VideoCommon: Fix color channel logic when per-pixel lighting is in use

This was broken in #10012 (specifically by 06579e4d53 and c3dec34391).
This commit is contained in:
Pokechu22 2021-10-13 20:43:32 -07:00
parent 023eb0b702
commit a372a5947b
4 changed files with 44 additions and 52 deletions

View File

@ -787,6 +787,10 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
// out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further
// out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
GenerateLightingShaderCode(out, uid_data->lighting, "colors_", "col");
// 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)

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@ -748,6 +748,14 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
WriteVertexLighting(out, api_type, "lit_pos", "lit_normal", "colors_0", "colors_1",
"lit_colors_0", "lit_colors_1");
color_input_prefix = "lit_";
out.Write(" // The number of colors available to TEV is determined by numColorChans.\n"
" // Normally this is performed in the vertex shader after lighting,\n"
" // but with per-pixel lighting, we need to perform it here.\n"
" // TODO: Actually implement this for ubershaders\n"
" // if (xfmem_numColorChans == 0u)\n"
" // o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n"
" // if (xfmem_numColorChans <= 1u)\n"
" // o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
}
out.Write(" uint num_stages = {};\n\n",

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@ -215,37 +215,29 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
if (num_texgen > 0)
GenVertexShaderTexGens(api_type, num_texgen, out);
out.Write("// The number of colors available to TEV is determined by numColorChans.\n"
"// We have to provide the fields to match the interface, so set to zero\n"
"// if it's not enabled.\n");
const char* color_prefix;
if (per_pixel_lighting)
{
out.Write("\n// Since per-pixel lighting is enabled, the vertex colors are passed through\n"
"// unmodified so we can evaluate the lighting in the pixel shader.\n");
color_prefix = "vertex_color_";
out.Write("// When per-pixel lighting is enabled, the vertex colors are passed through\n"
"// unmodified so we can evaluate the lighting in the pixel shader.\n"
"// Lighting is also still computed in the vertex shader since it can be used to\n"
"// generate texture coordinates. We generated them above, so now the colors can\n"
"// be reverted to their previous stage.\n"
"o.colors_0 = vertex_color_0;\n"
"o.colors_1 = vertex_color_1;\n"
"// Note that the numColorChans logic should be (but currently isn't)\n"
"// performed in the pixel shader.\n");
}
else
{
color_prefix = "rawcolor";
out.Write("// The number of colors available to TEV is determined by numColorChans.\n"
"// We have to provide the fields to match the interface, so set to zero\n"
"// if it's not enabled.\n"
"if (xfmem_numColorChans == 0u)\n"
" o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n"
"if (xfmem_numColorChans <= 1u)\n"
" o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
}
out.Write("if (xfmem_numColorChans == 0u) {{\n"
" if ((components & {}u) != 0u) // VB_HAS_COL0\n"
" o.colors_0 = {}0;\n"
" else\n"
" o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n"
"}}\n",
VB_HAS_COL0, color_prefix);
out.Write("if (xfmem_numColorChans <= 1u) {{\n"
" if ((components & {}u) != 0u) // VB_HAS_COL1\n"
" o.colors_1 = {}1;\n"
" else\n"
" o.colors_1 = o.colors_0;\n"
"}}\n",
VB_HAS_COL1, color_prefix);
if (!host_config.fast_depth_calc)
{
// clipPos/w needs to be done in pixel shader, not here

View File

@ -443,38 +443,26 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
out.Write("}}\n");
}
// 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.
if (per_pixel_lighting)
{
// When per-pixel lighting is enabled, the vertex colors are passed through
// unmodified so we can evaluate the lighting in the pixel shader.
// When per-pixel lighting is enabled, the vertex colors are passed through unmodified so we can
// evaluate the lighting in the same manner in the pixel shader.
if (uid_data->numColorChans == 0)
{
if ((uid_data->components & VB_HAS_COL0) != 0)
{
if (per_pixel_lighting)
out.Write("o.colors_0 = vertex_color_0;\n");
else
out.Write("o.colors_0 = rawcolor0;\n");
}
else
{
out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n");
}
// Lighting is also still computed in the vertex shader since it can be used to
// generate texture coordinates. We generated them above, so now the colors can
// be reverted to their previous stage.
out.Write("o.colors_0 = vertex_color_0;\n");
out.Write("o.colors_1 = vertex_color_1;\n");
// Note that the numColorChans logic is performed in the pixel shader.
}
if (uid_data->numColorChans <= 1)
else
{
if ((uid_data->components & VB_HAS_COL1) != 0)
{
if (per_pixel_lighting)
out.Write("o.colors_1 = vertex_color_1;\n");
else
out.Write("o.colors_1 = rawcolor1;\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.
if (uid_data->numColorChans == 0)
out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (uid_data->numColorChans <= 1)
out.Write("o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
}
}
// clipPos/w needs to be done in pixel shader, not here