mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-02-03 03:22:30 +02:00
e1d36f91fc
Removes a couple asserts in the vertex shader gen when dealing with the input form. Typically input form ABC1 is used, so it'll pull in the first three elements and always set the fourth to 1.0 The other input form available is AB11, which sets the last two components to 1.0 (Theoretically). No titles actually use this input form that we know of except for Project M, but it can have some fairly drastic visual differences. Confirmed correct by hardware test
401 lines
14 KiB
C++
401 lines
14 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <cmath>
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#include <cstring>
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/LightingShaderGen.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderGen.h"
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#include "VideoCommon/VideoConfig.h"
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template<class T>
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static T GenerateVertexShader(API_TYPE api_type)
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{
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T out;
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const u32 components = VertexLoaderManager::g_current_components;
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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vertex_shader_uid_data dummy_data;
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vertex_shader_uid_data* uid_data = out.template GetUidData<vertex_shader_uid_data>();
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if (uid_data != nullptr)
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memset(uid_data, 0, sizeof(*uid_data));
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else
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uid_data = &dummy_data;
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_assert_(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens);
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_assert_(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans);
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out.Write("%s", s_lighting_struct);
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// uniforms
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if (api_type == API_OPENGL)
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out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
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else
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out.Write("cbuffer VSBlock {\n");
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out.Write(s_shader_uniforms);
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out.Write("};\n");
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out.Write("struct VS_OUTPUT {\n");
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GenerateVSOutputMembers<T>(out, api_type);
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out.Write("};\n");
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uid_data->numTexGens = xfmem.numTexGen.numTexGens;
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uid_data->components = components;
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uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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if (api_type == API_OPENGL)
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{
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out.Write("in float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
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if (components & VB_HAS_POSMTXIDX)
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out.Write("in int posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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if (components & VB_HAS_NRM0)
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out.Write("in float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB);
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if (components & VB_HAS_NRM1)
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out.Write("in float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
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if (components & VB_HAS_NRM2)
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out.Write("in float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
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if (components & VB_HAS_COL0)
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out.Write("in float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB);
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if (components & VB_HAS_COL1)
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out.Write("in float4 color1; // ATTR%d,\n", SHADER_COLOR1_ATTRIB);
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for (int i = 0; i < 8; ++i)
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{
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u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
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if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
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out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i);
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}
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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out.Write("out VertexData {\n");
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GenerateVSOutputMembers<T>(out, api_type, GetInterpolationQualifier(api_type, false, true));
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out.Write("} vs;\n");
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}
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else
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{
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// Let's set up attributes
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for (u32 i = 0; i < 8; ++i)
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{
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if (i < xfmem.numTexGen.numTexGens)
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{
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out.Write("%s out float3 uv%u;\n", GetInterpolationQualifier(api_type), i);
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}
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}
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out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(api_type));
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if (g_ActiveConfig.bEnablePixelLighting)
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{
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out.Write("%s out float3 Normal;\n", GetInterpolationQualifier(api_type));
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out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier(api_type));
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}
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out.Write("%s out float4 colors_0;\n", GetInterpolationQualifier(api_type));
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out.Write("%s out float4 colors_1;\n", GetInterpolationQualifier(api_type));
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}
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out.Write("void main()\n{\n");
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}
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else // D3D
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{
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out.Write("VS_OUTPUT main(\n");
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// inputs
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if (components & VB_HAS_NRM0)
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out.Write(" float3 rawnorm0 : NORMAL0,\n");
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if (components & VB_HAS_NRM1)
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out.Write(" float3 rawnorm1 : NORMAL1,\n");
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if (components & VB_HAS_NRM2)
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out.Write(" float3 rawnorm2 : NORMAL2,\n");
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if (components & VB_HAS_COL0)
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out.Write(" float4 color0 : COLOR0,\n");
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if (components & VB_HAS_COL1)
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out.Write(" float4 color1 : COLOR1,\n");
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for (int i = 0; i < 8; ++i)
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{
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u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
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if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
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out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
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}
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if (components & VB_HAS_POSMTXIDX)
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out.Write(" int posmtx : BLENDINDICES,\n");
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out.Write(" float4 rawpos : POSITION) {\n");
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}
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out.Write("VS_OUTPUT o;\n");
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// transforms
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if (components & VB_HAS_POSMTXIDX)
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{
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out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES"[posmtx], rawpos), dot(" I_TRANSFORMMATRICES"[posmtx+1], rawpos), dot(" I_TRANSFORMMATRICES"[posmtx+2], rawpos), 1);\n");
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if (components & VB_HAS_NRMALL)
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{
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out.Write("int normidx = posmtx & 31;\n");
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out.Write("float3 N0 = " I_NORMALMATRICES"[normidx].xyz, N1 = " I_NORMALMATRICES"[normidx+1].xyz, N2 = " I_NORMALMATRICES"[normidx+2].xyz;\n");
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}
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if (components & VB_HAS_NRM0)
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out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n");
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if (components & VB_HAS_NRM1)
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out.Write("float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
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if (components & VB_HAS_NRM2)
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out.Write("float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
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}
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else
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{
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out.Write("float4 pos = float4(dot(" I_POSNORMALMATRIX"[0], rawpos), dot(" I_POSNORMALMATRIX"[1], rawpos), dot(" I_POSNORMALMATRIX"[2], rawpos), 1.0);\n");
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if (components & VB_HAS_NRM0)
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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");
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if (components & VB_HAS_NRM1)
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out.Write("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX"[3].xyz, rawnorm1), dot(" I_POSNORMALMATRIX"[4].xyz, rawnorm1), dot(" I_POSNORMALMATRIX"[5].xyz, rawnorm1));\n");
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if (components & VB_HAS_NRM2)
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out.Write("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX"[3].xyz, rawnorm2), dot(" I_POSNORMALMATRIX"[4].xyz, rawnorm2), dot(" I_POSNORMALMATRIX"[5].xyz, rawnorm2));\n");
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}
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if (!(components & VB_HAS_NRM0))
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out.Write("float3 _norm0 = float3(0.0, 0.0, 0.0);\n");
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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");
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out.Write("int4 lacc;\n"
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"float3 ldir, h, cosAttn, distAttn;\n"
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"float dist, dist2, attn;\n");
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uid_data->numColorChans = xfmem.numChan.numColorChans;
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if (xfmem.numChan.numColorChans == 0)
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{
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if (components & VB_HAS_COL0)
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out.Write("o.colors_0 = color0;\n");
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else
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out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
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}
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GenerateLightingShader<T>(out, uid_data->lighting, components, "color", "o.colors_");
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if (xfmem.numChan.numColorChans < 2)
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{
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if (components & VB_HAS_COL1)
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out.Write("o.colors_1 = color1;\n");
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else
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out.Write("o.colors_1 = o.colors_0;\n");
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}
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// transform texcoords
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out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n");
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for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
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{
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TexMtxInfo& texinfo = xfmem.texMtxInfo[i];
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out.Write("{\n");
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out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n");
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uid_data->texMtxInfo[i].sourcerow = xfmem.texMtxInfo[i].sourcerow;
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switch (texinfo.sourcerow)
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{
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case XF_SRCGEOM_INROW:
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out.Write("coord.xyz = rawpos.xyz;\n");
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break;
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case XF_SRCNORMAL_INROW:
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if (components & VB_HAS_NRM0)
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{
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out.Write("coord.xyz = rawnorm0.xyz;\n");
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}
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break;
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case XF_SRCCOLORS_INROW:
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_assert_(texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1);
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break;
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case XF_SRCBINORMAL_T_INROW:
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if (components & VB_HAS_NRM1)
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{
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out.Write("coord.xyz = rawnorm1.xyz;\n");
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}
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break;
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case XF_SRCBINORMAL_B_INROW:
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if (components & VB_HAS_NRM2)
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{
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out.Write("coord.xyz = rawnorm2.xyz;\n");
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}
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break;
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default:
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_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
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if (components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW)))
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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);
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break;
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}
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// An input form other than ABC1 or AB11 doesn't exist
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// But the hardware has it as a two bit field
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_assert_(texinfo.inputform == XF_TEXINPUT_ABC1 || texinfo.inputform == XF_TEXINPUT_AB11);
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uid_data->texMtxInfo[i].inputform = xfmem.texMtxInfo[i].inputform;
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if (texinfo.inputform == XF_TEXINPUT_AB11)
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out.Write("coord.z = 1.0;\n");
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// first transformation
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uid_data->texMtxInfo[i].texgentype = xfmem.texMtxInfo[i].texgentype;
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switch (texinfo.texgentype)
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{
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case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
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if (components & (VB_HAS_NRM1|VB_HAS_NRM2))
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{
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// transform the light dir into tangent space
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uid_data->texMtxInfo[i].embosslightshift = xfmem.texMtxInfo[i].embosslightshift;
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uid_data->texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
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out.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(texinfo.embosslightshift));
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out.Write("o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n", i, texinfo.embosssourceshift);
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}
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else
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{
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// The following assert was triggered in House of the Dead Overkill and Star Wars Rogue Squadron 2
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//_assert_(0); // should have normals
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uid_data->texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
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out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift);
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}
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break;
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case XF_TEXGEN_COLOR_STRGBC0:
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_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
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out.Write("o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
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break;
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case XF_TEXGEN_COLOR_STRGBC1:
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_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
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out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
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break;
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case XF_TEXGEN_REGULAR:
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default:
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uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i;
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if (components & (VB_HAS_TEXMTXIDX0<<i))
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{
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out.Write("int tmp = int(tex%d.z);\n", i);
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if (texinfo.projection == XF_TEXPROJ_STQ)
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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);
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else
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out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES"[tmp]), dot(coord, " I_TRANSFORMMATRICES"[tmp+1]), 1);\n", i);
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}
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else
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{
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if (texinfo.projection == XF_TEXPROJ_STQ)
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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);
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else
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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);
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}
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break;
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}
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uid_data->dualTexTrans_enabled = xfmem.dualTexTrans.enabled;
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// CHECKME: does this only work for regular tex gen types?
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if (xfmem.dualTexTrans.enabled && texinfo.texgentype == XF_TEXGEN_REGULAR)
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{
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const PostMtxInfo& postInfo = xfmem.postMtxInfo[i];
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uid_data->postMtxInfo[i].index = xfmem.postMtxInfo[i].index;
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int postidx = postInfo.index;
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out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES"[%d];\n"
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"float4 P1 = " I_POSTTRANSFORMMATRICES"[%d];\n"
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"float4 P2 = " I_POSTTRANSFORMMATRICES"[%d];\n",
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postidx & 0x3f, (postidx + 1) & 0x3f, (postidx + 2) & 0x3f);
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uid_data->postMtxInfo[i].normalize = xfmem.postMtxInfo[i].normalize;
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if (postInfo.normalize)
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out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
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// multiply by postmatrix
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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);
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}
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out.Write("}\n");
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}
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// clipPos/w needs to be done in pixel shader, not here
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out.Write("o.clipPos = o.pos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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{
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out.Write("o.Normal = _norm0;\n");
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out.Write("o.WorldPos = pos.xyz;\n");
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if (components & VB_HAS_COL0)
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out.Write("o.colors_0 = color0;\n");
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if (components & VB_HAS_COL1)
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out.Write("o.colors_1 = color1;\n");
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}
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//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
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//if not early z culling will improve speed
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if (g_ActiveConfig.backend_info.bSupportsClipControl)
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{
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out.Write("o.pos.z = -o.pos.z;\n");
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}
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else // OGL
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{
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// this results in a scale from -1..0 to -1..1 after perspective
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// divide, but introduces a floating point round-trip error.
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out.Write("o.pos.z = o.pos.z * -2.0 - o.pos.w;\n");
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// the next steps of the OGL pipeline are:
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// (x_c,y_c,z_c,w_c) = o.pos //switch to OGL spec terminology
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// clipping to -w_c <= (x_c,y_c,z_c) <= w_c
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// (x_d,y_d,z_d) = (x_c,y_c,z_c)/w_c//perspective divide
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// z_w = (f-n)/2*z_d + (n+f)/2
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// z_w now contains the value to go to the 0..1 depth buffer
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//trying to get the correct semantic while not using glDepthRange
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//seems to get rather complicated
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}
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// The console GPU places the pixel center at 7/12 in screen space unless
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// antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results
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// in some primitives being placed one pixel too far to the bottom-right,
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// which in turn can be critical if it happens for clear quads.
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// Hence, we compensate for this pixel center difference so that primitives
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// get rasterized correctly.
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out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION".xy;\n");
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if (api_type == API_OPENGL)
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{
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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AssignVSOutputMembers(out, "vs", "o");
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}
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else
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{
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// TODO: Pass interface blocks between shader stages even if geometry shaders
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// are not supported, however that will require at least OpenGL 3.2 support.
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for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
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out.Write("uv%d.xyz = o.tex%d;\n", i, i);
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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");
|
|
|
|
return out;
|
|
}
|
|
|
|
VertexShaderUid GetVertexShaderUid(API_TYPE api_type)
|
|
{
|
|
return GenerateVertexShader<VertexShaderUid>(api_type);
|
|
}
|
|
|
|
ShaderCode GenerateVertexShaderCode(API_TYPE api_type)
|
|
{
|
|
return GenerateVertexShader<ShaderCode>(api_type);
|
|
}
|