// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include #include #include "NativeVertexFormat.h" #include "BPMemory.h" #include "CPMemory.h" #include "LightingShaderGen.h" #include "VertexShaderGen.h" #include "VideoConfig.h" static char text[16768]; template static void DefineVSOutputStructMember(T& object, API_TYPE api_type, const char* type, const char* name, int var_index, const char* semantic, int semantic_index = -1) { object.Write(" %s %s", type, name); if (var_index != -1) object.Write("%d", var_index); if (api_type == API_OPENGL) object.Write(";\n"); else { if (semantic_index != -1) object.Write(" : %s%d;\n", semantic, semantic_index); else object.Write(" : %s;\n", semantic); } } template static void GenerateVSOutputStruct(T& object, u32 components, API_TYPE api_type) { object.Write("struct VS_OUTPUT {\n"); DefineVSOutputStructMember(object, api_type, "float4", "pos", -1, "POSITION"); DefineVSOutputStructMember(object, api_type, "float4", "colors_", 0, "COLOR", 0); DefineVSOutputStructMember(object, api_type, "float4", "colors_", 1, "COLOR", 1); if (xfregs.numTexGen.numTexGens < 7) { for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) DefineVSOutputStructMember(object, api_type, "float3", "tex", i, "TEXCOORD", i); DefineVSOutputStructMember(object, api_type, "float4", "clipPos", -1, "TEXCOORD", xfregs.numTexGen.numTexGens); if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) DefineVSOutputStructMember(object, api_type, "float4", "Normal", -1, "TEXCOORD", xfregs.numTexGen.numTexGens + 1); } else { // Store clip position in the w component of first 4 texcoords bool ppl = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting; int num_texcoords = ppl ? 8 : xfregs.numTexGen.numTexGens; for (int i = 0; i < num_texcoords; ++i) DefineVSOutputStructMember(object, api_type, (ppl || i < 4) ? "float4" : "float3", "tex", i, "TEXCOORD", i); } object.Write("};\n"); } template static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type) { // Non-uid template parameters will write to the dummy data (=> gets optimized out) vertex_shader_uid_data dummy_data; vertex_shader_uid_data& uid_data = (&out.template GetUidData() != NULL) ? out.template GetUidData() : dummy_data; out.SetBuffer(text); if (out.GetBuffer() != NULL) setlocale(LC_NUMERIC, "C"); // Reset locale for compilation text[sizeof(text) - 1] = 0x7C; // canary _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); // uniforms if (g_ActiveConfig.backend_info.bSupportsGLSLUBO) out.Write("layout(std140) uniform VSBlock {\n"); DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_POSNORMALMATRIX, "float4", I_POSNORMALMATRIX"[6]"); DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_PROJECTION, "float4", I_PROJECTION"[4]"); DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_MATERIALS, "float4", I_MATERIALS"[4]"); DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_LIGHTS, "float4", I_LIGHTS"[40]"); DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_TEXMATRICES, "float4", I_TEXMATRICES"[24]"); DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_TRANSFORMMATRICES, "float4", I_TRANSFORMMATRICES"[64]"); DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_NORMALMATRICES, "float4", I_NORMALMATRICES"[32]"); DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_POSTTRANSFORMMATRICES, "float4", I_POSTTRANSFORMMATRICES"[64]"); DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_DEPTHPARAMS, "float4", I_DEPTHPARAMS); if (g_ActiveConfig.backend_info.bSupportsGLSLUBO) out.Write("};\n"); GenerateVSOutputStruct(out, components, api_type); uid_data.numTexGens = xfregs.numTexGen.numTexGens; uid_data.components = components; if(api_type == API_OPENGL) { out.Write("ATTRIN float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB); if (components & VB_HAS_POSMTXIDX) out.Write("ATTRIN float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB); if (components & VB_HAS_NRM0) out.Write("ATTRIN float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB); if (components & VB_HAS_NRM1) out.Write("ATTRIN float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB); if (components & VB_HAS_NRM2) out.Write("ATTRIN float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB); if (components & VB_HAS_COL0) out.Write("ATTRIN float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB); if (components & VB_HAS_COL1) out.Write("ATTRIN float4 color1; // ATTR%d,\n", SHADER_COLOR1_ATTRIB); for (int i = 0; i < 8; ++i) { u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<= 32 ? (posmtx-32) : posmtx;\n"); out.Write("float3 N0 = " I_NORMALMATRICES"[normidx].xyz, N1 = " I_NORMALMATRICES"[normidx+1].xyz, N2 = " I_NORMALMATRICES"[normidx+2].xyz;\n"); } if (components & VB_HAS_NRM0) out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n"); if (components & VB_HAS_NRM1) out.Write("float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"); if (components & VB_HAS_NRM2) out.Write("float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"); } else { out.Write("float4 pos = float4(dot(" I_POSNORMALMATRIX"[0], rawpos), dot(" I_POSNORMALMATRIX"[1], rawpos), dot(" I_POSNORMALMATRIX"[2], rawpos), 1.0f);\n"); if (components & VB_HAS_NRM0) out.Write("float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX"[3].xyz, rawnorm0), dot(" I_POSNORMALMATRIX"[4].xyz, rawnorm0), dot(" I_POSNORMALMATRIX"[5].xyz, rawnorm0)));\n"); if (components & VB_HAS_NRM1) out.Write("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX"[3].xyz, rawnorm1), dot(" I_POSNORMALMATRIX"[4].xyz, rawnorm1), dot(" I_POSNORMALMATRIX"[5].xyz, rawnorm1));\n"); if (components & VB_HAS_NRM2) out.Write("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX"[3].xyz, rawnorm2), dot(" I_POSNORMALMATRIX"[4].xyz, rawnorm2), dot(" I_POSNORMALMATRIX"[5].xyz, rawnorm2));\n"); } if (!(components & VB_HAS_NRM0)) out.Write("float3 _norm0 = float3(0.0f, 0.0f, 0.0f);\n"); out.Write("o.pos = float4(dot(" I_PROJECTION"[0], pos), dot(" I_PROJECTION"[1], pos), dot(" I_PROJECTION"[2], pos), dot(" I_PROJECTION"[3], pos));\n"); out.Write("float4 mat, lacc;\n" "float3 ldir, h;\n" "float dist, dist2, attn;\n"); uid_data.numColorChans = xfregs.numChan.numColorChans; if (xfregs.numChan.numColorChans == 0) { if (components & VB_HAS_COL0) out.Write("o.colors_0 = color0;\n"); else out.Write("o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n"); } // TODO: This probably isn't necessary if pixel lighting is enabled. GenerateLightingShader(out, uid_data.lighting, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_"); if (xfregs.numChan.numColorChans < 2) { if (components & VB_HAS_COL1) out.Write("o.colors_1 = color1;\n"); else out.Write("o.colors_1 = o.colors_0;\n"); } // special case if only pos and tex coord 0 and tex coord input is AB11 // donko - this has caused problems in some games. removed for now. bool texGenSpecialCase = false; /*bool texGenSpecialCase = ((g_VtxDesc.Hex & 0x60600L) == g_VtxDesc.Hex) && // only pos and tex coord 0 (g_VtxDesc.Tex0Coord != NOT_PRESENT) && (xfregs.texcoords[0].texmtxinfo.inputform == XF_TEXINPUT_AB11); */ // transform texcoords out.Write("float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n"); for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) { TexMtxInfo& texinfo = xfregs.texMtxInfo[i]; out.Write("{\n"); out.Write("coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n"); uid_data.texMtxInfo[i].sourcerow = xfregs.texMtxInfo[i].sourcerow; switch (texinfo.sourcerow) { case XF_SRCGEOM_INROW: _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 ); out.Write("coord = rawpos;\n"); // pos.w is 1 break; case XF_SRCNORMAL_INROW: if (components & VB_HAS_NRM0) { _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 ); out.Write("coord = float4(rawnorm0.xyz, 1.0f);\n"); } break; case XF_SRCCOLORS_INROW: _assert_( texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1 ); break; case XF_SRCBINORMAL_T_INROW: if (components & VB_HAS_NRM1) { _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 ); out.Write("coord = float4(rawnorm1.xyz, 1.0f);\n"); } break; case XF_SRCBINORMAL_B_INROW: if (components & VB_HAS_NRM2) { _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 ); out.Write("coord = float4(rawnorm2.xyz, 1.0f);\n"); } break; default: _assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW); if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) ) out.Write("coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW); break; } // first transformation uid_data.texMtxInfo[i].texgentype = xfregs.texMtxInfo[i].texgentype; switch (texinfo.texgentype) { case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) { // transform the light dir into tangent space uid_data.texMtxInfo[i].embosslightshift = xfregs.texMtxInfo[i].embosslightshift; uid_data.texMtxInfo[i].embosssourceshift = xfregs.texMtxInfo[i].embosssourceshift; out.Write("ldir = normalize(%s.xyz - pos.xyz);\n", LightPos(I_LIGHTS, texinfo.embosslightshift)); out.Write("o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift); } else { _assert_(0); // should have normals uid_data.texMtxInfo[i].embosssourceshift = xfregs.texMtxInfo[i].embosssourceshift; out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift); } break; case XF_TEXGEN_COLOR_STRGBC0: _assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW); out.Write("o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i); break; case XF_TEXGEN_COLOR_STRGBC1: _assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW); out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i); break; case XF_TEXGEN_REGULAR: default: uid_data.texMtxInfo[i].projection = xfregs.texMtxInfo[i].projection; if (components & (VB_HAS_TEXMTXIDX0<(object, components, api_type); if (g_ActiveConfig.bEnableShaderDebugging) { VertexShaderCode code; GenerateVertexShaderCode(code, components, API_OPENGL); CheckForUidMismatch(code, object, "Vertex", "v"); } } void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type) { GenerateVertexShader(object, components, api_type); } void GenerateVSOutputStructForGS(ShaderCode& object, u32 components, API_TYPE api_type) { GenerateVSOutputStruct(object, components, api_type); }