dolphin/Source/Core/VideoCommon/UberShaderVertex.cpp
Stenzek 51724c1ccd LightingShaderGen: Always calculate lighting for both color channels
Cel-damage depends on lighting being calculated for the first channel
even though there is no color in the vertex format (defaults to the
material color). If lighting for the channel is not enabled, the vertex
will use the default color as before.

The default value of the color is determined by the number of elements in
the vertex format. This fixes the grey cubes in Super Mario Sunshine.

If the color channel count is zero, we set the color to black before the
end of the vertex shader. It's possible that this would be undefined
behavior on hardware if a vertex color index that was greater than the
channel count was used within TEV.
2020-11-20 15:54:04 -08:00

555 lines
24 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoCommon/UberShaderVertex.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/UberShaderCommon.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/XFMemory.h"
namespace UberShader
{
VertexShaderUid GetVertexShaderUid()
{
VertexShaderUid out;
vertex_ubershader_uid_data* const uid_data = out.GetUidData();
uid_data->num_texgens = xfmem.numTexGen.numTexGens;
return out;
}
static void GenVertexShaderTexGens(APIType api_type, u32 num_texgen, ShaderCode& out);
ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config,
const vertex_ubershader_uid_data* uid_data)
{
const bool msaa = host_config.msaa;
const bool ssaa = host_config.ssaa;
const bool per_pixel_lighting = host_config.per_pixel_lighting;
const bool vertex_rounding = host_config.vertex_rounding;
const u32 num_texgen = uid_data->num_texgens;
ShaderCode out;
out.Write("// Vertex UberShader\n\n");
out.Write("{}", s_lighting_struct);
// uniforms
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
out.Write("UBO_BINDING(std140, 2) uniform VSBlock {{\n");
else
out.Write("cbuffer VSBlock {{\n");
out.Write("{}", s_shader_uniforms);
out.Write("}};\n");
out.Write("struct VS_OUTPUT {{\n");
GenerateVSOutputMembers(out, api_type, num_texgen, host_config, "");
out.Write("}};\n\n");
WriteUberShaderCommonHeader(out, api_type, host_config);
WriteLightingFunction(out);
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
out.Write("ATTRIBUTE_LOCATION({}) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
out.Write("ATTRIBUTE_LOCATION({}) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB);
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB);
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB);
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB);
out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB);
out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB);
for (int i = 0; i < 8; ++i)
out.Write("ATTRIBUTE_LOCATION({}) in float3 rawtex{};\n", SHADER_TEXTURE0_ATTRIB + i, i);
if (host_config.backend_geometry_shaders)
{
out.Write("VARYING_LOCATION(0) out VertexData {{\n");
GenerateVSOutputMembers(out, api_type, num_texgen, host_config,
GetInterpolationQualifier(msaa, ssaa, true, false));
out.Write("}} vs;\n");
}
else
{
// Let's set up attributes
u32 counter = 0;
out.Write("VARYING_LOCATION({}) {} out float4 colors_0;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION({}) {} out float4 colors_1;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
for (u32 i = 0; i < num_texgen; ++i)
{
out.Write("VARYING_LOCATION({}) {} out float3 tex{};\n", counter++,
GetInterpolationQualifier(msaa, ssaa), i);
}
if (!host_config.fast_depth_calc)
{
out.Write("VARYING_LOCATION({}) {} out float4 clipPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
}
if (per_pixel_lighting)
{
out.Write("VARYING_LOCATION({}) {} out float3 Normal;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
out.Write("VARYING_LOCATION({}) {} out float3 WorldPos;\n", counter++,
GetInterpolationQualifier(msaa, ssaa));
}
}
out.Write("void main()\n{{\n");
}
else // D3D
{
out.Write("VS_OUTPUT main(\n");
// inputs
out.Write(" float3 rawnorm0 : NORMAL0,\n"
" float3 rawnorm1 : NORMAL1,\n"
" float3 rawnorm2 : NORMAL2,\n"
" float4 rawcolor0 : COLOR0,\n"
" float4 rawcolor1 : COLOR1,\n");
for (int i = 0; i < 8; ++i)
out.Write(" float3 rawtex{} : TEXCOORD{},\n", i, i);
out.Write(" uint posmtx : BLENDINDICES,\n");
out.Write(" float4 rawpos : POSITION) {{\n");
}
out.Write("VS_OUTPUT o;\n"
"\n");
// Transforms
out.Write("// Position matrix\n"
"float4 P0;\n"
"float4 P1;\n"
"float4 P2;\n"
"\n"
"// Normal matrix\n"
"float3 N0;\n"
"float3 N1;\n"
"float3 N2;\n"
"\n"
"if ((components & {}u) != 0u) {{// VB_HAS_POSMTXIDX\n",
VB_HAS_POSMTXIDX);
out.Write(" // Vertex format has a per-vertex matrix\n"
" int posidx = int(posmtx.r);\n"
" P0 = " I_TRANSFORMMATRICES "[posidx];\n"
" P1 = " I_TRANSFORMMATRICES "[posidx+1];\n"
" P2 = " I_TRANSFORMMATRICES "[posidx+2];\n"
"\n"
" int normidx = posidx >= 32 ? (posidx - 32) : posidx;\n"
" N0 = " I_NORMALMATRICES "[normidx].xyz;\n"
" N1 = " I_NORMALMATRICES "[normidx+1].xyz;\n"
" N2 = " I_NORMALMATRICES "[normidx+2].xyz;\n"
"}} else {{\n"
" // One shared matrix\n"
" P0 = " I_POSNORMALMATRIX "[0];\n"
" P1 = " I_POSNORMALMATRIX "[1];\n"
" P2 = " I_POSNORMALMATRIX "[2];\n"
" N0 = " I_POSNORMALMATRIX "[3].xyz;\n"
" N1 = " I_POSNORMALMATRIX "[4].xyz;\n"
" N2 = " I_POSNORMALMATRIX "[5].xyz;\n"
"}}\n"
"\n"
"float4 pos = float4(dot(P0, rawpos), dot(P1, rawpos), dot(P2, rawpos), 1.0);\n"
"o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION
"[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n"
"\n"
"// Only the first normal gets normalized (TODO: why?)\n"
"float3 _norm0 = float3(0.0, 0.0, 0.0);\n"
"if ((components & {}u) != 0u) // VB_HAS_NRM0\n",
VB_HAS_NRM0);
out.Write(
" _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n"
"\n"
"float3 _norm1 = float3(0.0, 0.0, 0.0);\n"
"if ((components & {}u) != 0u) // VB_HAS_NRM1\n",
VB_HAS_NRM1);
out.Write(" _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"
"\n"
"float3 _norm2 = float3(0.0, 0.0, 0.0);\n"
"if ((components & {}u) != 0u) // VB_HAS_NRM2\n",
VB_HAS_NRM2);
out.Write(" _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"
"\n");
// Hardware Lighting
out.Write("// xfmem.numColorChans controls the number of color channels available to TEV,\n"
"// but we still need to generate all channels here, as it can be used in texgen.\n"
"// Cel-damage is an example of this.\n"
"float4 vertex_color_0, vertex_color_1;\n"
"\n");
out.Write("// To use color 1, the vertex descriptor must have color 0 and 1.\n"
"// If color 1 is present but not color 0, it is used for lighting channel 0.\n"
"bool use_color_1 = ((components & {0}) == {0}); // VB_HAS_COL0 | VB_HAS_COL1\n",
VB_HAS_COL0 | VB_HAS_COL1);
out.Write("for (uint color = 0; color < {}; color++) {{\n", NUM_XF_COLOR_CHANNELS);
out.Write(" if ((color == 0 || use_color_1) && (components & ({} << color)) != 0) {{\n",
VB_HAS_COL0);
out.Write(" float4 color_value;\n"
" // Use color0 for channel 0, and color1 for channel 1 if both colors 0 and 1 are "
"present.\n"
" if (color == 0u)\n"
" vertex_color_0 = rawcolor0;\n"
" else\n"
" vertex_color_1 = rawcolor1;\n"
" }} else if (color == 0 && (components & {}) != 0) {{\n",
VB_HAS_COL1);
out.Write(" // Use color1 for channel 0 if color0 is not present.\n"
" vertex_color_0 = rawcolor1;\n"
" }} else {{\n"
" // The default alpha channel depends on the number of components in the vertex.\n"
" float alpha = float((color_chan_alpha >> color) & 1u);\n"
" if (color == 0u)\n"
" vertex_color_0 = float4(1.0, 1.0, 1.0, alpha);\n"
" else\n"
" vertex_color_1 = float4(1.0, 1.0, 1.0, alpha);\n"
" }}\n"
"}}\n"
"\n");
WriteVertexLighting(out, api_type, "pos.xyz", "_norm0", "vertex_color_0", "vertex_color_1",
"o.colors_0", "o.colors_1");
// Texture Coordinates
if (num_texgen > 0)
GenVertexShaderTexGens(api_type, num_texgen, out);
out.Write("if (xfmem_numColorChans == 0u) {{\n"
" if ((components & {}u) != 0u)\n"
" o.colors_0 = rawcolor0;\n"
" else\n"
" o.colors_1 = float4(1.0, 1.0, 1.0, 1.0);\n"
"}}\n",
VB_HAS_COL0);
out.Write("if (xfmem_numColorChans < 2u) {{\n"
" if ((components & {}u) != 0u)\n"
" o.colors_0 = rawcolor1;\n"
" else\n"
" o.colors_1 = float4(1.0, 1.0, 1.0, 1.0);\n"
"}}\n",
VB_HAS_COL1);
if (!host_config.fast_depth_calc)
{
// clipPos/w needs to be done in pixel shader, not here
out.Write("o.clipPos = o.pos;\n");
}
if (per_pixel_lighting)
{
out.Write("o.Normal = _norm0;\n"
"o.WorldPos = pos.xyz;\n"
"// Pass through the vertex colors unmodified so we can evaluate the lighting\n"
"// in the same manner.\n");
out.Write("if ((components & {}u) != 0u) // VB_HAS_COL0\n"
" o.colors_0 = vertex_color_0;\n",
VB_HAS_COL0);
out.Write("if ((components & {}u) != 0u) // VB_HAS_COL1\n"
" o.colors_1 = vertex_color_1;\n",
VB_HAS_COL1);
}
else
{
out.Write("// The number of colors available to TEV is determined by numColorChans.\n"
"// We have to provide the fields to match the interface, so set to zero\n"
"// if it's not enabled.\n"
"if (xfmem_numColorChans == 0u)\n"
" o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n"
"if (xfmem_numColorChans <= 1u)\n"
" o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n"
"\n");
}
// If we can disable the incorrect depth clipping planes using depth clamping, then we can do
// our own depth clipping and calculate the depth range before the perspective divide if
// necessary.
if (host_config.backend_depth_clamp)
{
// Since we're adjusting z for the depth range before the perspective divide, we have to do our
// own clipping. We want to clip so that -w <= z <= 0, which matches the console -1..0 range.
// We adjust our depth value for clipping purposes to match the perspective projection in the
// software backend, which is a hack to fix Sonic Adventure and Unleashed games.
out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n"
"float clipDist0 = clipDepth + o.pos.w;\n" // Near: z < -w
"float clipDist1 = -clipDepth;\n"); // Far: z > 0
if (host_config.backend_geometry_shaders)
{
out.Write("o.clipDist0 = clipDist0;\n"
"o.clipDist1 = clipDist1;\n");
}
}
// Write the true depth value. If the game uses depth textures, then the pixel shader will
// override it with the correct values if not then early z culling will improve speed.
// There are two different ways to do this, when the depth range is oversized, we process
// the depth range in the vertex shader, if not we let the host driver handle it.
//
// Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
// so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
// We have to handle the depth range in the vertex shader instead of after the perspective
// divide, because some games will use a depth range larger than what is allowed by the
// graphics API. These large depth ranges will still be clipped to the 0..1 range, so these
// games effectively add a depth bias to the values written to the depth buffer.
out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - "
"o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n");
if (!host_config.backend_clip_control)
{
// If the graphics API doesn't support a depth range of 0..1, then we need to map z to
// the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point
// operation that can introduce a round-trip error.
out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n");
}
// Correct for negative viewports by mirroring all vertices. We need to negate the height here,
// since the viewport height is already negated by the render backend.
out.Write("o.pos.xy *= sign(" I_PIXELCENTERCORRECTION ".xy * float2(1.0, -1.0));\n");
// The console GPU places the pixel center at 7/12 in screen space unless
// antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results
// in some primitives being placed one pixel too far to the bottom-right,
// which in turn can be critical if it happens for clear quads.
// Hence, we compensate for this pixel center difference so that primitives
// get rasterized correctly.
out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n");
if (vertex_rounding)
{
// By now our position is in clip space. However, higher resolutions than the Wii outputs
// cause an additional pixel offset. Due to a higher pixel density we need to correct this
// by converting our clip-space position into the Wii's screen-space.
// Acquire the right pixel and then convert it back.
out.Write("if (o.pos.w == 1.0f)\n"
"{{\n");
out.Write("\tfloat ss_pixel_x = ((o.pos.x + 1.0f) * (" I_VIEWPORT_SIZE ".x * 0.5f));\n"
"\tfloat ss_pixel_y = ((o.pos.y + 1.0f) * (" I_VIEWPORT_SIZE ".y * 0.5f));\n");
out.Write("\tss_pixel_x = round(ss_pixel_x);\n"
"\tss_pixel_y = round(ss_pixel_y);\n");
out.Write("\to.pos.x = ((ss_pixel_x / (" I_VIEWPORT_SIZE ".x * 0.5f)) - 1.0f);\n"
"\to.pos.y = ((ss_pixel_y / (" I_VIEWPORT_SIZE ".y * 0.5f)) - 1.0f);\n"
"}}\n");
}
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
if (host_config.backend_geometry_shaders)
{
AssignVSOutputMembers(out, "vs", "o", num_texgen, host_config);
}
else
{
// TODO: Pass interface blocks between shader stages even if geometry shaders
// are not supported, however that will require at least OpenGL 3.2 support.
for (u32 i = 0; i < num_texgen; ++i)
out.Write("tex{}.xyz = o.tex{};\n", i, i);
if (!host_config.fast_depth_calc)
out.Write("clipPos = o.clipPos;\n");
if (per_pixel_lighting)
{
out.Write("Normal = o.Normal;\n"
"WorldPos = o.WorldPos;\n");
}
out.Write("colors_0 = o.colors_0;\n"
"colors_1 = o.colors_1;\n");
}
if (host_config.backend_depth_clamp)
{
out.Write("gl_ClipDistance[0] = clipDist0;\n"
"gl_ClipDistance[1] = clipDist1;\n");
}
// Vulkan NDC space has Y pointing down (right-handed NDC space).
if (api_type == APIType::Vulkan)
out.Write("gl_Position = float4(o.pos.x, -o.pos.y, o.pos.z, o.pos.w);\n");
else
out.Write("gl_Position = o.pos;\n");
}
else // D3D
{
out.Write("return o;\n");
}
out.Write("}}\n");
return out;
}
static void GenVertexShaderTexGens(APIType api_type, u32 num_texgen, ShaderCode& out)
{
// The HLSL compiler complains that the output texture coordinates are uninitialized when trying
// to dynamically index them.
for (u32 i = 0; i < num_texgen; i++)
out.Write("o.tex{} = float3(0.0, 0.0, 0.0);\n", i);
out.Write("// Texture coordinate generation\n");
if (num_texgen == 1)
{
out.Write("{{ const uint texgen = 0u;\n");
}
else
{
out.Write("{}for (uint texgen = 0u; texgen < {}u; texgen++) {{\n",
api_type == APIType::D3D ? "[loop] " : "", num_texgen);
}
out.Write(" // Texcoord transforms\n");
out.Write(" float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n"
" uint texMtxInfo = xfmem_texMtxInfo(texgen);\n");
out.Write(" switch ({}) {{\n", BitfieldExtract("texMtxInfo", TexMtxInfo().sourcerow));
out.Write(" case {}u: // XF_SRCGEOM_INROW\n", XF_SRCGEOM_INROW);
out.Write(" coord.xyz = rawpos.xyz;\n");
out.Write(" break;\n\n");
out.Write(" case {}u: // XF_SRCNORMAL_INROW\n", XF_SRCNORMAL_INROW);
out.Write(
" coord.xyz = ((components & {}u /* VB_HAS_NRM0 */) != 0u) ? rawnorm0.xyz : coord.xyz;",
VB_HAS_NRM0);
out.Write(" break;\n\n");
out.Write(" case {}u: // XF_SRCBINORMAL_T_INROW\n", XF_SRCBINORMAL_T_INROW);
out.Write(
" coord.xyz = ((components & {}u /* VB_HAS_NRM1 */) != 0u) ? rawnorm1.xyz : coord.xyz;",
VB_HAS_NRM1);
out.Write(" break;\n\n");
out.Write(" case {}u: // XF_SRCBINORMAL_B_INROW\n", XF_SRCBINORMAL_B_INROW);
out.Write(
" coord.xyz = ((components & {}u /* VB_HAS_NRM2 */) != 0u) ? rawnorm2.xyz : coord.xyz;",
VB_HAS_NRM2);
out.Write(" break;\n\n");
for (u32 i = 0; i < 8; i++)
{
out.Write(" case {}u: // XF_SRCTEX{}_INROW\n", XF_SRCTEX0_INROW + i, i);
out.Write(
" coord = ((components & {}u /* VB_HAS_UV{} */) != 0u) ? float4(rawtex{}.x, rawtex{}.y, "
"1.0, 1.0) : coord;\n",
VB_HAS_UV0 << i, i, i, i);
out.Write(" break;\n\n");
}
out.Write(" }}\n"
"\n");
out.Write(" // Input form of AB11 sets z element to 1.0\n");
out.Write(" if ({} == {}u) // inputform == XF_TEXINPUT_AB11\n",
BitfieldExtract("texMtxInfo", TexMtxInfo().inputform), XF_TEXINPUT_AB11);
out.Write(" coord.z = 1.0f;\n"
"\n");
out.Write(" // first transformation\n");
out.Write(" uint texgentype = {};\n", BitfieldExtract("texMtxInfo", TexMtxInfo().texgentype));
out.Write(" float3 output_tex;\n"
" switch (texgentype)\n"
" {{\n");
out.Write(" case {}u: // XF_TEXGEN_EMBOSS_MAP\n", XF_TEXGEN_EMBOSS_MAP);
out.Write(" {{\n");
out.Write(" uint light = {};\n",
BitfieldExtract("texMtxInfo", TexMtxInfo().embosslightshift));
out.Write(" uint source = {};\n",
BitfieldExtract("texMtxInfo", TexMtxInfo().embosssourceshift));
out.Write(" switch (source) {{\n");
for (u32 i = 0; i < num_texgen; i++)
out.Write(" case {}u: output_tex.xyz = o.tex{}; break;\n", i, i);
out.Write(" default: output_tex.xyz = float3(0.0, 0.0, 0.0); break;\n"
" }}\n");
out.Write(" if ((components & {}u) != 0u) {{ // VB_HAS_NRM1 | VB_HAS_NRM2\n",
VB_HAS_NRM1 | VB_HAS_NRM2); // Should this be VB_HAS_NRM1 | VB_HAS_NRM2
out.Write(" float3 ldir = normalize(" I_LIGHTS "[light].pos.xyz - pos.xyz);\n"
" output_tex.xyz += float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n"
" }}\n"
" }}\n"
" break;\n\n");
out.Write(" case {}u: // XF_TEXGEN_COLOR_STRGBC0\n", XF_TEXGEN_COLOR_STRGBC0);
out.Write(" output_tex.xyz = float3(o.colors_0.x, o.colors_0.y, 1.0);\n"
" break;\n\n");
out.Write(" case {}u: // XF_TEXGEN_COLOR_STRGBC1\n", XF_TEXGEN_COLOR_STRGBC1);
out.Write(" output_tex.xyz = float3(o.colors_1.x, o.colors_1.y, 1.0);\n"
" break;\n\n");
out.Write(" default: // Also XF_TEXGEN_REGULAR\n"
" {{\n");
out.Write(" if ((components & ({}u /* VB_HAS_TEXMTXIDX0 */ << texgen)) != 0u) {{\n",
VB_HAS_TEXMTXIDX0);
out.Write(" // This is messy, due to dynamic indexing of the input texture coordinates.\n"
" // Hopefully the compiler will unroll this whole loop anyway and the switch.\n"
" int tmp = 0;\n"
" switch (texgen) {{\n");
for (u32 i = 0; i < num_texgen; i++)
out.Write(" case {}u: tmp = int(rawtex{}.z); break;\n", i, i);
out.Write(" }}\n"
"\n");
out.Write(" if ({} == {}u) {{\n", BitfieldExtract("texMtxInfo", TexMtxInfo().projection),
XF_TEXPROJ_STQ);
out.Write(" output_tex.xyz = float3(dot(coord, " I_TRANSFORMMATRICES "[tmp]),\n"
" dot(coord, " I_TRANSFORMMATRICES "[tmp + 1]),\n"
" dot(coord, " I_TRANSFORMMATRICES "[tmp + 2]));\n"
" }} else {{\n"
" output_tex.xyz = float3(dot(coord, " I_TRANSFORMMATRICES "[tmp]),\n"
" dot(coord, " I_TRANSFORMMATRICES "[tmp + 1]),\n"
" 1.0);\n"
" }}\n"
" }} else {{\n");
out.Write(" if ({} == {}u) {{\n", BitfieldExtract("texMtxInfo", TexMtxInfo().projection),
XF_TEXPROJ_STQ);
out.Write(" output_tex.xyz = float3(dot(coord, " I_TEXMATRICES "[3u * texgen]),\n"
" dot(coord, " I_TEXMATRICES "[3u * texgen + 1u]),\n"
" dot(coord, " I_TEXMATRICES "[3u * texgen + 2u]));\n"
" }} else {{\n"
" output_tex.xyz = float3(dot(coord, " I_TEXMATRICES "[3u * texgen]),\n"
" dot(coord, " I_TEXMATRICES "[3u * texgen + 1u]),\n"
" 1.0);\n"
" }}\n"
" }}\n"
" }}\n"
" break;\n\n"
" }}\n"
"\n");
out.Write(" if (xfmem_dualTexInfo != 0u) {{\n");
out.Write(" uint postMtxInfo = xfmem_postMtxInfo(texgen);");
out.Write(" uint base_index = {};\n", BitfieldExtract("postMtxInfo", PostMtxInfo().index));
out.Write(" float4 P0 = " I_POSTTRANSFORMMATRICES "[base_index & 0x3fu];\n"
" float4 P1 = " I_POSTTRANSFORMMATRICES "[(base_index + 1u) & 0x3fu];\n"
" float4 P2 = " I_POSTTRANSFORMMATRICES "[(base_index + 2u) & 0x3fu];\n"
"\n");
out.Write(" if ({} != 0u)\n", BitfieldExtract("postMtxInfo", PostMtxInfo().normalize));
out.Write(" output_tex.xyz = normalize(output_tex.xyz);\n"
"\n"
" // multiply by postmatrix\n"
" output_tex.xyz = float3(dot(P0.xyz, output_tex.xyz) + P0.w,\n"
" dot(P1.xyz, output_tex.xyz) + P1.w,\n"
" dot(P2.xyz, output_tex.xyz) + P2.w);\n"
" }}\n\n");
// When q is 0, the GameCube appears to have a special case
// This can be seen in devkitPro's neheGX Lesson08 example for Wii
// Makes differences in Rogue Squadron 3 (Hoth sky) and The Last Story (shadow culling)
out.Write(" if (texgentype == {}u && output_tex.z == 0.0) // XF_TEXGEN_REGULAR\n",
XF_TEXGEN_REGULAR);
out.Write(
" output_tex.xy = clamp(output_tex.xy / 2.0f, float2(-1.0f,-1.0f), float2(1.0f,1.0f));\n"
"\n");
out.Write(" // Hopefully GPUs that can support dynamic indexing will optimize this.\n");
out.Write(" switch (texgen) {{\n");
for (u32 i = 0; i < num_texgen; i++)
out.Write(" case {}u: o.tex{} = output_tex; break;\n", i, i);
out.Write(" }}\n"
"}}\n");
}
void EnumerateVertexShaderUids(const std::function<void(const VertexShaderUid&)>& callback)
{
VertexShaderUid uid;
for (u32 texgens = 0; texgens <= 8; texgens++)
{
vertex_ubershader_uid_data* const vuid = uid.GetUidData();
vuid->num_texgens = texgens;
callback(uid);
}
}
} // namespace UberShader