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

@ -345,8 +345,7 @@ void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& hos
}
void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
const ShaderHostConfig& host_config, bool bounding_box,
const CustomPixelShaderContents& custom_details)
const ShaderHostConfig& host_config, bool bounding_box)
{
// dot product for integer vectors
out.Write("int idot(int3 x, int3 y)\n"
@ -427,14 +426,6 @@ void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
out.Write("}};\n");
}
if (!custom_details.shaders.empty() &&
!custom_details.shaders.back().material_uniform_block.empty())
{
out.Write("UBO_BINDING(std140, 3) uniform CustomShaderBlock {{\n");
out.Write("{}", custom_details.shaders.back().material_uniform_block);
out.Write("}} custom_uniforms;\n");
}
if (bounding_box)
{
out.Write("SSBO_BINDING(0) coherent buffer BBox {{\n"
@ -761,132 +752,8 @@ uint WrapCoord(int coord, uint wrap, int size) {{
}
}
void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_stages, bool per_pixel_lighting,
const pixel_shader_uid_data* uid_data)
{
out->Write("\tCustomShaderData custom_data;\n");
if (per_pixel_lighting)
{
out->Write("\tcustom_data.position = WorldPos;\n");
out->Write("\tcustom_data.normal = Normal;\n");
}
else
{
out->Write("\tcustom_data.position = float3(0, 0, 0);\n");
out->Write("\tcustom_data.normal = float3(0, 0, 0);\n");
}
if (uid_data->genMode_numtexgens == 0) [[unlikely]]
{
out->Write("\tcustom_data.texcoord[0] = float3(0, 0, 0);\n");
}
else
{
for (u32 i = 0; i < uid_data->genMode_numtexgens; ++i)
{
out->Write("\tif (tex{0}.z == 0.0)\n", i);
out->Write("\t{{\n");
out->Write("\t\tcustom_data.texcoord[{0}] = tex{0};\n", i);
out->Write("\t}}\n");
out->Write("\telse {{\n");
out->Write("\t\tcustom_data.texcoord[{0}] = float3(tex{0}.xy / tex{0}.z, 0);\n", i);
out->Write("\t}}\n");
}
}
for (u32 i = 0; i < 8; i++)
{
// Shader compilation complains if every index isn't initialized
out->Write("\tcustom_data.texmap_to_texcoord_index[{0}] = 0;\n", i);
}
for (u32 i = 0; i < uid_data->genMode_numindstages; ++i)
{
if ((uid_data->nIndirectStagesUsed & (1U << i)) != 0)
{
u32 texcoord = uid_data->GetTevindirefCoord(i);
const u32 texmap = uid_data->GetTevindirefMap(i);
// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
// not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
// This affects the Mario portrait in Luigi's Mansion, where the developers forgot to set
// the number of tex gens to 2 (bug 11462).
if (texcoord >= uid_data->genMode_numtexgens)
texcoord = 0;
out->Write("\tcustom_data.texmap_to_texcoord_index[{}] = {};\n", texmap, texcoord);
}
}
out->Write("\tcustom_data.texcoord_count = {};\n", uid_data->genMode_numtexgens);
// Try and do a best guess on what the texcoord index is
// Note: one issue with this would be textures that are used
// multiple times in the same draw but with different texture coordinates.
// In that scenario, only the last texture coordinate would be defined.
// This issue can be seen in how Rogue Squadron 2 does bump mapping
for (u32 i = 0; i < num_stages; i++)
{
auto& tevstage = uid_data->stagehash[i];
// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
// not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
u32 texcoord = tevstage.tevorders_texcoord;
const bool has_tex_coord = texcoord < uid_data->genMode_numtexgens;
if (!has_tex_coord)
texcoord = 0;
out->Write("\tcustom_data.texmap_to_texcoord_index[{}] = {};\n", tevstage.tevorders_texmap,
texcoord);
}
if (per_pixel_lighting)
GenerateCustomLightingImplementation(out, uid_data->lighting, "colors_");
for (u32 i = 0; i < 16; i++)
{
// Shader compilation complains if every struct isn't initialized
// Color Input
for (u32 j = 0; j < 4; j++)
{
out->Write("\tcustom_data.tev_stages[{}].input_color[{}].input_type = "
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
i, j);
out->Write("\tcustom_data.tev_stages[{}].input_color[{}].value = "
"float3(0, 0, 0);\n",
i, j);
}
// Alpha Input
for (u32 j = 0; j < 4; j++)
{
out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].input_type = "
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
i, j);
out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].value = "
"float(0);\n",
i, j);
}
// Texmap
out->Write("\tcustom_data.tev_stages[{}].texmap = 0u;\n", i);
// Output
out->Write("\tcustom_data.tev_stages[{}].output_color = "
"float4(0, 0, 0, 0);\n",
i);
}
// Actual data will be filled out in the tev stage code, just set the
// stage count for now
out->Write("\tcustom_data.tev_stage_count = {};\n", num_stages);
// Time
out->Write("\tcustom_data.time_ms = time_ms;\n");
}
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
APIType api_type, bool stereo, bool has_custom_shaders);
APIType api_type, bool stereo);
static void WriteTevRegular(ShaderCode& out, std::string_view components, TevBias bias, TevOp op,
bool clamp, TevScale scale);
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType api_type,
@ -898,9 +765,14 @@ static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid
bool use_dual_source);
static void WriteBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data);
static void WriteEmulatedFragmentBodyHeader(APIType api_type, const ShaderHostConfig& host_config,
const pixel_shader_uid_data* uid_data, ShaderCode& out);
static void WriteFragmentDefinitions(APIType api_type, const ShaderHostConfig& host_config,
const pixel_shader_uid_data* uid_data, ShaderCode& out);
ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& host_config,
const pixel_shader_uid_data* uid_data,
const CustomPixelShaderContents& custom_details)
CustomPixelContents custom_contents)
{
ShaderCode out;
@ -917,15 +789,7 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
// Stuff that is shared between ubershaders and pixelgen.
WriteBitfieldExtractHeader(out, api_type, host_config);
WritePixelShaderCommonHeader(out, api_type, host_config, uid_data->bounding_box, custom_details);
// Custom shader details
WriteCustomShaderStructDef(&out, uid_data->genMode_numtexgens);
for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
{
const auto& shader_details = custom_details.shaders[i];
out.Write(fmt::runtime(shader_details.custom_shader), i);
}
WritePixelShaderCommonHeader(out, api_type, host_config, uid_data->bounding_box);
out.Write("\n#define sampleTextureWrapper(texmap, uv, layer) "
"sampleTexture(texmap, samp[texmap], uv, layer)\n");
@ -1057,22 +921,39 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
}
}
if (!custom_contents.uniforms.empty())
{
out.Write("UBO_BINDING(std140, 3) uniform CustomShaderBlock {{\n");
out.Write("{}", custom_contents.uniforms);
out.Write("}} custom_uniforms;\n");
}
if (per_pixel_lighting)
{
GenerateLightingShaderHeader(out, uid_data->lighting);
}
WriteFragmentDefinitions(api_type, host_config, uid_data, out);
WriteEmulatedFragmentBodyHeader(api_type, host_config, uid_data, out);
if (custom_contents.shader.empty())
{
out.Write("void process_fragment(in DolphinFragmentInput frag_input, out DolphinFragmentOutput "
"frag_output)\n");
out.Write("{{\n");
out.Write("\tdolphin_process_emulated_fragment(frag_input, frag_output);\n");
out.Write("}}\n");
}
else
{
out.Write("{}\n", custom_contents.shader);
}
out.Write("void main()\n{{\n");
out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
bool has_custom_shaders = false;
if (std::any_of(custom_details.shaders.begin(), custom_details.shaders.end(),
[](const std::optional<CustomPixelShader>& ps) { return ps.has_value(); }))
{
WriteCustomShaderStructImpl(&out, numStages, per_pixel_lighting, uid_data);
has_custom_shaders = true;
}
if (use_framebuffer_fetch)
{
// Store off a copy of the initial framebuffer value.
@ -1107,112 +988,31 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
out.Write("\tint layer = 0;\n");
}
out.Write("\tint4 c0 = " I_COLORS "[1], c1 = " I_COLORS "[2], c2 = " I_COLORS
"[3], prev = " I_COLORS "[0];\n"
"\tint4 rastemp = int4(0, 0, 0, 0), rawtextemp = int4(0, 0, 0, 0), "
"textemp = int4(0, 0, 0, 0), konsttemp = int4(0, 0, 0, 0);\n"
"\tint3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);\n"
"\tint alphabump=0;\n"
"\tint3 tevcoord=int3(0, 0, 0);\n"
"\tint2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);\n"
"\tint4 "
"tevin_a=int4(0,0,0,0),tevin_b=int4(0,0,0,0),tevin_c=int4(0,0,0,0),tevin_d=int4(0,0,0,"
"0);\n\n"); // tev combiner inputs
// On GLSL, input variables must not be assigned to.
// This is why we declare these variables locally instead.
out.Write("\tfloat4 col0 = colors_0;\n"
"\tfloat4 col1 = colors_1;\n");
out.Write("\tDolphinFragmentInput frag_input;\n");
out.Write("\tfrag_input.color_0 = colors_0;\n");
out.Write("\tfrag_input.color_1 = colors_1;\n");
out.Write("\tfrag_input.layer = layer;\n");
if (per_pixel_lighting)
{
out.Write("\tfloat3 _normal = normalize(Normal.xyz);\n\n"
"\tfloat3 pos = WorldPos;\n");
// TODO: Our current constant usage code isn't able to handle more than one buffer.
// So we can't mark the VS constant as used here. But keep them here as reference.
// out.SetConstantsUsed(C_PLIGHT_COLORS, C_PLIGHT_COLORS+7); // TODO: Can be optimized further
// out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further
// out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
for (u32 chan = 0; chan < uid_data->numColorChans; chan++)
{
out.Write("\tcol{0} = dolphin_calculate_lighting_chn{0}(colors_{0}, pos, _normal);\n", chan);
}
// The number of colors available to TEV is determined by numColorChans.
// Normally this is performed in the vertex shader after lighting, but with per-pixel lighting,
// we need to perform it here. (It needs to be done after lighting, as what was originally
// black might become a different color after lighting).
if (uid_data->numColorChans == 0)
out.Write("col0 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (uid_data->numColorChans <= 1)
out.Write("col1 = float4(0.0, 0.0, 0.0, 0.0);\n");
}
if (uid_data->genMode_numtexgens == 0)
{
// TODO: This is a hack to ensure that shaders still compile when setting out of bounds tex
// coord indices to 0. Ideally, it shouldn't exist at all, but the exact behavior hasn't been
// tested.
out.Write("\tint2 fixpoint_uv0 = int2(0, 0);\n\n");
out.Write("\tfrag_input.normal = normalize(Normal);\n");
out.Write("\tfrag_input.position = WorldPos;\n");
}
else
{
out.SetConstantsUsed(C_TEXDIMS, C_TEXDIMS + uid_data->genMode_numtexgens - 1);
for (u32 i = 0; i < uid_data->genMode_numtexgens; ++i)
{
out.Write("\tint2 fixpoint_uv{} = int2(", i);
out.Write("(tex{}.z == 0.0 ? tex{}.xy : tex{}.xy / tex{}.z)", i, i, i, i);
out.Write(" * float2(" I_TEXDIMS "[{}].zw * 128));\n", i);
// TODO: S24 overflows here?
}
out.Write("\tfrag_input.normal = vec3(0, 0, 0);\n");
out.Write("\tfrag_input.position = vec3(0, 0, 0);\n");
}
for (u32 i = 0; i < uid_data->genMode_numindstages; ++i)
for (u32 i = 0; i < uid_data->genMode_numtexgens; i++)
{
if ((uid_data->nIndirectStagesUsed & (1U << i)) != 0)
{
u32 texcoord = uid_data->GetTevindirefCoord(i);
const u32 texmap = uid_data->GetTevindirefMap(i);
// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
// not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
// This affects the Mario portrait in Luigi's Mansion, where the developers forgot to set
// the number of tex gens to 2 (bug 11462).
if (texcoord >= uid_data->genMode_numtexgens)
texcoord = 0;
out.SetConstantsUsed(C_INDTEXSCALE + i / 2, C_INDTEXSCALE + i / 2);
out.Write("\ttempcoord = fixpoint_uv{} >> " I_INDTEXSCALE "[{}].{};\n", texcoord, i / 2,
(i & 1) ? "zw" : "xy");
out.Write("\tint3 iindtex{0} = sampleTextureWrapper({1}u, tempcoord, layer).abg;\n", i,
texmap);
}
out.Write("\tfrag_input.tex{0} = tex{0};\n", i);
}
for (u32 i = 0; i < numStages; i++)
{
// Build the equation for this stage
WriteStage(out, uid_data, i, api_type, stereo, has_custom_shaders);
}
if (!custom_contents.shader.empty())
GenerateCustomLighting(&out, uid_data->lighting);
{
// The results of the last texenv stage are put onto the screen,
// regardless of the used destination register
TevStageCombiner::ColorCombiner last_cc;
TevStageCombiner::AlphaCombiner last_ac;
last_cc.hex = uid_data->stagehash[uid_data->genMode_numtevstages].cc;
last_ac.hex = uid_data->stagehash[uid_data->genMode_numtevstages].ac;
if (last_cc.dest != TevOutput::Prev)
{
out.Write("\tprev.rgb = {};\n", tev_c_output_table[last_cc.dest]);
}
if (last_ac.dest != TevOutput::Prev)
{
out.Write("\tprev.a = {};\n", tev_a_output_table[last_ac.dest]);
}
}
out.Write("\tprev = prev & 255;\n");
out.Write("\tDolphinFragmentOutput frag_output;\n");
out.Write("\tprocess_fragment(frag_input, frag_output);\n");
out.Write("\tivec4 prev = frag_output.main & 255;\n");
// NOTE: Fragment may not be discarded if alpha test always fails and early depth test is enabled
// (in this case we need to write a depth value if depth test passes regardless of the alpha
@ -1292,10 +1092,11 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
// ztextures anyway
if (uid_data->ztex_op != ZTexOp::Disabled && !skip_ztexture)
{
// use the texture input of the last texture stage (textemp), hopefully this has been read and
// use the texture input of the last texture stage, hopefully this has been read and
// is in correct format...
out.SetConstantsUsed(C_ZBIAS, C_ZBIAS + 1);
out.Write("\tzCoord = idot(" I_ZBIAS "[0].xyzw, rawtextemp.xyzw) + " I_ZBIAS "[1].w {};\n",
out.Write("\tzCoord = idot(" I_ZBIAS "[0].xyzw, frag_output.last_texture.xyzw) + " I_ZBIAS
"[1].w {};\n",
(uid_data->ztex_op == ZTexOp::Add) ? "+ zCoord" : "");
out.Write("\tzCoord = zCoord & 0xFFFFFF;\n");
}
@ -1319,23 +1120,6 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
WriteFog(out, uid_data);
for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
{
const auto& shader_details = custom_details.shaders[i];
if (!shader_details.custom_shader.empty())
{
out.Write("\t{{\n");
out.Write("\t\tcustom_data.final_color = float4(prev.r / 255.0, prev.g / 255.0, prev.b "
"/ 255.0, prev.a / 255.0);\n");
out.Write("\t\tCustomShaderOutput custom_output = {}_{}(custom_data);\n",
CUSTOM_PIXELSHADER_COLOR_FUNC, i);
out.Write("\t\tprev = int4(custom_output.main_rt.r * 255, custom_output.main_rt.g * 255, "
"custom_output.main_rt.b * 255, custom_output.main_rt.a * 255);\n");
out.Write("\t}}\n\n");
}
}
if (uid_data->logic_op_enable)
WriteLogicOp(out, uid_data);
else if (uid_data->emulate_logic_op_with_blend)
@ -1360,7 +1144,7 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
}
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
APIType api_type, bool stereo, bool has_custom_shaders)
APIType api_type, bool stereo)
{
using Common::EnumMap;
@ -1755,58 +1539,6 @@ static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, i
out.Write(", -1024, 1023)");
out.Write(";\n");
if (has_custom_shaders)
{
// Color input
out.Write(
"\tcustom_data.tev_stages[{}].input_color[0].value = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_input_table[cc.a]);
out.Write("\tcustom_data.tev_stages[{}].input_color[0].input_type = {};\n", n,
tev_c_input_type[cc.a]);
out.Write(
"\tcustom_data.tev_stages[{}].input_color[1].value = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_input_table[cc.b]);
out.Write("\tcustom_data.tev_stages[{}].input_color[1].input_type = {};\n", n,
tev_c_input_type[cc.b]);
out.Write(
"\tcustom_data.tev_stages[{}].input_color[2].value = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_input_table[cc.c]);
out.Write("\tcustom_data.tev_stages[{}].input_color[2].input_type = {};\n", n,
tev_c_input_type[cc.c]);
out.Write(
"\tcustom_data.tev_stages[{}].input_color[3].value = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_input_table[cc.d]);
out.Write("\tcustom_data.tev_stages[{}].input_color[3].input_type = {};\n", n,
tev_c_input_type[cc.d]);
// Alpha input
out.Write("\tcustom_data.tev_stages[{}].input_alpha[0].value = {} / float(255.0);\n", n,
tev_a_input_table[ac.a]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[0].input_type = {};\n", n,
tev_a_input_type[ac.a]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[1].value = {} / float(255.0);\n", n,
tev_a_input_table[ac.b]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[1].input_type = {};\n", n,
tev_a_input_type[ac.b]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[2].value = {} / float(255.0);\n", n,
tev_a_input_table[ac.c]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[2].input_type = {};\n", n,
tev_a_input_type[ac.c]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[3].value = {} / float(255.0);\n", n,
tev_a_input_table[ac.d]);
out.Write("\tcustom_data.tev_stages[{}].input_alpha[3].input_type = {};\n", n,
tev_a_input_type[ac.d]);
// Texmap
out.Write("\tcustom_data.tev_stages[{}].texmap = {}u;\n", n, stage.tevorders_texmap);
// Output
out.Write("\tcustom_data.tev_stages[{}].output_color.rgb = {} / float3(255.0, 255.0, 255.0);\n",
n, tev_c_output_table[cc.dest]);
out.Write("\tcustom_data.tev_stages[{}].output_color.a = {} / float(255.0);\n", n,
tev_a_output_table[ac.dest]);
}
}
static void WriteTevRegular(ShaderCode& out, std::string_view components, TevBias bias, TevOp op,
@ -2187,3 +1919,198 @@ static void WriteBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data)
out.Write("\treal_ocol0 = blend_result;\n");
}
void WriteFragmentBody(APIType api_type, const ShaderHostConfig& host_config,
const pixel_shader_uid_data* uid_data, ShaderCode& out)
{
const bool per_pixel_lighting = host_config.per_pixel_lighting;
const bool stereo = host_config.stereo;
const u32 numStages = uid_data->genMode_numtevstages + 1;
out.Write("\tvec4 col0 = frag_input.color_0;\n");
out.Write("\tvec4 col1 = frag_input.color_1;\n");
out.Write("\tint layer = frag_input.layer;\n");
out.Write("\tint4 c0 = " I_COLORS "[1], c1 = " I_COLORS "[2], c2 = " I_COLORS
"[3], prev = " I_COLORS "[0];\n"
"\tint4 rastemp = int4(0, 0, 0, 0), rawtextemp = int4(0, 0, 0, 0), "
"textemp = int4(0, 0, 0, 0), konsttemp = int4(0, 0, 0, 0);\n"
"\tint3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);\n"
"\tint alphabump=0;\n"
"\tint3 tevcoord=int3(0, 0, 0);\n"
"\tint2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);\n"
"\tint4 "
"tevin_a=int4(0,0,0,0),tevin_b=int4(0,0,0,0),tevin_c=int4(0,0,0,0),tevin_d=int4(0,0,0,"
"0);\n\n"); // tev combiner inputs
if (per_pixel_lighting)
{
if (uid_data->numColorChans > 0)
{
out.Write("\tcol0 = dolphin_calculate_lighting_chn0(col0, frag_input.position, "
"frag_input.normal);\n");
}
else
{
// The number of colors available to TEV is determined by numColorChans.
// We have to provide the fields to match the interface, so set to zero if it's not enabled.
out.Write("\tcol0 = vec4(0.0, 0.0, 0.0, 0.0);\n");
}
if (uid_data->numColorChans == 2)
{
out.Write("\tcol1 = dolphin_calculate_lighting_chn1(col1, frag_input.position, "
"frag_input.normal);\n");
}
else
{
// The number of colors available to TEV is determined by numColorChans.
// We have to provide the fields to match the interface, so set to zero if it's not enabled.
out.Write("\tcol1 = vec4(0.0, 0.0, 0.0, 0.0);\n");
}
}
if (uid_data->genMode_numtexgens == 0)
{
// TODO: This is a hack to ensure that shaders still compile when setting out of bounds tex
// coord indices to 0. Ideally, it shouldn't exist at all, but the exact behavior hasn't been
// tested.
out.Write("\tint2 fixpoint_uv0 = int2(0, 0);\n\n");
}
else
{
out.SetConstantsUsed(C_TEXDIMS, C_TEXDIMS + uid_data->genMode_numtexgens - 1);
for (u32 i = 0; i < uid_data->genMode_numtexgens; ++i)
{
out.Write("\tint2 fixpoint_uv{} = int2(", i);
out.Write("(frag_input.tex{}.z == 0.0 ? frag_input.tex{}.xy : frag_input.tex{}.xy / "
"frag_input.tex{}.z)",
i, i, i, i);
out.Write(" * float2(" I_TEXDIMS "[{}].zw * 128));\n", i);
// TODO: S24 overflows here?
}
}
for (u32 i = 0; i < uid_data->genMode_numindstages; ++i)
{
if ((uid_data->nIndirectStagesUsed & (1U << i)) != 0)
{
u32 texcoord = uid_data->GetTevindirefCoord(i);
const u32 texmap = uid_data->GetTevindirefMap(i);
// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord
// does not exist), then tex coord 0 is used (though sometimes glitchy effects happen on
// console). This affects the Mario portrait in Luigi's Mansion, where the developers forgot
// to set the number of tex gens to 2 (bug 11462).
if (texcoord >= uid_data->genMode_numtexgens)
texcoord = 0;
out.SetConstantsUsed(C_INDTEXSCALE + i / 2, C_INDTEXSCALE + i / 2);
out.Write("\ttempcoord = fixpoint_uv{} >> " I_INDTEXSCALE "[{}].{};\n", texcoord, i / 2,
(i & 1) ? "zw" : "xy");
out.Write("\tint3 iindtex{0} = sampleTextureWrapper({1}u, tempcoord, layer).abg;\n", i,
texmap);
}
}
for (u32 i = 0; i < numStages; i++)
{
// Build the equation for this stage
WriteStage(out, uid_data, i, api_type, stereo);
}
{
// The results of the last texenv stage are put onto the screen,
// regardless of the used destination register
TevStageCombiner::ColorCombiner last_cc;
TevStageCombiner::AlphaCombiner last_ac;
last_cc.hex = uid_data->stagehash[uid_data->genMode_numtevstages].cc;
last_ac.hex = uid_data->stagehash[uid_data->genMode_numtevstages].ac;
if (last_cc.dest != TevOutput::Prev)
{
out.Write("\tprev.rgb = {};\n", tev_c_output_table[last_cc.dest]);
}
if (last_ac.dest != TevOutput::Prev)
{
out.Write("\tprev.a = {};\n", tev_a_output_table[last_ac.dest]);
}
}
out.Write("\tfrag_output.last_texture = rawtextemp;\n");
out.Write("\tfrag_output.main = prev;\n");
}
static void WriteFragmentDefinitions(APIType api_type, const ShaderHostConfig& host_config,
const pixel_shader_uid_data* uid_data, ShaderCode& out)
{
out.Write("struct DolphinLightData\n");
out.Write("{{\n");
out.Write("\tfloat3 position;\n");
out.Write("\tfloat3 direction;\n");
out.Write("\tfloat3 color;\n");
out.Write("\tuint attenuation_type;\n");
out.Write("\tfloat4 cosatt;\n");
out.Write("\tfloat4 distatt;\n");
out.Write("}};\n\n");
out.Write("struct DolphinFragmentInput\n");
out.Write("{{\n");
out.Write("\tvec4 color_0;\n");
out.Write("\tvec4 color_1;\n");
out.Write("\tint layer;\n");
out.Write("\tvec3 normal;\n");
out.Write("\tvec3 position;\n");
for (u32 i = 0; i < uid_data->genMode_numtexgens; i++)
{
out.Write("\tvec3 tex{};\n", i);
}
for (u32 i = uid_data->genMode_numtexgens; i < 8; i++)
{
out.Write("\tvec3 tex{};\n", i);
}
out.Write("\n");
out.Write("\tDolphinLightData[8] lights_chan0_color;\n");
out.Write("\tDolphinLightData[8] lights_chan0_alpha;\n");
out.Write("\tDolphinLightData[8] lights_chan1_color;\n");
out.Write("\tDolphinLightData[8] lights_chan1_alpha;\n");
out.Write("\tfloat4[2] ambient_lighting;\n");
out.Write("\tfloat4[2] base_material;\n");
out.Write("\tuint light_chan0_color_count;\n");
out.Write("\tuint light_chan0_alpha_count;\n");
out.Write("\tuint light_chan1_color_count;\n");
out.Write("\tuint light_chan1_alpha_count;\n");
out.Write("}};\n\n");
out.Write("struct DolphinFragmentOutput\n");
out.Write("{{\n");
out.Write("\tivec4 main;\n");
out.Write("\tivec4 last_texture;\n");
out.Write("}};\n\n");
// CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE "enum" values
out.Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_NONE = {}u;\n",
static_cast<u32>(AttenuationFunc::None));
out.Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_POINT = {}u;\n",
static_cast<u32>(AttenuationFunc::Spec));
out.Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_DIR = {}u;\n",
static_cast<u32>(AttenuationFunc::Dir));
out.Write("const uint CUSTOM_SHADER_LIGHTING_ATTENUATION_TYPE_SPOT = {}u;\n",
static_cast<u32>(AttenuationFunc::Spot));
}
static void WriteEmulatedFragmentBodyHeader(APIType api_type, const ShaderHostConfig& host_config,
const pixel_shader_uid_data* uid_data, ShaderCode& out)
{
constexpr std::string_view emulated_fragment_definition =
"void dolphin_process_emulated_fragment(in DolphinFragmentInput frag_input, out "
"DolphinFragmentOutput frag_output)";
out.Write("{}\n", emulated_fragment_definition);
out.Write("{{\n");
WriteFragmentBody(api_type, host_config, uid_data, out);
out.Write("}}\n");
}