Merge 'master' into shader-uids-awesome.

Conflicts:
	Source/Core/VideoCommon/Src/LightingShaderGen.cpp
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Core/VideoCommon/Src/PixelShaderGen.h
	Source/Core/VideoCommon/Src/PixelShaderManager.cpp
	Source/Core/VideoCommon/Src/VertexShaderGen.cpp
	Source/Core/VideoCommon/Src/VertexShaderGen.h
	Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.h
	Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.h
This commit is contained in:
NeoBrainX
2013-03-26 22:16:29 +01:00
753 changed files with 99248 additions and 100494 deletions

View File

@ -28,41 +28,57 @@
static char text[16768];
template<class T>
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);
}
}
// TODO: Check if something goes wrong if the cached shaders used pixel lighting but it's disabled later??
template<class T>
void GenerateVSOutputStruct(T& object, u32 components, API_TYPE api_type)
{
object.Write("struct VS_OUTPUT {\n");
object.Write(" float4 pos : POSITION;\n");
object.Write(" float4 colors_0 : COLOR0;\n");
object.Write(" float4 colors_1 : COLOR1;\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)
object.Write(" float3 tex%d : TEXCOORD%d;\n", i, i);
DefineVSOutputStructMember(object, api_type, "float3", "tex", i, "TEXCOORD", i);
object.Write(" float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens);
/// if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
/// object.Write(" float4 Normal : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens + 1);
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
{
// 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)
/// object.Write(" float4 tex%d : TEXCOORD%d;\n", i, i);
/// }
/// else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
object.Write(" float%d tex%d : TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, i);
}
// 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");
}
// 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<class T, GenOutput type>
void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
@ -76,7 +92,11 @@ void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
}
/// text[sizeof(text) - 1] = 0x7C; // canary
// 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);
u32 lightMask = 0;
@ -85,74 +105,117 @@ void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
if (xfregs.numChan.numColorChans > 1)
lightMask |= xfregs.color[1].GetFullLightMask() | xfregs.alpha[1].GetFullLightMask();
out.Write("//Vertex Shader: comp:%x, \n", components);
out.Write("typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_" I_POSNORMALMATRIX";\n"
"typedef struct { float4 t; } FLT4;\n"
"typedef struct { FLT4 T[24]; } s_" I_TEXMATRICES";\n"
"typedef struct { FLT4 T[64]; } s_" I_TRANSFORMMATRICES";\n"
"typedef struct { FLT4 T[32]; } s_" I_NORMALMATRICES";\n"
"typedef struct { FLT4 T[64]; } s_" I_POSTTRANSFORMMATRICES";\n"
"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n"
"typedef struct { Light lights[8]; } s_" I_LIGHTS";\n"
"typedef struct { float4 C0, C1, C2, C3; } s_" I_MATERIALS";\n"
"typedef struct { float4 T0, T1, T2, T3; } s_" I_PROJECTION";\n"
);
/// p = GenerateVSOutputStruct(p, components, api_type);
GenerateVSOutputStruct(out, components, api_type);
// uniforms
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
out.Write("layout(std140) uniform VSBlock {\n");
out.Write("uniform s_" I_TRANSFORMMATRICES" " I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
out.Write("uniform s_" I_TEXMATRICES" " I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES);
out.Write("uniform s_" I_NORMALMATRICES" " I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES);
out.Write("uniform s_" I_POSNORMALMATRIX" " I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX);
out.Write("uniform s_" I_POSTTRANSFORMMATRICES" " I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES);
out.Write("uniform s_" I_LIGHTS" " I_LIGHTS" : register(c%d);\n", C_LIGHTS);
out.Write("uniform s_" I_MATERIALS" " I_MATERIALS" : register(c%d);\n", C_MATERIALS);
out.Write("uniform s_" I_PROJECTION" " I_PROJECTION" : register(c%d);\n", C_PROJECTION);
out.Write("uniform float4 " I_DEPTHPARAMS" : register(c%d);\n", C_DEPTHPARAMS);
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));
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));
out.Write("VS_OUTPUT main(\n");
if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
out.Write("};\n");
GenerateVSOutputStruct(out, components, api_type);
SetUidField(numTexGens, xfregs.numTexGen.numTexGens);
SetUidField(components, components);
// inputs
if (components & VB_HAS_NRM0)
out.Write(" float3 rawnorm0 : NORMAL0,\n");
if (components & VB_HAS_NRM1)
if(api_type == API_OPENGL)
{
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("ATTRIN float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
if (components & VB_HAS_POSMTXIDX)
out.Write("ATTRIN int posmtx; // 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)
{
out.Write(" float4 blend_indices : BLENDINDICES,\n");
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
out.Write(" float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
{
// 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");
}
out.Write(" float4 rawpos : POSITION) {\n");
out.Write("VS_OUTPUT o;\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)
@ -166,16 +229,12 @@ void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
{
out.Write("int posmtx = blend_indices.x * 255.0f;\n");
}
else
{
out.Write("int posmtx = fposmtx;\n");
}
out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot(" I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot(" I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos), 1);\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".T[normidx].t.xyz, N1 = " I_NORMALMATRICES".T[normidx+1].t.xyz, N2 = " I_NORMALMATRICES".T[normidx+2].t.xyz;\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)
@ -187,28 +246,27 @@ void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
}
else
{
out.Write("float4 pos = float4(dot(" I_POSNORMALMATRIX".T0, rawpos), dot(" I_POSNORMALMATRIX".T1, rawpos), dot(" I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
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".N0.xyz, rawnorm0), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm0)));\n");
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".N0.xyz, rawnorm1), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
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".N0.xyz, rawnorm2), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
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".T0, pos), dot(" I_PROJECTION".T1, pos), dot(" I_PROJECTION".T2, pos), dot(" I_PROJECTION".T3, pos));\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");
SetUidField(numColorChans, xfregs.numChan.numColorChans);
if(xfregs.numChan.numColorChans == 0)
if (xfregs.numChan.numColorChans == 0)
{
if (components & VB_HAS_COL0)
out.Write("o.colors_0 = color0;\n");
@ -219,7 +277,7 @@ void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
// TODO: This probably isn't necessary if pixel lighting is enabled.
GenerateLightingShader<T,type>(out, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
if(xfregs.numChan.numColorChans < 2)
if (xfregs.numChan.numColorChans < 2)
{
if (components & VB_HAS_COL1)
out.Write("o.colors_1 = color1;\n");
@ -285,7 +343,7 @@ void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
// transform the light dir into tangent space
SetUidField(texMtxInfo[i].embosslightshift, xfregs.texMtxInfo[i].embosslightshift);
SetUidField(texMtxInfo[i].embosssourceshift, xfregs.texMtxInfo[i].embosssourceshift);
out.Write("ldir = normalize(" I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
out.Write("ldir = normalize(" I_LIGHTS"[%d].pos.xyz - pos.xyz);\n", 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
@ -307,18 +365,20 @@ void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
case XF_TEXGEN_REGULAR:
default:
SetUidField(texMtxInfo[i].projection, xfregs.texMtxInfo[i].projection);
if (components & (VB_HAS_TEXMTXIDX0<<i)) {
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".T[tex%d.z].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+1].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+2].t));\n", i, i, i, i);
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".T[tex%d.z].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+1].t), 1);\n", i, i, i);
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".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t));\n", i, 3*i, 3*i+1, 3*i+2);
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".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t), 1);\n", i, 3*i, 3*i+1);
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;
}
@ -329,10 +389,10 @@ void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
SetUidField(postMtxInfo[i].index, xfregs.postMtxInfo[i].index);
int postidx = postInfo.index;
out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
"float4 P1 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
"float4 P2 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n",
postidx&0x3f, (postidx+1)&0x3f, (postidx+2)&0x3f);
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
@ -388,33 +448,32 @@ void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
//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
// TODO: Can probably be dropped?
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");
// 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");
// 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
// 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
//trying to get the correct semantic while not using glDepthRange
//seems to get rather complicated
}
if (api_type & API_D3D9)
@ -424,8 +483,42 @@ void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
out.Write("o.pos = o.pos + float4(" I_DEPTHPARAMS".z, " I_DEPTHPARAMS".w, 0.f, 0.f);\n");
}
out.Write("return o;\n}\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!");