VideoCommon: move to a 'process_fragment()' function to simplify custom shaders and provide a direct override of the tev stage logic

This commit is contained in:
iwubcode
2025-03-15 17:29:13 -05:00
parent 0afbeae70c
commit 8e253518e6
10 changed files with 303 additions and 912 deletions

View File

@ -179,47 +179,9 @@ void GetLightingShaderUid(LightingUidData& uid_data)
}
}
void GenerateCustomLightingHeaderDetails(ShaderCode* out, u32 enablelighting, u32 light_mask)
{
u32 light_count = 0;
for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
{
if ((enablelighting & (1 << j)) != 0) // Color lights
{
for (int i = 0; i < 8; ++i)
{
if ((light_mask & (1 << (i + 8 * j))) != 0)
{
light_count++;
}
}
}
if ((enablelighting & (1 << (j + 2))) != 0) // Alpha lights
{
for (int i = 0; i < 8; ++i)
{
if ((light_mask & (1 << (i + 8 * (j + 2)))) != 0)
{
light_count++;
}
}
}
}
if (light_count > 0)
{
out->Write("\tCustomShaderLightData[{}] light;\n", light_count);
}
else
{
// Cheat so shaders compile
out->Write("\tCustomShaderLightData[1] light;\n", light_count);
}
out->Write("\tint light_count;\n");
}
static void GenerateLighting(ShaderCode* out, const LightingUidData& uid_data, int index,
int litchan_index, u32 channel_index, u32 custom_light_index,
bool alpha)
static void GenerateCustomLightingImpl(ShaderCode* out, const LightingUidData& uid_data, int index,
int litchan_index, u32 channel_index, u32 custom_light_index,
bool alpha)
{
const auto attnfunc =
static_cast<AttenuationFunc>((uid_data.attnfunc >> (2 * litchan_index)) & 0x3);
@ -228,60 +190,59 @@ static void GenerateLighting(ShaderCode* out, const LightingUidData& uid_data, i
const std::string name = fmt::format("lights_chan{}_{}", channel_index, light_type);
out->Write("\t{{\n");
out->Write("\t\tcustom_data.{}[{}].direction = " LIGHT_DIR ".xyz;\n", name, custom_light_index,
out->Write("\t\tfrag_input.{}[{}].direction = " LIGHT_DIR ".xyz;\n", name, custom_light_index,
LIGHT_DIR_PARAMS(index));
out->Write("\t\tcustom_data.{}[{}].position = " LIGHT_POS ".xyz;\n", name, custom_light_index,
out->Write("\t\tfrag_input.{}[{}].position = " LIGHT_POS ".xyz;\n", name, custom_light_index,
LIGHT_POS_PARAMS(index));
out->Write("\t\tcustom_data.{}[{}].cosatt = " LIGHT_COSATT ";\n", name, custom_light_index,
out->Write("\t\tfrag_input.{}[{}].cosatt = " LIGHT_COSATT ";\n", name, custom_light_index,
LIGHT_COSATT_PARAMS(index));
out->Write("\t\tcustom_data.{}[{}].distatt = " LIGHT_DISTATT ";\n", name, custom_light_index,
out->Write("\t\tfrag_input.{}[{}].distatt = " LIGHT_DISTATT ";\n", name, custom_light_index,
LIGHT_DISTATT_PARAMS(index));
out->Write("\t\tcustom_data.{}[{}].attenuation_type = {};\n", name, custom_light_index,
out->Write("\t\tfrag_input.{}[{}].attenuation_type = {};\n", name, custom_light_index,
static_cast<u32>(attnfunc));
if (alpha)
{
out->Write("\t\tcustom_data.{}[{}].color = float3(" LIGHT_COL
out->Write("\t\tfrag_input.{}[{}].color = float3(" LIGHT_COL
") / float3(255.0, 255.0, 255.0);\n",
name, custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb"));
}
else
{
out->Write("\t\tcustom_data.{}[{}].color = " LIGHT_COL " / float3(255.0, 255.0, 255.0);\n",
name, custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb"));
out->Write("\t\tfrag_input.{}[{}].color = " LIGHT_COL " / float3(255.0, 255.0, 255.0);\n", name,
custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb"));
}
out->Write("\t}}\n");
}
void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData& uid_data,
std::string_view in_color_name)
void GenerateCustomLighting(ShaderCode* out, const LightingUidData& uid_data)
{
for (u32 i = 0; i < 8; i++)
{
for (u32 channel_index = 0; channel_index < NUM_XF_COLOR_CHANNELS; channel_index++)
{
out->Write("\tcustom_data.lights_chan{}_color[{}].direction = float3(0, 0, 0);\n",
out->Write("\tfrag_input.lights_chan{}_color[{}].direction = float3(0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_color[{}].position = float3(0, 0, 0);\n",
out->Write("\tfrag_input.lights_chan{}_color[{}].position = float3(0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_color[{}].color = float3(0, 0, 0);\n", channel_index,
out->Write("\tfrag_input.lights_chan{}_color[{}].color = float3(0, 0, 0);\n", channel_index,
i);
out->Write("\tcustom_data.lights_chan{}_color[{}].cosatt = float4(0, 0, 0, 0);\n",
out->Write("\tfrag_input.lights_chan{}_color[{}].cosatt = float4(0, 0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_color[{}].distatt = float4(0, 0, 0, 0);\n",
out->Write("\tfrag_input.lights_chan{}_color[{}].distatt = float4(0, 0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_color[{}].attenuation_type = 0;\n", channel_index, i);
out->Write("\tfrag_input.lights_chan{}_color[{}].attenuation_type = 0;\n", channel_index, i);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].direction = float3(0, 0, 0);\n",
out->Write("\tfrag_input.lights_chan{}_alpha[{}].direction = float3(0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].position = float3(0, 0, 0);\n",
out->Write("\tfrag_input.lights_chan{}_alpha[{}].position = float3(0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].color = float3(0, 0, 0);\n", channel_index,
out->Write("\tfrag_input.lights_chan{}_alpha[{}].color = float3(0, 0, 0);\n", channel_index,
i);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].cosatt = float4(0, 0, 0, 0);\n",
out->Write("\tfrag_input.lights_chan{}_alpha[{}].cosatt = float4(0, 0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].distatt = float4(0, 0, 0, 0);\n",
out->Write("\tfrag_input.lights_chan{}_alpha[{}].distatt = float4(0, 0, 0, 0);\n",
channel_index, i);
out->Write("\tcustom_data.lights_chan{}_alpha[{}].attenuation_type = 0;\n", channel_index, i);
out->Write("\tfrag_input.lights_chan{}_alpha[{}].attenuation_type = 0;\n", channel_index, i);
}
}
@ -289,20 +250,20 @@ void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData
{
const bool colormatsource = !!(uid_data.matsource & (1 << j));
if (colormatsource) // from vertex
out->Write("custom_data.base_material[{}] = {}{};\n", j, in_color_name, j);
out->Write("frag_input.base_material[{}] = frag_input.color_{};\n", j, j);
else // from color
out->Write("custom_data.base_material[{}] = {}[{}] / 255.0;\n", j, I_MATERIALS, j + 2);
out->Write("frag_input.base_material[{}] = {}[{}] / 255.0;\n", j, I_MATERIALS, j + 2);
if ((uid_data.enablelighting & (1 << j)) != 0)
{
if ((uid_data.ambsource & (1 << j)) != 0) // from vertex
out->Write("custom_data.ambient_lighting[{}] = {}{};\n", j, in_color_name, j);
out->Write("frag_input.ambient_lighting[{}] = frag_input.color_{};\n", j, j);
else // from color
out->Write("custom_data.ambient_lighting[{}] = {}[{}] / 255.0;\n", j, I_MATERIALS, j);
out->Write("frag_input.ambient_lighting[{}] = {}[{}] / 255.0;\n", j, I_MATERIALS, j);
}
else
{
out->Write("custom_data.ambient_lighting[{}] = float4(1, 1, 1, 1);\n", j);
out->Write("frag_input.ambient_lighting[{}] = float4(1, 1, 1, 1);\n", j);
}
// check if alpha is different
@ -310,21 +271,21 @@ void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData
if (alphamatsource != colormatsource)
{
if (alphamatsource) // from vertex
out->Write("custom_data.base_material[{}].w = {}{}.w;\n", j, in_color_name, j);
out->Write("frag_input.base_material[{}].w = frag_input.color_{}.w;\n", j, j);
else // from color
out->Write("custom_data.base_material[{}].w = {}[{}].w / 255.0;\n", j, I_MATERIALS, j + 2);
out->Write("frag_input.base_material[{}].w = {}[{}].w / 255.0;\n", j, I_MATERIALS, j + 2);
}
if ((uid_data.enablelighting & (1 << (j + 2))) != 0)
{
if ((uid_data.ambsource & (1 << (j + 2))) != 0) // from vertex
out->Write("custom_data.ambient_lighting[{}].w = {}{}.w;\n", j, in_color_name, j);
out->Write("frag_input.ambient_lighting[{}].w = frag_input.color_{}.w;\n", j, j);
else // from color
out->Write("custom_data.ambient_lighting[{}].w = {}[{}].w / 255.0;\n", j, I_MATERIALS, j);
out->Write("frag_input.ambient_lighting[{}].w = {}[{}].w / 255.0;\n", j, I_MATERIALS, j);
}
else
{
out->Write("custom_data.ambient_lighting[{}].w = 1;\n", j);
out->Write("frag_input.ambient_lighting[{}].w = 1;\n", j);
}
u32 light_count = 0;
@ -334,12 +295,12 @@ void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData
{
if ((uid_data.light_mask & (1 << (i + 8 * j))) != 0)
{
GenerateLighting(out, uid_data, i, j, j, light_count, false);
GenerateCustomLightingImpl(out, uid_data, i, j, j, light_count, false);
light_count++;
}
}
}
out->Write("\tcustom_data.light_chan{}_color_count = {};\n", j, light_count);
out->Write("\tfrag_input.light_chan{}_color_count = {};\n", j, light_count);
light_count = 0;
if ((uid_data.enablelighting & (1 << (j + 2))) != 0) // Alpha lights
@ -348,11 +309,11 @@ void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData
{
if ((uid_data.light_mask & (1 << (i + 8 * (j + 2)))) != 0)
{
GenerateLighting(out, uid_data, i, j + 2, j, light_count, true);
GenerateCustomLightingImpl(out, uid_data, i, j + 2, j, light_count, true);
light_count++;
}
}
}
out->Write("\tcustom_data.light_chan{}_alpha_count = {};\n", j, light_count);
out->Write("\tfrag_input.light_chan{}_alpha_count = {};\n", j, light_count);
}
}