dolphin/Source/Core/VideoCommon/PixelShaderGen.cpp
Lioncash 9bd533ebe4 VideoCommon/BoundingBox: Make interface for querying bounding box data
Rather than expose the bounding box members directly, we can instead
provide an interface for code to use. This makes it nicer to transition
from global data, as the interface function names are already in
place.
2019-12-05 11:48:42 -05:00

1629 lines
62 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoCommon/PixelShaderGen.h"
#include <cmath>
#include <cstdio>
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/BoundingBox.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h" // for texture projection mode
// TODO: Get rid of these
enum : u32
{
C_COLORMATRIX = 0, // 0
C_COLORS = 0, // 0
C_KCOLORS = C_COLORS + 4, // 4
C_ALPHA = C_KCOLORS + 4, // 8
C_TEXDIMS = C_ALPHA + 1, // 9
C_ZBIAS = C_TEXDIMS + 8, // 17
C_INDTEXSCALE = C_ZBIAS + 2, // 19
C_INDTEXMTX = C_INDTEXSCALE + 2, // 21
C_FOGCOLOR = C_INDTEXMTX + 6, // 27
C_FOGI = C_FOGCOLOR + 1, // 28
C_FOGF = C_FOGI + 1, // 29
C_ZSLOPE = C_FOGF + 2, // 31
C_EFBSCALE = C_ZSLOPE + 1, // 32
C_PENVCONST_END = C_EFBSCALE + 1
};
constexpr std::array<const char*, 32> tev_ksel_table_c{
"255,255,255", // 1 = 0x00
"223,223,223", // 7_8 = 0x01
"191,191,191", // 3_4 = 0x02
"159,159,159", // 5_8 = 0x03
"128,128,128", // 1_2 = 0x04
"96,96,96", // 3_8 = 0x05
"64,64,64", // 1_4 = 0x06
"32,32,32", // 1_8 = 0x07
"0,0,0", // INVALID = 0x08
"0,0,0", // INVALID = 0x09
"0,0,0", // INVALID = 0x0a
"0,0,0", // INVALID = 0x0b
I_KCOLORS "[0].rgb", // K0 = 0x0C
I_KCOLORS "[1].rgb", // K1 = 0x0D
I_KCOLORS "[2].rgb", // K2 = 0x0E
I_KCOLORS "[3].rgb", // K3 = 0x0F
I_KCOLORS "[0].rrr", // K0_R = 0x10
I_KCOLORS "[1].rrr", // K1_R = 0x11
I_KCOLORS "[2].rrr", // K2_R = 0x12
I_KCOLORS "[3].rrr", // K3_R = 0x13
I_KCOLORS "[0].ggg", // K0_G = 0x14
I_KCOLORS "[1].ggg", // K1_G = 0x15
I_KCOLORS "[2].ggg", // K2_G = 0x16
I_KCOLORS "[3].ggg", // K3_G = 0x17
I_KCOLORS "[0].bbb", // K0_B = 0x18
I_KCOLORS "[1].bbb", // K1_B = 0x19
I_KCOLORS "[2].bbb", // K2_B = 0x1A
I_KCOLORS "[3].bbb", // K3_B = 0x1B
I_KCOLORS "[0].aaa", // K0_A = 0x1C
I_KCOLORS "[1].aaa", // K1_A = 0x1D
I_KCOLORS "[2].aaa", // K2_A = 0x1E
I_KCOLORS "[3].aaa", // K3_A = 0x1F
};
constexpr std::array<const char*, 32> tev_ksel_table_a{
"255", // 1 = 0x00
"223", // 7_8 = 0x01
"191", // 3_4 = 0x02
"159", // 5_8 = 0x03
"128", // 1_2 = 0x04
"96", // 3_8 = 0x05
"64", // 1_4 = 0x06
"32", // 1_8 = 0x07
"0", // INVALID = 0x08
"0", // INVALID = 0x09
"0", // INVALID = 0x0a
"0", // INVALID = 0x0b
"0", // INVALID = 0x0c
"0", // INVALID = 0x0d
"0", // INVALID = 0x0e
"0", // INVALID = 0x0f
I_KCOLORS "[0].r", // K0_R = 0x10
I_KCOLORS "[1].r", // K1_R = 0x11
I_KCOLORS "[2].r", // K2_R = 0x12
I_KCOLORS "[3].r", // K3_R = 0x13
I_KCOLORS "[0].g", // K0_G = 0x14
I_KCOLORS "[1].g", // K1_G = 0x15
I_KCOLORS "[2].g", // K2_G = 0x16
I_KCOLORS "[3].g", // K3_G = 0x17
I_KCOLORS "[0].b", // K0_B = 0x18
I_KCOLORS "[1].b", // K1_B = 0x19
I_KCOLORS "[2].b", // K2_B = 0x1A
I_KCOLORS "[3].b", // K3_B = 0x1B
I_KCOLORS "[0].a", // K0_A = 0x1C
I_KCOLORS "[1].a", // K1_A = 0x1D
I_KCOLORS "[2].a", // K2_A = 0x1E
I_KCOLORS "[3].a", // K3_A = 0x1F
};
constexpr std::array<const char*, 16> tev_c_input_table{
"prev.rgb", // CPREV,
"prev.aaa", // APREV,
"c0.rgb", // C0,
"c0.aaa", // A0,
"c1.rgb", // C1,
"c1.aaa", // A1,
"c2.rgb", // C2,
"c2.aaa", // A2,
"textemp.rgb", // TEXC,
"textemp.aaa", // TEXA,
"rastemp.rgb", // RASC,
"rastemp.aaa", // RASA,
"int3(255,255,255)", // ONE
"int3(128,128,128)", // HALF
"konsttemp.rgb", // KONST
"int3(0,0,0)", // ZERO
};
constexpr std::array<const char*, 8> tev_a_input_table{
"prev.a", // APREV,
"c0.a", // A0,
"c1.a", // A1,
"c2.a", // A2,
"textemp.a", // TEXA,
"rastemp.a", // RASA,
"konsttemp.a", // KONST, (hw1 had quarter)
"0", // ZERO
};
constexpr std::array<const char*, 8> tev_ras_table{
"iround(col0 * 255.0)",
"iround(col1 * 255.0)",
"ERROR13", // 2
"ERROR14", // 3
"ERROR15", // 4
"(int4(1, 1, 1, 1) * alphabump)", // bump alpha (0..248)
"(int4(1, 1, 1, 1) * (alphabump | (alphabump >> 5)))", // normalized bump alpha (0..255)
"int4(0, 0, 0, 0)", // zero
};
constexpr std::array<const char*, 4> tev_c_output_table{
"prev.rgb",
"c0.rgb",
"c1.rgb",
"c2.rgb",
};
constexpr std::array<const char*, 4> tev_a_output_table{
"prev.a",
"c0.a",
"c1.a",
"c2.a",
};
// FIXME: Some of the video card's capabilities (BBox support, EarlyZ support, dstAlpha support)
// leak into this UID; This is really unhelpful if these UIDs ever move from one machine to
// another.
PixelShaderUid GetPixelShaderUid()
{
PixelShaderUid out;
pixel_shader_uid_data* const uid_data = out.GetUidData();
uid_data->useDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
uid_data->genMode_numindstages = bpmem.genMode.numindstages;
uid_data->genMode_numtevstages = bpmem.genMode.numtevstages;
uid_data->genMode_numtexgens = bpmem.genMode.numtexgens;
uid_data->bounding_box = g_ActiveConfig.bBBoxEnable && BoundingBox::IsEnabled();
uid_data->rgba6_format =
bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24 && !g_ActiveConfig.bForceTrueColor;
uid_data->dither = bpmem.blendmode.dither && uid_data->rgba6_format;
uid_data->uint_output = bpmem.blendmode.UseLogicOp();
u32 numStages = uid_data->genMode_numtevstages + 1;
const bool forced_early_z =
bpmem.UseEarlyDepthTest() &&
(g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED)
// We can't allow early_ztest for zfreeze because depth is overridden per-pixel.
// This means it's impossible for zcomploc to be emulated on a zfrozen polygon.
&& !(bpmem.zmode.testenable && bpmem.genMode.zfreeze);
const bool per_pixel_depth =
(bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) ||
(!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z) ||
(bpmem.zmode.testenable && bpmem.genMode.zfreeze);
uid_data->per_pixel_depth = per_pixel_depth;
uid_data->forced_early_z = forced_early_z;
if (g_ActiveConfig.bEnablePixelLighting)
{
// The lighting shader only needs the two color bits of the 23bit component bit array.
uid_data->components =
(VertexLoaderManager::g_current_components & (VB_HAS_COL0 | VB_HAS_COL1)) >> VB_COL_SHIFT;
uid_data->numColorChans = xfmem.numChan.numColorChans;
GetLightingShaderUid(uid_data->lighting);
}
if (uid_data->genMode_numtexgens > 0)
{
for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
{
// optional perspective divides
uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i;
}
}
// indirect texture map lookup
int nIndirectStagesUsed = 0;
if (uid_data->genMode_numindstages > 0)
{
for (unsigned int i = 0; i < numStages; ++i)
{
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < uid_data->genMode_numindstages)
nIndirectStagesUsed |= 1 << bpmem.tevind[i].bt;
}
}
uid_data->nIndirectStagesUsed = nIndirectStagesUsed;
for (u32 i = 0; i < uid_data->genMode_numindstages; ++i)
{
if (uid_data->nIndirectStagesUsed & (1 << i))
uid_data->SetTevindrefValues(i, bpmem.tevindref.getTexCoord(i), bpmem.tevindref.getTexMap(i));
}
for (unsigned int n = 0; n < numStages; n++)
{
int texcoord = bpmem.tevorders[n / 2].getTexCoord(n & 1);
bool bHasTexCoord = (u32)texcoord < bpmem.genMode.numtexgens;
// HACK to handle cases where the tex gen is not enabled
if (!bHasTexCoord)
texcoord = bpmem.genMode.numtexgens;
uid_data->stagehash[n].hasindstage = bpmem.tevind[n].bt < bpmem.genMode.numindstages;
uid_data->stagehash[n].tevorders_texcoord = texcoord;
if (uid_data->stagehash[n].hasindstage)
uid_data->stagehash[n].tevind = bpmem.tevind[n].hex;
TevStageCombiner::ColorCombiner& cc = bpmem.combiners[n].colorC;
TevStageCombiner::AlphaCombiner& ac = bpmem.combiners[n].alphaC;
uid_data->stagehash[n].cc = cc.hex & 0xFFFFFF;
uid_data->stagehash[n].ac = ac.hex & 0xFFFFF0; // Storing rswap and tswap later
if (cc.a == TEVCOLORARG_RASA || cc.a == TEVCOLORARG_RASC || cc.b == TEVCOLORARG_RASA ||
cc.b == TEVCOLORARG_RASC || cc.c == TEVCOLORARG_RASA || cc.c == TEVCOLORARG_RASC ||
cc.d == TEVCOLORARG_RASA || cc.d == TEVCOLORARG_RASC || ac.a == TEVALPHAARG_RASA ||
ac.b == TEVALPHAARG_RASA || ac.c == TEVALPHAARG_RASA || ac.d == TEVALPHAARG_RASA)
{
const int i = bpmem.combiners[n].alphaC.rswap;
uid_data->stagehash[n].tevksel_swap1a = bpmem.tevksel[i * 2].swap1;
uid_data->stagehash[n].tevksel_swap2a = bpmem.tevksel[i * 2].swap2;
uid_data->stagehash[n].tevksel_swap1b = bpmem.tevksel[i * 2 + 1].swap1;
uid_data->stagehash[n].tevksel_swap2b = bpmem.tevksel[i * 2 + 1].swap2;
uid_data->stagehash[n].tevorders_colorchan = bpmem.tevorders[n / 2].getColorChan(n & 1);
}
uid_data->stagehash[n].tevorders_enable = bpmem.tevorders[n / 2].getEnable(n & 1);
if (uid_data->stagehash[n].tevorders_enable)
{
const int i = bpmem.combiners[n].alphaC.tswap;
uid_data->stagehash[n].tevksel_swap1c = bpmem.tevksel[i * 2].swap1;
uid_data->stagehash[n].tevksel_swap2c = bpmem.tevksel[i * 2].swap2;
uid_data->stagehash[n].tevksel_swap1d = bpmem.tevksel[i * 2 + 1].swap1;
uid_data->stagehash[n].tevksel_swap2d = bpmem.tevksel[i * 2 + 1].swap2;
uid_data->stagehash[n].tevorders_texmap = bpmem.tevorders[n / 2].getTexMap(n & 1);
}
if (cc.a == TEVCOLORARG_KONST || cc.b == TEVCOLORARG_KONST || cc.c == TEVCOLORARG_KONST ||
cc.d == TEVCOLORARG_KONST || ac.a == TEVALPHAARG_KONST || ac.b == TEVALPHAARG_KONST ||
ac.c == TEVALPHAARG_KONST || ac.d == TEVALPHAARG_KONST)
{
uid_data->stagehash[n].tevksel_kc = bpmem.tevksel[n / 2].getKC(n & 1);
uid_data->stagehash[n].tevksel_ka = bpmem.tevksel[n / 2].getKA(n & 1);
}
}
#define MY_STRUCT_OFFSET(str, elem) ((u32)((u64) & (str).elem - (u64) & (str)))
uid_data->num_values = (g_ActiveConfig.bEnablePixelLighting) ?
sizeof(*uid_data) :
MY_STRUCT_OFFSET(*uid_data, stagehash[numStages]);
AlphaTest::TEST_RESULT Pretest = bpmem.alpha_test.TestResult();
uid_data->Pretest = Pretest;
uid_data->late_ztest = bpmem.UseLateDepthTest();
// NOTE: Fragment may not be discarded if alpha test always fails and early depth test is enabled
// (in this case we need to write a depth value if depth test passes regardless of the alpha
// testing result)
if (uid_data->Pretest == AlphaTest::UNDETERMINED ||
(uid_data->Pretest == AlphaTest::FAIL && uid_data->late_ztest))
{
uid_data->alpha_test_comp0 = bpmem.alpha_test.comp0;
uid_data->alpha_test_comp1 = bpmem.alpha_test.comp1;
uid_data->alpha_test_logic = bpmem.alpha_test.logic;
// ZCOMPLOC HACK:
// The only way to emulate alpha test + early-z is to force early-z in the shader.
// As this isn't available on all drivers and as we can't emulate this feature otherwise,
// we are only able to choose which one we want to respect more.
// Tests seem to have proven that writing depth even when the alpha test fails is more
// important that a reliable alpha test, so we just force the alpha test to always succeed.
// At least this seems to be less buggy.
uid_data->alpha_test_use_zcomploc_hack =
bpmem.UseEarlyDepthTest() && bpmem.zmode.updateenable &&
!g_ActiveConfig.backend_info.bSupportsEarlyZ && !bpmem.genMode.zfreeze;
}
uid_data->zfreeze = bpmem.genMode.zfreeze;
uid_data->ztex_op = bpmem.ztex2.op;
uid_data->early_ztest = bpmem.UseEarlyDepthTest();
uid_data->fog_fsel = bpmem.fog.c_proj_fsel.fsel;
uid_data->fog_fsel = bpmem.fog.c_proj_fsel.fsel;
uid_data->fog_proj = bpmem.fog.c_proj_fsel.proj;
uid_data->fog_RangeBaseEnabled = bpmem.fogRange.Base.Enabled;
BlendingState state = {};
state.Generate(bpmem);
if (state.usedualsrc && state.dstalpha && g_ActiveConfig.backend_info.bSupportsFramebufferFetch &&
!g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
{
uid_data->blend_enable = state.blendenable;
uid_data->blend_src_factor = state.srcfactor;
uid_data->blend_src_factor_alpha = state.srcfactoralpha;
uid_data->blend_dst_factor = state.dstfactor;
uid_data->blend_dst_factor_alpha = state.dstfactoralpha;
uid_data->blend_subtract = state.subtract;
uid_data->blend_subtract_alpha = state.subtractAlpha;
}
return out;
}
void ClearUnusedPixelShaderUidBits(APIType ApiType, const ShaderHostConfig& host_config,
PixelShaderUid* uid)
{
pixel_shader_uid_data* const uid_data = uid->GetUidData();
// OpenGL and Vulkan convert implicitly normalized color outputs to their uint representation.
// Therefore, it is not necessary to use a uint output on these backends. We also disable the
// uint output when logic op is not supported (i.e. driver/device does not support D3D11.1).
if (ApiType != APIType::D3D || !host_config.backend_logic_op)
uid_data->uint_output = 0;
// If bounding box is enabled when a UID cache is created, then later disabled, we shouldn't
// emit the bounding box portion of the shader.
uid_data->bounding_box &= host_config.bounding_box & host_config.backend_bbox;
}
void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, u32 num_texgens,
const ShaderHostConfig& host_config, bool bounding_box)
{
// dot product for integer vectors
out.Write("int idot(int3 x, int3 y)\n"
"{\n"
"\tint3 tmp = x * y;\n"
"\treturn tmp.x + tmp.y + tmp.z;\n"
"}\n");
out.Write("int idot(int4 x, int4 y)\n"
"{\n"
"\tint4 tmp = x * y;\n"
"\treturn tmp.x + tmp.y + tmp.z + tmp.w;\n"
"}\n\n");
// rounding + casting to integer at once in a single function
out.Write("int iround(float x) { return int (round(x)); }\n"
"int2 iround(float2 x) { return int2(round(x)); }\n"
"int3 iround(float3 x) { return int3(round(x)); }\n"
"int4 iround(float4 x) { return int4(round(x)); }\n\n");
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp[8];\n");
}
else // D3D
{
// Declare samplers
out.Write("SamplerState samp[8] : register(s0);\n");
out.Write("\n");
out.Write("Texture2DArray Tex[8] : register(t0);\n");
}
out.Write("\n");
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
out.Write("UBO_BINDING(std140, 1) uniform PSBlock {\n");
else
out.Write("cbuffer PSBlock : register(b0) {\n");
out.Write("\tint4 " I_COLORS "[4];\n"
"\tint4 " I_KCOLORS "[4];\n"
"\tint4 " I_ALPHA ";\n"
"\tfloat4 " I_TEXDIMS "[8];\n"
"\tint4 " I_ZBIAS "[2];\n"
"\tint4 " I_INDTEXSCALE "[2];\n"
"\tint4 " I_INDTEXMTX "[6];\n"
"\tint4 " I_FOGCOLOR ";\n"
"\tint4 " I_FOGI ";\n"
"\tfloat4 " I_FOGF ";\n"
"\tfloat4 " I_FOGRANGE "[3];\n"
"\tfloat4 " I_ZSLOPE ";\n"
"\tfloat2 " I_EFBSCALE ";\n"
"\tuint bpmem_genmode;\n"
"\tuint bpmem_alphaTest;\n"
"\tuint bpmem_fogParam3;\n"
"\tuint bpmem_fogRangeBase;\n"
"\tuint bpmem_dstalpha;\n"
"\tuint bpmem_ztex_op;\n"
"\tbool bpmem_late_ztest;\n"
"\tbool bpmem_rgba6_format;\n"
"\tbool bpmem_dither;\n"
"\tbool bpmem_bounding_box;\n"
"\tuint4 bpmem_pack1[16];\n" // .xy - combiners, .z - tevind
"\tuint4 bpmem_pack2[8];\n" // .x - tevorder, .y - tevksel
"\tint4 konstLookup[32];\n"
"\tbool blend_enable;\n"
"\tuint blend_src_factor;\n"
"\tuint blend_src_factor_alpha;\n"
"\tuint blend_dst_factor;\n"
"\tuint blend_dst_factor_alpha;\n"
"\tbool blend_subtract;\n"
"\tbool blend_subtract_alpha;\n"
"};\n\n");
out.Write("#define bpmem_combiners(i) (bpmem_pack1[(i)].xy)\n"
"#define bpmem_tevind(i) (bpmem_pack1[(i)].z)\n"
"#define bpmem_iref(i) (bpmem_pack1[(i)].w)\n"
"#define bpmem_tevorder(i) (bpmem_pack2[(i)].x)\n"
"#define bpmem_tevksel(i) (bpmem_pack2[(i)].y)\n\n");
if (host_config.per_pixel_lighting)
{
out.Write("%s", s_lighting_struct);
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n");
else
out.Write("cbuffer VSBlock : register(b1) {\n");
out.Write(s_shader_uniforms);
out.Write("};\n");
}
if (bounding_box)
{
out.Write(R"(
#ifdef API_D3D
globallycoherent RWBuffer<int> bbox_data : register(u2);
#define atomicMin InterlockedMin
#define atomicMax InterlockedMax
#define bbox_left bbox_data[0]
#define bbox_right bbox_data[1]
#define bbox_top bbox_data[2]
#define bbox_bottom bbox_data[3]
#else
SSBO_BINDING(0) buffer BBox {
int bbox_left, bbox_right, bbox_top, bbox_bottom;
};
#endif
void UpdateBoundingBoxBuffer(int2 min_pos, int2 max_pos) {
if (bbox_left > min_pos.x)
atomicMin(bbox_left, min_pos.x);
if (bbox_right < max_pos.x)
atomicMax(bbox_right, max_pos.x);
if (bbox_top > min_pos.y)
atomicMin(bbox_top, min_pos.y);
if (bbox_bottom < max_pos.y)
atomicMax(bbox_bottom, max_pos.y);
}
void UpdateBoundingBox(float2 rawpos) {
// The pixel center in the GameCube GPU is 7/12, not 0.5 (see VertexShaderGen.cpp)
// Adjust for this by unapplying the offset we added in the vertex shader.
const float PIXEL_CENTER_OFFSET = 7.0 / 12.0 - 0.5;
float2 offset = float2(PIXEL_CENTER_OFFSET, -PIXEL_CENTER_OFFSET);
#ifdef API_OPENGL
// OpenGL lower-left origin means that Y goes in the opposite direction.
offset.y = -offset.y;
#endif
// The rightmost shaded pixel is not included in the right bounding box register,
// such that width = right - left + 1. This has been verified on hardware.
int2 pos = iround(rawpos * cefbscale + offset);
#ifdef SUPPORTS_SUBGROUP_REDUCTION
if (CAN_USE_SUBGROUP_REDUCTION) {
int2 min_pos = IS_HELPER_INVOCATION ? int2(2147483647, 2147483647) : pos;
int2 max_pos = IS_HELPER_INVOCATION ? int2(-2147483648, -2147483648) : pos;
SUBGROUP_MIN(min_pos);
SUBGROUP_MAX(max_pos);
if (IS_FIRST_ACTIVE_INVOCATION)
UpdateBoundingBoxBuffer(min_pos, max_pos);
} else {
UpdateBoundingBoxBuffer(pos, pos);
}
#else
UpdateBoundingBoxBuffer(pos, pos);
#endif
}
)");
}
}
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
APIType ApiType, bool stereo);
static void WriteTevRegular(ShaderCode& out, const char* components, int bias, int op, int clamp,
int shift, bool alpha);
static void SampleTexture(ShaderCode& out, const char* texcoords, const char* texswap, int texmap,
bool stereo, APIType ApiType);
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType,
bool per_pixel_depth, bool use_dual_source);
static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data);
static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data,
bool use_dual_source);
static void WriteBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data);
ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host_config,
const pixel_shader_uid_data* uid_data)
{
ShaderCode out;
const bool per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
const bool msaa = host_config.msaa;
const bool ssaa = host_config.ssaa;
const bool stereo = host_config.stereo;
const u32 numStages = uid_data->genMode_numtevstages + 1;
out.Write("//Pixel Shader for TEV stages\n");
out.Write("//%i TEV stages, %i texgens, %i IND stages\n", numStages, uid_data->genMode_numtexgens,
uid_data->genMode_numindstages);
// Stuff that is shared between ubershaders and pixelgen.
WritePixelShaderCommonHeader(out, ApiType, uid_data->genMode_numtexgens, host_config,
uid_data->bounding_box);
if (uid_data->forced_early_z && g_ActiveConfig.backend_info.bSupportsEarlyZ)
{
// Zcomploc (aka early_ztest) is a way to control whether depth test is done before
// or after texturing and alpha test. PC graphics APIs used to provide no way to emulate
// this feature properly until 2012: Depth tests were always done after alpha testing.
// Most importantly, it was not possible to write to the depth buffer without also writing
// a color value (unless color writing was disabled altogether).
// OpenGL 4.2 actually provides two extensions which can force an early z test:
// * ARB_image_load_store has 'layout(early_fragment_tests)' which forces the driver to do z
// and stencil tests early.
// * ARB_conservative_depth has 'layout(depth_unchanged) which signals to the driver that it
// can make optimisations
// which assume the pixel shader won't update the depth buffer.
// early_fragment_tests is the best option, as it requires the driver to do early-z and defines
// early-z exactly as
// we expect, with discard causing the shader to exit with only the depth buffer updated.
// Conservative depth's 'depth_unchanged' only hints to the driver that an early-z optimisation
// can be made and
// doesn't define what will happen if we discard the fragment. But the way modern graphics
// hardware is implemented
// means it is not unreasonable to expect the same behaviour as early_fragment_tests.
// We can also assume that if a driver has gone out of its way to support conservative depth and
// not image_load_store
// as required by OpenGL 4.2 that it will be doing the optimisation.
// If the driver doesn't actually do an early z optimisation, ZCompLoc will be broken and depth
// will only be written
// if the alpha test passes.
// We support Conservative as a fallback, because many drivers based on Mesa haven't implemented
// all of the
// ARB_image_load_store extension yet.
// D3D11 also has a way to force the driver to enable early-z, so we're fine here.
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
// This is a #define which signals whatever early-z method the driver supports.
out.Write("FORCE_EARLY_Z; \n");
}
else
{
out.Write("[earlydepthstencil]\n");
}
}
// Only use dual-source blending when required on drivers that don't support it very well.
const bool use_dual_source =
host_config.backend_dual_source_blend &&
(!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING) ||
uid_data->useDstAlpha);
const bool use_shader_blend =
!use_dual_source && (uid_data->useDstAlpha && host_config.backend_shader_framebuffer_fetch);
if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
{
if (use_dual_source)
{
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
{
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
out.Write("FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n");
}
else
{
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
}
}
else if (use_shader_blend)
{
// QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an
// intermediate value with multiple reads & modifications, so pull out the "real" output value
// and use a temporary for calculations, then set the output value once at the end of the
// shader
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
{
out.Write("FRAGMENT_OUTPUT_LOCATION(0) FRAGMENT_INOUT vec4 real_ocol0;\n");
}
else
{
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) FRAGMENT_INOUT vec4 real_ocol0;\n");
}
}
else
{
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
}
if (uid_data->per_pixel_depth)
out.Write("#define depth gl_FragDepth\n");
if (host_config.backend_geometry_shaders)
{
out.Write("VARYING_LOCATION(0) in VertexData {\n");
GenerateVSOutputMembers(out, ApiType, uid_data->genMode_numtexgens, host_config,
GetInterpolationQualifier(msaa, ssaa, true, true));
if (stereo)
out.Write("\tflat int layer;\n");
out.Write("};\n");
}
else
{
// Let's set up attributes
u32 counter = 0;
out.Write("VARYING_LOCATION(%u) %s in float4 colors_0;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s in float4 colors_1;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
{
out.Write("VARYING_LOCATION(%u) %s in float3 tex%d;\n", counter++,
GetInterpolationQualifier(msaa, ssaa), i);
}
if (!host_config.fast_depth_calc)
out.Write("VARYING_LOCATION(%u) %s in float4 clipPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
if (per_pixel_lighting)
{
out.Write("VARYING_LOCATION(%u) %s in float3 Normal;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION(%u) %s in float3 WorldPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
}
}
out.Write("void main()\n{\n");
out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
if (use_shader_blend)
{
// Store off a copy of the initial fb value for blending
out.Write("\tfloat4 initial_ocol0 = FB_FETCH_VALUE;\n");
out.Write("\tfloat4 ocol0;\n");
out.Write("\tfloat4 ocol1;\n");
}
}
else // D3D
{
out.Write("void main(\n");
if (uid_data->uint_output)
{
out.Write(" out uint4 ocol0 : SV_Target,\n");
}
else
{
out.Write(" out float4 ocol0 : SV_Target0,\n"
" out float4 ocol1 : SV_Target1,\n");
}
out.Write("%s"
" in float4 rawpos : SV_Position,\n",
uid_data->per_pixel_depth ? " out float depth : SV_Depth,\n" : "");
out.Write(" in %s float4 colors_0 : COLOR0,\n", GetInterpolationQualifier(msaa, ssaa));
out.Write(" in %s float4 colors_1 : COLOR1\n", GetInterpolationQualifier(msaa, ssaa));
// compute window position if needed because binding semantic WPOS is not widely supported
for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
{
out.Write(",\n in %s float3 tex%d : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa), i,
i);
}
if (!host_config.fast_depth_calc)
{
out.Write(",\n in %s float4 clipPos : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa),
uid_data->genMode_numtexgens);
}
if (per_pixel_lighting)
{
out.Write(",\n in %s float3 Normal : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa),
uid_data->genMode_numtexgens + 1);
out.Write(",\n in %s float3 WorldPos : TEXCOORD%d", GetInterpolationQualifier(msaa, ssaa),
uid_data->genMode_numtexgens + 2);
}
if (host_config.backend_geometry_shaders)
{
out.Write(",\n in float clipDist0 : SV_ClipDistance0\n");
out.Write(",\n in float clipDist1 : SV_ClipDistance1\n");
}
if (stereo)
out.Write(",\n in uint layer : SV_RenderTargetArrayIndex\n");
out.Write(" ) {\n");
}
out.Write("\tint4 c0 = " I_COLORS "[1], c1 = " I_COLORS "[2], c2 = " I_COLORS
"[3], prev = " I_COLORS "[0];\n"
"\tint4 rastemp = int4(0, 0, 0, 0), textemp = int4(0, 0, 0, 0), konsttemp = int4(0, 0, "
"0, 0);\n"
"\tint3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);\n"
"\tint alphabump=0;\n"
"\tint3 tevcoord=int3(0, 0, 0);\n"
"\tint2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);\n"
"\tint4 "
"tevin_a=int4(0,0,0,0),tevin_b=int4(0,0,0,0),tevin_c=int4(0,0,0,0),tevin_d=int4(0,0,0,"
"0);\n\n"); // tev combiner inputs
// On GLSL, input variables must not be assigned to.
// This is why we declare these variables locally instead.
out.Write("\tfloat4 col0 = colors_0;\n");
out.Write("\tfloat4 col1 = colors_1;\n");
if (per_pixel_lighting)
{
out.Write("\tfloat3 _norm0 = normalize(Normal.xyz);\n\n");
out.Write("\tfloat3 pos = WorldPos;\n");
out.Write("\tint4 lacc;\n"
"\tfloat3 ldir, h, cosAttn, distAttn;\n"
"\tfloat dist, dist2, attn;\n");
// TODO: Our current constant usage code isn't able to handle more than one buffer.
// So we can't mark the VS constant as used here. But keep them here as reference.
// out.SetConstantsUsed(C_PLIGHT_COLORS, C_PLIGHT_COLORS+7); // TODO: Can be optimized further
// out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further
// out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components << VB_COL_SHIFT,
"colors_", "col");
}
// HACK to handle cases where the tex gen is not enabled
if (uid_data->genMode_numtexgens == 0)
{
out.Write("\tint2 fixpoint_uv0 = int2(0, 0);\n\n");
}
else
{
out.SetConstantsUsed(C_TEXDIMS, C_TEXDIMS + uid_data->genMode_numtexgens - 1);
for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
{
out.Write("\tint2 fixpoint_uv%d = int2(", i);
out.Write("(tex%d.z == 0.0 ? tex%d.xy : tex%d.xy / tex%d.z)", i, i, i, i);
out.Write(" * " I_TEXDIMS "[%d].zw);\n", i);
// TODO: S24 overflows here?
}
}
for (u32 i = 0; i < uid_data->genMode_numindstages; ++i)
{
if (uid_data->nIndirectStagesUsed & (1 << i))
{
unsigned int texcoord = uid_data->GetTevindirefCoord(i);
unsigned int texmap = uid_data->GetTevindirefMap(i);
if (texcoord < uid_data->genMode_numtexgens)
{
out.SetConstantsUsed(C_INDTEXSCALE + i / 2, C_INDTEXSCALE + i / 2);
out.Write("\ttempcoord = fixpoint_uv%d >> " I_INDTEXSCALE "[%d].%s;\n", texcoord, i / 2,
(i & 1) ? "zw" : "xy");
}
else
{
out.Write("\ttempcoord = int2(0, 0);\n");
}
out.Write("\tint3 iindtex%d = ", i);
SampleTexture(out, "float2(tempcoord)", "abg", texmap, stereo, ApiType);
}
}
for (u32 i = 0; i < numStages; i++)
{
// Build the equation for this stage
WriteStage(out, uid_data, i, ApiType, stereo);
}
{
// The results of the last texenv stage are put onto the screen,
// regardless of the used destination register
TevStageCombiner::ColorCombiner last_cc;
TevStageCombiner::AlphaCombiner last_ac;
last_cc.hex = uid_data->stagehash[uid_data->genMode_numtevstages].cc;
last_ac.hex = uid_data->stagehash[uid_data->genMode_numtevstages].ac;
if (last_cc.dest != 0)
{
out.Write("\tprev.rgb = %s;\n", tev_c_output_table[last_cc.dest]);
}
if (last_ac.dest != 0)
{
out.Write("\tprev.a = %s;\n", tev_a_output_table[last_ac.dest]);
}
}
out.Write("\tprev = prev & 255;\n");
// NOTE: Fragment may not be discarded if alpha test always fails and early depth test is enabled
// (in this case we need to write a depth value if depth test passes regardless of the alpha
// testing result)
if (uid_data->Pretest == AlphaTest::UNDETERMINED ||
(uid_data->Pretest == AlphaTest::FAIL && uid_data->late_ztest))
{
WriteAlphaTest(out, uid_data, ApiType, uid_data->per_pixel_depth,
use_dual_source || use_shader_blend);
}
if (uid_data->zfreeze)
{
out.SetConstantsUsed(C_ZSLOPE, C_ZSLOPE);
out.SetConstantsUsed(C_EFBSCALE, C_EFBSCALE);
out.Write("\tfloat2 screenpos = rawpos.xy * " I_EFBSCALE ".xy;\n");
// Opengl has reversed vertical screenspace coordinates
if (ApiType == APIType::OpenGL)
out.Write("\tscreenpos.y = %i.0 - screenpos.y;\n", EFB_HEIGHT);
out.Write("\tint zCoord = int(" I_ZSLOPE ".z + " I_ZSLOPE ".x * screenpos.x + " I_ZSLOPE
".y * screenpos.y);\n");
}
else if (!host_config.fast_depth_calc)
{
// FastDepth means to trust the depth generated in perspective division.
// It should be correct, but it seems not to be as accurate as required. TODO: Find out why!
// For disabled FastDepth we just calculate the depth value again.
// The performance impact of this additional calculation doesn't matter, but it prevents
// the host GPU driver from performing any early depth test optimizations.
out.SetConstantsUsed(C_ZBIAS + 1, C_ZBIAS + 1);
// the screen space depth value = far z + (clip z / clip w) * z range
out.Write("\tint zCoord = " I_ZBIAS "[1].x + int((clipPos.z / clipPos.w) * float(" I_ZBIAS
"[1].y));\n");
}
else
{
if (!host_config.backend_reversed_depth_range)
out.Write("\tint zCoord = int((1.0 - rawpos.z) * 16777216.0);\n");
else
out.Write("\tint zCoord = int(rawpos.z * 16777216.0);\n");
}
out.Write("\tzCoord = clamp(zCoord, 0, 0xFFFFFF);\n");
// depth texture can safely be ignored if the result won't be written to the depth buffer
// (early_ztest) and isn't used for fog either
const bool skip_ztexture = !uid_data->per_pixel_depth && !uid_data->fog_fsel;
// Note: z-textures are not written to depth buffer if early depth test is used
if (uid_data->per_pixel_depth && uid_data->early_ztest)
{
if (!host_config.backend_reversed_depth_range)
out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n");
else
out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
}
// Note: depth texture output is only written to depth buffer if late depth test is used
// theoretical final depth value is used for fog calculation, though, so we have to emulate
// ztextures anyway
if (uid_data->ztex_op != ZTEXTURE_DISABLE && !skip_ztexture)
{
// use the texture input of the last texture stage (textemp), hopefully this has been read and
// is in correct format...
out.SetConstantsUsed(C_ZBIAS, C_ZBIAS + 1);
out.Write("\tzCoord = idot(" I_ZBIAS "[0].xyzw, textemp.xyzw) + " I_ZBIAS "[1].w %s;\n",
(uid_data->ztex_op == ZTEXTURE_ADD) ? "+ zCoord" : "");
out.Write("\tzCoord = zCoord & 0xFFFFFF;\n");
}
if (uid_data->per_pixel_depth && uid_data->late_ztest)
{
if (!host_config.backend_reversed_depth_range)
out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n");
else
out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
}
// No dithering for RGB8 mode
if (uid_data->dither)
{
// Flipper uses a standard 2x2 Bayer Matrix for 6 bit dithering
// Here the matrix is encoded into the two factor constants
out.Write("\tint2 dither = int2(rawpos.xy) & 1;\n");
out.Write("\tprev.rgb = (prev.rgb - (prev.rgb >> 6)) + abs(dither.y * 3 - dither.x * 2);\n");
}
WriteFog(out, uid_data);
// Write the color and alpha values to the framebuffer
// If using shader blend, we still use the separate alpha
WriteColor(out, ApiType, uid_data, use_dual_source || use_shader_blend);
if (use_shader_blend)
WriteBlend(out, uid_data);
if (uid_data->bounding_box)
out.Write("\tUpdateBoundingBox(rawpos.xy);\n");
out.Write("}\n");
return out;
}
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
APIType ApiType, bool stereo)
{
auto& stage = uid_data->stagehash[n];
out.Write("\n\t// TEV stage %d\n", n);
// HACK to handle cases where the tex gen is not enabled
u32 texcoord = stage.tevorders_texcoord;
bool bHasTexCoord = texcoord < uid_data->genMode_numtexgens;
if (!bHasTexCoord)
texcoord = 0;
if (stage.hasindstage)
{
TevStageIndirect tevind;
tevind.hex = stage.tevind;
out.Write("\t// indirect op\n");
// perform the indirect op on the incoming regular coordinates using iindtex%d as the offset
// coords
if (tevind.bs != ITBA_OFF)
{
constexpr std::array<const char*, 4> tev_ind_alpha_sel{
"",
"x",
"y",
"z",
};
// 0b11111000, 0b11100000, 0b11110000, 0b11111000
constexpr std::array<const char*, 4> tev_ind_alpha_mask{
"248",
"224",
"240",
"248",
};
out.Write("alphabump = iindtex%d.%s & %s;\n", tevind.bt.Value(), tev_ind_alpha_sel[tevind.bs],
tev_ind_alpha_mask[tevind.fmt]);
}
else
{
// TODO: Should we reset alphabump to 0 here?
}
if (tevind.mid != 0)
{
// format
constexpr std::array<const char*, 4> tev_ind_fmt_mask{
"255",
"31",
"15",
"7",
};
out.Write("\tint3 iindtevcrd%d = iindtex%d & %s;\n", n, tevind.bt.Value(),
tev_ind_fmt_mask[tevind.fmt]);
// bias - TODO: Check if this needs to be this complicated...
// indexed by bias
constexpr std::array<const char*, 8> tev_ind_bias_field{
"", "x", "y", "xy", "z", "xz", "yz", "xyz",
};
// indexed by fmt
constexpr std::array<const char*, 4> tev_ind_bias_add{
"-128",
"1",
"1",
"1",
};
if (tevind.bias == ITB_S || tevind.bias == ITB_T || tevind.bias == ITB_U)
{
out.Write("\tiindtevcrd%d.%s += int(%s);\n", n, tev_ind_bias_field[tevind.bias],
tev_ind_bias_add[tevind.fmt]);
}
else if (tevind.bias == ITB_ST || tevind.bias == ITB_SU || tevind.bias == ITB_TU)
{
out.Write("\tiindtevcrd%d.%s += int2(%s, %s);\n", n, tev_ind_bias_field[tevind.bias],
tev_ind_bias_add[tevind.fmt], tev_ind_bias_add[tevind.fmt]);
}
else if (tevind.bias == ITB_STU)
{
out.Write("\tiindtevcrd%d.%s += int3(%s, %s, %s);\n", n, tev_ind_bias_field[tevind.bias],
tev_ind_bias_add[tevind.fmt], tev_ind_bias_add[tevind.fmt],
tev_ind_bias_add[tevind.fmt]);
}
// multiply by offset matrix and scale - calculations are likely to overflow badly,
// yet it works out since we only care about the lower 23 bits (+1 sign bit) of the result
if (tevind.mid <= 3)
{
int mtxidx = 2 * (tevind.mid - 1);
out.SetConstantsUsed(C_INDTEXMTX + mtxidx, C_INDTEXMTX + mtxidx);
out.Write("\tint2 indtevtrans%d = int2(idot(" I_INDTEXMTX
"[%d].xyz, iindtevcrd%d), idot(" I_INDTEXMTX "[%d].xyz, iindtevcrd%d)) >> 3;\n",
n, mtxidx, n, mtxidx + 1, n);
// TODO: should use a shader uid branch for this for better performance
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BITWISE_OP_NEGATION))
{
out.Write("\tint indtexmtx_w_inverse_%d = -" I_INDTEXMTX "[%d].w;\n", n, mtxidx);
out.Write("\tif (" I_INDTEXMTX "[%d].w >= 0) indtevtrans%d >>= " I_INDTEXMTX "[%d].w;\n",
mtxidx, n, mtxidx);
out.Write("\telse indtevtrans%d <<= indtexmtx_w_inverse_%d;\n", n, n);
}
else
{
out.Write("\tif (" I_INDTEXMTX "[%d].w >= 0) indtevtrans%d >>= " I_INDTEXMTX "[%d].w;\n",
mtxidx, n, mtxidx);
out.Write("\telse indtevtrans%d <<= (-" I_INDTEXMTX "[%d].w);\n", n, mtxidx);
}
}
else if (tevind.mid <= 7 && bHasTexCoord)
{ // s matrix
ASSERT(tevind.mid >= 5);
int mtxidx = 2 * (tevind.mid - 5);
out.SetConstantsUsed(C_INDTEXMTX + mtxidx, C_INDTEXMTX + mtxidx);
out.Write("\tint2 indtevtrans%d = int2(fixpoint_uv%d * iindtevcrd%d.xx) >> 8;\n", n,
texcoord, n);
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BITWISE_OP_NEGATION))
{
out.Write("\tint indtexmtx_w_inverse_%d = -" I_INDTEXMTX "[%d].w;\n", n, mtxidx);
out.Write("\tif (" I_INDTEXMTX "[%d].w >= 0) indtevtrans%d >>= " I_INDTEXMTX "[%d].w;\n",
mtxidx, n, mtxidx);
out.Write("\telse indtevtrans%d <<= (indtexmtx_w_inverse_%d);\n", n, n);
}
else
{
out.Write("\tif (" I_INDTEXMTX "[%d].w >= 0) indtevtrans%d >>= " I_INDTEXMTX "[%d].w;\n",
mtxidx, n, mtxidx);
out.Write("\telse indtevtrans%d <<= (-" I_INDTEXMTX "[%d].w);\n", n, mtxidx);
}
}
else if (tevind.mid <= 11 && bHasTexCoord)
{ // t matrix
ASSERT(tevind.mid >= 9);
int mtxidx = 2 * (tevind.mid - 9);
out.SetConstantsUsed(C_INDTEXMTX + mtxidx, C_INDTEXMTX + mtxidx);
out.Write("\tint2 indtevtrans%d = int2(fixpoint_uv%d * iindtevcrd%d.yy) >> 8;\n", n,
texcoord, n);
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BITWISE_OP_NEGATION))
{
out.Write("\tint indtexmtx_w_inverse_%d = -" I_INDTEXMTX "[%d].w;\n", n, mtxidx);
out.Write("\tif (" I_INDTEXMTX "[%d].w >= 0) indtevtrans%d >>= " I_INDTEXMTX "[%d].w;\n",
mtxidx, n, mtxidx);
out.Write("\telse indtevtrans%d <<= (indtexmtx_w_inverse_%d);\n", n, n);
}
else
{
out.Write("\tif (" I_INDTEXMTX "[%d].w >= 0) indtevtrans%d >>= " I_INDTEXMTX "[%d].w;\n",
mtxidx, n, mtxidx);
out.Write("\telse indtevtrans%d <<= (-" I_INDTEXMTX "[%d].w);\n", n, mtxidx);
}
}
else
{
out.Write("\tint2 indtevtrans%d = int2(0, 0);\n", n);
}
}
else
{
out.Write("\tint2 indtevtrans%d = int2(0, 0);\n", n);
}
// ---------
// Wrapping
// ---------
// TODO: Should the last element be 1 or (1<<7)?
constexpr std::array<const char*, 7> tev_ind_wrap_start{
"0", "(256<<7)", "(128<<7)", "(64<<7)", "(32<<7)", "(16<<7)", "1",
};
// wrap S
if (tevind.sw == ITW_OFF)
{
out.Write("\twrappedcoord.x = fixpoint_uv%d.x;\n", texcoord);
}
else if (tevind.sw == ITW_0)
{
out.Write("\twrappedcoord.x = 0;\n");
}
else
{
out.Write("\twrappedcoord.x = fixpoint_uv%d.x & (%s - 1);\n", texcoord,
tev_ind_wrap_start[tevind.sw]);
}
// wrap T
if (tevind.tw == ITW_OFF)
{
out.Write("\twrappedcoord.y = fixpoint_uv%d.y;\n", texcoord);
}
else if (tevind.tw == ITW_0)
{
out.Write("\twrappedcoord.y = 0;\n");
}
else
{
out.Write("\twrappedcoord.y = fixpoint_uv%d.y & (%s - 1);\n", texcoord,
tev_ind_wrap_start[tevind.tw]);
}
if (tevind.fb_addprev) // add previous tevcoord
out.Write("\ttevcoord.xy += wrappedcoord + indtevtrans%d;\n", n);
else
out.Write("\ttevcoord.xy = wrappedcoord + indtevtrans%d;\n", n);
// Emulate s24 overflows
out.Write("\ttevcoord.xy = (tevcoord.xy << 8) >> 8;\n");
}
TevStageCombiner::ColorCombiner cc;
TevStageCombiner::AlphaCombiner ac;
cc.hex = stage.cc;
ac.hex = stage.ac;
if (cc.a == TEVCOLORARG_RASA || cc.a == TEVCOLORARG_RASC || cc.b == TEVCOLORARG_RASA ||
cc.b == TEVCOLORARG_RASC || cc.c == TEVCOLORARG_RASA || cc.c == TEVCOLORARG_RASC ||
cc.d == TEVCOLORARG_RASA || cc.d == TEVCOLORARG_RASC || ac.a == TEVALPHAARG_RASA ||
ac.b == TEVALPHAARG_RASA || ac.c == TEVALPHAARG_RASA || ac.d == TEVALPHAARG_RASA)
{
// Generate swizzle string to represent the Ras color channel swapping
const char rasswap[5] = {
"rgba"[stage.tevksel_swap1a],
"rgba"[stage.tevksel_swap2a],
"rgba"[stage.tevksel_swap1b],
"rgba"[stage.tevksel_swap2b],
'\0',
};
out.Write("\trastemp = %s.%s;\n", tev_ras_table[stage.tevorders_colorchan], rasswap);
}
if (stage.tevorders_enable)
{
// Generate swizzle string to represent the texture color channel swapping
const char texswap[5] = {
"rgba"[stage.tevksel_swap1c],
"rgba"[stage.tevksel_swap2c],
"rgba"[stage.tevksel_swap1d],
"rgba"[stage.tevksel_swap2d],
'\0',
};
if (!stage.hasindstage)
{
// calc tevcord
if (bHasTexCoord)
out.Write("\ttevcoord.xy = fixpoint_uv%d;\n", texcoord);
else
out.Write("\ttevcoord.xy = int2(0, 0);\n");
}
out.Write("\ttextemp = ");
SampleTexture(out, "float2(tevcoord.xy)", texswap, stage.tevorders_texmap, stereo, ApiType);
}
else
{
out.Write("\ttextemp = int4(255, 255, 255, 255);\n");
}
if (cc.a == TEVCOLORARG_KONST || cc.b == TEVCOLORARG_KONST || cc.c == TEVCOLORARG_KONST ||
cc.d == TEVCOLORARG_KONST || ac.a == TEVALPHAARG_KONST || ac.b == TEVALPHAARG_KONST ||
ac.c == TEVALPHAARG_KONST || ac.d == TEVALPHAARG_KONST)
{
out.Write("\tkonsttemp = int4(%s, %s);\n", tev_ksel_table_c[stage.tevksel_kc],
tev_ksel_table_a[stage.tevksel_ka]);
if (stage.tevksel_kc > 7)
{
out.SetConstantsUsed(C_KCOLORS + ((stage.tevksel_kc - 0xc) % 4),
C_KCOLORS + ((stage.tevksel_kc - 0xc) % 4));
}
if (stage.tevksel_ka > 7)
{
out.SetConstantsUsed(C_KCOLORS + ((stage.tevksel_ka - 0xc) % 4),
C_KCOLORS + ((stage.tevksel_ka - 0xc) % 4));
}
}
if (cc.d == TEVCOLORARG_C0 || cc.d == TEVCOLORARG_A0 || ac.d == TEVALPHAARG_A0)
out.SetConstantsUsed(C_COLORS + 1, C_COLORS + 1);
if (cc.d == TEVCOLORARG_C1 || cc.d == TEVCOLORARG_A1 || ac.d == TEVALPHAARG_A1)
out.SetConstantsUsed(C_COLORS + 2, C_COLORS + 2);
if (cc.d == TEVCOLORARG_C2 || cc.d == TEVCOLORARG_A2 || ac.d == TEVALPHAARG_A2)
out.SetConstantsUsed(C_COLORS + 3, C_COLORS + 3);
if (cc.dest >= GX_TEVREG0)
out.SetConstantsUsed(C_COLORS + cc.dest, C_COLORS + cc.dest);
if (ac.dest >= GX_TEVREG0)
out.SetConstantsUsed(C_COLORS + ac.dest, C_COLORS + ac.dest);
out.Write("\ttevin_a = int4(%s, %s)&int4(255, 255, 255, 255);\n", tev_c_input_table[cc.a],
tev_a_input_table[ac.a]);
out.Write("\ttevin_b = int4(%s, %s)&int4(255, 255, 255, 255);\n", tev_c_input_table[cc.b],
tev_a_input_table[ac.b]);
out.Write("\ttevin_c = int4(%s, %s)&int4(255, 255, 255, 255);\n", tev_c_input_table[cc.c],
tev_a_input_table[ac.c]);
out.Write("\ttevin_d = int4(%s, %s);\n", tev_c_input_table[cc.d], tev_a_input_table[ac.d]);
out.Write("\t// color combine\n");
out.Write("\t%s = clamp(", tev_c_output_table[cc.dest]);
if (cc.bias != TEVBIAS_COMPARE)
{
WriteTevRegular(out, "rgb", cc.bias, cc.op, cc.clamp, cc.shift, false);
}
else
{
constexpr std::array<const char*, 8> function_table{
"((tevin_a.r > tevin_b.r) ? tevin_c.rgb : int3(0,0,0))", // TEVCMP_R8_GT
"((tevin_a.r == tevin_b.r) ? tevin_c.rgb : int3(0,0,0))", // TEVCMP_R8_EQ
"((idot(tevin_a.rgb, comp16) > idot(tevin_b.rgb, comp16)) ? tevin_c.rgb : "
"int3(0,0,0))", // TEVCMP_GR16_GT
"((idot(tevin_a.rgb, comp16) == idot(tevin_b.rgb, comp16)) ? tevin_c.rgb : "
"int3(0,0,0))", // TEVCMP_GR16_EQ
"((idot(tevin_a.rgb, comp24) > idot(tevin_b.rgb, comp24)) ? tevin_c.rgb : "
"int3(0,0,0))", // TEVCMP_BGR24_GT
"((idot(tevin_a.rgb, comp24) == idot(tevin_b.rgb, comp24)) ? tevin_c.rgb : "
"int3(0,0,0))", // TEVCMP_BGR24_EQ
"(max(sign(tevin_a.rgb - tevin_b.rgb), int3(0,0,0)) * tevin_c.rgb)", // TEVCMP_RGB8_GT
"((int3(1,1,1) - sign(abs(tevin_a.rgb - tevin_b.rgb))) * tevin_c.rgb)" // TEVCMP_RGB8_EQ
};
const int mode = (cc.shift << 1) | cc.op;
out.Write(" tevin_d.rgb + ");
out.Write("%s", function_table[mode]);
}
if (cc.clamp)
out.Write(", int3(0,0,0), int3(255,255,255))");
else
out.Write(", int3(-1024,-1024,-1024), int3(1023,1023,1023))");
out.Write(";\n");
out.Write("\t// alpha combine\n");
out.Write("\t%s = clamp(", tev_a_output_table[ac.dest]);
if (ac.bias != TEVBIAS_COMPARE)
{
WriteTevRegular(out, "a", ac.bias, ac.op, ac.clamp, ac.shift, true);
}
else
{
constexpr std::array<const char*, 8> function_table{
"((tevin_a.r > tevin_b.r) ? tevin_c.a : 0)", // TEVCMP_R8_GT
"((tevin_a.r == tevin_b.r) ? tevin_c.a : 0)", // TEVCMP_R8_EQ
"((idot(tevin_a.rgb, comp16) > idot(tevin_b.rgb, comp16)) ? tevin_c.a : 0)", // TEVCMP_GR16_GT
"((idot(tevin_a.rgb, comp16) == idot(tevin_b.rgb, comp16)) ? tevin_c.a : 0)", // TEVCMP_GR16_EQ
"((idot(tevin_a.rgb, comp24) > idot(tevin_b.rgb, comp24)) ? tevin_c.a : 0)", // TEVCMP_BGR24_GT
"((idot(tevin_a.rgb, comp24) == idot(tevin_b.rgb, comp24)) ? tevin_c.a : 0)", // TEVCMP_BGR24_EQ
"((tevin_a.a > tevin_b.a) ? tevin_c.a : 0)", // TEVCMP_A8_GT
"((tevin_a.a == tevin_b.a) ? tevin_c.a : 0)" // TEVCMP_A8_EQ
};
const int mode = (ac.shift << 1) | ac.op;
out.Write(" tevin_d.a + ");
out.Write("%s", function_table[mode]);
}
if (ac.clamp)
out.Write(", 0, 255)");
else
out.Write(", -1024, 1023)");
out.Write(";\n");
}
static void WriteTevRegular(ShaderCode& out, const char* components, int bias, int op, int clamp,
int shift, bool alpha)
{
constexpr std::array<const char*, 4> tev_scale_table_left{
"", // SCALE_1
" << 1", // SCALE_2
" << 2", // SCALE_4
"", // DIVIDE_2
};
constexpr std::array<const char*, 4> tev_scale_table_right{
"", // SCALE_1
"", // SCALE_2
"", // SCALE_4
" >> 1", // DIVIDE_2
};
// indexed by 2*op+(shift==3)
constexpr std::array<const char*, 4> tev_lerp_bias{
"",
" + 128",
"",
" + 127",
};
constexpr std::array<const char*, 4> tev_bias_table{
"", // ZERO,
" + 128", // ADDHALF,
" - 128", // SUBHALF,
"",
};
constexpr std::array<char, 2> tev_op_table{
'+', // TEVOP_ADD = 0,
'-', // TEVOP_SUB = 1,
};
// Regular TEV stage: (d + bias + lerp(a,b,c)) * scale
// The GameCube/Wii GPU uses a very sophisticated algorithm for scale-lerping:
// - c is scaled from 0..255 to 0..256, which allows dividing the result by 256 instead of 255
// - if scale is bigger than one, it is moved inside the lerp calculation for increased accuracy
// - a rounding bias is added before dividing by 256
out.Write("(((tevin_d.%s%s)%s)", components, tev_bias_table[bias], tev_scale_table_left[shift]);
out.Write(" %c ", tev_op_table[op]);
out.Write("(((((tevin_a.%s<<8) + (tevin_b.%s-tevin_a.%s)*(tevin_c.%s+(tevin_c.%s>>7)))%s)%s)>>8)",
components, components, components, components, components, tev_scale_table_left[shift],
tev_lerp_bias[2 * op + ((shift == 3) == alpha)]);
out.Write(")%s", tev_scale_table_right[shift]);
}
static void SampleTexture(ShaderCode& out, const char* texcoords, const char* texswap, int texmap,
bool stereo, APIType ApiType)
{
out.SetConstantsUsed(C_TEXDIMS + texmap, C_TEXDIMS + texmap);
if (ApiType == APIType::D3D)
{
out.Write("iround(255.0 * Tex[%d].Sample(samp[%d], float3(%s.xy * " I_TEXDIMS
"[%d].xy, %s))).%s;\n",
texmap, texmap, texcoords, texmap, stereo ? "layer" : "0.0", texswap);
}
else
{
out.Write("iround(255.0 * texture(samp[%d], float3(%s.xy * " I_TEXDIMS "[%d].xy, %s))).%s;\n",
texmap, texcoords, texmap, stereo ? "layer" : "0.0", texswap);
}
}
constexpr std::array<const char*, 8> tev_alpha_funcs_table{
"(false)", // NEVER
"(prev.a < %s)", // LESS
"(prev.a == %s)", // EQUAL
"(prev.a <= %s)", // LEQUAL
"(prev.a > %s)", // GREATER
"(prev.a != %s)", // NEQUAL
"(prev.a >= %s)", // GEQUAL
"(true)" // ALWAYS
};
constexpr std::array<const char*, 4> tev_alpha_funclogic_table{
" && ", // and
" || ", // or
" != ", // xor
" == " // xnor
};
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType,
bool per_pixel_depth, bool use_dual_source)
{
static constexpr std::array<const char*, 2> alpha_ref{I_ALPHA ".r", I_ALPHA ".g"};
out.SetConstantsUsed(C_ALPHA, C_ALPHA);
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_NEGATED_BOOLEAN))
out.Write("\tif(( ");
else
out.Write("\tif(!( ");
// Lookup the first component from the alpha function table
int compindex = uid_data->alpha_test_comp0;
out.Write(tev_alpha_funcs_table[compindex], alpha_ref[0]);
// Lookup the logic op
out.Write("%s", tev_alpha_funclogic_table[uid_data->alpha_test_logic]);
// Lookup the second component from the alpha function table
compindex = uid_data->alpha_test_comp1;
out.Write(tev_alpha_funcs_table[compindex], alpha_ref[1]);
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_NEGATED_BOOLEAN))
out.Write(") == false) {\n");
else
out.Write(")) {\n");
out.Write("\t\tocol0 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (use_dual_source && !(ApiType == APIType::D3D && uid_data->uint_output))
out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n");
if (per_pixel_depth)
{
out.Write("\t\tdepth = %s;\n",
!g_ActiveConfig.backend_info.bSupportsReversedDepthRange ? "0.0" : "1.0");
}
// ZCOMPLOC HACK:
if (!uid_data->alpha_test_use_zcomploc_hack)
{
out.Write("\t\tdiscard;\n");
if (ApiType == APIType::D3D)
out.Write("\t\treturn;\n");
}
out.Write("\t}\n");
}
constexpr std::array<const char*, 8> tev_fog_funcs_table{
"", // No Fog
"", // ?
"", // Linear
"", // ?
"\tfog = 1.0 - exp2(-8.0 * fog);\n", // exp
"\tfog = 1.0 - exp2(-8.0 * fog * fog);\n", // exp2
"\tfog = exp2(-8.0 * (1.0 - fog));\n", // backward exp
"\tfog = 1.0 - fog;\n fog = exp2(-8.0 * fog * fog);\n" // backward exp2
};
static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data)
{
if (uid_data->fog_fsel == 0)
return; // no Fog
out.SetConstantsUsed(C_FOGCOLOR, C_FOGCOLOR);
out.SetConstantsUsed(C_FOGI, C_FOGI);
out.SetConstantsUsed(C_FOGF, C_FOGF + 1);
if (uid_data->fog_proj == 0)
{
// perspective
// ze = A/(B - (Zs >> B_SHF)
// TODO: Verify that we want to drop lower bits here! (currently taken over from software
// renderer)
// Maybe we want to use "ze = (A << B_SHF)/((B << B_SHF) - Zs)" instead?
// That's equivalent, but keeps the lower bits of Zs.
out.Write("\tfloat ze = (" I_FOGF ".x * 16777216.0) / float(" I_FOGI ".y - (zCoord >> " I_FOGI
".w));\n");
}
else
{
// orthographic
// ze = a*Zs (here, no B_SHF)
out.Write("\tfloat ze = " I_FOGF ".x * float(zCoord) / 16777216.0;\n");
}
// x_adjust = sqrt((x-center)^2 + k^2)/k
// ze *= x_adjust
if (uid_data->fog_RangeBaseEnabled)
{
out.SetConstantsUsed(C_FOGF, C_FOGF);
out.Write("\tfloat offset = (2.0 * (rawpos.x / " I_FOGF ".w)) - 1.0 - " I_FOGF ".z;\n");
out.Write("\tfloat floatindex = clamp(9.0 - abs(offset) * 9.0, 0.0, 9.0);\n");
out.Write("\tuint indexlower = uint(floatindex);\n");
out.Write("\tuint indexupper = indexlower + 1u;\n");
out.Write("\tfloat klower = " I_FOGRANGE "[indexlower >> 2u][indexlower & 3u];\n");
out.Write("\tfloat kupper = " I_FOGRANGE "[indexupper >> 2u][indexupper & 3u];\n");
out.Write("\tfloat k = lerp(klower, kupper, frac(floatindex));\n");
out.Write("\tfloat x_adjust = sqrt(offset * offset + k * k) / k;\n");
out.Write("\tze *= x_adjust;\n");
}
out.Write("\tfloat fog = clamp(ze - " I_FOGF ".y, 0.0, 1.0);\n");
if (uid_data->fog_fsel > 3)
{
out.Write("%s", tev_fog_funcs_table[uid_data->fog_fsel]);
}
else
{
if (uid_data->fog_fsel != 2)
WARN_LOG(VIDEO, "Unknown Fog Type! %08x", uid_data->fog_fsel);
}
out.Write("\tint ifog = iround(fog * 256.0);\n");
out.Write("\tprev.rgb = (prev.rgb * (256 - ifog) + " I_FOGCOLOR ".rgb * ifog) >> 8;\n");
}
static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data,
bool use_dual_source)
{
// D3D requires that the shader outputs be uint when writing to a uint render target for logic op.
if (api_type == APIType::D3D && uid_data->uint_output)
{
if (uid_data->rgba6_format)
out.Write("\tocol0 = uint4(prev & 0xFC);\n");
else
out.Write("\tocol0 = uint4(prev);\n");
return;
}
if (uid_data->rgba6_format)
out.Write("\tocol0.rgb = float3(prev.rgb >> 2) / 63.0;\n");
else
out.Write("\tocol0.rgb = float3(prev.rgb) / 255.0;\n");
// Colors will be blended against the 8-bit alpha from ocol1 and
// the 6-bit alpha from ocol0 will be written to the framebuffer
if (uid_data->useDstAlpha)
{
out.SetConstantsUsed(C_ALPHA, C_ALPHA);
out.Write("\tocol0.a = float(" I_ALPHA ".a >> 2) / 63.0;\n");
// Use dual-source color blending to perform dst alpha in a single pass
if (use_dual_source)
out.Write("\tocol1 = float4(0.0, 0.0, 0.0, float(prev.a) / 255.0);\n");
}
else
{
out.Write("\tocol0.a = float(prev.a >> 2) / 63.0;\n");
if (use_dual_source)
out.Write("\tocol1 = float4(0.0, 0.0, 0.0, float(prev.a) / 255.0);\n");
}
}
static void WriteBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data)
{
if (uid_data->blend_enable)
{
static constexpr std::array<const char*, 8> blend_src_factor{
"float3(0,0,0);", // ZERO
"float3(1,1,1);", // ONE
"initial_ocol0.rgb;", // DSTCLR
"float3(1,1,1) - initial_ocol0.rgb;", // INVDSTCLR
"ocol1.aaa;", // SRCALPHA
"float3(1,1,1) - ocol1.aaa;", // INVSRCALPHA
"initial_ocol0.aaa;", // DSTALPHA
"float3(1,1,1) - initial_ocol0.aaa;", // INVDSTALPHA
};
static constexpr std::array<const char*, 8> blend_src_factor_alpha{
"0.0;", // ZERO
"1.0;", // ONE
"initial_ocol0.a;", // DSTCLR
"1.0 - initial_ocol0.a;", // INVDSTCLR
"ocol1.a;", // SRCALPHA
"1.0 - ocol1.a;", // INVSRCALPHA
"initial_ocol0.a;", // DSTALPHA
"1.0 - initial_ocol0.a;", // INVDSTALPHA
};
static constexpr std::array<const char*, 8> blend_dst_factor{
"float3(0,0,0);", // ZERO
"float3(1,1,1);", // ONE
"ocol0.rgb;", // SRCCLR
"float3(1,1,1) - ocol0.rgb;", // INVSRCCLR
"ocol1.aaa;", // SRCALHA
"float3(1,1,1) - ocol1.aaa;", // INVSRCALPHA
"initial_ocol0.aaa;", // DSTALPHA
"float3(1,1,1) - initial_ocol0.aaa;", // INVDSTALPHA
};
static constexpr std::array<const char*, 8> blend_dst_factor_alpha{
"0.0;", // ZERO
"1.0;", // ONE
"ocol0.a;", // SRCCLR
"1.0 - ocol0.a;", // INVSRCCLR
"ocol1.a;", // SRCALPHA
"1.0 - ocol1.a;", // INVSRCALPHA
"initial_ocol0.a;", // DSTALPHA
"1.0 - initial_ocol0.a;", // INVDSTALPHA
};
out.Write("\tfloat4 blend_src;\n");
out.Write("\tblend_src.rgb = %s\n", blend_src_factor[uid_data->blend_src_factor]);
out.Write("\tblend_src.a = %s\n", blend_src_factor_alpha[uid_data->blend_src_factor_alpha]);
out.Write("\tfloat4 blend_dst;\n");
out.Write("\tblend_dst.rgb = %s\n", blend_dst_factor[uid_data->blend_dst_factor]);
out.Write("\tblend_dst.a = %s\n", blend_dst_factor_alpha[uid_data->blend_dst_factor_alpha]);
out.Write("\tfloat4 blend_result;\n");
if (uid_data->blend_subtract)
{
out.Write("\tblend_result.rgb = initial_ocol0.rgb * blend_dst.rgb - ocol0.rgb * "
"blend_src.rgb;\n");
}
else
{
out.Write(
"\tblend_result.rgb = initial_ocol0.rgb * blend_dst.rgb + ocol0.rgb * blend_src.rgb;\n");
}
if (uid_data->blend_subtract_alpha)
out.Write("\tblend_result.a = initial_ocol0.a * blend_dst.a - ocol0.a * blend_src.a;\n");
else
out.Write("\tblend_result.a = initial_ocol0.a * blend_dst.a + ocol0.a * blend_src.a;\n");
}
else
{
out.Write("\tfloat4 blend_result = ocol0;\n");
}
out.Write("\treal_ocol0 = blend_result;\n");
}