diff --git a/Source/Core/VideoCommon/Src/LightingShaderGen.h b/Source/Core/VideoCommon/Src/LightingShaderGen.h index e8b30d86a8..40a8fb2732 100644 --- a/Source/Core/VideoCommon/Src/LightingShaderGen.h +++ b/Source/Core/VideoCommon/Src/LightingShaderGen.h @@ -26,7 +26,7 @@ // uid_data needs to have a struct named lighting_uid template -void GenerateLightShader(T& object, UidDataT& uid_data, int index, int litchan_index, const char* lightsName, int coloralpha) +static void GenerateLightShader(T& object, UidDataT& uid_data, int index, int litchan_index, const char* lightsName, int coloralpha) { const LitChannel& chan = (litchan_index > 1) ? xfregs.alpha[litchan_index-2] : xfregs.color[litchan_index]; const char* swizzle = "xyzw"; @@ -94,7 +94,7 @@ void GenerateLightShader(T& object, UidDataT& uid_data, int index, int litchan_i // inColorName is color in vs and colors_ in ps // dest is o.colors_ in vs and colors_ in ps template -void GenerateLightingShader(T& object, UidDataT& uid_data, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest) +static void GenerateLightingShader(T& object, UidDataT& uid_data, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest) { for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++) { diff --git a/Source/Core/VideoCommon/Src/ShaderGenCommon.h b/Source/Core/VideoCommon/Src/ShaderGenCommon.h index eabd6f7c07..ef88d411ea 100644 --- a/Source/Core/VideoCommon/Src/ShaderGenCommon.h +++ b/Source/Core/VideoCommon/Src/ShaderGenCommon.h @@ -21,10 +21,11 @@ #include #include #include -#include "CommonTypes.h" - #include +#include "CommonTypes.h" +#include "VideoCommon.h" + class ShaderGeneratorInterface { public: @@ -125,4 +126,31 @@ private: std::vector constant_usage; // TODO: Is vector appropriate here? }; +template +static void WriteRegister(T& object, API_TYPE ApiType, const char *prefix, const u32 num) +{ + if (ApiType == API_OPENGL) + return; // Nothing to do here + + object.Write(" : register(%s%d)", prefix, num); +} + +template +static void WriteLocation(T& object, API_TYPE ApiType, bool using_ubos) +{ + if (using_ubos) + return; + + object.Write("uniform "); +} + +template +static void DeclareUniform(T& object, API_TYPE api_type, bool using_ubos, const u32 num, const char* type, const char* name) +{ + WriteLocation(object, api_type, using_ubos); + object.Write("%s %s ", type, name); + WriteRegister(object, api_type, "c", num); + object.Write(";\n"); +} + #endif // _SHADERGENCOMMON_H diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp index e27ced7b39..44bad82471 100644 --- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp @@ -29,7 +29,7 @@ static char text[16768]; template -void DefineVSOutputStructMember(T& object, API_TYPE api_type, const char* type, const char* name, int var_index, const char* semantic, int semantic_index = -1) +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) @@ -48,7 +48,7 @@ void DefineVSOutputStructMember(T& object, API_TYPE api_type, const char* type, // TODO: Check if something goes wrong if the cached shaders used pixel lighting but it's disabled later?? template -void GenerateVSOutputStruct(T& object, u32 components, API_TYPE api_type) +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"); @@ -76,12 +76,8 @@ void GenerateVSOutputStruct(T& object, u32 components, API_TYPE api_type) object.Write("};\n"); } -// TODO: Seriously? -.- -extern const char *WriteRegister(API_TYPE api_type, const char *prefix, const u32 num); -extern const char *WriteLocation(API_TYPE api_type); - template -void GenerateVertexShader(T& out, u32 components, API_TYPE api_type) +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; @@ -108,16 +104,16 @@ void GenerateVertexShader(T& out, u32 components, API_TYPE api_type) if (g_ActiveConfig.backend_info.bSupportsGLSLUBO) out.Write("layout(std140) uniform VSBlock {\n"); - out.Write("%sfloat4 " I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(api_type), WriteRegister(api_type, "c", C_POSNORMALMATRIX)); - out.Write("%sfloat4 " I_PROJECTION"[4] %s;\n", WriteLocation(api_type), WriteRegister(api_type, "c", C_PROJECTION)); - out.Write("%sfloat4 " I_MATERIALS"[4] %s;\n", WriteLocation(api_type), WriteRegister(api_type, "c", C_MATERIALS)); + 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]"); out.Write("struct Light { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; };\n"); - out.Write("%sLight " I_LIGHTS"[8] %s;\n", WriteLocation(api_type), WriteRegister(api_type, "c", C_LIGHTS)); - out.Write("%sfloat4 " I_TEXMATRICES"[24] %s;\n", WriteLocation(api_type), WriteRegister(api_type, "c", C_TEXMATRICES)); // also using tex matrices - out.Write("%sfloat4 " I_TRANSFORMMATRICES"[64] %s;\n", WriteLocation(api_type),WriteRegister(api_type, "c", C_TRANSFORMMATRICES)); - out.Write("%sfloat4 " I_NORMALMATRICES"[32] %s;\n", WriteLocation(api_type), WriteRegister(api_type, "c", C_NORMALMATRICES)); - out.Write("%sfloat4 " I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteLocation(api_type), WriteRegister(api_type, "c", C_POSTTRANSFORMMATRICES)); - out.Write("%sfloat4 " I_DEPTHPARAMS" %s;\n", WriteLocation(api_type), WriteRegister(api_type, "c", C_DEPTHPARAMS)); + DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_LIGHTS, "Light", I_LIGHTS"[8]"); + 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"); diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.h b/Source/Core/VideoCommon/Src/VertexShaderGen.h index 33d27ecdf0..ea81aba468 100644 --- a/Source/Core/VideoCommon/Src/VertexShaderGen.h +++ b/Source/Core/VideoCommon/Src/VertexShaderGen.h @@ -76,7 +76,8 @@ const s_svar VSVar_Loc[] = { {I_POSNORMALMATRIX, C_POSNORMALMATRIX, 6 }, {I_DEPTHPARAMS, C_DEPTHPARAMS, 1 }, }; -// TODO: Need packing? +#pragma pack(4) + struct vertex_shader_uid_data { @@ -108,6 +109,7 @@ struct vertex_shader_uid_data u32 light_mask : 8; } lit_chans[4]; }; +#pragma pack() typedef ShaderUid VertexShaderUid; typedef ShaderCode VertexShaderCode; // TODO: Obsolete..