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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 13:20:27 -06:00
Add some code for generating a shader constant usage profile.
This commit is contained in:
@ -299,9 +299,9 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
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}
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out.Write("\n");
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out.Write("uniform float4 " I_COLORS"[4] : register(c%d);\n", C_COLORS);
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out.Write("uniform float4 " I_COLORS"[4] : register(c%d);\n", C_COLORS); // TODO: first element not used??
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out.Write("uniform float4 " I_KCOLORS"[4] : register(c%d);\n", C_KCOLORS);
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out.Write("uniform float4 " I_ALPHA"[1] : register(c%d);\n", C_ALPHA);
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out.Write("uniform float4 " I_ALPHA"[1] : register(c%d);\n", C_ALPHA); // TODO: Why is this an array...-.-
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out.Write("uniform float4 " I_TEXDIMS"[8] : register(c%d);\n", C_TEXDIMS);
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out.Write("uniform float4 " I_ZBIAS"[2] : register(c%d);\n", C_ZBIAS);
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out.Write("uniform float4 " I_INDTEXSCALE"[2] : register(c%d);\n", C_INDTEXSCALE);
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@ -390,6 +390,8 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
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"float3 ldir, h;\n"
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"float dist, dist2, attn;\n");
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/// TODO
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out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+39); // TODO: Can be optimized further
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out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
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/// p = GenerateLightingShader(p, components, I_PMATERIALS, I_PLIGHTS, "colors_", "colors_");
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}
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@ -405,6 +407,7 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
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}
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else
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{
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out.SetConstantsUsed(C_TEXDIMS, C_TEXDIMS+numTexgen-1);
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for (unsigned int i = 0; i < numTexgen; ++i)
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{
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// optional perspective divides
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@ -450,7 +453,10 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
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SetUidField(tevindref.bi4, texmap);
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}
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if (texcoord < numTexgen)
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{
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out.SetConstantsUsed(C_INDTEXSCALE+i/2,C_INDTEXSCALE+i/2);
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out.Write("tempcoord = uv%d.xy * " I_INDTEXSCALE"[%d].%s;\n", texcoord, i/2, (i&1)?"zw":"xy");
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}
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else
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out.Write("tempcoord = float2(0.0f, 0.0f);\n");
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@ -504,12 +510,14 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
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WriteAlphaTest<T, type>(out, ApiType, dstAlphaMode);
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// the screen space depth value = far z + (clip z / clip w) * z range
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out.SetConstantsUsed(C_ZBIAS+1, C_ZBIAS+1);
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out.Write("float zCoord = " I_ZBIAS"[1].x + (clipPos.z / clipPos.w) * " I_ZBIAS"[1].y;\n");
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// Note: depth textures are disabled if early depth test is enabled
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if (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest && bpmem.zmode.testenable)
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{
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// use the texture input of the last texture stage (textemp), hopefully this has been read and is in correct format...
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out.SetConstantsUsed(C_ZBIAS, C_ZBIAS+1);
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out.Write("zCoord = dot(" I_ZBIAS"[0].xyzw, textemp.xyzw) + " I_ZBIAS"[1].w %s;\n",
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(bpmem.ztex2.op == ZTEXTURE_ADD) ? "+ zCoord" : "");
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@ -521,7 +529,10 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
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out.Write("depth = zCoord;\n");
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if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
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{
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out.SetConstantsUsed(C_ALPHA, C_ALPHA);
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out.Write(" ocol0 = float4(prev.rgb, " I_ALPHA"[0].a);\n");
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}
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else
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{
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WriteFog<T, type>(out);
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@ -532,6 +543,7 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
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// single pass
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if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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{
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out.SetConstantsUsed(C_ALPHA, C_ALPHA);
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// Colors will be blended against the alpha from ocol1...
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out.Write(" ocol1 = ocol0;\n");
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// ...and the alpha from ocol0 will be written to the framebuffer.
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@ -639,6 +651,7 @@ static void WriteStage(T& out, int n, API_TYPE ApiType)
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if (bpmem.tevind[n].mid <= 3)
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{
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int mtxidx = 2*(bpmem.tevind[n].mid-1);
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out.SetConstantsUsed(C_INDTEXMTX+mtxidx, C_INDTEXMTX+mtxidx);
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out.Write("float2 indtevtrans%d = float2(dot(" I_INDTEXMTX"[%d].xyz, indtevcrd%d), dot(" I_INDTEXMTX"[%d].xyz, indtevcrd%d));\n",
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n, mtxidx, n, mtxidx+1, n);
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}
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@ -646,12 +659,14 @@ static void WriteStage(T& out, int n, API_TYPE ApiType)
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{ // s matrix
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_assert_(bpmem.tevind[n].mid >= 5);
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int mtxidx = 2*(bpmem.tevind[n].mid-5);
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out.SetConstantsUsed(C_INDTEXMTX+mtxidx, C_INDTEXMTX+mtxidx);
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out.Write("float2 indtevtrans%d = " I_INDTEXMTX"[%d].ww * uv%d.xy * indtevcrd%d.xx;\n", n, mtxidx, texcoord, n);
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}
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else if (bpmem.tevind[n].mid <= 11 && bHasTexCoord)
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{ // t matrix
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_assert_(bpmem.tevind[n].mid >= 9);
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int mtxidx = 2*(bpmem.tevind[n].mid-9);
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out.SetConstantsUsed(C_INDTEXMTX+mtxidx, C_INDTEXMTX+mtxidx);
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out.Write("float2 indtevtrans%d = " I_INDTEXMTX"[%d].ww * uv%d.xy * indtevcrd%d.yy;\n", n, mtxidx, texcoord, n);
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}
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else
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@ -757,6 +772,10 @@ static void WriteStage(T& out, int n, API_TYPE ApiType)
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{
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out.Write("ckonsttemp = konsttemp;\n");
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}
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if (kc > 7)
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out.SetConstantsUsed(C_KCOLORS+((kc-0xc)%4),C_KCOLORS+((kc-0xc)%4));
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if (ka > 7)
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out.SetConstantsUsed(C_KCOLORS+((ka-0xc)%4),C_KCOLORS+((ka-0xc)%4));
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}
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if(cc.a == TEVCOLORARG_CPREV || cc.a == TEVCOLORARG_APREV
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@ -782,6 +801,8 @@ static void WriteStage(T& out, int n, API_TYPE ApiType)
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|| cc.c == TEVCOLORARG_C0 || cc.c == TEVCOLORARG_A0
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|| ac.a == TEVALPHAARG_A0 || ac.b == TEVALPHAARG_A0 || ac.c == TEVALPHAARG_A0)
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{
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// TODO: WTF?
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out.SetConstantsUsed(C_COLORS+1,C_COLORS+1);
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if(RegisterStates[1].AlphaNeedOverflowControl || RegisterStates[1].ColorNeedOverflowControl)
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{
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out.Write("cc0 = frac(c0 * (255.0f/256.0f)) * (256.0f/255.0f);\n");
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@ -800,6 +821,7 @@ static void WriteStage(T& out, int n, API_TYPE ApiType)
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|| cc.c == TEVCOLORARG_C1 || cc.c == TEVCOLORARG_A1
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|| ac.a == TEVALPHAARG_A1 || ac.b == TEVALPHAARG_A1 || ac.c == TEVALPHAARG_A1)
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{
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out.SetConstantsUsed(C_COLORS+2,C_COLORS+2);
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if(RegisterStates[2].AlphaNeedOverflowControl || RegisterStates[2].ColorNeedOverflowControl)
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{
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out.Write("cc1 = frac(c1 * (255.0f/256.0f)) * (256.0f/255.0f);\n");
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@ -818,6 +840,7 @@ static void WriteStage(T& out, int n, API_TYPE ApiType)
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|| cc.c == TEVCOLORARG_C2 || cc.c == TEVCOLORARG_A2
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|| ac.a == TEVALPHAARG_A2 || ac.b == TEVALPHAARG_A2 || ac.c == TEVALPHAARG_A2)
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{
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out.SetConstantsUsed(C_COLORS+3,C_COLORS+3);
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if(RegisterStates[3].AlphaNeedOverflowControl || RegisterStates[3].ColorNeedOverflowControl)
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{
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out.Write("cc2 = frac(c2 * (255.0f/256.0f)) * (256.0f/255.0f);\n");
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@ -834,6 +857,28 @@ static void WriteStage(T& out, int n, API_TYPE ApiType)
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RegisterStates[cc.dest].ColorNeedOverflowControl = (cc.clamp == 0);
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RegisterStates[cc.dest].AuxStored = false;
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/* if (cc.d == TEVCOLORARG_C0 || cc.d == TEVCOLORARG_A0 || ac.d == TEVALPHAARG_A0)
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{
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out.SetConstantsUsed(C_COLORS+1,C_COLORS+1);
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// TODO: 11 bit signed overflow..
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}
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if (cc.d == TEVCOLORARG_C1 || cc.d == TEVCOLORARG_A1 || ac.d == TEVALPHAARG_A1)
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{
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out.SetConstantsUsed(C_COLORS+2,C_COLORS+2);
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// TODO: 11 bit signed overflow..
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}
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if (cc.d == TEVCOLORARG_C2 || cc.d == TEVCOLORARG_A2 || ac.d == TEVALPHAARG_A2)
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{
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out.SetConstantsUsed(C_COLORS+3,C_COLORS+3);
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// TODO: 11 bit signed overflow..
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}*/
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// TODO: Are there enums for this?
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if (cc.dest >= 1 && cc.dest <= 3)
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out.SetConstantsUsed(C_COLORS+cc.dest, C_COLORS+cc.dest);
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if (ac.dest >= 1 && ac.dest <= 3)
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out.SetConstantsUsed(C_COLORS+ac.dest, C_COLORS+ac.dest);
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out.Write("// color combine\n");
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if (cc.clamp)
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out.Write("%s = saturate(", tevCOutputTable[cc.dest]);
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@ -935,6 +980,7 @@ static void WriteStage(T& out, int n, API_TYPE ApiType)
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template<class T, GenOutput type>
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void SampleTexture(T& out, const char *destination, const char *texcoords, const char *texswap, int texmap, API_TYPE ApiType)
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{
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out.SetConstantsUsed(C_TEXDIMS+texmap,C_TEXDIMS+texmap);
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if (ApiType == API_D3D11)
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out.Write("%s=Tex%d.Sample(samp%d,%s.xy * " I_TEXDIMS"[%d].xy).%s;\n", destination, texmap,texmap, texcoords, texmap, texswap);
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else
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@ -968,7 +1014,9 @@ static void WriteAlphaTest(T& out, API_TYPE ApiType, DSTALPHA_MODE dstAlphaMode)
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{
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I_ALPHA"[0].r",
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I_ALPHA"[0].g"
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};
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};
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out.SetConstantsUsed(C_ALPHA, C_ALPHA);
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// using discard then return works the same in cg and dx9 but not in dx11
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out.Write("if(!( ");
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@ -1034,6 +1082,7 @@ static void WriteFog(T& out)
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SetUidField(fog.proj, bpmem.fog.c_proj_fsel.proj);
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out.SetConstantsUsed(C_FOG, C_FOG+1);
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if (bpmem.fog.c_proj_fsel.proj == 0)
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{
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// perspective
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@ -1053,6 +1102,7 @@ static void WriteFog(T& out)
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SetUidField(fog.RangeBaseEnabled, bpmem.fogRange.Base.Enabled);
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if(bpmem.fogRange.Base.Enabled)
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{
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out.SetConstantsUsed(C_FOG+2, C_FOG+2);
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out.Write(" float x_adjust = (2.0f * (clipPos.x / " I_FOG"[2].y)) - 1.0f - " I_FOG"[2].x;\n");
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out.Write(" x_adjust = sqrt(x_adjust * x_adjust + " I_FOG"[2].z * " I_FOG"[2].z) / " I_FOG"[2].z;\n");
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out.Write(" ze *= x_adjust;\n");
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@ -1082,3 +1132,9 @@ void GeneratePixelShaderCode(PixelShaderCode& object, DSTALPHA_MODE dstAlphaMode
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{
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GeneratePixelShader<PixelShaderCode, GO_ShaderCode>(object, dstAlphaMode, ApiType, components);
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}
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void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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{
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GeneratePixelShader<PixelShaderConstantProfile, GO_ShaderCode>(object, dstAlphaMode, ApiType, components);
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}
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