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:
Ryan Houdek
2011-11-30 21:00:21 -06:00
parent cda94290f5
commit b20176b74f
20 changed files with 1243 additions and 519 deletions

View File

@ -500,6 +500,15 @@ static void BuildSwapModeTable()
}
}
const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num)
{
if(ApiType == API_GLSL)
return ""; // Nothing to do here
static char result[64];
sprintf(result, " : register(%s%d)", prefix, num);
return result;
}
const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
{
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
@ -524,6 +533,21 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
}
}
DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth ;
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");
}
// Declare samplers
if(ApiType != API_D3D11)
@ -538,7 +562,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
bool bfirst = true;
for (int i = 0; i < 8; ++i)
{
WRITE(p, "%s samp%d : register(s%d)", bfirst?"":",", i, i);
WRITE(p, "%s samp%d %s", bfirst?"":",", i, WriteRegister(ApiType, "s", i));
bfirst = false;
}
WRITE(p, ";\n");
@ -555,67 +579,107 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
}
WRITE(p, "\n");
WRITE(p, "uniform float4 "I_COLORS"[4] : register(c%d);\n", C_COLORS);
WRITE(p, "uniform float4 "I_KCOLORS"[4] : register(c%d);\n", C_KCOLORS);
WRITE(p, "uniform float4 "I_ALPHA"[1] : register(c%d);\n", C_ALPHA);
WRITE(p, "uniform float4 "I_TEXDIMS"[8] : register(c%d);\n", C_TEXDIMS);
WRITE(p, "uniform float4 "I_ZBIAS"[2] : register(c%d);\n", C_ZBIAS);
WRITE(p, "uniform float4 "I_INDTEXSCALE"[2] : register(c%d);\n", C_INDTEXSCALE);
WRITE(p, "uniform float4 "I_INDTEXMTX"[6] : register(c%d);\n", C_INDTEXMTX);
WRITE(p, "uniform float4 "I_FOG"[3] : register(c%d);\n", C_FOG);
WRITE(p, "uniform float4 "I_COLORS"[4] %s;\n", WriteRegister(ApiType, "c", C_COLORS));
WRITE(p, "uniform float4 "I_KCOLORS"[4] %s;\n", WriteRegister(ApiType, "c", C_KCOLORS));
WRITE(p, "uniform float4 "I_ALPHA"[1] %s;\n", WriteRegister(ApiType, "c", C_ALPHA));
WRITE(p, "uniform float4 "I_TEXDIMS"[8] %s;\n", WriteRegister(ApiType, "c", C_TEXDIMS));
WRITE(p, "uniform float4 "I_ZBIAS"[2] %s;\n", WriteRegister(ApiType, "c", C_ZBIAS));
WRITE(p, "uniform float4 "I_INDTEXSCALE"[2] %s;\n", WriteRegister(ApiType, "c", C_INDTEXSCALE));
WRITE(p, "uniform float4 "I_INDTEXMTX"[6] %s;\n", WriteRegister(ApiType, "c", C_INDTEXMTX));
WRITE(p, "uniform float4 "I_FOG"[3] %s;\n", WriteRegister(ApiType, "c", C_FOG));
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
WRITE(p,"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n");
WRITE(p,"typedef struct { Light lights[8]; } s_"I_PLIGHTS";\n");
WRITE(p, "uniform s_"I_PLIGHTS" "I_PLIGHTS" : register(c%d);\n", C_PLIGHTS);
WRITE(p, "typedef struct { float4 C0, C1, C2, C3; } s_"I_PMATERIALS";\n");
WRITE(p, "uniform s_"I_PMATERIALS" "I_PMATERIALS" : register(c%d);\n", C_PMATERIALS);
WRITE(p, "uniform float4 "I_PLIGHTS"[40] %s;\n", WriteRegister(ApiType, "c", C_PLIGHTS));
WRITE(p, "uniform float4 "I_PMATERIALS"[4] %s;\n", WriteRegister(ApiType, "c", C_PMATERIALS));
}
WRITE(p, "void main(\n");
if(ApiType != API_D3D11)
{
WRITE(p, " out float4 ocol0 : COLOR0,%s%s\n in float4 rawpos : %s,\n",
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : COLOR1," : "",
DepthTextureEnable ? "\n out float depth : DEPTH," : "",
ApiType & API_OPENGL ? "WPOS" : ApiType & API_D3D9_SM20 ? "POSITION" : "VPOS");
}
else
{
WRITE(p, " out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n",
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," : "",
DepthTextureEnable ? "\n out float depth : SV_Depth," : "");
}
WRITE(p, " in float4 colors_0 : COLOR0,\n");
WRITE(p, " in float4 colors_1 : COLOR1");
// compute window position if needed because binding semantic WPOS is not widely supported
if (numTexgen < 7)
{
for (int i = 0; i < numTexgen; ++i)
WRITE(p, ",\n in float3 uv%d : TEXCOORD%d", i, i);
WRITE(p, ",\n in float4 clipPos : TEXCOORD%d", numTexgen);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, ",\n in float4 Normal : TEXCOORD%d", numTexgen + 1);
}
else
{
// wpos is in w of first 4 texcoords
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
if(ApiType != API_GLSL)
{
WRITE(p, "void main(\n");
if(ApiType != API_D3D11)
{
for (int i = 0; i < 8; ++i)
WRITE(p, ",\n in float4 uv%d : TEXCOORD%d", i, i);
WRITE(p, " out float4 ocol0 : COLOR0,%s%s\n in float4 rawpos : %s,\n",
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : COLOR1," : "",
DepthTextureEnable ? "\n out float depth : DEPTH," : "",
ApiType & API_OPENGL ? "WPOS" : ApiType & API_D3D9_SM20 ? "POSITION" : "VPOS");
}
else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, ",\n in float%d uv%d : TEXCOORD%d", i < 4 ? 4 : 3 , i, i);
WRITE(p, " out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n",
dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," : "",
DepthTextureEnable ? "\n out float depth : SV_Depth," : "");
}
WRITE(p, " in float4 colors_0 : COLOR0,\n");
WRITE(p, " in float4 colors_1 : COLOR1");
// compute window position if needed because binding semantic WPOS is not widely supported
if (numTexgen < 7)
{
for (int i = 0; i < numTexgen; ++i)
WRITE(p, ",\n in float3 uv%d : TEXCOORD%d", i, i);
WRITE(p, ",\n in float4 clipPos : TEXCOORD%d", numTexgen);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, ",\n in float4 Normal : TEXCOORD%d", numTexgen + 1);
}
else
{
// wpos 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, ",\n in float4 uv%d : TEXCOORD%d", i, i);
}
else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, ",\n in float%d uv%d : TEXCOORD%d", i < 4 ? 4 : 3 , i, i);
}
}
WRITE(p, " ) {\n");
}
else
{
// GLSL doesn't do main arguments
// Once we switch to GLSL 1.3 we will bind a lot of these.
WRITE(p, " float4 ocol0;\n");
if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, " float4 ocol1;\n"); // Will be supported later
if(DepthTextureEnable)
WRITE(p, " float depth;\n"); // TODO: Passed to Vertex Shader right?
WRITE(p, " float4 rawpos = gl_FragCoord;\n");
WRITE(p, " float4 colors_0 = gl_Color;\n");
WRITE(p, " float4 colors_1 = gl_SecondaryColor;\n");
// compute window position if needed because binding semantic WPOS is not widely supported
if (numTexgen < 7)
{
for (int i = 0; i < numTexgen; ++i)
WRITE(p, " float3 uv%d = gl_TexCoord[%d].xyz;\n", i, i);
WRITE(p, " float4 clipPos = gl_TexCoord[%d];\n", numTexgen);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, " float4 Normal = gl_TexCoord[%d];\n", numTexgen + 1);
}
else
{
// wpos 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, " float4 uv%d = gl_TexCoord[%d];\n", i, i);
}
else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " float%d uv%d = gl_TexCoord[%d]%s;\n", i < 4 ? 4 : 3 , i, i, i < 4 ? ".xyz" : "");
}
}
WRITE(p, "void main()\n{\n");
}
WRITE(p, " ) {\n");
char* pmainstart = p;
int Pretest = AlphaPreTest();
@ -624,8 +688,10 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
if (!Pretest)
{
// alpha test will always fail, so restart the shader and just make it an empty function
WRITE(p, "ocol0 = 0;\n");
WRITE(p, "ocol0 = float4(0);\n");
WRITE(p, "discard;\n");
if(ApiType == API_GLSL)
WRITE(p, "gl_FragData[0] = ocol0;\n");
if(ApiType != API_D3D11)
WRITE(p, "return;\n");
}
@ -733,6 +799,15 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
WRITE(p, "depth = 1.f;\n");
if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
WRITE(p, "ocol1 = 0;\n");
if(ApiType == API_GLSL)
{
// Once we switch to GLSL 1.3 and bind variables, we won't need to do this
WRITE(p, "gl_FragData[0] = ocol0;\n");
if(DepthTextureEnable)
WRITE(p, "gl_FragDepth = depth;\n");
if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
; // TODO: Will do this later
}
WRITE(p, "discard;\n");
if(ApiType != API_D3D11)
WRITE(p, "return;\n");
@ -781,6 +856,13 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
// ...and the alpha from ocol0 will be written to the framebuffer.
WRITE(p, " ocol0.a = "I_ALPHA"[0].a;\n");
}
if(ApiType == API_GLSL)
{
if(DepthTextureEnable)
WRITE(p, "gl_FragDepth = depth;\n");
WRITE(p, "gl_FragData[0] = ocol0;\n");
}
}
WRITE(p, "}\n");
if (text[sizeof(text) - 1] != 0x7C)
@ -1242,4 +1324,4 @@ static void WriteFog(char *&p)
WRITE(p, " prev.rgb = lerp(prev.rgb,"I_FOG"[0].rgb,fog);\n");
}
}

View File

@ -47,6 +47,19 @@
#define PIXELSHADERUID_MAX_VALUES 70
#define PIXELSHADERUID_MAX_VALUES_SAFE 120
// Annoying sure, can be removed once we get up to GLSL ~1.3
const s_svar PSVar_Loc[] = { {I_COLORS, C_COLORS, 4 },
{I_KCOLORS, C_KCOLORS, 4 },
{I_ALPHA, C_ALPHA, 1 },
{I_TEXDIMS, C_TEXDIMS, 8 },
{I_ZBIAS , C_ZBIAS, 2 },
{I_INDTEXSCALE , C_INDTEXSCALE, 2 },
{I_INDTEXMTX, C_INDTEXMTX, 6 },
{I_FOG, C_FOG, 3 },
{I_PLIGHTS, C_PLIGHTS, 40 },
{I_PMATERIALS, C_PMATERIALS, 4 },
};
// DO NOT make anything in this class virtual.
template<bool safe>
class _PIXELSHADERUID

View File

@ -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");
}
@ -493,7 +527,38 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
//seems to get rather complicated
}
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)

View File

@ -47,7 +47,16 @@
#define C_POSTTRANSFORMMATRICES (C_NORMALMATRICES + 32)
#define C_DEPTHPARAMS (C_POSTTRANSFORMMATRICES + 64)
#define C_VENVCONST_END (C_DEPTHPARAMS + 4)
const s_svar VSVar_Loc[] = { {I_POSNORMALMATRIX, C_POSNORMALMATRIX, 6 },
{I_PROJECTION , C_PROJECTION, 4 },
{I_MATERIALS, C_MATERIALS, 4 },
{I_LIGHTS, C_LIGHTS, 40 },
{I_TEXMATRICES, C_TEXMATRICES, 24 },
{I_TRANSFORMMATRICES , C_TRANSFORMMATRICES, 64 },
{I_NORMALMATRICES , C_NORMALMATRICES, 32 },
{I_POSTTRANSFORMMATRICES, C_POSTTRANSFORMMATRICES, 64 },
{I_DEPTHPARAMS, C_DEPTHPARAMS, 4 },
};
template<bool safe>
class _VERTEXSHADERUID
{

View File

@ -152,5 +152,11 @@ inline unsigned int GetPow2(unsigned int val)
++ret;
return ret;
}
struct s_svar
{
const char *name;
const unsigned int reg;
const unsigned int size;
};
#endif // _VIDEOCOMMON_H

View File

@ -151,6 +151,7 @@ void VideoConfig::GameIniLoad(const char *ini_file)
iniFile.GetIfExists("Video_Settings", "DisableFog", &bDisableFog);
iniFile.GetIfExists("Video_Settings", "EnableOpenCL", &bEnableOpenCL);
iniFile.GetIfExists("Video_Settings", "OMPDecoder", &bOMPDecoder);
iniFile.GetIfExists("Video_Settings", "UseGLSL", &bUseGLSL);
iniFile.GetIfExists("Video_Enhancements", "ForceFiltering", &bForceFiltering);
iniFile.GetIfExists("Video_Enhancements", "MaxAnisotropy", &iMaxAnisotropy); // NOTE - this is x in (1 << x)
@ -183,6 +184,7 @@ void VideoConfig::VerifyValidity()
if (!backend_info.bSupports3DVision) b3DVision = false;
if (!backend_info.bSupportsFormatReinterpretation) bEFBEmulateFormatChanges = false;
if (!backend_info.bSupportsPixelLighting) bEnablePixelLighting = false;
if (!backend_info.bSupportsGLSL) bUseGLSL = false;
}
void VideoConfig::Save(const char *ini_file)
@ -230,6 +232,7 @@ void VideoConfig::Save(const char *ini_file)
iniFile.Set("Settings", "DisableTexturing", bDisableTexturing);
iniFile.Set("Settings", "DstAlphaPass", bDstAlphaPass);
iniFile.Set("Settings", "DisableFog", bDisableFog);
iniFile.Set("Settings", "bUseGLSL", bUseGLSL);
iniFile.Set("Settings", "EnableOpenCL", bEnableOpenCL);
iniFile.Set("Settings", "OMPDecoder", bOMPDecoder);
@ -296,6 +299,7 @@ void VideoConfig::GameIniSave(const char* default_ini, const char* game_ini)
SET_IF_DIFFERS("Video_Settings", "DisableFog", bDisableFog);
SET_IF_DIFFERS("Video_Settings", "EnableOpenCL", bEnableOpenCL);
SET_IF_DIFFERS("Video_Settings", "OMPDecoder", bOMPDecoder);
SET_IF_DIFFERS("Video_Settings", "UseGLSL", bUseGLSL);
SET_IF_DIFFERS("Video_Enhancements", "ForceFiltering", bForceFiltering);
SET_IF_DIFFERS("Video_Enhancements", "MaxAnisotropy", iMaxAnisotropy); // NOTE - this is x in (1 << x)

View File

@ -106,6 +106,7 @@ struct VideoConfig
bool bDisableTexturing;
bool bDstAlphaPass;
bool bDisableFog;
bool bUseGLSL;
// Utility
bool bDumpTextures;
@ -166,6 +167,7 @@ struct VideoConfig
bool bSupportsDualSourceBlend; // only supported by D3D11 and OpenGL
bool bSupportsFormatReinterpretation;
bool bSupportsPixelLighting;
bool bSupportsGLSL;
} backend_info;
};