dolphin/Source/Core/VideoCommon/VertexShaderGen.cpp

426 lines
15 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <cmath>
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/CPMemory.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoConfig.h"
static char text[16768];
template<class T>
static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
{
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
vertex_shader_uid_data dummy_data;
vertex_shader_uid_data* uid_data = out.template GetUidData<vertex_shader_uid_data>();
if (uid_data == nullptr)
uid_data = &dummy_data;
out.SetBuffer(text);
const bool is_writing_shadercode = (out.GetBuffer() != nullptr);
if (is_writing_shadercode)
text[sizeof(text) - 1] = 0x7C; // canary
_assert_(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens);
_assert_(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans);
out.Write("%s", s_lighting_struct);
// uniforms
if (api_type == API_OPENGL)
out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
else
out.Write("cbuffer VSBlock {\n");
out.Write(s_shader_uniforms);
out.Write("};\n");
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers<T>(out, api_type);
out.Write("};\n");
uid_data->numTexGens = xfmem.numTexGen.numTexGens;
uid_data->components = components;
uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
if (api_type == API_OPENGL)
{
out.Write("in float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
if (components & VB_HAS_POSMTXIDX)
out.Write("in int posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
if (components & VB_HAS_NRM0)
out.Write("in float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB);
if (components & VB_HAS_NRM1)
out.Write("in float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
if (components & VB_HAS_NRM2)
out.Write("in float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
if (components & VB_HAS_COL0)
out.Write("in float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB);
if (components & VB_HAS_COL1)
out.Write("in float4 color1; // ATTR%d,\n", SHADER_COLOR1_ATTRIB);
for (int i = 0; i < 8; ++i)
{
u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i);
}
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
out.Write("out VertexData {\n");
GenerateVSOutputMembers<T>(out, api_type, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "centroid" : "centroid out");
out.Write("} vs;\n");
}
else
{
// Let's set up attributes
for (size_t i = 0; i < 8; ++i)
{
if (i < xfmem.numTexGen.numTexGens)
{
out.Write("centroid out float3 uv%d;\n", i);
}
}
out.Write("centroid out float4 clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
{
out.Write("centroid out float3 Normal;\n");
out.Write("centroid out float3 WorldPos;\n");
}
out.Write("centroid out float4 colors_0;\n");
out.Write("centroid out float4 colors_1;\n");
}
out.Write("void main()\n{\n");
}
else // D3D
{
out.Write("VS_OUTPUT main(\n");
// inputs
if (components & VB_HAS_NRM0)
out.Write(" float3 rawnorm0 : NORMAL0,\n");
if (components & VB_HAS_NRM1)
out.Write(" float3 rawnorm1 : NORMAL1,\n");
if (components & VB_HAS_NRM2)
out.Write(" float3 rawnorm2 : NORMAL2,\n");
if (components & VB_HAS_COL0)
out.Write(" float4 color0 : COLOR0,\n");
if (components & VB_HAS_COL1)
out.Write(" float4 color1 : COLOR1,\n");
for (int i = 0; i < 8; ++i)
{
u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
}
if (components & VB_HAS_POSMTXIDX)
out.Write(" int posmtx : BLENDINDICES,\n");
out.Write(" float4 rawpos : POSITION) {\n");
}
out.Write("VS_OUTPUT o;\n");
// transforms
if (components & VB_HAS_POSMTXIDX)
{
out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES"[posmtx], rawpos), dot(" I_TRANSFORMMATRICES"[posmtx+1], rawpos), dot(" I_TRANSFORMMATRICES"[posmtx+2], rawpos), 1);\n");
if (components & VB_HAS_NRMALL)
{
out.Write("int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
out.Write("float3 N0 = " I_NORMALMATRICES"[normidx].xyz, N1 = " I_NORMALMATRICES"[normidx+1].xyz, N2 = " I_NORMALMATRICES"[normidx+2].xyz;\n");
}
if (components & VB_HAS_NRM0)
out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n");
if (components & VB_HAS_NRM1)
out.Write("float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
if (components & VB_HAS_NRM2)
out.Write("float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
}
else
{
out.Write("float4 pos = float4(dot(" I_POSNORMALMATRIX"[0], rawpos), dot(" I_POSNORMALMATRIX"[1], rawpos), dot(" I_POSNORMALMATRIX"[2], rawpos), 1.0);\n");
if (components & VB_HAS_NRM0)
out.Write("float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX"[3].xyz, rawnorm0), dot(" I_POSNORMALMATRIX"[4].xyz, rawnorm0), dot(" I_POSNORMALMATRIX"[5].xyz, rawnorm0)));\n");
if (components & VB_HAS_NRM1)
out.Write("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX"[3].xyz, rawnorm1), dot(" I_POSNORMALMATRIX"[4].xyz, rawnorm1), dot(" I_POSNORMALMATRIX"[5].xyz, rawnorm1));\n");
if (components & VB_HAS_NRM2)
out.Write("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX"[3].xyz, rawnorm2), dot(" I_POSNORMALMATRIX"[4].xyz, rawnorm2), dot(" I_POSNORMALMATRIX"[5].xyz, rawnorm2));\n");
}
if (!(components & VB_HAS_NRM0))
out.Write("float3 _norm0 = float3(0.0, 0.0, 0.0);\n");
out.Write("o.pos = float4(dot(" I_PROJECTION"[0], pos), dot(" I_PROJECTION"[1], pos), dot(" I_PROJECTION"[2], pos), dot(" I_PROJECTION"[3], pos));\n");
out.Write("int4 lacc;\n"
"float3 ldir, h, cosAttn, distAttn;\n"
"float dist, dist2, attn;\n");
uid_data->numColorChans = xfmem.numChan.numColorChans;
if (xfmem.numChan.numColorChans == 0)
{
if (components & VB_HAS_COL0)
out.Write("o.colors_0 = color0;\n");
else
out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
}
GenerateLightingShader<T>(out, uid_data->lighting, components, "color", "o.colors_");
if (xfmem.numChan.numColorChans < 2)
{
if (components & VB_HAS_COL1)
out.Write("o.colors_1 = color1;\n");
else
out.Write("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_main_cp_state.vtx_desc.Hex & 0x60600L) == g_main_cp_state.vtx_desc.Hex) && // only pos and tex coord 0
(g_main_cp_state.vtx_desc.Tex0Coord != NOT_PRESENT) &&
(xfmem.texcoords[0].texmtxinfo.inputform == XF_TEXINPUT_AB11);
*/
// transform texcoords
out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n");
for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
{
TexMtxInfo& texinfo = xfmem.texMtxInfo[i];
out.Write("{\n");
out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n");
uid_data->texMtxInfo[i].sourcerow = xfmem.texMtxInfo[i].sourcerow;
switch (texinfo.sourcerow)
{
case XF_SRCGEOM_INROW:
// The following assert was triggered in Super Smash Bros. Project M 3.6.
//_assert_(texinfo.inputform == XF_TEXINPUT_ABC1);
out.Write("coord = rawpos;\n"); // pos.w is 1
break;
case XF_SRCNORMAL_INROW:
if (components & VB_HAS_NRM0)
{
_assert_(texinfo.inputform == XF_TEXINPUT_ABC1);
out.Write("coord = float4(rawnorm0.xyz, 1.0);\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);
out.Write("coord = float4(rawnorm1.xyz, 1.0);\n");
}
break;
case XF_SRCBINORMAL_B_INROW:
if (components & VB_HAS_NRM2)
{
_assert_(texinfo.inputform == XF_TEXINPUT_ABC1);
out.Write("coord = float4(rawnorm2.xyz, 1.0);\n");
}
break;
default:
_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
if (components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW)))
out.Write("coord = float4(tex%d.x, tex%d.y, 1.0, 1.0);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
break;
}
// first transformation
uid_data->texMtxInfo[i].texgentype = xfmem.texMtxInfo[i].texgentype;
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
uid_data->texMtxInfo[i].embosslightshift = xfmem.texMtxInfo[i].embosslightshift;
uid_data->texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
out.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(texinfo.embosslightshift));
out.Write("o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n", i, texinfo.embosssourceshift);
}
else
{
// The following assert was triggered in House of the Dead Overkill and Star Wars Rogue Squadron 2
//_assert_(0); // should have normals
uid_data->texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift);
}
break;
case XF_TEXGEN_COLOR_STRGBC0:
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
out.Write("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);
out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
break;
case XF_TEXGEN_REGULAR:
default:
uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i;
if (components & (VB_HAS_TEXMTXIDX0<<i))
{
out.Write("int tmp = int(tex%d.z);\n", i);
if (texinfo.projection == XF_TEXPROJ_STQ)
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES"[tmp]), dot(coord, " I_TRANSFORMMATRICES"[tmp+1]), dot(coord, " I_TRANSFORMMATRICES"[tmp+2]));\n", i);
else
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES"[tmp]), dot(coord, " I_TRANSFORMMATRICES"[tmp+1]), 1);\n", i);
}
else
{
if (texinfo.projection == XF_TEXPROJ_STQ)
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES"[%d]), dot(coord, " I_TEXMATRICES"[%d]), dot(coord, " I_TEXMATRICES"[%d]));\n", i, 3*i, 3*i+1, 3*i+2);
else
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES"[%d]), dot(coord, " I_TEXMATRICES"[%d]), 1);\n", i, 3*i, 3*i+1);
}
break;
}
uid_data->dualTexTrans_enabled = xfmem.dualTexTrans.enabled;
// CHECKME: does this only work for regular tex gen types?
if (xfmem.dualTexTrans.enabled && texinfo.texgentype == XF_TEXGEN_REGULAR)
{
const PostMtxInfo& postInfo = xfmem.postMtxInfo[i];
uid_data->postMtxInfo[i].index = xfmem.postMtxInfo[i].index;
int postidx = postInfo.index;
out.Write("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
out.Write("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, 0.0);\n", i, i, i);
}
else
{
uid_data->postMtxInfo[i].normalize = xfmem.postMtxInfo[i].normalize;
if (postInfo.normalize)
out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
// multiply by postmatrix
out.Write("o.tex%d.xyz = float3(dot(P0.xyz, o.tex%d.xyz) + P0.w, dot(P1.xyz, o.tex%d.xyz) + P1.w, dot(P2.xyz, o.tex%d.xyz) + P2.w);\n", i, i, i, i);
}
}
out.Write("}\n");
}
// clipPos/w needs to be done in pixel shader, not here
out.Write("o.clipPos = o.pos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
{
out.Write("o.Normal = _norm0;\n");
out.Write("o.WorldPos = pos.xyz;\n");
if (components & VB_HAS_COL0)
out.Write("o.colors_0 = color0;\n");
if (components & VB_HAS_COL1)
out.Write("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 (g_ActiveConfig.backend_info.bSupportsClipControl)
{
out.Write("o.pos.z = -o.pos.z;\n");
}
else // OGL
{
// this results in a scale from -1..0 to -1..1 after perspective
// divide
out.Write("o.pos.z = o.pos.z * -2.0 - o.pos.w;\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
}
// 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 (api_type == API_OPENGL)
{
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
AssignVSOutputMembers(out, "vs", "o");
}
else
{
// TODO: Pass interface blocks between shader stages even if geometry shaders
// are not supported, however that will require at least OpenGL 3.2 support.
for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
out.Write("uv%d.xyz = o.tex%d;\n", i, i);
out.Write("clipPos = o.clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
{
out.Write("Normal = o.Normal;\n");
out.Write("WorldPos = o.WorldPos;\n");
}
out.Write("colors_0 = o.colors_0;\n");
out.Write("colors_1 = o.colors_1;\n");
}
out.Write("gl_Position = o.pos;\n");
}
else // D3D
{
out.Write("return o;\n");
}
out.Write("}\n");
if (is_writing_shadercode)
{
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
}
}
void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type)
{
GenerateVertexShader<VertexShaderUid>(object, components, api_type);
}
void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type)
{
GenerateVertexShader<VertexShaderCode>(object, components, api_type);
}