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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
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:
@ -17,263 +17,6 @@
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namespace UberShader
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{
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namespace
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{
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void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_texgen, bool per_pixel_lighting)
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{
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out->Write("\tCustomShaderData custom_data;\n");
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if (per_pixel_lighting)
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{
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out->Write("\tcustom_data.position = WorldPos;\n");
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out->Write("\tcustom_data.normal = Normal;\n");
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}
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else
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{
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out->Write("\tcustom_data.position = float3(0, 0, 0);\n");
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out->Write("\tcustom_data.normal = float3(0, 0, 0);\n");
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}
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if (num_texgen == 0) [[unlikely]]
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{
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out->Write("\tcustom_data.texcoord[0] = float3(0, 0, 0);\n");
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}
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else
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{
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for (u32 i = 0; i < num_texgen; ++i)
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{
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out->Write("\tif (tex{0}.z == 0.0)\n", i);
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out->Write("\t{{\n");
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out->Write("\t\tcustom_data.texcoord[{0}] = tex{0};\n", i);
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out->Write("\t}}\n");
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out->Write("\telse {{\n");
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out->Write("\t\tcustom_data.texcoord[{0}] = float3(tex{0}.xy / tex{0}.z, 0);\n", i);
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out->Write("\t}}\n");
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}
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}
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out->Write("\tcustom_data.texcoord_count = {};\n", num_texgen);
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for (u32 i = 0; i < 8; i++)
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{
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// Shader compilation complains if every index isn't initialized
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out->Write("\tcustom_data.texmap_to_texcoord_index[{0}] = {0};\n", i);
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}
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for (u32 i = 0; i < NUM_XF_COLOR_CHANNELS; i++)
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{
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out->Write("\tcustom_data.base_material[{}] = vec4(0, 0, 0, 1);\n", i);
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out->Write("\tcustom_data.ambient_lighting[{}] = vec4(0, 0, 0, 1);\n", i);
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// Shader compilation errors can throw if not everything is initialized
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for (u32 light_count_index = 0; light_count_index < 8; light_count_index++)
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{
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// Color
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out->Write("\tcustom_data.lights_chan{}_color[{}].direction = float3(0, 0, 0);\n", i,
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light_count_index);
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out->Write("\tcustom_data.lights_chan{}_color[{}].position = float3(0, 0, 0);\n", i,
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light_count_index);
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out->Write("\tcustom_data.lights_chan{}_color[{}].color = float3(0, 0, 0);\n", i,
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light_count_index);
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out->Write("\tcustom_data.lights_chan{}_color[{}].cosatt = float4(0, 0, 0, 0);\n", i,
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light_count_index);
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out->Write("\tcustom_data.lights_chan{}_color[{}].distatt = float4(0, 0, 0, 0);\n", i,
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light_count_index);
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out->Write("\tcustom_data.lights_chan{}_color[{}].attenuation_type = 0;\n", i,
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light_count_index);
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// Alpha
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out->Write("\tcustom_data.lights_chan{}_alpha[{}].direction = float3(0, 0, 0);\n", i,
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light_count_index);
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out->Write("\tcustom_data.lights_chan{}_alpha[{}].position = float3(0, 0, 0);\n", i,
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light_count_index);
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out->Write("\tcustom_data.lights_chan{}_alpha[{}].color = float3(0, 0, 0);\n", i,
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light_count_index);
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out->Write("\tcustom_data.lights_chan{}_alpha[{}].cosatt = float4(0, 0, 0, 0);\n", i,
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light_count_index);
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out->Write("\tcustom_data.lights_chan{}_alpha[{}].distatt = float4(0, 0, 0, 0);\n", i,
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light_count_index);
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out->Write("\tcustom_data.lights_chan{}_alpha[{}].attenuation_type = 0;\n", i,
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light_count_index);
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}
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out->Write("\tcustom_data.light_chan{}_color_count = 0;\n", i);
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out->Write("\tcustom_data.light_chan{}_alpha_count = 0;\n", i);
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}
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if (num_texgen > 0) [[likely]]
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{
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out->Write("\n");
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out->Write("\tfor(uint stage = 0u; stage <= num_stages; stage++)\n");
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out->Write("\t{{\n");
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out->Write("\t\tStageState ss;\n");
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out->Write("\t\tss.order = bpmem_tevorder(stage>>1);\n");
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out->Write("\t\tif ((stage & 1u) == 1u)\n");
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out->Write("\t\t\tss.order = ss.order >> {};\n\n",
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int(TwoTevStageOrders().enable_tex_odd.StartBit() -
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TwoTevStageOrders().enable_tex_even.StartBit()));
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out->Write("\t\tuint texmap = {};\n",
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BitfieldExtract<&TwoTevStageOrders::texcoord_even>("ss.order"));
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// Shader compilation is weird, shader arrays can't use indexing by variable
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// to set values unless the variable is an index in a for loop.
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// So instead we have to do this if check nonsense
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for (u32 i = 0; i < 8; i++)
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{
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out->Write("\t\tif (texmap == {})\n", i);
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out->Write("\t\t{{\n");
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out->Write("\t\t\tcustom_data.texmap_to_texcoord_index[{}] = selectTexCoordIndex(texmap);\n",
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i);
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out->Write("\t\t}}\n");
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}
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out->Write("\t}}\n");
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}
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if (per_pixel_lighting)
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{
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out->Write("\tuint light_count = 0;\n");
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out->Write("\tfor (uint chan = 0u; chan < {}u; chan++)\n", NUM_XF_COLOR_CHANNELS);
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out->Write("\t{{\n");
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out->Write("\t\tuint colorreg = xfmem_color(chan);\n");
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out->Write("\t\tuint alphareg = xfmem_alpha(chan);\n");
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for (const auto& color_type : std::array<std::string_view, 2>{"colorreg", "alphareg"})
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{
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if (color_type == "colorreg")
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{
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out->Write("\t\tcustom_data.base_material[0] = " I_MATERIALS "[2u] / 255.0; \n");
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out->Write("\t\tif ({} != 0u)\n", BitfieldExtract<&LitChannel::enablelighting>(color_type));
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out->Write("\t\t\tcustom_data.base_material[0] = colors_0; \n");
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}
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else
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{
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out->Write("custom_data.base_material[1].w = " I_MATERIALS "[3u].w / 255.0; \n");
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out->Write("\t\tif ({} != 0u)\n", BitfieldExtract<&LitChannel::enablelighting>(color_type));
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out->Write("\t\t\tcustom_data.base_material[1].w = colors_1.w; \n");
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}
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out->Write("\t\tif ({} != 0u)\n", BitfieldExtract<&LitChannel::enablelighting>(color_type));
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out->Write("\t\t{{\n");
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out->Write("\t\t\tuint light_mask = {} | ({} << 4u);\n",
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BitfieldExtract<&LitChannel::lightMask0_3>(color_type),
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BitfieldExtract<&LitChannel::lightMask4_7>(color_type));
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out->Write("\t\t\tuint attnfunc = {};\n", BitfieldExtract<&LitChannel::attnfunc>(color_type));
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out->Write("\t\t\tfor (uint light_index = 0u; light_index < 8u; light_index++)\n");
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out->Write("\t\t\t{{\n");
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out->Write("\t\t\t\tif ((light_mask & (1u << light_index)) != 0u)\n");
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out->Write("\t\t\t\t{{\n");
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// Shader compilation is weird, shader arrays can't use indexing by variable
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// to set values unless the variable is an index in a for loop.
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// So instead we have to do this if check nonsense
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for (u32 light_count_index = 0; light_count_index < 8; light_count_index++)
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{
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out->Write("\t\t\t\t\tif (light_index == {})\n", light_count_index);
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out->Write("\t\t\t\t\t{{\n");
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if (color_type == "colorreg")
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{
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for (u32 channel_index = 0; channel_index < NUM_XF_COLOR_CHANNELS; channel_index++)
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{
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out->Write("\t\t\t\t\t\tif (chan == {})\n", channel_index);
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out->Write("\t\t\t\t\t\t{{\n");
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out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].direction = " I_LIGHTS
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"[light_index].dir.xyz;\n",
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channel_index, light_count_index);
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out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].position = " I_LIGHTS
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"[light_index].pos.xyz;\n",
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channel_index, light_count_index);
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out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].cosatt = " I_LIGHTS
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"[light_index].cosatt;\n",
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channel_index, light_count_index);
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out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].distatt = " I_LIGHTS
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"[light_index].distatt;\n",
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channel_index, light_count_index);
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out->Write(
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"\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].attenuation_type = attnfunc;\n",
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channel_index, light_count_index);
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out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_color[{}].color = " I_LIGHTS
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"[light_index].color.rgb / float3(255.0, 255.0, 255.0);\n",
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channel_index, light_count_index);
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out->Write("\t\t\t\t\t\t\tcustom_data.light_chan{}_color_count += 1;\n", channel_index);
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out->Write("\t\t\t\t\t\t}}\n");
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}
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}
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else
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{
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for (u32 channel_index = 0; channel_index < NUM_XF_COLOR_CHANNELS; channel_index++)
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{
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out->Write("\t\t\t\t\t\tif (chan == {})\n", channel_index);
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out->Write("\t\t\t\t\t\t{{\n");
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out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].direction = " I_LIGHTS
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"[light_index].dir.xyz;\n",
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channel_index, light_count_index);
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out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].position = " I_LIGHTS
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"[light_index].pos.xyz;\n",
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channel_index, light_count_index);
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out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].cosatt = " I_LIGHTS
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"[light_index].cosatt;\n",
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channel_index, light_count_index);
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out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].distatt = " I_LIGHTS
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"[light_index].distatt;\n",
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channel_index, light_count_index);
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out->Write(
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"\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].attenuation_type = attnfunc;\n",
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channel_index, light_count_index);
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out->Write("\t\t\t\t\t\t\tcustom_data.lights_chan{}_alpha[{}].color = float3(" I_LIGHTS
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"[light_index].color.a) / float3(255.0, 255.0, 255.0);\n",
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channel_index, light_count_index);
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out->Write("\t\t\t\t\t\t\tcustom_data.light_chan{}_alpha_count += 1;\n", channel_index);
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out->Write("\t\t\t\t\t\t}}\n");
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}
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}
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out->Write("\t\t\t\t\t}}\n");
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}
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out->Write("\t\t\t\t}}\n");
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out->Write("\t\t\t}}\n");
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out->Write("\t\t}}\n");
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}
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out->Write("\t}}\n");
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}
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for (u32 i = 0; i < 16; i++)
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{
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// Shader compilation complains if every struct isn't initialized
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// Color Input
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for (u32 j = 0; j < 4; j++)
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{
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out->Write("\tcustom_data.tev_stages[{}].input_color[{}].input_type = "
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"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
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i, j);
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out->Write("\tcustom_data.tev_stages[{}].input_color[{}].value = "
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"float3(0, 0, 0);\n",
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i, j);
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}
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// Alpha Input
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for (u32 j = 0; j < 4; j++)
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{
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out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].input_type = "
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"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
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i, j);
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out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].value = "
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"float(0);\n",
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i, j);
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}
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// Texmap
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out->Write("\tcustom_data.tev_stages[{}].texmap = 0u;\n", i);
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// Output
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out->Write("\tcustom_data.tev_stages[{}].output_color = "
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"float4(0, 0, 0, 0);\n",
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i);
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}
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// Actual data will be filled out in the tev stage code, just set the
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// stage count for now
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out->Write("\tcustom_data.tev_stage_count = num_stages;\n");
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// Time
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out->Write("\tcustom_data.time_ms = time_ms;\n");
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}
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} // namespace
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PixelShaderUid GetPixelShaderUid()
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{
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PixelShaderUid out;
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@ -313,8 +56,7 @@ void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& hos
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}
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ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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const pixel_ubershader_uid_data* uid_data,
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const CustomPixelShaderContents& custom_details)
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const pixel_ubershader_uid_data* uid_data)
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{
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const bool per_pixel_lighting = host_config.per_pixel_lighting;
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const bool msaa = host_config.msaa;
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@ -333,13 +75,7 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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out.Write("// {}\n", *uid_data);
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WriteBitfieldExtractHeader(out, api_type, host_config);
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WritePixelShaderCommonHeader(out, api_type, host_config, bounding_box, custom_details);
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WriteCustomShaderStructDef(&out, numTexgen);
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for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
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{
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const auto& shader_details = custom_details.shaders[i];
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out.Write(fmt::runtime(shader_details.custom_shader), i);
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}
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WritePixelShaderCommonHeader(out, api_type, host_config, bounding_box);
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if (per_pixel_lighting)
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WriteLightingFunction(out);
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@ -769,25 +505,6 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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"return int3(0, 0, 0);", // ZERO
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};
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static constexpr Common::EnumMap<std::string_view, TevColorArg::Zero> tev_c_input_type{
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
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};
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static constexpr Common::EnumMap<std::string_view, TevAlphaArg::Zero> tev_a_input_table{
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"return s.Reg[0].a;", // APREV,
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"return s.Reg[1].a;", // A0,
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@ -799,17 +516,6 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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"return 0;", // ZERO
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};
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static constexpr Common::EnumMap<std::string_view, TevAlphaArg::Zero> tev_a_input_type{
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST;",
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"return CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC;",
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};
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static constexpr Common::EnumMap<std::string_view, TevOutput::Color2> tev_regs_lookup_table{
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"return s.Reg[0];",
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"return s.Reg[1];",
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@ -851,16 +557,6 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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out.Write("}}\n"
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"\n");
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out.Write("// Helper function for Custom Shader Input Type\n"
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"uint getColorInputType(uint index) {{\n");
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WriteSwitch(out, api_type, "index", tev_c_input_type, 2, false);
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out.Write("}}\n"
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"\n"
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"uint getAlphaInputType(uint index) {{\n");
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WriteSwitch(out, api_type, "index", tev_a_input_type, 2, false);
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out.Write("}}\n"
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"\n");
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// Since the fixed-point texture coodinate variables aren't global, we need to pass
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// them to the select function. This applies to all backends.
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if (numTexgen > 0)
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@ -880,14 +576,6 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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out.Write(" uint num_stages = {};\n\n",
|
||||
BitfieldExtract<&GenMode::numtevstages>("bpmem_genmode"));
|
||||
|
||||
bool has_custom_shader_details = false;
|
||||
if (std::any_of(custom_details.shaders.begin(), custom_details.shaders.end(),
|
||||
[](const std::optional<CustomPixelShader>& ps) { return ps.has_value(); }))
|
||||
{
|
||||
WriteCustomShaderStructImpl(&out, numTexgen, per_pixel_lighting);
|
||||
has_custom_shader_details = true;
|
||||
}
|
||||
|
||||
if (use_framebuffer_fetch)
|
||||
{
|
||||
// Store off a copy of the initial framebuffer value.
|
||||
@ -1239,78 +927,6 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
|
||||
"\n"
|
||||
" // Write result to the correct input register of the next stage\n");
|
||||
WriteSwitch(out, api_type, "alpha_dest", tev_a_set_table, 6, true);
|
||||
if (has_custom_shader_details)
|
||||
{
|
||||
for (u32 stage_index = 0; stage_index < 16; stage_index++)
|
||||
{
|
||||
out.Write("\tif (stage == {}u) {{\n", stage_index);
|
||||
// Color input
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_color[0].value = color_A / float3(255.0, "
|
||||
"255.0, 255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_color[0].input_type = "
|
||||
"getColorInputType(color_a);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_color[1].value = color_B / float3(255.0, "
|
||||
"255.0, 255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_color[1].input_type = "
|
||||
"getColorInputType(color_b);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_color[2].value = color_C / float3(255.0, "
|
||||
"255.0, 255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_color[2].input_type = "
|
||||
"getColorInputType(color_c);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_color[3].value = color_D / float3(255.0, "
|
||||
"255.0, 255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_color[3].input_type = "
|
||||
"getColorInputType(color_c);\n",
|
||||
stage_index);
|
||||
|
||||
// Alpha input
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[0].value = alpha_A / float(255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[0].input_type = "
|
||||
"getAlphaInputType(alpha_a);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[1].value = alpha_B / float(255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[1].input_type = "
|
||||
"getAlphaInputType(alpha_b);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[2].value = alpha_C / float(255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[2].input_type = "
|
||||
"getAlphaInputType(alpha_c);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[3].value = alpha_D / float(255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].input_alpha[3].input_type = "
|
||||
"getAlphaInputType(alpha_d);\n",
|
||||
stage_index);
|
||||
|
||||
if (numTexgen != 0)
|
||||
{
|
||||
// Texmap
|
||||
out.Write("\t\tif (texture_enabled) {{\n");
|
||||
out.Write("\t\t\tuint sampler_num = {};\n",
|
||||
BitfieldExtract<&TwoTevStageOrders::texmap_even>("ss.order"));
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].texmap = sampler_num;\n", stage_index);
|
||||
out.Write("\t\t}}\n");
|
||||
}
|
||||
|
||||
// Output
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].output_color.rgb = color / float3(255.0, 255.0, "
|
||||
"255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t\tcustom_data.tev_stages[{}].output_color.a = alpha / float(255.0);\n",
|
||||
stage_index);
|
||||
out.Write("\t}}\n");
|
||||
}
|
||||
}
|
||||
out.Write(" }}\n");
|
||||
out.Write(" }} // Main TEV loop\n");
|
||||
out.Write("\n");
|
||||
@ -1508,24 +1124,6 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
|
||||
" }}\n"
|
||||
"\n");
|
||||
|
||||
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(TevResult.r / 255.0, TevResult.g / 255.0, "
|
||||
"TevResult.b / 255.0, TevResult.a / 255.0);\n");
|
||||
out.Write("\t\tCustomShaderOutput custom_output = {}_{}(custom_data);\n",
|
||||
CUSTOM_PIXELSHADER_COLOR_FUNC, i);
|
||||
out.Write(
|
||||
"\t\tTevResult = 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 (use_framebuffer_fetch)
|
||||
{
|
||||
static constexpr std::array<const char*, 16> logic_op_mode{
|
||||
|
Reference in New Issue
Block a user