mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
Add in GLSL setting again.
PS and VS making. Untested and won't work for now. Add in program shader cache files. Readd NativeVertexFormat stuffs. Add in PS and VS cache things. SetShaders in places. Fixed EFB cache index computations in OpenGL renderer. The previous computation was very likely to go out of array bounds, which could result in crashes on EFB access. Also, the cache size was rounded down instead of up. This is a problem since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
This commit is contained in:

committed by
Sonicadvance1

parent
3990002250
commit
a357c77257
@ -130,7 +130,7 @@ static char text[16384];
|
||||
|
||||
#define WRITE p+=sprintf
|
||||
|
||||
char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type)
|
||||
char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE ApiType)
|
||||
{
|
||||
WRITE(p, "struct VS_OUTPUT {\n");
|
||||
WRITE(p, " float4 pos : POSITION;\n");
|
||||
@ -161,7 +161,10 @@ char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type)
|
||||
return p;
|
||||
}
|
||||
|
||||
const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
||||
extern const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num);
|
||||
|
||||
|
||||
const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
|
||||
{
|
||||
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
|
||||
text[sizeof(text) - 1] = 0x7C; // canary
|
||||
@ -169,7 +172,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
||||
_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);
|
||||
bool is_d3d = (ApiType & API_D3D9 || ApiType == API_D3D11);
|
||||
u32 lightMask = 0;
|
||||
if (xfregs.numChan.numColorChans > 0)
|
||||
lightMask |= xfregs.color[0].GetFullLightMask() | xfregs.alpha[0].GetFullLightMask();
|
||||
@ -178,78 +181,109 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
||||
|
||||
char *p = text;
|
||||
WRITE(p, "//Vertex Shader: comp:%x, \n", components);
|
||||
WRITE(p, "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);
|
||||
|
||||
// uniforms
|
||||
|
||||
WRITE(p, "uniform s_" I_TRANSFORMMATRICES" " I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
|
||||
WRITE(p, "uniform s_" I_TEXMATRICES" " I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES); // also using tex matrices
|
||||
WRITE(p, "uniform s_" I_NORMALMATRICES" " I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES);
|
||||
WRITE(p, "uniform s_" I_POSNORMALMATRIX" " I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX);
|
||||
WRITE(p, "uniform s_" I_POSTTRANSFORMMATRICES" " I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES);
|
||||
WRITE(p, "uniform s_" I_LIGHTS" " I_LIGHTS" : register(c%d);\n", C_LIGHTS);
|
||||
WRITE(p, "uniform s_" I_MATERIALS" " I_MATERIALS" : register(c%d);\n", C_MATERIALS);
|
||||
WRITE(p, "uniform s_" I_PROJECTION" " I_PROJECTION" : register(c%d);\n", C_PROJECTION);
|
||||
WRITE(p, "uniform float4 " I_DEPTHPARAMS" : register(c%d);\n", C_DEPTHPARAMS);
|
||||
|
||||
WRITE(p, "VS_OUTPUT main(\n");
|
||||
|
||||
// inputs
|
||||
if (components & VB_HAS_NRM0)
|
||||
WRITE(p, " float3 rawnorm0 : NORMAL0,\n");
|
||||
if (components & VB_HAS_NRM1) {
|
||||
if (is_d3d)
|
||||
WRITE(p, " float3 rawnorm1 : NORMAL1,\n");
|
||||
else
|
||||
WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
|
||||
if(ApiType == API_GLSL)
|
||||
{
|
||||
// A few required defines and ones that will make our lives a lot easier
|
||||
WRITE(p, "#version 120\n");
|
||||
// Silly differences
|
||||
WRITE(p, "#define float2 vec2\n");
|
||||
WRITE(p, "#define float3 vec3\n");
|
||||
WRITE(p, "#define float4 vec4\n");
|
||||
|
||||
// cg to glsl function translation
|
||||
WRITE(p, "#define frac(x) fract(x)\n");
|
||||
WRITE(p, "#define saturate(x) clamp(x, 0.0f, 1.0f)\n");
|
||||
WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n");
|
||||
}
|
||||
if (components & VB_HAS_NRM2) {
|
||||
if (is_d3d)
|
||||
WRITE(p, " float3 rawnorm2 : NORMAL2,\n");
|
||||
else
|
||||
WRITE(p, " float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
|
||||
}
|
||||
if (components & VB_HAS_COL0)
|
||||
WRITE(p, " float4 color0 : COLOR0,\n");
|
||||
if (components & VB_HAS_COL1)
|
||||
WRITE(p, " 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)
|
||||
WRITE(p, " float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
|
||||
}
|
||||
if (components & VB_HAS_POSMTXIDX) {
|
||||
if (is_d3d)
|
||||
{
|
||||
WRITE(p, " float4 blend_indices : BLENDINDICES,\n");
|
||||
// uniforms
|
||||
WRITE(p, "uniform float4 "I_TRANSFORMMATRICES"[64] %s;\n", WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
|
||||
WRITE(p, "uniform float4 "I_TEXMATRICES"[24] %s;\n", WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
|
||||
WRITE(p, "uniform float4 "I_NORMALMATRICES"[32] %s;\n", WriteRegister(ApiType, "c", C_NORMALMATRICES));
|
||||
WRITE(p, "uniform float4 "I_POSNORMALMATRIX"[6] %s;\n", WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
|
||||
WRITE(p, "uniform float4 "I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES));
|
||||
WRITE(p, "uniform float4 "I_LIGHTS"[40] %s;\n", WriteRegister(ApiType, "c", C_LIGHTS));
|
||||
WRITE(p, "uniform float4 "I_MATERIALS"[4] %s;\n", WriteRegister(ApiType, "c", C_MATERIALS));
|
||||
WRITE(p, "uniform float4 "I_PROJECTION"[4] %s;\n", WriteRegister(ApiType, "c", C_PROJECTION));
|
||||
WRITE(p, "uniform float4 "I_DEPTHPARAMS" %s;\n", WriteRegister(ApiType, "c", C_DEPTHPARAMS));
|
||||
|
||||
p = GenerateVSOutputStruct(p, components, ApiType);
|
||||
|
||||
if(ApiType == API_GLSL)
|
||||
{
|
||||
if (components & VB_HAS_NRM0)
|
||||
WRITE(p, " float3 rawnorm0 = gl_Normal; // NORMAL0,\n");
|
||||
|
||||
if (components & VB_HAS_POSMTXIDX)
|
||||
WRITE(p, "attribute float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
|
||||
if (components & VB_HAS_NRM1)
|
||||
WRITE(p, "attribute float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
|
||||
if (components & VB_HAS_NRM2)
|
||||
WRITE(p, "attribute float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
|
||||
|
||||
if (components & VB_HAS_COL0)
|
||||
WRITE(p, " float4 color0 = gl_Color; // COLOR0,\n");
|
||||
if (components & VB_HAS_COL1)
|
||||
WRITE(p, " float4 color1 = gl_SecondaryColor; // COLOR1,\n");
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
|
||||
if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
|
||||
WRITE(p, " float%d tex%d = gl_MultiTexCoord%d.xy%s; // TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i, hastexmtx ? "z" : "", i);
|
||||
}
|
||||
else
|
||||
WRITE(p, " float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
|
||||
WRITE(p, " float4 rawpos = gl_Vertex;\n") ;
|
||||
|
||||
WRITE(p, "void main()\n{\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
WRITE(p, "VS_OUTPUT main(\n");
|
||||
|
||||
// inputs
|
||||
if (components & VB_HAS_NRM0)
|
||||
WRITE(p, " float3 rawnorm0 : NORMAL0,\n");
|
||||
if (components & VB_HAS_NRM1) {
|
||||
if (is_d3d)
|
||||
WRITE(p, " float3 rawnorm1 : NORMAL1,\n");
|
||||
else
|
||||
WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
|
||||
}
|
||||
if (components & VB_HAS_NRM2) {
|
||||
if (is_d3d)
|
||||
WRITE(p, " float3 rawnorm2 : NORMAL2,\n");
|
||||
else
|
||||
WRITE(p, " float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
|
||||
}
|
||||
if (components & VB_HAS_COL0)
|
||||
WRITE(p, " float4 color0 : COLOR0,\n");
|
||||
if (components & VB_HAS_COL1)
|
||||
WRITE(p, " 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)
|
||||
WRITE(p, " float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
|
||||
}
|
||||
if (components & VB_HAS_POSMTXIDX) {
|
||||
if (is_d3d)
|
||||
{
|
||||
WRITE(p, " float4 blend_indices : BLENDINDICES,\n");
|
||||
}
|
||||
else
|
||||
WRITE(p, " float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
|
||||
}
|
||||
WRITE(p, " float4 rawpos : POSITION) {\n");
|
||||
}
|
||||
WRITE(p, " float4 rawpos : POSITION) {\n");
|
||||
WRITE(p, "VS_OUTPUT o;\n");
|
||||
|
||||
// transforms
|
||||
if (components & VB_HAS_POSMTXIDX)
|
||||
{
|
||||
if (api_type & API_D3D9)
|
||||
if (ApiType & API_D3D9)
|
||||
{
|
||||
WRITE(p, "int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n");
|
||||
WRITE(p, "int posmtx = indices.x;\n");
|
||||
}
|
||||
else if (api_type == API_D3D11)
|
||||
else if (ApiType == API_D3D11)
|
||||
{
|
||||
WRITE(p, "int posmtx = blend_indices.x * 255.0f;\n");
|
||||
}
|
||||
@ -500,8 +534,38 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
||||
WRITE(p, "o.pos = o.pos + float4(" I_DEPTHPARAMS".z, " I_DEPTHPARAMS".w, 0.f, 0.f);\n");
|
||||
}
|
||||
|
||||
WRITE(p, "return o;\n}\n");
|
||||
if(ApiType == API_GLSL)
|
||||
{
|
||||
// Bit ugly here
|
||||
// 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 < xfregs.numTexGen.numTexGens; ++i)
|
||||
WRITE(p, " gl_TexCoord[%d].xyz = o.tex%d;\n", i, i);
|
||||
WRITE(p, " gl_TexCoord[%d] = o.clipPos;\n", xfregs.numTexGen.numTexGens);
|
||||
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
|
||||
WRITE(p, " gl_TexCoord[%d] = o.Normal;\n", 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)
|
||||
WRITE(p, " gl_TexCoord[%d] = o.tex%d;\n", i, i);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
|
||||
WRITE(p, " gl_TexCoord[%d]%s = o.tex%d;\n", i, i < 4 ? ".xyzw" : ".xyz" , i);
|
||||
}
|
||||
}
|
||||
WRITE(p, "gl_FrontColor = o.colors_0;\n");
|
||||
WRITE(p, "gl_FrontSecondaryColor = o.colors_1;\n");
|
||||
WRITE(p, "gl_Position = o.pos;\n");
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
else
|
||||
WRITE(p, "return o;\n}\n");
|
||||
|
||||
if (text[sizeof(text) - 1] != 0x7C)
|
||||
PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
|
||||
|
Reference in New Issue
Block a user