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

552 lines
20 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <math.h>
#include <locale.h>
#include "NativeVertexFormat.h"
#include "BPMemory.h"
#include "CPMemory.h"
#include "LightingShaderGen.h"
#include "VertexShaderGen.h"
#include "VideoConfig.h"
static char text[16768];
template<class T>
static void DefineVSOutputStructMember(T& object, API_TYPE api_type, const char* type, const char* name, int var_index, const char* semantic, int semantic_index = -1)
{
object.Write(" %s %s", type, name);
if (var_index != -1)
object.Write("%d", var_index);
if (api_type == API_OPENGL)
object.Write(";\n");
else
{
if (semantic_index != -1)
object.Write(" : %s%d;\n", semantic, semantic_index);
else
object.Write(" : %s;\n", semantic);
}
}
template<class T>
static void GenerateVSOutputStruct(T& object, u32 components, API_TYPE api_type)
{
object.Write("struct VS_OUTPUT {\n");
DefineVSOutputStructMember(object, api_type, "float4", "pos", -1, "POSITION");
DefineVSOutputStructMember(object, api_type, "float4", "colors_", 0, "COLOR", 0);
DefineVSOutputStructMember(object, api_type, "float4", "colors_", 1, "COLOR", 1);
if (xfregs.numTexGen.numTexGens < 7)
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
DefineVSOutputStructMember(object, api_type, "float3", "tex", i, "TEXCOORD", i);
DefineVSOutputStructMember(object, api_type, "float4", "clipPos", -1, "TEXCOORD", xfregs.numTexGen.numTexGens);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
DefineVSOutputStructMember(object, api_type, "float4", "Normal", -1, "TEXCOORD", xfregs.numTexGen.numTexGens + 1);
}
else
{
// Store clip position in the w component of first 4 texcoords
bool ppl = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
int num_texcoords = ppl ? 8 : xfregs.numTexGen.numTexGens;
for (int i = 0; i < num_texcoords; ++i)
DefineVSOutputStructMember(object, api_type, (ppl || i < 4) ? "float4" : "float3", "tex", i, "TEXCOORD", i);
}
object.Write("};\n");
}
template<class T>
static 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>() != NULL)
? out.template GetUidData<vertex_shader_uid_data>() : dummy_data;
out.SetBuffer(text);
if (out.GetBuffer() != NULL)
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
text[sizeof(text) - 1] = 0x7C; // canary
_assert_(bpmem.genMode.numtexgens == xfregs.numTexGen.numTexGens);
_assert_(bpmem.genMode.numcolchans == xfregs.numChan.numColorChans);
bool is_d3d = (api_type & API_D3D9 || api_type == API_D3D11);
// uniforms
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
out.Write("layout(std140) uniform VSBlock {\n");
DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_POSNORMALMATRIX, "float4", I_POSNORMALMATRIX"[6]");
DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_PROJECTION, "float4", I_PROJECTION"[4]");
DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_MATERIALS, "float4", I_MATERIALS"[4]");
DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_LIGHTS, "float4", I_LIGHTS"[40]");
DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_TEXMATRICES, "float4", I_TEXMATRICES"[24]");
DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_TRANSFORMMATRICES, "float4", I_TRANSFORMMATRICES"[64]");
DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_NORMALMATRICES, "float4", I_NORMALMATRICES"[32]");
DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_POSTTRANSFORMMATRICES, "float4", I_POSTTRANSFORMMATRICES"[64]");
DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_DEPTHPARAMS, "float4", I_DEPTHPARAMS);
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
out.Write("};\n");
GenerateVSOutputStruct(out, components, api_type);
uid_data.numTexGens = xfregs.numTexGen.numTexGens;
uid_data.components = components;
if(api_type == API_OPENGL)
{
out.Write("ATTRIN float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
if (components & VB_HAS_POSMTXIDX)
out.Write("ATTRIN float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
if (components & VB_HAS_NRM0)
out.Write("ATTRIN float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB);
if (components & VB_HAS_NRM1)
out.Write("ATTRIN float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
if (components & VB_HAS_NRM2)
out.Write("ATTRIN float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
if (components & VB_HAS_COL0)
out.Write("ATTRIN float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB);
if (components & VB_HAS_COL1)
out.Write("ATTRIN 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("ATTRIN float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i);
}
// Let's set up attributes
if (xfregs.numTexGen.numTexGens < 7)
{
for (int i = 0; i < 8; ++i)
out.Write("VARYOUT float3 uv%d_2;\n", i);
out.Write("VARYOUT float4 clipPos_2;\n");
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
out.Write("VARYOUT float4 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("VARYOUT float4 uv%d_2;\n", i);
}
else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
out.Write("VARYOUT float%d uv%d_2;\n", i < 4 ? 4 : 3 , i);
}
}
out.Write("VARYOUT float4 colors_02;\n");
out.Write("VARYOUT float4 colors_12;\n");
out.Write("void main()\n{\n");
}
else
{
out.Write("VS_OUTPUT main(\n");
// inputs
if (components & VB_HAS_NRM0)
out.Write(" float3 rawnorm0 : NORMAL0,\n");
if (components & VB_HAS_NRM1)
{
if (is_d3d)
out.Write(" float3 rawnorm1 : NORMAL1,\n");
else
out.Write(" float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
}
if (components & VB_HAS_NRM2)
{
if (is_d3d)
out.Write(" float3 rawnorm2 : NORMAL2,\n");
else
out.Write(" float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
}
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)
{
if (is_d3d)
out.Write(" float4 blend_indices : BLENDINDICES,\n");
else
out.Write(" float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
}
out.Write(" float4 rawpos : POSITION) {\n");
}
out.Write("VS_OUTPUT o;\n");
// transforms
if (components & VB_HAS_POSMTXIDX)
{
if (api_type & API_D3D9)
{
out.Write("int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n");
out.Write("int posmtx = indices.x;\n");
}
else if (api_type == API_D3D11)
{
out.Write("int posmtx = blend_indices.x * 255.0f;\n");
}
else
{
out.Write("int posmtx = int(fposmtx);\n");
}
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), 1.0f);\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(0.0f, 0.0f, 0.0f);\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("float4 mat, lacc;\n"
"float3 ldir, h;\n"
"float dist, dist2, attn;\n");
uid_data.numColorChans = xfregs.numChan.numColorChans;
if (xfregs.numChan.numColorChans == 0)
{
if (components & VB_HAS_COL0)
out.Write("o.colors_0 = color0;\n");
else
out.Write("o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
// TODO: This probably isn't necessary if pixel lighting is enabled.
GenerateLightingShader<T>(out, uid_data.lighting, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
if (xfregs.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_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
out.Write("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];
out.Write("{\n");
out.Write("coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
uid_data.texMtxInfo[i].sourcerow = xfregs.texMtxInfo[i].sourcerow;
switch (texinfo.sourcerow)
{
case XF_SRCGEOM_INROW:
_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, 1.0f);\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 );
out.Write("coord = float4(rawnorm1.xyz, 1.0f);\n");
}
break;
case XF_SRCBINORMAL_B_INROW:
if (components & VB_HAS_NRM2)
{
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
out.Write("coord = float4(rawnorm2.xyz, 1.0f);\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, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
break;
}
// first transformation
uid_data.texMtxInfo[i].texgentype = xfregs.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 = xfregs.texMtxInfo[i].embosslightshift;
uid_data.texMtxInfo[i].embosssourceshift = xfregs.texMtxInfo[i].embosssourceshift;
out.Write("ldir = normalize(%s.xyz - pos.xyz);\n", LightPos(I_LIGHTS, texinfo.embosslightshift));
out.Write("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
uid_data.texMtxInfo[i].embosssourceshift = xfregs.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[i].projection = xfregs.texMtxInfo[i].projection;
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 = xfregs.dualTexTrans.enabled;
// CHECKME: does this only work for regular tex gen types?
if (xfregs.dualTexTrans.enabled && texinfo.texgentype == XF_TEXGEN_REGULAR)
{
const PostMtxInfo& postInfo = xfregs.postMtxInfo[i];
uid_data.postMtxInfo[i].index = xfregs.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, 0.0f);\n", i, i, i);
}
else
{
uid_data.postMtxInfo[i].normalize = xfregs.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
if (xfregs.numTexGen.numTexGens < 7)
{
out.Write("o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);\n");
}
else
{
out.Write("o.tex0.w = pos.x;\n");
out.Write("o.tex1.w = pos.y;\n");
out.Write("o.tex2.w = o.pos.z;\n");
out.Write("o.tex3.w = o.pos.w;\n");
}
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
if (xfregs.numTexGen.numTexGens < 7)
{
out.Write("o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n");
}
else
{
out.Write("o.tex4.w = _norm0.x;\n");
out.Write("o.tex5.w = _norm0.y;\n");
out.Write("o.tex6.w = _norm0.z;\n");
if (xfregs.numTexGen.numTexGens < 8)
out.Write("o.tex7 = pos.xyzz;\n");
else
out.Write("o.tex7.w = pos.z;\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 (is_d3d)
{
out.Write("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
out.Write("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)
out.Write("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
out.Write("o.pos = o.pos + float4(" I_DEPTHPARAMS".z, " I_DEPTHPARAMS".w, 0.f, 0.f);\n");
}
if(api_type == API_OPENGL)
{
// Bit ugly here
// TODO: Make pretty
// 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 < 8; ++i)
{
if(i < xfregs.numTexGen.numTexGens)
out.Write(" uv%d_2.xyz = o.tex%d;\n", i, i);
else
out.Write(" uv%d_2.xyz = float3(0.0f, 0.0f, 0.0f);\n", i);
}
out.Write(" clipPos_2 = o.clipPos;\n");
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
out.Write(" 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)
out.Write(" uv%d_2 = o.tex%d;\n", i, i);
}
else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
out.Write(" uv%d_2%s = o.tex%d;\n", i, i < 4 ? ".xyzw" : ".xyz" , i);
}
}
out.Write("colors_02 = o.colors_0;\n");
out.Write("colors_12 = o.colors_1;\n");
out.Write("gl_Position = o.pos;\n");
out.Write("}\n");
}
else
{
out.Write("return o;\n}\n");
}
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
if (out.GetBuffer() != NULL)
setlocale(LC_NUMERIC, ""); // restore locale
}
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);
}
void GenerateVSOutputStructForGS(ShaderCode& object, u32 components, API_TYPE api_type)
{
GenerateVSOutputStruct<ShaderCode>(object, components, api_type);
}