Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating.

This commit is contained in:
Ryan Houdek
2011-12-08 01:51:08 -06:00
committed by Sonicadvance1
parent 081ad949ce
commit cf68cc0c61
7 changed files with 301 additions and 70 deletions

View File

@ -517,22 +517,123 @@ const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num)
sprintf(result, " : register(%s%d)", prefix, num);
return result;
}
const char* WriteBinding(API_TYPE ApiType, const u32 num)
{
if(ApiType != API_GLSL || !g_ActiveConfig.backend_info.bSupportsGLSLBinding)
return "";
static char result[64];
sprintf(result, "layout(binding = %d) ", num);
return result;
}
const char* WriteLocation(API_TYPE ApiType, const u32 num)
{
if(ApiType != API_GLSL || !g_ActiveConfig.backend_info.bSupportsGLSLLocation)
return "";
static char result[64];
sprintf(result, "layout(location = %d) ", num);
return result;
}
const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
{
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));
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
text[sizeof(text) - 1] = 0x7C; // canary
BuildSwapModeTable(); // Needed for WriteStage
int numStages = bpmem.genMode.numtevstages + 1;
int numTexgen = bpmem.genMode.numtexgens;
char *p = text;
WRITE(p, "//Pixel Shader for TEV stages\n");
WRITE(p, "//%i TEV stages, %i texgens, XXX IND stages\n",
numStages, numTexgen/*, bpmem.genMode.numindstages*/);
int nIndirectStagesUsed = 0;
if (bpmem.genMode.numindstages > 0)
{
for (int i = 0; i < numStages; ++i)
{
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
nIndirectStagesUsed |= 1 << bpmem.tevind[i].bt;
}
}
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
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding || g_ActiveConfig.backend_info.bSupportsGLSLLocation)
{
WRITE(p, "#version 330 compatibility\n");
if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n");
if (g_ActiveConfig.backend_info.bSupportsGLSLLocation)
WRITE(p, "#extension GL_ARB_separate_shader_objects : enable\n");
}
else
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");
for (int i = 0; i < 8; ++i)
WRITE(p, "%suniform sampler2D samp%d;\n", WriteBinding(ApiType, i), i);
}
else
{
// Declare samplers
if(ApiType != API_D3D11)
{
WRITE(p, "uniform sampler2D ");
}
else
{
WRITE(p, "sampler ");
}
bool bfirst = true;
for (int i = 0; i < 8; ++i)
{
WRITE(p, "%s samp%d %s", bfirst?"":",", i, WriteRegister(ApiType, "s", i));
bfirst = false;
}
WRITE(p, ";\n");
if(ApiType == API_D3D11)
{
WRITE(p, "Texture2D ");
bfirst = true;
for (int i = 0; i < 8; ++i)
{
WRITE(p, "%s Tex%d : register(t%d)", bfirst?"":",", i, i);
bfirst = false;
}
WRITE(p, ";\n");
}
}
WRITE(p, "\n");
WRITE(p, "%suniform float4 "I_COLORS"[4] %s;\n", WriteLocation(ApiType, C_COLORS), WriteRegister(ApiType, "c", C_COLORS));
WRITE(p, "%suniform float4 "I_KCOLORS"[4] %s;\n", WriteLocation(ApiType, C_KCOLORS), WriteRegister(ApiType, "c", C_KCOLORS));
WRITE(p, "%suniform float4 "I_ALPHA"[1] %s;\n", WriteLocation(ApiType, C_ALPHA), WriteRegister(ApiType, "c", C_ALPHA));
WRITE(p, "%suniform float4 "I_TEXDIMS"[8] %s;\n", WriteLocation(ApiType, C_TEXDIMS), WriteRegister(ApiType, "c", C_TEXDIMS));
WRITE(p, "%suniform float4 "I_ZBIAS"[2] %s;\n", WriteLocation(ApiType, C_ZBIAS), WriteRegister(ApiType, "c", C_ZBIAS));
WRITE(p, "%suniform float4 "I_INDTEXSCALE"[2] %s;\n", WriteLocation(ApiType, C_INDTEXSCALE), WriteRegister(ApiType, "c", C_INDTEXSCALE));
WRITE(p, "%suniform float4 "I_INDTEXMTX"[6] %s;\n", WriteLocation(ApiType, C_INDTEXMTX), WriteRegister(ApiType, "c", C_INDTEXMTX));
WRITE(p, "%suniform float4 "I_FOG"[3] %s;\n", WriteLocation(ApiType, C_FOG), WriteRegister(ApiType, "c", C_FOG));
>>>>>>> Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating.
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
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, "%suniform float4 "I_PLIGHTS"[40] %s;\n", WriteLocation(ApiType, C_PLIGHTS), WriteRegister(ApiType, "c", C_PLIGHTS));
WRITE(p, "%suniform float4 "I_PMATERIALS"[4] %s;\n", WriteLocation(ApiType, C_PMATERIALS), WriteRegister(ApiType, "c", C_PMATERIALS));
}
if(ApiType != API_GLSL)