ShaderGenCommon: Replace the GenOutput enum by using typeid instead.

This commit is contained in:
NeoBrainX 2013-03-26 23:21:08 +01:00
parent 0e31943216
commit 364a5093d9
4 changed files with 38 additions and 41 deletions

View File

@ -18,15 +18,17 @@
#ifndef _LIGHTINGSHADERGEN_H_
#define _LIGHTINGSHADERGEN_H_
#include <typeinfo>
#include "ShaderGenCommon.h"
#include "NativeVertexFormat.h"
#include "XFMemory.h"
// T.uid_data needs to have a struct named lighting_uid
template<class T, GenOutput type>
template<class T,class UidType>
void GenerateLightShader(T& object, int index, int litchan_index, const char* lightsName, int coloralpha)
{
#define SetUidField(name, value) if (type == GO_ShaderUid) { object.GetUidData().name = value; };
#define SetUidField(name, value) if (typeid(T) == typeid(UidType)) { object.GetUidData().name = value; };
const LitChannel& chan = (litchan_index > 1) ? xfregs.alpha[litchan_index-2] : xfregs.color[litchan_index];
const char* swizzle = "xyzw";
if (coloralpha == 1 ) swizzle = "xyz";
@ -92,7 +94,7 @@ void GenerateLightShader(T& object, int index, int litchan_index, const char* li
// materials name is I_MATERIALS in vs and I_PMATERIALS in ps
// inColorName is color in vs and colors_ in ps
// dest is o.colors_ in vs and colors_ in ps
template<class T, GenOutput type>
template<class T, class UidType>
void GenerateLightingShader(T& object, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
{
for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
@ -186,7 +188,7 @@ void GenerateLightingShader(T& object, int components, const char* materialsName
{
if (mask & (1<<i))
{
GenerateLightShader<T,type>(object, i, j, lightsName, 3);
GenerateLightShader<T,UidType>(object, i, j, lightsName, 3);
}
}
}
@ -196,9 +198,9 @@ void GenerateLightingShader(T& object, int components, const char* materialsName
for (int i = 0; i < 8; ++i)
{
if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
GenerateLightShader<T,type>(object, i, j, lightsName, 1);
GenerateLightShader<T,UidType>(object, i, j, lightsName, 1);
if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
GenerateLightShader<T,type>(object, i, j+2, lightsName, 2);
GenerateLightShader<T,UidType>(object, i, j+2, lightsName, 2);
}
}
else if (color.enablelighting || alpha.enablelighting)
@ -212,7 +214,7 @@ void GenerateLightingShader(T& object, int components, const char* materialsName
for (int i = 0; i < 8; ++i)
{
if (workingchannel.GetFullLightMask() & (1<<i))
GenerateLightShader<T,type>(object, i, lit_index, lightsName, coloralpha);
GenerateLightShader<T,UidType>(object, i, lit_index, lightsName, coloralpha);
}
}
object.Write("%s%d = mat * saturate(lacc);\n", dest, j);

View File

@ -19,6 +19,7 @@
#include <cmath>
#include <assert.h>
#include <locale.h>
#include <typeinfo>
#include "LightingShaderGen.h"
#include "PixelShaderGen.h"
@ -37,10 +38,10 @@
// output is given by .outreg
// tevtemp is set according to swapmodetables and
template<class T, GenOutput type> static void WriteStage(char *&p, int n, API_TYPE ApiType);
template<class T, GenOutput type> static void SampleTexture(T& out, const char *destination, const char *texcoords, const char *texswap, int texmap, API_TYPE ApiType);
template<class T, GenOutput type> static void WriteAlphaTest(T& out, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth);
template<class T, GenOutput type> static void WriteFog(T& out);
template<class T> static void WriteStage(char *&p, int n, API_TYPE ApiType);
template<class T> static void SampleTexture(T& out, const char *destination, const char *texcoords, const char *texswap, int texmap, API_TYPE ApiType);
template<class T> static void WriteAlphaTest(T& out, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth);
template<class T> static void WriteFog(T& out);
static const char *tevKSelTableC[] = // KCSEL
{
@ -266,13 +267,13 @@ const char *WriteLocation(API_TYPE ApiType)
return result;
}
template<class T, GenOutput type>
template<class T>
void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
{
// TODO: Can be optimized if using alpha pass
#define SetUidField(name, value) if (type == GO_ShaderUid) {out.GetUidData().name = value; };
#define OR_UidField(name, value) if (type == GO_ShaderUid) {out.GetUidData().name |= value; };
if (type == GO_ShaderCode)
#define SetUidField(name, value) if (typeid(T) == typeid(PixelShaderUid)) {out.GetUidData().name = value; };
#define OR_UidField(name, value) if (typeid(T) == typeid(PixelShaderUid)) {out.GetUidData().name |= value; };
if (typeid(T) == typeid(PixelShaderCode))
{
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
out.SetBuffer(text);
@ -558,7 +559,7 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
char buffer[32];
sprintf(buffer, "float3 indtex%d", i);
SampleTexture<T, type>(out, buffer, "tempcoord", "abg", texmap, ApiType);
SampleTexture<T>(out, buffer, "tempcoord", "abg", texmap, ApiType);
}
}
@ -575,7 +576,7 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
// Uid fields for BuildSwapModeTable are set in WriteStage
BuildSwapModeTable();
for (unsigned int i = 0; i < numStages; i++)
WriteStage<T, type>(out, i, ApiType); // build the equation for this stage
WriteStage<T>(out, i, ApiType); // build the equation for this stage
if (numStages)
{
@ -604,7 +605,7 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
AlphaTest::TEST_RESULT Pretest = bpmem.alpha_test.TestResult();
SetUidField(Pretest, Pretest);
if (Pretest == AlphaTest::UNDETERMINED)
WriteAlphaTest<T, type>(out, ApiType, dstAlphaMode, per_pixel_depth);
WriteAlphaTest<T>(out, ApiType, dstAlphaMode, per_pixel_depth);
// the screen space depth value = far z + (clip z / clip w) * z range
@ -648,7 +649,7 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
}
else
{
WriteFog<T, type>(out);
WriteFog<T>(out);
out.Write("\tocol0 = prev;\n");
}
@ -716,7 +717,7 @@ static const char *TEVCMPAlphaOPTable[16] =
};
template<class T, GenOutput type>
template<class T>
static void WriteStage(T& out, int n, API_TYPE ApiType)
{
int texcoord = bpmem.tevorders[n/2].getTexCoord(n&1);
@ -865,7 +866,7 @@ static void WriteStage(T& out, int n, API_TYPE ApiType)
char *texswap = swapModeTable[bpmem.combiners[n].alphaC.tswap];
int texmap = bpmem.tevorders[n/2].getTexMap(n&1);
SampleTexture<T, type>(out, "textemp", "tevcoord", texswap, texmap, ApiType);
SampleTexture<T>(out, "textemp", "tevcoord", texswap, texmap, ApiType);
}
else
out.Write("textemp = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
@ -1090,7 +1091,7 @@ static void WriteStage(T& out, int n, API_TYPE ApiType)
out.Write("// TEV done\n");
}
template<class T, GenOutput type>
template<class T>
void SampleTexture(T& out, const char *destination, const char *texcoords, const char *texswap, int texmap, API_TYPE ApiType)
{
out.SetConstantsUsed(C_TEXDIMS+texmap,C_TEXDIMS+texmap);
@ -1120,7 +1121,7 @@ static const char *tevAlphaFunclogicTable[] =
" == " // xnor
};
template<class T, GenOutput type>
template<class T>
static void WriteAlphaTest(T& out, API_TYPE ApiType, DSTALPHA_MODE dstAlphaMode, bool per_pixel_depth)
{
static const char *alphaRef[2] =
@ -1188,7 +1189,7 @@ static const char *tevFogFuncsTable[] =
"\tfog = 1.0f - fog;\n fog = pow(2.0f, -8.0f * fog * fog);\n" //backward exp2
};
template<class T, GenOutput type>
template<class T>
static void WriteFog(T& out)
{
SetUidField(fog.fsel, bpmem.fog.c_proj_fsel.fsel);
@ -1240,16 +1241,16 @@ static void WriteFog(T& out)
void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
{
GeneratePixelShader<PixelShaderUid, GO_ShaderUid>(object, dstAlphaMode, ApiType, components);
GeneratePixelShader<PixelShaderUid>(object, dstAlphaMode, ApiType, components);
}
void GeneratePixelShaderCode(PixelShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
{
GeneratePixelShader<PixelShaderCode, GO_ShaderCode>(object, dstAlphaMode, ApiType, components);
GeneratePixelShader<PixelShaderCode>(object, dstAlphaMode, ApiType, components);
}
void GetPixelShaderConstantProfile(PixelShaderConstantProfile& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
{
GeneratePixelShader<PixelShaderConstantProfile, GO_ShaderCode>(object, dstAlphaMode, ApiType, components);
GeneratePixelShader<PixelShaderConstantProfile>(object, dstAlphaMode, ApiType, components);
}

View File

@ -123,11 +123,4 @@ private:
std::vector<bool> constant_usage; // TODO: Is vector<bool> appropriate here?
};
enum GenOutput
{
GO_ShaderCode,
GO_ShaderUid,
GO_ShaderConstantProfile,
};
#endif // _SHADERGENCOMMON_H

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@ -17,6 +17,7 @@
#include <math.h>
#include <locale.h>
#include <typeinfo>
#include "NativeVertexFormat.h"
@ -80,13 +81,13 @@ void GenerateVSOutputStruct(T& object, u32 components, API_TYPE api_type)
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>
template<class T>
void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
{
#undef SetUidField
#define SetUidField(name, value) if (type == GO_ShaderUid) {out.GetUidData().name = value; };
#define SetUidField(name, value) if (typeid(T) == typeid(VertexShaderUid)) {out.GetUidData().name = value; };
if (type == GO_ShaderCode)
if (typeid(T) == typeid(VertexShaderCode))
{
out.SetBuffer(text);
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
@ -275,7 +276,7 @@ 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_");
GenerateLightingShader<T,VertexShaderUid>(out, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
if (xfregs.numChan.numColorChans < 2)
{
@ -522,16 +523,16 @@ void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
/// if (text[sizeof(text) - 1] != 0x7C)
/// PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
if (type == GO_ShaderCode)
if (typeid(T) == typeid(VertexShaderCode))
setlocale(LC_NUMERIC, ""); // restore locale
}
void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type)
{
GenerateVertexShader<VertexShaderUid, GO_ShaderUid>(object, components, api_type);
GenerateVertexShader<VertexShaderUid>(object, components, api_type);
}
void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type)
{
GenerateVertexShader<VertexShaderCode, GO_ShaderCode>(object, components, api_type);
GenerateVertexShader<VertexShaderCode>(object, components, api_type);
}