xemu/hw/xbox/nv2a/pgraph/glsl/vsh-ff.c

540 lines
22 KiB
C

/*
* Geforce NV2A PGRAPH GLSL Shader Generator
*
* Copyright (c) 2015 espes
* Copyright (c) 2015 Jannik Vogel
* Copyright (c) 2020-2024 Matt Borgerson
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, see <http://www.gnu.org/licenses/>.
*/
#include "qemu/osdep.h"
#include "hw/xbox/nv2a/pgraph/shaders.h"
#include "common.h"
#include "vsh-ff.h"
static void append_skinning_code(MString* str, bool mix,
unsigned int count, const char* type,
const char* output, const char* input,
const char* matrix, const char* swizzle);
void pgraph_gen_vsh_ff_glsl(const ShaderState *state, MString *header,
MString *body, MString *uniforms)
{
int i, j;
const char *u = state->vulkan ? "" : "uniform "; // FIXME: Remove
/* generate vertex shader mimicking fixed function */
mstring_append(header,
"#define position v0\n"
"#define weight v1\n"
"#define normal v2.xyz\n"
"#define diffuse v3\n"
"#define specular v4\n"
"#define fogCoord v5.x\n"
"#define pointSize v6\n"
"#define backDiffuse v7\n"
"#define backSpecular v8\n"
"#define texture0 v9\n"
"#define texture1 v10\n"
"#define texture2 v11\n"
"#define texture3 v12\n"
"#define reserved1 v13\n"
"#define reserved2 v14\n"
"#define reserved3 v15\n"
"\n");
mstring_append_fmt(uniforms,
"%svec4 ltctxa[" stringify(NV2A_LTCTXA_COUNT) "];\n"
"%svec4 ltctxb[" stringify(NV2A_LTCTXB_COUNT) "];\n"
"%svec4 ltc1[" stringify(NV2A_LTC1_COUNT) "];\n", u, u, u
);
mstring_append(header,
"\n"
GLSL_DEFINE(projectionMat, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_PMAT0))
GLSL_DEFINE(compositeMat, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_CMAT0))
"\n"
GLSL_DEFINE(texPlaneS0, GLSL_C(NV_IGRAPH_XF_XFCTX_TG0MAT + 0))
GLSL_DEFINE(texPlaneT0, GLSL_C(NV_IGRAPH_XF_XFCTX_TG0MAT + 1))
GLSL_DEFINE(texPlaneR0, GLSL_C(NV_IGRAPH_XF_XFCTX_TG0MAT + 2))
GLSL_DEFINE(texPlaneQ0, GLSL_C(NV_IGRAPH_XF_XFCTX_TG0MAT + 3))
"\n"
GLSL_DEFINE(texPlaneS1, GLSL_C(NV_IGRAPH_XF_XFCTX_TG1MAT + 0))
GLSL_DEFINE(texPlaneT1, GLSL_C(NV_IGRAPH_XF_XFCTX_TG1MAT + 1))
GLSL_DEFINE(texPlaneR1, GLSL_C(NV_IGRAPH_XF_XFCTX_TG1MAT + 2))
GLSL_DEFINE(texPlaneQ1, GLSL_C(NV_IGRAPH_XF_XFCTX_TG1MAT + 3))
"\n"
GLSL_DEFINE(texPlaneS2, GLSL_C(NV_IGRAPH_XF_XFCTX_TG2MAT + 0))
GLSL_DEFINE(texPlaneT2, GLSL_C(NV_IGRAPH_XF_XFCTX_TG2MAT + 1))
GLSL_DEFINE(texPlaneR2, GLSL_C(NV_IGRAPH_XF_XFCTX_TG2MAT + 2))
GLSL_DEFINE(texPlaneQ2, GLSL_C(NV_IGRAPH_XF_XFCTX_TG2MAT + 3))
"\n"
GLSL_DEFINE(texPlaneS3, GLSL_C(NV_IGRAPH_XF_XFCTX_TG3MAT + 0))
GLSL_DEFINE(texPlaneT3, GLSL_C(NV_IGRAPH_XF_XFCTX_TG3MAT + 1))
GLSL_DEFINE(texPlaneR3, GLSL_C(NV_IGRAPH_XF_XFCTX_TG3MAT + 2))
GLSL_DEFINE(texPlaneQ3, GLSL_C(NV_IGRAPH_XF_XFCTX_TG3MAT + 3))
"\n"
GLSL_DEFINE(modelViewMat0, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_MMAT0))
GLSL_DEFINE(modelViewMat1, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_MMAT1))
GLSL_DEFINE(modelViewMat2, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_MMAT2))
GLSL_DEFINE(modelViewMat3, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_MMAT3))
"\n"
GLSL_DEFINE(invModelViewMat0, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_IMMAT0))
GLSL_DEFINE(invModelViewMat1, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_IMMAT1))
GLSL_DEFINE(invModelViewMat2, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_IMMAT2))
GLSL_DEFINE(invModelViewMat3, GLSL_C_MAT4(NV_IGRAPH_XF_XFCTX_IMMAT3))
"\n"
GLSL_DEFINE(eyePosition, GLSL_C(NV_IGRAPH_XF_XFCTX_EYEP))
"\n"
"#define lightAmbientColor(i) "
"ltctxb[" stringify(NV_IGRAPH_XF_LTCTXB_L0_AMB) " + (i)*6].xyz\n"
"#define lightDiffuseColor(i) "
"ltctxb[" stringify(NV_IGRAPH_XF_LTCTXB_L0_DIF) " + (i)*6].xyz\n"
"#define lightSpecularColor(i) "
"ltctxb[" stringify(NV_IGRAPH_XF_LTCTXB_L0_SPC) " + (i)*6].xyz\n"
"\n"
"#define lightSpotFalloff(i) "
"ltctxa[" stringify(NV_IGRAPH_XF_LTCTXA_L0_K) " + (i)*2].xyz\n"
"#define lightSpotDirection(i) "
"ltctxa[" stringify(NV_IGRAPH_XF_LTCTXA_L0_SPT) " + (i)*2]\n"
"\n"
"#define lightLocalRange(i) "
"ltc1[" stringify(NV_IGRAPH_XF_LTC1_r0) " + (i)].x\n"
"\n"
GLSL_DEFINE(sceneAmbientColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_FR_AMB) ".xyz")
GLSL_DEFINE(materialEmissionColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_CM_COL) ".xyz")
"\n"
);
mstring_append_fmt(uniforms,
"%smat4 invViewport;\n", u);
/* Skinning */
unsigned int count;
bool mix;
switch (state->skinning) {
case SKINNING_OFF:
mix = false; count = 0; break;
case SKINNING_1WEIGHTS:
mix = true; count = 2; break;
case SKINNING_2WEIGHTS2MATRICES:
mix = false; count = 2; break;
case SKINNING_2WEIGHTS:
mix = true; count = 3; break;
case SKINNING_3WEIGHTS3MATRICES:
mix = false; count = 3; break;
case SKINNING_3WEIGHTS:
mix = true; count = 4; break;
case SKINNING_4WEIGHTS4MATRICES:
mix = false; count = 4; break;
default:
assert(false);
break;
}
mstring_append_fmt(body, "/* Skinning mode %d */\n",
state->skinning);
append_skinning_code(body, mix, count, "vec4",
"tPosition", "position",
"modelViewMat", "xyzw");
append_skinning_code(body, mix, count, "vec3",
"tNormal", "vec4(normal, 0.0)",
"invModelViewMat", "xyz");
/* Normalization */
if (state->normalization) {
mstring_append(body, "tNormal = normalize(tNormal);\n");
}
/* Texgen */
for (i = 0; i < NV2A_MAX_TEXTURES; i++) {
mstring_append_fmt(body, "/* Texgen for stage %d */\n",
i);
/* Set each component individually */
/* FIXME: could be nicer if some channels share the same texgen */
for (j = 0; j < 4; j++) {
/* TODO: TexGen View Model missing! */
char c = "xyzw"[j];
char cSuffix = "STRQ"[j];
switch (state->texgen[i][j]) {
case TEXGEN_DISABLE:
mstring_append_fmt(body, "oT%d.%c = texture%d.%c;\n",
i, c, i, c);
break;
case TEXGEN_EYE_LINEAR:
mstring_append_fmt(body, "oT%d.%c = dot(texPlane%c%d, tPosition);\n",
i, c, cSuffix, i);
break;
case TEXGEN_OBJECT_LINEAR:
mstring_append_fmt(body, "oT%d.%c = dot(texPlane%c%d, position);\n",
i, c, cSuffix, i);
break;
case TEXGEN_SPHERE_MAP:
assert(j < 2); /* Channels S,T only! */
mstring_append(body, "{\n");
/* FIXME: u, r and m only have to be calculated once */
mstring_append(body, " vec3 u = normalize(tPosition.xyz);\n");
//FIXME: tNormal before or after normalization? Always normalize?
mstring_append(body, " vec3 r = reflect(u, tNormal);\n");
/* FIXME: This would consume 1 division fewer and *might* be
* faster than length:
* // [z=1/(2*x) => z=1/x*0.5]
* vec3 ro = r + vec3(0.0, 0.0, 1.0);
* float m = inversesqrt(dot(ro,ro))*0.5;
*/
mstring_append(body, " float invM = 1.0 / (2.0 * length(r + vec3(0.0, 0.0, 1.0)));\n");
mstring_append_fmt(body, " oT%d.%c = r.%c * invM + 0.5;\n",
i, c, c);
mstring_append(body, "}\n");
break;
case TEXGEN_REFLECTION_MAP:
assert(j < 3); /* Channels S,T,R only! */
mstring_append(body, "{\n");
/* FIXME: u and r only have to be calculated once, can share the one from SPHERE_MAP */
mstring_append(body, " vec3 u = normalize(tPosition.xyz);\n");
mstring_append(body, " vec3 r = reflect(u, tNormal);\n");
mstring_append_fmt(body, " oT%d.%c = r.%c;\n",
i, c, c);
mstring_append(body, "}\n");
break;
case TEXGEN_NORMAL_MAP:
assert(j < 3); /* Channels S,T,R only! */
mstring_append_fmt(body, "oT%d.%c = tNormal.%c;\n",
i, c, c);
break;
default:
assert(false);
break;
}
}
}
/* Apply texture matrices */
for (i = 0; i < NV2A_MAX_TEXTURES; i++) {
if (state->texture_matrix_enable[i]) {
mstring_append_fmt(body,
"oT%d = oT%d * texMat%d;\n",
i, i, i);
}
}
/* Lighting */
if (!state->lighting) {
mstring_append(body, " oD0 = diffuse;\n");
mstring_append(body, " oD1 = specular;\n");
mstring_append(body, " oB0 = backDiffuse;\n");
mstring_append(body, " oB1 = backSpecular;\n");
} else {
//FIXME: Do 2 passes if we want 2 sided-lighting?
mstring_append_fmt(uniforms, "%sfloat specularPower;\n", u);
static char alpha_source_diffuse[] = "diffuse.a";
static char alpha_source_specular[] = "specular.a";
static char alpha_source_material[] = "material_alpha";
const char *alpha_source = alpha_source_diffuse;
if (state->diffuse_src == MATERIAL_COLOR_SRC_MATERIAL) {
mstring_append_fmt(uniforms, "%sfloat material_alpha;\n", u);
alpha_source = alpha_source_material;
} else if (state->diffuse_src == MATERIAL_COLOR_SRC_SPECULAR) {
alpha_source = alpha_source_specular;
}
if (state->ambient_src == MATERIAL_COLOR_SRC_MATERIAL) {
mstring_append_fmt(body, "oD0 = vec4(sceneAmbientColor, %s);\n", alpha_source);
} else if (state->ambient_src == MATERIAL_COLOR_SRC_DIFFUSE) {
mstring_append_fmt(body, "oD0 = vec4(diffuse.rgb, %s);\n", alpha_source);
} else if (state->ambient_src == MATERIAL_COLOR_SRC_SPECULAR) {
mstring_append_fmt(body, "oD0 = vec4(specular.rgb, %s);\n", alpha_source);
}
mstring_append(body, "oD0.rgb *= materialEmissionColor.rgb;\n");
if (state->emission_src == MATERIAL_COLOR_SRC_MATERIAL) {
mstring_append(body, "oD0.rgb += sceneAmbientColor;\n");
} else if (state->emission_src == MATERIAL_COLOR_SRC_DIFFUSE) {
mstring_append(body, "oD0.rgb += diffuse.rgb;\n");
} else if (state->emission_src == MATERIAL_COLOR_SRC_SPECULAR) {
mstring_append(body, "oD0.rgb += specular.rgb;\n");
}
mstring_append(body, "oD1 = vec4(0.0, 0.0, 0.0, specular.a);\n");
if (state->local_eye) {
mstring_append(body,
"vec3 VPeye = normalize(eyePosition.xyz / eyePosition.w - tPosition.xyz / tPosition.w);\n"
);
}
for (i = 0; i < NV2A_MAX_LIGHTS; i++) {
if (state->light[i] == LIGHT_OFF) {
continue;
}
mstring_append_fmt(body, "/* Light %d */ {\n", i);
if (state->light[i] == LIGHT_LOCAL
|| state->light[i] == LIGHT_SPOT) {
mstring_append_fmt(uniforms,
"%svec3 lightLocalPosition%d;\n"
"%svec3 lightLocalAttenuation%d;\n",
u, i, u, i);
mstring_append_fmt(body,
" vec3 tPos = tPosition.xyz/tPosition.w;\n"
" vec3 VP = lightLocalPosition%d - tPos;\n"
" float d = length(VP);\n"
" if (d <= lightLocalRange(%d)) {\n" /* FIXME: Double check that range is inclusive */
" VP = normalize(VP);\n"
" float attenuation = 1.0 / (lightLocalAttenuation%d.x\n"
" + lightLocalAttenuation%d.y * d\n"
" + lightLocalAttenuation%d.z * d * d);\n"
" vec3 halfVector = normalize(VP + %s);\n"
" float nDotVP = max(0.0, dot(tNormal, VP));\n"
" float nDotHV = max(0.0, dot(tNormal, halfVector));\n",
i, i, i, i, i,
state->local_eye ? "VPeye" : "vec3(0.0, 0.0, 0.0)"
);
}
switch(state->light[i]) {
case LIGHT_INFINITE:
/* lightLocalRange will be 1e+30 here */
mstring_append_fmt(uniforms,
"%svec3 lightInfiniteHalfVector%d;\n"
"%svec3 lightInfiniteDirection%d;\n",
u, i, u, i);
mstring_append_fmt(body,
" {\n"
" float attenuation = 1.0;\n"
" vec3 lightDirection = normalize(lightInfiniteDirection%d);\n"
" float nDotVP = max(0.0, dot(tNormal, lightDirection));\n",
i);
if (state->local_eye) {
mstring_append(body,
" float nDotHV = max(0.0, dot(tNormal, normalize(lightDirection + VPeye)));\n"
);
} else {
mstring_append_fmt(body,
" float nDotHV = max(0.0, dot(tNormal, lightInfiniteHalfVector%d));\n",
i
);
}
break;
case LIGHT_LOCAL:
/* Everything done already */
break;
case LIGHT_SPOT:
/* https://docs.microsoft.com/en-us/windows/win32/direct3d9/attenuation-and-spotlight-factor#spotlight-factor */
mstring_append_fmt(body,
" vec4 spotDir = lightSpotDirection(%d);\n"
" float invScale = 1/length(spotDir.xyz);\n"
" float cosHalfPhi = -invScale*spotDir.w;\n"
" float cosHalfTheta = invScale + cosHalfPhi;\n"
" float spotDirDotVP = dot(spotDir.xyz, VP);\n"
" float rho = invScale*spotDirDotVP;\n"
" if (rho > cosHalfTheta) {\n"
" } else if (rho <= cosHalfPhi) {\n"
" attenuation = 0.0;\n"
" } else {\n"
" attenuation *= spotDirDotVP + spotDir.w;\n" /* FIXME: lightSpotFalloff */
" }\n",
i);
break;
default:
assert(false);
break;
}
mstring_append_fmt(body,
" float pf;\n"
" if (nDotVP == 0.0) {\n"
" pf = 0.0;\n"
" } else {\n"
" pf = pow(nDotHV, specularPower);\n"
" }\n"
" vec3 lightAmbient = lightAmbientColor(%d) * attenuation;\n"
" vec3 lightDiffuse = lightDiffuseColor(%d) * attenuation * nDotVP;\n"
" vec3 lightSpecular = lightSpecularColor(%d) * attenuation * pf;\n",
i, i, i);
mstring_append(body,
" oD0.xyz += lightAmbient;\n");
switch (state->diffuse_src) {
case MATERIAL_COLOR_SRC_MATERIAL:
mstring_append(body,
" oD0.xyz += lightDiffuse;\n");
break;
case MATERIAL_COLOR_SRC_DIFFUSE:
mstring_append(body,
" oD0.xyz += diffuse.xyz * lightDiffuse;\n");
break;
case MATERIAL_COLOR_SRC_SPECULAR:
mstring_append(body,
" oD0.xyz += specular.xyz * lightDiffuse;\n");
break;
}
switch (state->specular_src) {
case MATERIAL_COLOR_SRC_MATERIAL:
mstring_append(body,
" oD1.xyz += lightSpecular;\n");
break;
case MATERIAL_COLOR_SRC_DIFFUSE:
mstring_append(body,
" oD1.xyz += diffuse.xyz * lightSpecular;\n");
break;
case MATERIAL_COLOR_SRC_SPECULAR:
mstring_append(body,
" oD1.xyz += specular.xyz * lightSpecular;\n");
break;
}
mstring_append(body, " }\n"
"}\n");
}
/* TODO: Implement two-sided lighting */
mstring_append(body, " oB0 = backDiffuse;\n");
mstring_append(body, " oB1 = backSpecular;\n");
}
if (!state->specular_enable) {
mstring_append(body, " oD1 = vec4(0.0, 0.0, 0.0, 1.0);\n");
mstring_append(body, " oB1 = vec4(0.0, 0.0, 0.0, 1.0);\n");
} else {
if (!state->separate_specular) {
if (state->lighting) {
mstring_append(body,
" oD0.xyz += oD1.xyz;\n"
" oB0.xyz += oB1.xyz;\n"
);
}
mstring_append(body,
" oD1 = specular;\n"
" oB1 = backSpecular;\n"
);
}
if (state->ignore_specular_alpha) {
mstring_append(body,
" oD1.a = 1.0;\n"
" oB1.a = 1.0;\n"
);
}
}
/* Fog */
if (state->fog_enable) {
/* From: https://www.opengl.org/registry/specs/NV/fog_distance.txt */
switch(state->foggen) {
case FOGGEN_SPEC_ALPHA:
/* FIXME: Do we have to clamp here? */
mstring_append(body, " float fogDistance = clamp(specular.a, 0.0, 1.0);\n");
break;
case FOGGEN_RADIAL:
mstring_append(body, " float fogDistance = length(tPosition.xyz);\n");
break;
case FOGGEN_PLANAR:
case FOGGEN_ABS_PLANAR:
mstring_append(body, " float fogDistance = dot(fogPlane.xyz, tPosition.xyz) + fogPlane.w;\n");
if (state->foggen == FOGGEN_ABS_PLANAR) {
mstring_append(body, " fogDistance = abs(fogDistance);\n");
}
break;
case FOGGEN_FOG_X:
mstring_append(body, " float fogDistance = fogCoord;\n");
break;
default:
assert(!"Invalid foggen mode");
break;
}
}
/* If skinning is off the composite matrix already includes the MV matrix */
if (state->skinning == SKINNING_OFF) {
mstring_append(body, " tPosition = position;\n");
}
mstring_append(body,
" oPos = tPosition * compositeMat;\n"
" oPos.w = clampAwayZeroInf(oPos.w);\n"
" oPos = invViewport * oPos;\n"
);
if (state->vulkan) {
mstring_append(body, " oPos.y *= -1;\n");
}
/* FIXME: Testing */
if (state->point_params_enable) {
mstring_append_fmt(
body,
" float d_e = length(position * modelViewMat0);\n"
" oPts.x = 1/sqrt(%f + %f*d_e + %f*d_e*d_e) + %f;\n",
state->point_params[0], state->point_params[1], state->point_params[2],
state->point_params[6]);
mstring_append_fmt(body, " oPts.x = min(oPts.x*%f + %f, 64.0) * %d;\n",
state->point_params[3], state->point_params[7],
state->surface_scale_factor);
} else {
mstring_append_fmt(body, " oPts.x = %f * %d;\n", state->point_size,
state->surface_scale_factor);
}
}
static void append_skinning_code(MString* str, bool mix,
unsigned int count, const char* type,
const char* output, const char* input,
const char* matrix, const char* swizzle)
{
if (count == 0) {
mstring_append_fmt(str, "%s %s = (%s * %s0).%s;\n",
type, output, input, matrix, swizzle);
} else {
mstring_append_fmt(str, "%s %s = %s(0.0);\n", type, output, type);
if (mix) {
/* Generated final weight (like GL_WEIGHT_SUM_UNITY_ARB) */
mstring_append(str, "{\n"
" float weight_i;\n"
" float weight_n = 1.0;\n");
int i;
for (i = 0; i < count; i++) {
if (i < (count - 1)) {
char c = "xyzw"[i];
mstring_append_fmt(str, " weight_i = weight.%c;\n"
" weight_n -= weight_i;\n",
c);
} else {
mstring_append(str, " weight_i = weight_n;\n");
}
mstring_append_fmt(str, " %s += (%s * %s%d).%s * weight_i;\n",
output, input, matrix, i, swizzle);
}
mstring_append(str, "}\n");
} else {
/* Individual weights */
int i;
for (i = 0; i < count; i++) {
char c = "xyzw"[i];
mstring_append_fmt(str, "%s += (%s * %s%d).%s * weight.%c;\n",
output, input, matrix, i, swizzle, c);
}
}
}
}