555 lines
24 KiB
C++
555 lines
24 KiB
C++
// Copyright 2015 Dolphin Emulator Project
|
|
// Licensed under GPLv2+
|
|
// Refer to the license.txt file included.
|
|
|
|
#include "VideoCommon/UberShaderVertex.h"
|
|
|
|
#include "VideoCommon/DriverDetails.h"
|
|
#include "VideoCommon/NativeVertexFormat.h"
|
|
#include "VideoCommon/UberShaderCommon.h"
|
|
#include "VideoCommon/VertexShaderGen.h"
|
|
#include "VideoCommon/VideoCommon.h"
|
|
#include "VideoCommon/XFMemory.h"
|
|
|
|
namespace UberShader
|
|
{
|
|
VertexShaderUid GetVertexShaderUid()
|
|
{
|
|
VertexShaderUid out;
|
|
|
|
vertex_ubershader_uid_data* const uid_data = out.GetUidData();
|
|
uid_data->num_texgens = xfmem.numTexGen.numTexGens;
|
|
|
|
return out;
|
|
}
|
|
|
|
static void GenVertexShaderTexGens(APIType api_type, u32 num_texgen, ShaderCode& out);
|
|
|
|
ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config,
|
|
const vertex_ubershader_uid_data* uid_data)
|
|
{
|
|
const bool msaa = host_config.msaa;
|
|
const bool ssaa = host_config.ssaa;
|
|
const bool per_pixel_lighting = host_config.per_pixel_lighting;
|
|
const bool vertex_rounding = host_config.vertex_rounding;
|
|
const u32 num_texgen = uid_data->num_texgens;
|
|
ShaderCode out;
|
|
|
|
out.Write("// Vertex UberShader\n\n");
|
|
out.Write("{}", 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, num_texgen, host_config, "");
|
|
out.Write("}};\n\n");
|
|
|
|
WriteUberShaderCommonHeader(out, api_type, host_config);
|
|
WriteLightingFunction(out);
|
|
|
|
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
|
|
{
|
|
out.Write("ATTRIBUTE_LOCATION({}) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
|
|
out.Write("ATTRIBUTE_LOCATION({}) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB);
|
|
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB);
|
|
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB);
|
|
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB);
|
|
out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB);
|
|
out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB);
|
|
for (int i = 0; i < 8; ++i)
|
|
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawtex{};\n", SHADER_TEXTURE0_ATTRIB + i, i);
|
|
|
|
if (host_config.backend_geometry_shaders)
|
|
{
|
|
out.Write("VARYING_LOCATION(0) out VertexData {{\n");
|
|
GenerateVSOutputMembers(out, api_type, num_texgen, host_config,
|
|
GetInterpolationQualifier(msaa, ssaa, true, false));
|
|
out.Write("}} vs;\n");
|
|
}
|
|
else
|
|
{
|
|
// Let's set up attributes
|
|
u32 counter = 0;
|
|
out.Write("VARYING_LOCATION({}) {} out float4 colors_0;\n", counter++,
|
|
GetInterpolationQualifier(msaa, ssaa));
|
|
out.Write("VARYING_LOCATION({}) {} out float4 colors_1;\n", counter++,
|
|
GetInterpolationQualifier(msaa, ssaa));
|
|
for (u32 i = 0; i < num_texgen; ++i)
|
|
{
|
|
out.Write("VARYING_LOCATION({}) {} out float3 tex{};\n", counter++,
|
|
GetInterpolationQualifier(msaa, ssaa), i);
|
|
}
|
|
if (!host_config.fast_depth_calc)
|
|
{
|
|
out.Write("VARYING_LOCATION({}) {} out float4 clipPos;\n", counter++,
|
|
GetInterpolationQualifier(msaa, ssaa));
|
|
}
|
|
if (per_pixel_lighting)
|
|
{
|
|
out.Write("VARYING_LOCATION({}) {} out float3 Normal;\n", counter++,
|
|
GetInterpolationQualifier(msaa, ssaa));
|
|
out.Write("VARYING_LOCATION({}) {} out float3 WorldPos;\n", counter++,
|
|
GetInterpolationQualifier(msaa, ssaa));
|
|
}
|
|
}
|
|
|
|
out.Write("void main()\n{{\n");
|
|
}
|
|
else // D3D
|
|
{
|
|
out.Write("VS_OUTPUT main(\n");
|
|
|
|
// inputs
|
|
out.Write(" float3 rawnorm0 : NORMAL0,\n"
|
|
" float3 rawnorm1 : NORMAL1,\n"
|
|
" float3 rawnorm2 : NORMAL2,\n"
|
|
" float4 rawcolor0 : COLOR0,\n"
|
|
" float4 rawcolor1 : COLOR1,\n");
|
|
for (int i = 0; i < 8; ++i)
|
|
out.Write(" float3 rawtex{} : TEXCOORD{},\n", i, i);
|
|
out.Write(" uint posmtx : BLENDINDICES,\n");
|
|
out.Write(" float4 rawpos : POSITION) {{\n");
|
|
}
|
|
|
|
out.Write("VS_OUTPUT o;\n"
|
|
"\n");
|
|
|
|
// Transforms
|
|
out.Write("// Position matrix\n"
|
|
"float4 P0;\n"
|
|
"float4 P1;\n"
|
|
"float4 P2;\n"
|
|
"\n"
|
|
"// Normal matrix\n"
|
|
"float3 N0;\n"
|
|
"float3 N1;\n"
|
|
"float3 N2;\n"
|
|
"\n"
|
|
"if ((components & {}u) != 0u) {{// VB_HAS_POSMTXIDX\n",
|
|
VB_HAS_POSMTXIDX);
|
|
out.Write(" // Vertex format has a per-vertex matrix\n"
|
|
" int posidx = int(posmtx.r);\n"
|
|
" P0 = " I_TRANSFORMMATRICES "[posidx];\n"
|
|
" P1 = " I_TRANSFORMMATRICES "[posidx+1];\n"
|
|
" P2 = " I_TRANSFORMMATRICES "[posidx+2];\n"
|
|
"\n"
|
|
" int normidx = posidx >= 32 ? (posidx - 32) : posidx;\n"
|
|
" N0 = " I_NORMALMATRICES "[normidx].xyz;\n"
|
|
" N1 = " I_NORMALMATRICES "[normidx+1].xyz;\n"
|
|
" N2 = " I_NORMALMATRICES "[normidx+2].xyz;\n"
|
|
"}} else {{\n"
|
|
" // One shared matrix\n"
|
|
" P0 = " I_POSNORMALMATRIX "[0];\n"
|
|
" P1 = " I_POSNORMALMATRIX "[1];\n"
|
|
" P2 = " I_POSNORMALMATRIX "[2];\n"
|
|
" N0 = " I_POSNORMALMATRIX "[3].xyz;\n"
|
|
" N1 = " I_POSNORMALMATRIX "[4].xyz;\n"
|
|
" N2 = " I_POSNORMALMATRIX "[5].xyz;\n"
|
|
"}}\n"
|
|
"\n"
|
|
"float4 pos = float4(dot(P0, rawpos), dot(P1, rawpos), dot(P2, rawpos), 1.0);\n"
|
|
"o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION
|
|
"[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n"
|
|
"\n"
|
|
"// Only the first normal gets normalized (TODO: why?)\n"
|
|
"float3 _norm0 = float3(0.0, 0.0, 0.0);\n"
|
|
"if ((components & {}u) != 0u) // VB_HAS_NRM0\n",
|
|
VB_HAS_NRM0);
|
|
out.Write(
|
|
" _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n"
|
|
"\n"
|
|
"float3 _norm1 = float3(0.0, 0.0, 0.0);\n"
|
|
"if ((components & {}u) != 0u) // VB_HAS_NRM1\n",
|
|
VB_HAS_NRM1);
|
|
out.Write(" _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"
|
|
"\n"
|
|
"float3 _norm2 = float3(0.0, 0.0, 0.0);\n"
|
|
"if ((components & {}u) != 0u) // VB_HAS_NRM2\n",
|
|
VB_HAS_NRM2);
|
|
out.Write(" _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"
|
|
"\n");
|
|
|
|
// Hardware Lighting
|
|
out.Write("// xfmem.numColorChans controls the number of color channels available to TEV,\n"
|
|
"// but we still need to generate all channels here, as it can be used in texgen.\n"
|
|
"// Cel-damage is an example of this.\n"
|
|
"float4 vertex_color_0, vertex_color_1;\n"
|
|
"\n");
|
|
out.Write("// To use color 1, the vertex descriptor must have color 0 and 1.\n"
|
|
"// If color 1 is present but not color 0, it is used for lighting channel 0.\n"
|
|
"bool use_color_1 = ((components & {0}u) == {0}u); // VB_HAS_COL0 | VB_HAS_COL1\n",
|
|
VB_HAS_COL0 | VB_HAS_COL1);
|
|
|
|
out.Write("for (uint color = 0u; color < {}u; color++) {{\n", NUM_XF_COLOR_CHANNELS);
|
|
out.Write(" if ((color == 0u || use_color_1) && (components & ({}u << color)) != 0u) {{\n",
|
|
VB_HAS_COL0);
|
|
out.Write(" float4 color_value;\n"
|
|
" // Use color0 for channel 0, and color1 for channel 1 if both colors 0 and 1 are "
|
|
"present.\n"
|
|
" if (color == 0u)\n"
|
|
" vertex_color_0 = rawcolor0;\n"
|
|
" else\n"
|
|
" vertex_color_1 = rawcolor1;\n"
|
|
" }} else if (color == 0u && (components & {}u) != 0u) {{\n",
|
|
VB_HAS_COL1);
|
|
out.Write(" // Use color1 for channel 0 if color0 is not present.\n"
|
|
" vertex_color_0 = rawcolor1;\n"
|
|
" }} else {{\n"
|
|
" // The default alpha channel depends on the number of components in the vertex.\n"
|
|
" float alpha = float((color_chan_alpha >> color) & 1u);\n"
|
|
" if (color == 0u)\n"
|
|
" vertex_color_0 = float4(1.0, 1.0, 1.0, alpha);\n"
|
|
" else\n"
|
|
" vertex_color_1 = float4(1.0, 1.0, 1.0, alpha);\n"
|
|
" }}\n"
|
|
"}}\n"
|
|
"\n");
|
|
|
|
WriteVertexLighting(out, api_type, "pos.xyz", "_norm0", "vertex_color_0", "vertex_color_1",
|
|
"o.colors_0", "o.colors_1");
|
|
|
|
// Texture Coordinates
|
|
if (num_texgen > 0)
|
|
GenVertexShaderTexGens(api_type, num_texgen, out);
|
|
|
|
out.Write("if (xfmem_numColorChans == 0u) {{\n"
|
|
" if ((components & {}u) != 0u)\n"
|
|
" o.colors_0 = rawcolor0;\n"
|
|
" else\n"
|
|
" o.colors_1 = float4(1.0, 1.0, 1.0, 1.0);\n"
|
|
"}}\n",
|
|
VB_HAS_COL0);
|
|
out.Write("if (xfmem_numColorChans < 2u) {{\n"
|
|
" if ((components & {}u) != 0u)\n"
|
|
" o.colors_0 = rawcolor1;\n"
|
|
" else\n"
|
|
" o.colors_1 = float4(1.0, 1.0, 1.0, 1.0);\n"
|
|
"}}\n",
|
|
VB_HAS_COL1);
|
|
|
|
if (!host_config.fast_depth_calc)
|
|
{
|
|
// clipPos/w needs to be done in pixel shader, not here
|
|
out.Write("o.clipPos = o.pos;\n");
|
|
}
|
|
|
|
if (per_pixel_lighting)
|
|
{
|
|
out.Write("o.Normal = _norm0;\n"
|
|
"o.WorldPos = pos.xyz;\n"
|
|
"// Pass through the vertex colors unmodified so we can evaluate the lighting\n"
|
|
"// in the same manner.\n");
|
|
out.Write("if ((components & {}u) != 0u) // VB_HAS_COL0\n"
|
|
" o.colors_0 = vertex_color_0;\n",
|
|
VB_HAS_COL0);
|
|
out.Write("if ((components & {}u) != 0u) // VB_HAS_COL1\n"
|
|
" o.colors_1 = vertex_color_1;\n",
|
|
VB_HAS_COL1);
|
|
}
|
|
else
|
|
{
|
|
out.Write("// The number of colors available to TEV is determined by numColorChans.\n"
|
|
"// We have to provide the fields to match the interface, so set to zero\n"
|
|
"// if it's not enabled.\n"
|
|
"if (xfmem_numColorChans == 0u)\n"
|
|
" o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n"
|
|
"if (xfmem_numColorChans <= 1u)\n"
|
|
" o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n"
|
|
"\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"
|
|
"float clipDist0 = clipDepth + o.pos.w;\n" // Near: z < -w
|
|
"float clipDist1 = -clipDepth;\n"); // Far: z > 0
|
|
if (host_config.backend_geometry_shaders)
|
|
{
|
|
out.Write("o.clipDist0 = clipDist0;\n"
|
|
"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"
|
|
"{{\n");
|
|
|
|
out.Write("\tfloat ss_pixel_x = ((o.pos.x + 1.0f) * (" I_VIEWPORT_SIZE ".x * 0.5f));\n"
|
|
"\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"
|
|
"\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"
|
|
"\to.pos.y = ((ss_pixel_y / (" I_VIEWPORT_SIZE ".y * 0.5f)) - 1.0f);\n"
|
|
"}}\n");
|
|
}
|
|
|
|
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
|
|
{
|
|
if (host_config.backend_geometry_shaders)
|
|
{
|
|
AssignVSOutputMembers(out, "vs", "o", num_texgen, 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 (u32 i = 0; i < num_texgen; ++i)
|
|
out.Write("tex{}.xyz = o.tex{};\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"
|
|
"WorldPos = o.WorldPos;\n");
|
|
}
|
|
out.Write("colors_0 = o.colors_0;\n"
|
|
"colors_1 = o.colors_1;\n");
|
|
}
|
|
|
|
if (host_config.backend_depth_clamp)
|
|
{
|
|
out.Write("gl_ClipDistance[0] = clipDist0;\n"
|
|
"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;
|
|
}
|
|
|
|
static void GenVertexShaderTexGens(APIType api_type, u32 num_texgen, ShaderCode& out)
|
|
{
|
|
// The HLSL compiler complains that the output texture coordinates are uninitialized when trying
|
|
// to dynamically index them.
|
|
for (u32 i = 0; i < num_texgen; i++)
|
|
out.Write("o.tex{} = float3(0.0, 0.0, 0.0);\n", i);
|
|
|
|
out.Write("// Texture coordinate generation\n");
|
|
if (num_texgen == 1)
|
|
{
|
|
out.Write("{{ const uint texgen = 0u;\n");
|
|
}
|
|
else
|
|
{
|
|
out.Write("{}for (uint texgen = 0u; texgen < {}u; texgen++) {{\n",
|
|
api_type == APIType::D3D ? "[loop] " : "", num_texgen);
|
|
}
|
|
|
|
out.Write(" // Texcoord transforms\n");
|
|
out.Write(" float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n"
|
|
" uint texMtxInfo = xfmem_texMtxInfo(texgen);\n");
|
|
out.Write(" switch ({}) {{\n", BitfieldExtract("texMtxInfo", TexMtxInfo().sourcerow));
|
|
out.Write(" case {}u: // XF_SRCGEOM_INROW\n", XF_SRCGEOM_INROW);
|
|
out.Write(" coord.xyz = rawpos.xyz;\n");
|
|
out.Write(" break;\n\n");
|
|
out.Write(" case {}u: // XF_SRCNORMAL_INROW\n", XF_SRCNORMAL_INROW);
|
|
out.Write(
|
|
" coord.xyz = ((components & {}u /* VB_HAS_NRM0 */) != 0u) ? rawnorm0.xyz : coord.xyz;",
|
|
VB_HAS_NRM0);
|
|
out.Write(" break;\n\n");
|
|
out.Write(" case {}u: // XF_SRCBINORMAL_T_INROW\n", XF_SRCBINORMAL_T_INROW);
|
|
out.Write(
|
|
" coord.xyz = ((components & {}u /* VB_HAS_NRM1 */) != 0u) ? rawnorm1.xyz : coord.xyz;",
|
|
VB_HAS_NRM1);
|
|
out.Write(" break;\n\n");
|
|
out.Write(" case {}u: // XF_SRCBINORMAL_B_INROW\n", XF_SRCBINORMAL_B_INROW);
|
|
out.Write(
|
|
" coord.xyz = ((components & {}u /* VB_HAS_NRM2 */) != 0u) ? rawnorm2.xyz : coord.xyz;",
|
|
VB_HAS_NRM2);
|
|
out.Write(" break;\n\n");
|
|
for (u32 i = 0; i < 8; i++)
|
|
{
|
|
out.Write(" case {}u: // XF_SRCTEX{}_INROW\n", XF_SRCTEX0_INROW + i, i);
|
|
out.Write(
|
|
" coord = ((components & {}u /* VB_HAS_UV{} */) != 0u) ? float4(rawtex{}.x, rawtex{}.y, "
|
|
"1.0, 1.0) : coord;\n",
|
|
VB_HAS_UV0 << i, i, i, i);
|
|
out.Write(" break;\n\n");
|
|
}
|
|
out.Write(" }}\n"
|
|
"\n");
|
|
|
|
out.Write(" // Input form of AB11 sets z element to 1.0\n");
|
|
out.Write(" if ({} == {}u) // inputform == XF_TEXINPUT_AB11\n",
|
|
BitfieldExtract("texMtxInfo", TexMtxInfo().inputform), XF_TEXINPUT_AB11);
|
|
out.Write(" coord.z = 1.0f;\n"
|
|
"\n");
|
|
|
|
out.Write(" // first transformation\n");
|
|
out.Write(" uint texgentype = {};\n", BitfieldExtract("texMtxInfo", TexMtxInfo().texgentype));
|
|
out.Write(" float3 output_tex;\n"
|
|
" switch (texgentype)\n"
|
|
" {{\n");
|
|
out.Write(" case {}u: // XF_TEXGEN_EMBOSS_MAP\n", XF_TEXGEN_EMBOSS_MAP);
|
|
out.Write(" {{\n");
|
|
out.Write(" uint light = {};\n",
|
|
BitfieldExtract("texMtxInfo", TexMtxInfo().embosslightshift));
|
|
out.Write(" uint source = {};\n",
|
|
BitfieldExtract("texMtxInfo", TexMtxInfo().embosssourceshift));
|
|
out.Write(" switch (source) {{\n");
|
|
for (u32 i = 0; i < num_texgen; i++)
|
|
out.Write(" case {}u: output_tex.xyz = o.tex{}; break;\n", i, i);
|
|
out.Write(" default: output_tex.xyz = float3(0.0, 0.0, 0.0); break;\n"
|
|
" }}\n");
|
|
out.Write(" if ((components & {}u) != 0u) {{ // VB_HAS_NRM1 | VB_HAS_NRM2\n",
|
|
VB_HAS_NRM1 | VB_HAS_NRM2); // Should this be VB_HAS_NRM1 | VB_HAS_NRM2
|
|
out.Write(" float3 ldir = normalize(" I_LIGHTS "[light].pos.xyz - pos.xyz);\n"
|
|
" output_tex.xyz += float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n"
|
|
" }}\n"
|
|
" }}\n"
|
|
" break;\n\n");
|
|
out.Write(" case {}u: // XF_TEXGEN_COLOR_STRGBC0\n", XF_TEXGEN_COLOR_STRGBC0);
|
|
out.Write(" output_tex.xyz = float3(o.colors_0.x, o.colors_0.y, 1.0);\n"
|
|
" break;\n\n");
|
|
out.Write(" case {}u: // XF_TEXGEN_COLOR_STRGBC1\n", XF_TEXGEN_COLOR_STRGBC1);
|
|
out.Write(" output_tex.xyz = float3(o.colors_1.x, o.colors_1.y, 1.0);\n"
|
|
" break;\n\n");
|
|
out.Write(" default: // Also XF_TEXGEN_REGULAR\n"
|
|
" {{\n");
|
|
out.Write(" if ((components & ({}u /* VB_HAS_TEXMTXIDX0 */ << texgen)) != 0u) {{\n",
|
|
VB_HAS_TEXMTXIDX0);
|
|
out.Write(" // This is messy, due to dynamic indexing of the input texture coordinates.\n"
|
|
" // Hopefully the compiler will unroll this whole loop anyway and the switch.\n"
|
|
" int tmp = 0;\n"
|
|
" switch (texgen) {{\n");
|
|
for (u32 i = 0; i < num_texgen; i++)
|
|
out.Write(" case {}u: tmp = int(rawtex{}.z); break;\n", i, i);
|
|
out.Write(" }}\n"
|
|
"\n");
|
|
out.Write(" if ({} == {}u) {{\n", BitfieldExtract("texMtxInfo", TexMtxInfo().projection),
|
|
XF_TEXPROJ_STQ);
|
|
out.Write(" output_tex.xyz = float3(dot(coord, " I_TRANSFORMMATRICES "[tmp]),\n"
|
|
" dot(coord, " I_TRANSFORMMATRICES "[tmp + 1]),\n"
|
|
" dot(coord, " I_TRANSFORMMATRICES "[tmp + 2]));\n"
|
|
" }} else {{\n"
|
|
" output_tex.xyz = float3(dot(coord, " I_TRANSFORMMATRICES "[tmp]),\n"
|
|
" dot(coord, " I_TRANSFORMMATRICES "[tmp + 1]),\n"
|
|
" 1.0);\n"
|
|
" }}\n"
|
|
" }} else {{\n");
|
|
out.Write(" if ({} == {}u) {{\n", BitfieldExtract("texMtxInfo", TexMtxInfo().projection),
|
|
XF_TEXPROJ_STQ);
|
|
out.Write(" output_tex.xyz = float3(dot(coord, " I_TEXMATRICES "[3u * texgen]),\n"
|
|
" dot(coord, " I_TEXMATRICES "[3u * texgen + 1u]),\n"
|
|
" dot(coord, " I_TEXMATRICES "[3u * texgen + 2u]));\n"
|
|
" }} else {{\n"
|
|
" output_tex.xyz = float3(dot(coord, " I_TEXMATRICES "[3u * texgen]),\n"
|
|
" dot(coord, " I_TEXMATRICES "[3u * texgen + 1u]),\n"
|
|
" 1.0);\n"
|
|
" }}\n"
|
|
" }}\n"
|
|
" }}\n"
|
|
" break;\n\n"
|
|
" }}\n"
|
|
"\n");
|
|
|
|
out.Write(" if (xfmem_dualTexInfo != 0u) {{\n");
|
|
out.Write(" uint postMtxInfo = xfmem_postMtxInfo(texgen);");
|
|
out.Write(" uint base_index = {};\n", BitfieldExtract("postMtxInfo", PostMtxInfo().index));
|
|
out.Write(" float4 P0 = " I_POSTTRANSFORMMATRICES "[base_index & 0x3fu];\n"
|
|
" float4 P1 = " I_POSTTRANSFORMMATRICES "[(base_index + 1u) & 0x3fu];\n"
|
|
" float4 P2 = " I_POSTTRANSFORMMATRICES "[(base_index + 2u) & 0x3fu];\n"
|
|
"\n");
|
|
out.Write(" if ({} != 0u)\n", BitfieldExtract("postMtxInfo", PostMtxInfo().normalize));
|
|
out.Write(" output_tex.xyz = normalize(output_tex.xyz);\n"
|
|
"\n"
|
|
" // multiply by postmatrix\n"
|
|
" output_tex.xyz = float3(dot(P0.xyz, output_tex.xyz) + P0.w,\n"
|
|
" dot(P1.xyz, output_tex.xyz) + P1.w,\n"
|
|
" dot(P2.xyz, output_tex.xyz) + P2.w);\n"
|
|
" }}\n\n");
|
|
|
|
// 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)
|
|
out.Write(" if (texgentype == {}u && output_tex.z == 0.0) // XF_TEXGEN_REGULAR\n",
|
|
XF_TEXGEN_REGULAR);
|
|
out.Write(
|
|
" output_tex.xy = clamp(output_tex.xy / 2.0f, float2(-1.0f,-1.0f), float2(1.0f,1.0f));\n"
|
|
"\n");
|
|
|
|
out.Write(" // Hopefully GPUs that can support dynamic indexing will optimize this.\n");
|
|
out.Write(" switch (texgen) {{\n");
|
|
for (u32 i = 0; i < num_texgen; i++)
|
|
out.Write(" case {}u: o.tex{} = output_tex; break;\n", i, i);
|
|
out.Write(" }}\n"
|
|
"}}\n");
|
|
}
|
|
|
|
void EnumerateVertexShaderUids(const std::function<void(const VertexShaderUid&)>& callback)
|
|
{
|
|
VertexShaderUid uid;
|
|
|
|
for (u32 texgens = 0; texgens <= 8; texgens++)
|
|
{
|
|
vertex_ubershader_uid_data* const vuid = uid.GetUidData();
|
|
vuid->num_texgens = texgens;
|
|
callback(uid);
|
|
}
|
|
}
|
|
} // namespace UberShader
|