dolphin/Source/Core/VideoCommon/Src/VertexShaderGen.cpp

445 lines
17 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <math.h>
#include <locale.h>
#include "NativeVertexFormat.h"
#include "BPMemory.h"
#include "CPMemory.h"
#include "LightingShaderGen.h"
#include "VertexShaderGen.h"
#include "VideoConfig.h"
static char text[16768];
// TODO: Check if something goes wrong if the cached shaders used pixel lighting but it's disabled later??
template<class T>
void GenerateVSOutputStruct(T& object, u32 components, API_TYPE api_type)
{
object.Write("struct VS_OUTPUT {\n");
object.Write(" float4 pos : POSITION;\n");
object.Write(" float4 colors_0 : COLOR0;\n");
object.Write(" float4 colors_1 : COLOR1;\n");
if (xfregs.numTexGen.numTexGens < 7)
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
object.Write(" float3 tex%d : TEXCOORD%d;\n", i, i);
object.Write(" float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens);
/// if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
/// object.Write(" float4 Normal : TEXCOORD%d;\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)
/// object.Write(" float4 tex%d : TEXCOORD%d;\n", i, i);
/// }
/// else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
object.Write(" float%d tex%d : TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, i);
}
}
object.Write("};\n");
}
template<class T, GenOutput type>
void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
{
#undef SetUidField
#define SetUidField(name, value) if (type == GO_ShaderUid) {out.GetUidData().name = value; };
if (type == GO_ShaderCode)
{
out.SetBuffer(text);
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
}
/// text[sizeof(text) - 1] = 0x7C; // canary
bool is_d3d = (api_type & API_D3D9 || api_type == API_D3D11);
u32 lightMask = 0;
if (xfregs.numChan.numColorChans > 0)
lightMask |= xfregs.color[0].GetFullLightMask() | xfregs.alpha[0].GetFullLightMask();
if (xfregs.numChan.numColorChans > 1)
lightMask |= xfregs.color[1].GetFullLightMask() | xfregs.alpha[1].GetFullLightMask();
out.Write("//Vertex Shader: comp:%x, \n", components);
out.Write("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);
GenerateVSOutputStruct(out, components, api_type);
// uniforms
out.Write("uniform s_" I_TRANSFORMMATRICES" " I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
out.Write("uniform s_" I_TEXMATRICES" " I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES);
out.Write("uniform s_" I_NORMALMATRICES" " I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES);
out.Write("uniform s_" I_POSNORMALMATRIX" " I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX);
out.Write("uniform s_" I_POSTTRANSFORMMATRICES" " I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES);
out.Write("uniform s_" I_LIGHTS" " I_LIGHTS" : register(c%d);\n", C_LIGHTS);
out.Write("uniform s_" I_MATERIALS" " I_MATERIALS" : register(c%d);\n", C_MATERIALS);
out.Write("uniform s_" I_PROJECTION" " I_PROJECTION" : register(c%d);\n", C_PROJECTION);
out.Write("uniform float4 " I_DEPTHPARAMS" : register(c%d);\n", C_DEPTHPARAMS);
out.Write("VS_OUTPUT main(\n");
SetUidField(numTexGens, xfregs.numTexGen.numTexGens);
SetUidField(components, components);
// inputs
if (components & VB_HAS_NRM0)
out.Write(" float3 rawnorm0 : NORMAL0,\n");
if (components & VB_HAS_NRM1)
{
if (is_d3d)
out.Write(" float3 rawnorm1 : NORMAL1,\n");
else
out.Write(" float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
}
if (components & VB_HAS_NRM2)
{
if (is_d3d)
out.Write(" float3 rawnorm2 : NORMAL2,\n");
else
out.Write(" float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
}
if (components & VB_HAS_COL0)
out.Write(" float4 color0 : COLOR0,\n");
if (components & VB_HAS_COL1)
out.Write(" 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)
out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
}
if (components & VB_HAS_POSMTXIDX) {
if (is_d3d)
{
out.Write(" float4 blend_indices : BLENDINDICES,\n");
}
else
out.Write(" float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
}
out.Write(" float4 rawpos : POSITION) {\n");
out.Write("VS_OUTPUT o;\n");
// transforms
if (components & VB_HAS_POSMTXIDX)
{
if (api_type & API_D3D9)
{
out.Write("int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n");
out.Write("int posmtx = indices.x;\n");
}
else if (api_type == API_D3D11)
{
out.Write("int posmtx = blend_indices.x * 255.0f;\n");
}
else
{
out.Write("int posmtx = fposmtx;\n");
}
out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot(" I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot(" I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos), 1);\n");
if (components & VB_HAS_NRMALL) {
out.Write("int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
out.Write("float3 N0 = " I_NORMALMATRICES".T[normidx].t.xyz, N1 = " I_NORMALMATRICES".T[normidx+1].t.xyz, N2 = " I_NORMALMATRICES".T[normidx+2].t.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".T0, rawpos), dot(" I_POSNORMALMATRIX".T1, rawpos), dot(" I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
if (components & VB_HAS_NRM0)
out.Write("float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm0)));\n");
if (components & VB_HAS_NRM1)
out.Write("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
if (components & VB_HAS_NRM2)
out.Write("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot(" I_POSNORMALMATRIX".N2.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".T0, pos), dot(" I_PROJECTION".T1, pos), dot(" I_PROJECTION".T2, pos), dot(" I_PROJECTION".T3, pos));\n");
out.Write("float4 mat, lacc;\n"
"float3 ldir, h;\n"
"float dist, dist2, attn;\n");
SetUidField(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<T,type>(out, 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");
SetUidField(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
SetUidField(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
SetUidField(texMtxInfo[i].embosslightshift, xfregs.texMtxInfo[i].embosslightshift);
SetUidField(texMtxInfo[i].embosssourceshift, xfregs.texMtxInfo[i].embosssourceshift);
out.Write("ldir = normalize(" I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", 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
SetUidField(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:
SetUidField(texMtxInfo[i].projection, xfregs.texMtxInfo[i].projection);
if (components & (VB_HAS_TEXMTXIDX0<<i)) {
if (texinfo.projection == XF_TEXPROJ_STQ)
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+1].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+2].t));\n", i, i, i, i);
else {
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+1].t), 1);\n", i, i, i);
}
}
else {
if (texinfo.projection == XF_TEXPROJ_STQ)
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t));\n", i, 3*i, 3*i+1, 3*i+2);
else
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t), 1);\n", i, 3*i, 3*i+1);
}
break;
}
SetUidField(dualTexTrans.enabled, xfregs.dualTexTrans.enabled);
if (xfregs.dualTexTrans.enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types?
const PostMtxInfo& postInfo = xfregs.postMtxInfo[i];
SetUidField(postMtxInfo[i].index, xfregs.postMtxInfo[i].index);
int postidx = postInfo.index;
out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
"float4 P1 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
"float4 P2 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n",
postidx&0x3f, (postidx+1)&0x3f, (postidx+2)&0x3f);
if (texGenSpecialCase) {
// no normalization
// q of input is 1
// q of output is unknown
// multiply by postmatrix
out.Write("o.tex%d.xyz = float3(dot(P0.xy, o.tex%d.xy) + P0.z + P0.w, dot(P1.xy, o.tex%d.xy) + P1.z + P1.w, 0.0f);\n", i, i, i);
}
else
{
SetUidField(postMtxInfo[i].normalize, xfregs.postMtxInfo[i].normalize);
if (postInfo.normalize)
out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
// multiply by postmatrix
out.Write("o.tex%d.xyz = float3(dot(P0.xyz, o.tex%d.xyz) + P0.w, dot(P1.xyz, o.tex%d.xyz) + P1.w, dot(P2.xyz, o.tex%d.xyz) + P2.w);\n", i, i, i, i);
}
}
out.Write("}\n");
}
// clipPos/w needs to be done in pixel shader, not here
if (xfregs.numTexGen.numTexGens < 7) {
out.Write("o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);\n");
} else {
out.Write("o.tex0.w = pos.x;\n");
out.Write("o.tex1.w = pos.y;\n");
out.Write("o.tex2.w = o.pos.z;\n");
out.Write("o.tex3.w = o.pos.w;\n");
}
/* if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
if (xfregs.numTexGen.numTexGens < 7) {
out.Write("o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n");
} else {
out.Write("o.tex4.w = _norm0.x;\n");
out.Write("o.tex5.w = _norm0.y;\n");
out.Write("o.tex6.w = _norm0.z;\n");
if (xfregs.numTexGen.numTexGens < 8)
out.Write("o.tex7 = pos.xyzz;\n");
else
out.Write("o.tex7.w = pos.z;\n");
}
if (components & VB_HAS_COL0)
out.Write("o.colors_0 = color0;\n");
if (components & VB_HAS_COL1)
out.Write("o.colors_1 = color1;\n");
}*/
//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
//if not early z culling will improve speed
// TODO: Can probably be dropped?
if (is_d3d)
{
out.Write("o.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n");
}
else
{
// this results in a scale from -1..0 to -1..1 after perspective
// divide
out.Write("o.pos.z = o.pos.w + o.pos.z * 2.0f;\n");
// Sonic Unleashed puts its final rendering at the near or
// far plane of the viewing frustrum(actually box, they use
// orthogonal projection for that), and we end up putting it
// just beyond, and the rendering gets clipped away. (The
// primitive gets dropped)
out.Write("o.pos.z = o.pos.z * 1048575.0f/1048576.0f;\n");
// the next steps of the OGL pipeline are:
// (x_c,y_c,z_c,w_c) = o.pos //switch to OGL spec terminology
// clipping to -w_c <= (x_c,y_c,z_c) <= w_c
// (x_d,y_d,z_d) = (x_c,y_c,z_c)/w_c//perspective divide
// z_w = (f-n)/2*z_d + (n+f)/2
// z_w now contains the value to go to the 0..1 depth buffer
//trying to get the correct semantic while not using glDepthRange
//seems to get rather complicated
}
if (api_type & API_D3D9)
{
// D3D9 is addressing pixel centers instead of pixel boundaries in clip space.
// Thus we need to offset the final position by half a pixel
out.Write("o.pos = o.pos + float4(" I_DEPTHPARAMS".z, " I_DEPTHPARAMS".w, 0.f, 0.f);\n");
}
out.Write("return o;\n}\n");
/// if (text[sizeof(text) - 1] != 0x7C)
/// PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
if (type == GO_ShaderCode)
setlocale(LC_NUMERIC, ""); // restore locale
}
void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type)
{
GenerateVertexShader<VertexShaderUid, GO_ShaderUid>(object, components, api_type);
}
void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type)
{
GenerateVertexShader<VertexShaderCode, GO_ShaderCode>(object, components, api_type);
}