel(n/2, n & 1, ka);
out.Write("konsttemp = float4(%s, %s);\n", tevKSelTableC[kc], tevKSelTableA[ka]);
if(kc > 7 || ka > 7)
{
out.Write("ckonsttemp = %s(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f);\n", GLSLConvertFunctions[FUNC_FRAC + bOpenGL]);
}
else
{
out.Write("ckonsttemp = konsttemp;\n");
}
if (kc > 7)
out.SetConstantsUsed(C_KCOLORS+((kc-0xc)%4),C_KCOLORS+((kc-0xc)%4));
if (ka > 7)
out.SetConstantsUsed(C_KCOLORS+((ka-0xc)%4),C_KCOLORS+((ka-0xc)%4));
}
if(cc.a == TEVCOLORARG_CPREV || cc.a == TEVCOLORARG_APREV
|| cc.b == TEVCOLORARG_CPREV || cc.b == TEVCOLORARG_APREV
|| cc.c == TEVCOLORARG_CPREV || cc.c == TEVCOLORARG_APREV
|| ac.a == TEVALPHAARG_APREV || ac.b == TEVALPHAARG_APREV || ac.c == TEVALPHAARG_APREV)
{
if(RegisterStates[0].AlphaNeedOverflowControl || RegisterStates[0].ColorNeedOverflowControl)
{
out.Write("cprev = %s(prev * (255.0f/256.0f)) * (256.0f/255.0f);\n", GLSLConvertFunctions[FUNC_FRAC + bOpenGL]);
RegisterStates[0].AlphaNeedOverflowControl = false;
RegisterStates[0].ColorNeedOverflowControl = false;
}
else
{
out.Write("cprev = prev;\n");
}
RegisterStates[0].AuxStored = true;
}
if(cc.a == TEVCOLORARG_C0 || cc.a == TEVCOLORARG_A0
|| cc.b == TEVCOLORARG_C0 || cc.b == TEVCOLORARG_A0
|| cc.c == TEVCOLORARG_C0 || cc.c == TEVCOLORARG_A0
|| ac.a == TEVALPHAARG_A0 || ac.b == TEVALPHAARG_A0 || ac.c == TEVALPHAARG_A0)
{
out.SetConstantsUsed(C_COLORS+1,C_COLORS+1);
if(RegisterStates[1].AlphaNeedOverflowControl || RegisterStates[1].ColorNeedOverflowControl)
{
out.Write("cc0 = %s(c0 * (255.0f/256.0f)) * (256.0f/255.0f);\n", GLSLConvertFunctions[FUNC_FRAC + bOpenGL]);
RegisterStates[1].AlphaNeedOverflowControl = false;
RegisterStates[1].ColorNeedOverflowControl = false;
}
else
{
out.Write("cc0 = c0;\n");
}
RegisterStates[1].AuxStored = true;
}
if(cc.a == TEVCOLORARG_C1 || cc.a == TEVCOLORARG_A1
|| cc.b == TEVCOLORARG_C1 || cc.b == TEVCOLORARG_A1
|| cc.c == TEVCOLORARG_C1 || cc.c == TEVCOLORARG_A1
|| ac.a == TEVALPHAARG_A1 || ac.b == TEVALPHAARG_A1 || ac.c == TEVALPHAARG_A1)
{
out.SetConstantsUsed(C_COLORS+2,C_COLORS+2);
if(RegisterStates[2].AlphaNeedOverflowControl || RegisterStates[2].ColorNeedOverflowControl)
{
out.Write("cc1 = %s(c1 * (255.0f/256.0f)) * (256.0f/255.0f);\n", GLSLConvertFunctions[FUNC_FRAC + bOpenGL]);
RegisterStates[2].AlphaNeedOverflowControl = false;
RegisterStates[2].ColorNeedOverflowControl = false;
}
else
{
out.Write("cc1 = c1;\n");
}
RegisterStates[2].AuxStored = true;
}
if(cc.a == TEVCOLORARG_C2 || cc.a == TEVCOLORARG_A2
|| cc.b == TEVCOLORARG_C2 || cc.b == TEVCOLORARG_A2
|| cc.c == TEVCOLORARG_C2 || cc.c == TEVCOLORARG_A2
|| ac.a == TEVALPHAARG_A2 || ac.b == TEVALPHAARG_A2 || ac.c == TEVALPHAARG_A2)
{
out.SetConstantsUsed(C_COLORS+3,C_COLORS+3);
if(RegisterStates[3].AlphaNeedOverflowControl || RegisterStates[3].ColorNeedOverflowControl)
{
out.Write("cc2 = %s(c2 * (255.0f/256.0f)) * (256.0f/255.0f);\n", GLSLConvertFunctions[FUNC_FRAC + bOpenGL]);
RegisterStates[3].AlphaNeedOverflowControl = false;
RegisterStates[3].ColorNeedOverflowControl = false;
}
else
{
out.Write("cc2 = c2;\n");
}
RegisterStates[3].AuxStored = true;
}
RegisterStates[cc.dest].ColorNeedOverflowControl = (cc.clamp == 0);
RegisterStates[cc.dest].AuxStored = false;
if (cc.d == TEVCOLORARG_C0 || cc.d == TEVCOLORARG_A0 || ac.d == TEVALPHAARG_A0)
out.SetConstantsUsed(C_COLORS+1,C_COLORS+1);
if (cc.d == TEVCOLORARG_C1 || cc.d == TEVCOLORARG_A1 || ac.d == TEVALPHAARG_A1)
out.SetConstantsUsed(C_COLORS+2,C_COLORS+2);
if (cc.d == TEVCOLORARG_C2 || cc.d == TEVCOLORARG_A2 || ac.d == TEVALPHAARG_A2)
out.SetConstantsUsed(C_COLORS+3,C_COLORS+3);
if (cc.dest >= GX_TEVREG0 && cc.dest <= GX_TEVREG2)
out.SetConstantsUsed(C_COLORS+cc.dest, C_COLORS+cc.dest);
if (ac.dest >= GX_TEVREG0 && ac.dest <= GX_TEVREG2)
out.SetConstantsUsed(C_COLORS+ac.dest, C_COLORS+ac.dest);
out.Write("// color combine\n");
if (cc.clamp)
out.Write("%s = clamp(", tevCOutputTable[cc.dest]);
else
out.Write("%s = ", tevCOutputTable[cc.dest]);
// combine the color channel
if (cc.bias != TevBias_COMPARE) // if not compare
{
//normal color combiner goes here
if (cc.shift > TEVSCALE_1)
out.Write("%s*(", tevScaleTable[cc.shift]);
if(!(cc.d == TEVCOLORARG_ZERO && cc.op == TEVOP_ADD))
out.Write("%s%s", tevCInputTable[cc.d], tevOpTable[cc.op]);
if (cc.a == cc.b)
out.Write("%s", tevCInputTable[cc.a + 16]);
else if (cc.c == TEVCOLORARG_ZERO)
out.Write("%s", tevCInputTable[cc.a + 16]);
else if (cc.c == TEVCOLORARG_ONE)
out.Write("%s", tevCInputTable[cc.b + 16]);
else if (cc.a == TEVCOLORARG_ZERO)
out.Write("%s*%s", tevCInputTable[cc.b + 16], tevCInputTable[cc.c + 16]);
else if (cc.b == TEVCOLORARG_ZERO)
out.Write("%s*(float3(1.0f, 1.0f, 1.0f)-%s)", tevCInputTable[cc.a + 16], tevCInputTable[cc.c + 16]);
else
out.Write("%s(%s, %s, %s)", GLSLConvertFunctions[FUNC_LERP + bOpenGL], tevCInputTable[cc.a + 16], tevCInputTable[cc.b + 16], tevCInputTable[cc.c + 16]);
out.Write("%s", tevBiasTable[cc.bias]);
if (cc.shift > TEVSCALE_1)
out.Write(")");
}
else
{
int cmp = (cc.shift<<1)|cc.op|8; // comparemode stored here
out.Write(TEVCMPColorOPTable[cmp],//lookup the function from the op table
tevCInputTable[cc.d],
tevCInputTable[cc.a + 16],
tevCInputTable[cc.b + 16],
tevCInputTable[cc.c + 16]);
}
if (cc.clamp)
out.Write(", 0.0, 1.0)");
out.Write(";\n");
RegisterStates[ac.dest].AlphaNeedOverflowControl = (ac.clamp == 0);
RegisterStates[ac.dest].AuxStored = false;
out.Write("// alpha combine\n");
if (ac.clamp)
out.Write("%s = clamp(", tevAOutputTable[ac.dest]);
else
out.Write("%s = ", tevAOutputTable[ac.dest]);
if (ac.bias != TevBias_COMPARE) // if not compare
{
//normal alpha combiner goes here
if (ac.shift > TEVSCALE_1)
out.Write("%s*(", tevScaleTable[ac.shift]);
if(!(ac.d == TEVALPHAARG_ZERO && ac.op == TEVOP_ADD))
out.Write("%s.a%s", tevAInputTable[ac.d], tevOpTable[ac.op]);
if (ac.a == ac.b)
out.Write("%s.a", tevAInputTable[ac.a + 8]);
else if (ac.c == TEVALPHAARG_ZERO)
out.Write("%s.a", tevAInputTable[ac.a + 8]);
else if (ac.a == TEVALPHAARG_ZERO)
out.Write("%s.a*%s.a", tevAInputTable[ac.b + 8], tevAInputTable[ac.c + 8]);
else if (ac.b == TEVALPHAARG_ZERO)
out.Write("%s.a*(1.0f-%s.a)", tevAInputTable[ac.a + 8], tevAInputTable[ac.c + 8]);
else
out.Write("%s(%s.a, %s.a, %s.a)", GLSLConvertFunctions[FUNC_LERP + bOpenGL], tevAInputTable[ac.a + 8], tevAInputTable[ac.b + 8], tevAInputTable[ac.c + 8]);
out.Write("%s",tevBiasTable[ac.bias]);
if (ac.shift>0)
out.Write(")");
}
else
{
//compare alpha combiner goes here
int cmp = (ac.shift<<1)|ac.op|8; // comparemode stored here
out.Write(TEVCMPAlphaOPTable[cmp],
tevAInputTable[ac.d],
tevAInputTable[ac.a + 8],
tevAInputTable[ac.b + 8],
tevAInputTable[ac.c + 8]);
}
if (ac.clamp)
out.Write(", 0.0, 1.0)");
out.Write(";\n\n");
out.Write("// TEV done\n");
}
template<class T>
void SampleTexture(T& out, const char *destination, const char *texcoords, const char *texswap, int texmap, API_TYPE ApiType)
{
out.SetConstantsUsed(C_TEXDIMS+texmap,C_TEXDIMS+texmap);
if (ApiType == API_D3D11)
out.Write("%s=Tex%d.Sample(samp%d,%s.xy * " I_TEXDIMS"[%d].xy).%s;\n", destination, texmap,texmap, texcoords, texmap, texswap);
else
out.Write("%s=%s(samp%d,%s.xy * " I_TEXDIMS"[%d].xy).%s;\n", destination, ApiType == API_OPENGL ? "texture" : "tex2D", texmap, texcoords, texmap, texswap);
}
static const char *tevAlphaFuncsTable[] =
{
"(false)", // NEVER
"(prev.a <= %s - (0.25f/255.0f))", // LESS
"(abs( prev.a - %s ) < (0.5f/255.0f))", // EQUAL
"(prev.a < %s + (0.25f/255.0f))", // LEQUAL
"(prev.a >= %s + (0.25f/255.0f))", // GREATER
"(abs( prev.a - %s ) >= (0.5f/255.0f))", // NEQUAL
"(prev.a > %s - (0.25f/255.0f))", // GEQUAL
"(true)" // ALWAYS
};
static const char *tevAlphaFunclogicTable[] =
{
" && ", // and
" || ", // or
" != ", // xor
" == " // xnor
};
template<class T>
static void WriteAlphaTest(T& out, pixel_shader_uid_data& uid_data, API_TYPE ApiType, DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth)
{
static const char *alphaRef[2] =
{
I_ALPHA"[0].r",
I_ALPHA"[0].g"
};
out.SetConstantsUsed(C_ALPHA, C_ALPHA);
// using discard then return works the same in cg and dx9 but not in dx11
out.Write("\tif(!( ");
uid_data.alpha_test_comp0 = bpmem.alpha_test.comp0;
uid_data.alpha_test_logic = bpmem.alpha_test.comp1;
uid_data.alpha_test_logic = bpmem.alpha_test.logic;
// Lookup the first component from the alpha function table
int compindex = bpmem.alpha_test.comp0;
out.Write(tevAlphaFuncsTable[compindex], alphaRef[0]);
out.Write("%s", tevAlphaFunclogicTable[bpmem.alpha_test.logic]);//lookup the logic op
// Lookup the second component from the alpha function table
compindex = bpmem.alpha_test.comp1;
out.Write(tevAlphaFuncsTable[compindex], alphaRef[1]);
out.Write(")) {\n");
out.Write("\t\tocol0 = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
out.Write("\t\tocol1 = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
if(per_pixel_depth)
out.Write("\t\tdepth = 1.f;\n");
// HAXX: zcomploc (aka early_ztest) is a way to control whether depth test is done before
// or after texturing and alpha test. PC GPUs have no way to support this
// feature properly as of 2012: depth buffer and depth test are not
// programmable and the depth test is always done after texturing.
// Most importantly, PC GPUs do not allow writing to the z-buffer without
// writing a color value (unless color writing is disabled altogether).
// We implement "depth test before texturing" by discarding the fragment
// when the alpha test fail. This is not a correct implementation because
// even if the depth test fails the fragment could be alpha blended, but
// we don't have a choice.
uid_data.alpha_test_use_zcomploc_hack = bpmem.zcontrol.early_ztest && bpmem.zmode.updateenable;
if (!(bpmem.zcontrol.early_ztest && bpmem.zmode.updateenable))
{
out.Write("\t\tdiscard;\n");
if (ApiType != API_D3D11)
out.Write("\t\treturn;\n");
}
out.Write("}\n");
}
static const char *tevFogFuncsTable[] =
{
"", // No Fog
"", // ?
"", // Linear
"", // ?
"\tfog = 1.0f - pow(2.0f, -8.0f * fog);\n", // exp
"\tfog = 1.0f - pow(2.0f, -8.0f * fog * fog);\n", // exp2
"\tfog = pow(2.0f, -8.0f * (1.0f - fog));\n", // backward exp
"\tfog = 1.0f - fog;\n fog = pow(2.0f, -8.0f * fog * fog);\n" // backward exp2
};
template<class T>
static void WriteFog(T& out, pixel_shader_uid_data& uid_data, API_TYPE ApiType)
{
bool bOpenGL = ApiType == API_OPENGL;
uid_data.fog_fsel = bpmem.fog.c_proj_fsel.fsel;
if(bpmem.fog.c_proj_fsel.fsel == 0)
return; // no Fog
uid_data.fog_proj = bpmem.fog.c_proj_fsel.proj;
out.SetConstantsUsed(C_FOG, C_FOG+1);
if (bpmem.fog.c_proj_fsel.proj == 0)
{
// perspective
// ze = A/(B - (Zs >> B_SHF)
out.Write("\tfloat ze = " I_FOG"[1].x / (" I_FOG"[1].y - (zCoord / " I_FOG"[1].w));\n");
}
else
{
// orthographic
// ze = a*Zs (here, no B_SHF)
out.Write("\tfloat ze = " I_FOG"[1].x * zCoord;\n");
}
// x_adjust = sqrt((x-center)^2 + k^2)/k
// ze *= x_adjust
// this is completely theoretical as the real hardware seems to use a table intead of calculating the values.
uid_data.fog_RangeBaseEnabled = bpmem.fogRange.Base.Enabled;
if (bpmem.fogRange.Base.Enabled)
{
out.SetConstantsUsed(C_FOG+2, C_FOG+2);
out.Write("\tfloat x_adjust = (2.0f * (clipPos.x / " I_FOG"[2].y)) - 1.0f - " I_FOG"[2].x;\n");
out.Write("\tx_adjust = sqrt(x_adjust * x_adjust + " I_FOG"[2].z * " I_FOG"[2].z) / " I_FOG"[2].z;\n");
out.Write("\tze *= x_adjust;\n");
}
out.Write("\tfloat fog = clamp(ze - " I_FOG"[1].z, 0.0, 1.0);\n");
if (bpmem.fog.c_proj_fsel.fsel > 3)
{
out.Write("%s", tevFogFuncsTable[bpmem.fog.c_proj_fsel.fsel]);
}
else
{
if (bpmem.fog.c_proj_fsel.fsel != 2)
WARN_LOG(VIDEO, "Unknown Fog Type! %08x", bpmem.fog.c_proj_fsel.fsel);
}
out.Write("\tprev.rgb = %s(prev.rgb, " I_FOG"[0].rgb, fog);\n", GLSLConvertFunctions[FUNC_LERP + bOpenGL]);
}
void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
{
GeneratePixelShader<PixelShaderUid>(object, dstAlphaMode, ApiType, components);
}
void GeneratePixelShaderCode(PixelShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
{
GeneratePixelShader<PixelShaderCode>(object, dstAlphaMode, ApiType, components);
}
void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
{
GeneratePixelShader<PixelShaderConstantProfile>(object, dstAlphaMode, ApiType, components);
}