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86f8768268
These are only ever used with ShaderCode instances and nothing else. Given that, we can convert these helper functions to expect that type of object as an argument and remove the need for templates, improving compiler throughput a marginal amount, as the template instantiation process doesn't need to be performed. We can also move the definitions of these functions into the cpp file, which allows us to remove a few inclusions from the ShaderGenCommon header. This uncovered a few instances of indirect inclusions being relied upon in other source files. One other benefit is this allows changes to be made to the definitions of the functions without needing to recompile all translation units that make use of these functions, making change testing a little quicker. Moving the definitions into the cpp file also allows us to completely hide DefineOutputMember() from external view, given it's only ever used inside of GenerateVSOutputMembers().
501 lines
21 KiB
C++
501 lines
21 KiB
C++
// Copyright 2015 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoCommon/UberShaderVertex.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/UberShaderCommon.h"
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#include "VideoCommon/VertexShaderGen.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/XFMemory.h"
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namespace UberShader
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{
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VertexShaderUid GetVertexShaderUid()
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{
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VertexShaderUid out;
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vertex_ubershader_uid_data* const uid_data = out.GetUidData();
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uid_data->num_texgens = xfmem.numTexGen.numTexGens;
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return out;
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}
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static void GenVertexShaderTexGens(APIType ApiType, u32 numTexgen, ShaderCode& out);
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ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
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const vertex_ubershader_uid_data* uid_data)
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{
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const bool msaa = host_config.msaa;
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const bool ssaa = host_config.ssaa;
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const bool per_pixel_lighting = host_config.per_pixel_lighting;
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const bool vertex_rounding = host_config.vertex_rounding;
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const u32 numTexgen = uid_data->num_texgens;
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ShaderCode out;
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out.Write("// Vertex UberShader\n\n");
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out.Write("%s", s_lighting_struct);
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// uniforms
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n");
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else
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out.Write("cbuffer VSBlock {\n");
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out.Write(s_shader_uniforms);
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out.Write("};\n");
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out.Write("struct VS_OUTPUT {\n");
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GenerateVSOutputMembers(out, ApiType, numTexgen, host_config, "");
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out.Write("};\n\n");
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WriteUberShaderCommonHeader(out, ApiType, host_config);
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WriteLightingFunction(out);
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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{
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB);
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for (int i = 0; i < 8; ++i)
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out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawtex%d;\n", SHADER_TEXTURE0_ATTRIB + i, i);
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if (host_config.backend_geometry_shaders)
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{
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out.Write("VARYING_LOCATION(0) out VertexData {\n");
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GenerateVSOutputMembers(out, ApiType, numTexgen, host_config,
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GetInterpolationQualifier(msaa, ssaa, true, false));
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out.Write("} vs;\n");
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}
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else
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{
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// Let's set up attributes
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u32 counter = 0;
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out.Write("VARYING_LOCATION(%u) %s out float4 colors_0;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa));
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out.Write("VARYING_LOCATION(%u) %s out float4 colors_1;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa));
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for (u32 i = 0; i < numTexgen; ++i)
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{
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out.Write("VARYING_LOCATION(%u) %s out float3 tex%u;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa), i);
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}
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if (!host_config.fast_depth_calc)
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{
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out.Write("VARYING_LOCATION(%u) %s out float4 clipPos;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa));
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}
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if (per_pixel_lighting)
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{
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out.Write("VARYING_LOCATION(%u) %s out float3 Normal;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa));
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out.Write("VARYING_LOCATION(%u) %s out float3 WorldPos;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa));
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}
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}
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out.Write("void main()\n{\n");
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}
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else // D3D
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{
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out.Write("VS_OUTPUT main(\n");
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// inputs
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out.Write(" float3 rawnorm0 : NORMAL0,\n");
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out.Write(" float3 rawnorm1 : NORMAL1,\n");
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out.Write(" float3 rawnorm2 : NORMAL2,\n");
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out.Write(" float4 rawcolor0 : COLOR0,\n");
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out.Write(" float4 rawcolor1 : COLOR1,\n");
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for (int i = 0; i < 8; ++i)
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out.Write(" float3 rawtex%d : TEXCOORD%d,\n", i, i);
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out.Write(" uint posmtx : BLENDINDICES,\n");
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out.Write(" float4 rawpos : POSITION) {\n");
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}
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out.Write("VS_OUTPUT o;\n"
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"\n");
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// Transforms
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out.Write("// Position matrix\n"
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"float4 P0;\n"
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"float4 P1;\n"
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"float4 P2;\n"
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"\n"
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"// Normal matrix\n"
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"float3 N0;\n"
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"float3 N1;\n"
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"float3 N2;\n"
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"\n"
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"if ((components & %uu) != 0u) {// VB_HAS_POSMTXIDX\n",
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VB_HAS_POSMTXIDX);
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out.Write(" // Vertex format has a per-vertex matrix\n"
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" int posidx = int(posmtx.r);\n"
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" P0 = " I_TRANSFORMMATRICES "[posidx];\n"
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" P1 = " I_TRANSFORMMATRICES "[posidx+1];\n"
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" P2 = " I_TRANSFORMMATRICES "[posidx+2];\n"
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"\n"
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" int normidx = posidx >= 32 ? (posidx - 32) : posidx;\n"
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" N0 = " I_NORMALMATRICES "[normidx].xyz;\n"
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" N1 = " I_NORMALMATRICES "[normidx+1].xyz;\n"
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" N2 = " I_NORMALMATRICES "[normidx+2].xyz;\n"
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"} else {\n"
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" // One shared matrix\n"
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" P0 = " I_POSNORMALMATRIX "[0];\n"
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" P1 = " I_POSNORMALMATRIX "[1];\n"
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" P2 = " I_POSNORMALMATRIX "[2];\n"
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" N0 = " I_POSNORMALMATRIX "[3].xyz;\n"
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" N1 = " I_POSNORMALMATRIX "[4].xyz;\n"
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" N2 = " I_POSNORMALMATRIX "[5].xyz;\n"
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"}\n"
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"\n"
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"float4 pos = float4(dot(P0, rawpos), dot(P1, rawpos), dot(P2, rawpos), 1.0);\n"
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"o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION
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"[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n"
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"\n"
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"// Only the first normal gets normalized (TODO: why?)\n"
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"float3 _norm0 = float3(0.0, 0.0, 0.0);\n"
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"if ((components & %uu) != 0u) // VB_HAS_NRM0\n",
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VB_HAS_NRM0);
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out.Write(
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" _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n"
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"\n"
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"float3 _norm1 = float3(0.0, 0.0, 0.0);\n"
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"if ((components & %uu) != 0u) // VB_HAS_NRM1\n",
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VB_HAS_NRM1);
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out.Write(" _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"
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"\n"
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"float3 _norm2 = float3(0.0, 0.0, 0.0);\n"
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"if ((components & %uu) != 0u) // VB_HAS_NRM2\n",
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VB_HAS_NRM2);
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out.Write(" _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"
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"\n");
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// Hardware Lighting
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WriteVertexLighting(out, ApiType, "pos.xyz", "_norm0", "rawcolor0", "rawcolor1", "o.colors_0",
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"o.colors_1");
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// Texture Coordinates
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if (numTexgen > 0)
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GenVertexShaderTexGens(ApiType, numTexgen, out);
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out.Write("if (xfmem_numColorChans == 0u) {\n");
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out.Write(" if ((components & %uu) != 0u)\n", VB_HAS_COL0);
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out.Write(" o.colors_0 = rawcolor0;\n");
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out.Write(" else\n");
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out.Write(" o.colors_1 = float4(1.0, 1.0, 1.0, 1.0);\n");
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out.Write("}\n");
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out.Write("if (xfmem_numColorChans < 2u) {\n");
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out.Write(" if ((components & %uu) != 0u)\n", VB_HAS_COL1);
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out.Write(" o.colors_0 = rawcolor1;\n");
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out.Write(" else\n");
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out.Write(" o.colors_1 = float4(1.0, 1.0, 1.0, 1.0);\n");
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out.Write("}\n");
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if (!host_config.fast_depth_calc)
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{
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// clipPos/w needs to be done in pixel shader, not here
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out.Write("o.clipPos = o.pos;\n");
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}
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if (per_pixel_lighting)
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{
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out.Write("o.Normal = _norm0;\n");
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out.Write("o.WorldPos = pos.xyz;\n");
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out.Write("if ((components & %uu) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
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out.Write(" o.colors_0 = rawcolor0;\n");
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out.Write("if ((components & %uu) != 0u) // VB_HAS_COL1\n", VB_HAS_COL1);
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out.Write(" o.colors_1 = rawcolor1;\n");
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}
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// If we can disable the incorrect depth clipping planes using depth clamping, then we can do
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// our own depth clipping and calculate the depth range before the perspective divide if
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// necessary.
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if (host_config.backend_depth_clamp)
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{
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// Since we're adjusting z for the depth range before the perspective divide, we have to do our
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// own clipping. We want to clip so that -w <= z <= 0, which matches the console -1..0 range.
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// We adjust our depth value for clipping purposes to match the perspective projection in the
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// software backend, which is a hack to fix Sonic Adventure and Unleashed games.
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out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n");
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out.Write("float clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w
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out.Write("float clipDist1 = -clipDepth;\n"); // Far: z > 0
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if (host_config.backend_geometry_shaders)
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{
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out.Write("o.clipDist0 = clipDist0;\n");
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out.Write("o.clipDist1 = clipDist1;\n");
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}
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}
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// Write the true depth value. If the game uses depth textures, then the pixel shader will
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// override it with the correct values if not then early z culling will improve speed.
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// There are two different ways to do this, when the depth range is oversized, we process
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// the depth range in the vertex shader, if not we let the host driver handle it.
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//
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// Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
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// so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
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// We have to handle the depth range in the vertex shader instead of after the perspective
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// divide, because some games will use a depth range larger than what is allowed by the
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// graphics API. These large depth ranges will still be clipped to the 0..1 range, so these
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// games effectively add a depth bias to the values written to the depth buffer.
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out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - "
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"o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n");
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if (!host_config.backend_clip_control)
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{
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// If the graphics API doesn't support a depth range of 0..1, then we need to map z to
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// the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point
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// operation that can introduce a round-trip error.
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out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n");
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}
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// Correct for negative viewports by mirroring all vertices. We need to negate the height here,
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// since the viewport height is already negated by the render backend.
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out.Write("o.pos.xy *= sign(" I_PIXELCENTERCORRECTION ".xy * float2(1.0, -1.0));\n");
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// The console GPU places the pixel center at 7/12 in screen space unless
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// antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results
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// in some primitives being placed one pixel too far to the bottom-right,
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// which in turn can be critical if it happens for clear quads.
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// Hence, we compensate for this pixel center difference so that primitives
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// get rasterized correctly.
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out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n");
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if (vertex_rounding)
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{
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// By now our position is in clip space. However, higher resolutions than the Wii outputs
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// cause an additional pixel offset. Due to a higher pixel density we need to correct this
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// by converting our clip-space position into the Wii's screen-space.
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// Acquire the right pixel and then convert it back.
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out.Write("if (o.pos.w == 1.0f)\n");
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out.Write("{\n");
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out.Write("\tfloat ss_pixel_x = ((o.pos.x + 1.0f) * (" I_VIEWPORT_SIZE ".x * 0.5f));\n");
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out.Write("\tfloat ss_pixel_y = ((o.pos.y + 1.0f) * (" I_VIEWPORT_SIZE ".y * 0.5f));\n");
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out.Write("\tss_pixel_x = round(ss_pixel_x);\n");
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out.Write("\tss_pixel_y = round(ss_pixel_y);\n");
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out.Write("\to.pos.x = ((ss_pixel_x / (" I_VIEWPORT_SIZE ".x * 0.5f)) - 1.0f);\n");
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out.Write("\to.pos.y = ((ss_pixel_y / (" I_VIEWPORT_SIZE ".y * 0.5f)) - 1.0f);\n");
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out.Write("}\n");
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}
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if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
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{
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if (host_config.backend_geometry_shaders)
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{
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AssignVSOutputMembers(out, "vs", "o", numTexgen, host_config);
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}
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else
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{
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// TODO: Pass interface blocks between shader stages even if geometry shaders
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// are not supported, however that will require at least OpenGL 3.2 support.
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for (u32 i = 0; i < numTexgen; ++i)
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out.Write("tex%d.xyz = o.tex%d;\n", i, i);
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if (!host_config.fast_depth_calc)
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out.Write("clipPos = o.clipPos;\n");
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if (per_pixel_lighting)
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{
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out.Write("Normal = o.Normal;\n");
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out.Write("WorldPos = o.WorldPos;\n");
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}
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out.Write("colors_0 = o.colors_0;\n");
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out.Write("colors_1 = o.colors_1;\n");
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}
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if (host_config.backend_depth_clamp)
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{
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out.Write("gl_ClipDistance[0] = clipDist0;\n");
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out.Write("gl_ClipDistance[1] = clipDist1;\n");
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}
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// Vulkan NDC space has Y pointing down (right-handed NDC space).
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if (ApiType == APIType::Vulkan)
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out.Write("gl_Position = float4(o.pos.x, -o.pos.y, o.pos.z, o.pos.w);\n");
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else
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out.Write("gl_Position = o.pos;\n");
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}
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else // D3D
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{
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out.Write("return o;\n");
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}
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out.Write("}\n");
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return out;
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}
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void GenVertexShaderTexGens(APIType ApiType, u32 numTexgen, ShaderCode& out)
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{
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// The HLSL compiler complains that the output texture coordinates are uninitialized when trying
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// to dynamically index them.
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for (u32 i = 0; i < numTexgen; i++)
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out.Write("o.tex%u = float3(0.0, 0.0, 0.0);\n", i);
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out.Write("// Texture coordinate generation\n");
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if (numTexgen == 1)
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out.Write("{ const uint texgen = 0u;\n");
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else
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out.Write("%sfor (uint texgen = 0u; texgen < %uu; texgen++) {\n",
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ApiType == APIType::D3D ? "[loop] " : "", numTexgen);
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out.Write(" // Texcoord transforms\n");
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out.Write(" float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n"
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" uint texMtxInfo = xfmem_texMtxInfo(texgen);\n");
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out.Write(" switch (%s) {\n", BitfieldExtract("texMtxInfo", TexMtxInfo().sourcerow).c_str());
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out.Write(" case %uu: // XF_SRCGEOM_INROW\n", XF_SRCGEOM_INROW);
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out.Write(" coord.xyz = rawpos.xyz;\n");
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out.Write(" break;\n\n");
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out.Write(" case %uu: // XF_SRCNORMAL_INROW\n", XF_SRCNORMAL_INROW);
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out.Write(
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" coord.xyz = ((components & %uu /* VB_HAS_NRM0 */) != 0u) ? rawnorm0.xyz : coord.xyz;",
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VB_HAS_NRM0);
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out.Write(" break;\n\n");
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out.Write(" case %uu: // XF_SRCBINORMAL_T_INROW\n", XF_SRCBINORMAL_T_INROW);
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out.Write(
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" coord.xyz = ((components & %uu /* VB_HAS_NRM1 */) != 0u) ? rawnorm1.xyz : coord.xyz;",
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VB_HAS_NRM1);
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out.Write(" break;\n\n");
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out.Write(" case %uu: // XF_SRCBINORMAL_B_INROW\n", XF_SRCBINORMAL_B_INROW);
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out.Write(
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" coord.xyz = ((components & %uu /* VB_HAS_NRM2 */) != 0u) ? rawnorm2.xyz : coord.xyz;",
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VB_HAS_NRM2);
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out.Write(" break;\n\n");
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for (u32 i = 0; i < 8; i++)
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{
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out.Write(" case %uu: // XF_SRCTEX%u_INROW\n", XF_SRCTEX0_INROW + i, i);
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out.Write(
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" coord = ((components & %uu /* VB_HAS_UV%u */) != 0u) ? float4(rawtex%u.x, rawtex%u.y, "
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"1.0, 1.0) : coord;\n",
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VB_HAS_UV0 << i, i, i, i);
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out.Write(" break;\n\n");
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}
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out.Write(" }\n");
|
|
out.Write("\n");
|
|
|
|
out.Write(" // Input form of AB11 sets z element to 1.0\n");
|
|
out.Write(" if (%s == %uu) // inputform == XF_TEXINPUT_AB11\n",
|
|
BitfieldExtract("texMtxInfo", TexMtxInfo().inputform).c_str(), XF_TEXINPUT_AB11);
|
|
out.Write(" coord.z = 1.0f;\n");
|
|
out.Write("\n");
|
|
|
|
out.Write(" // first transformation\n");
|
|
out.Write(" uint texgentype = %s;\n",
|
|
BitfieldExtract("texMtxInfo", TexMtxInfo().texgentype).c_str());
|
|
out.Write(" float3 output_tex;\n"
|
|
" switch (texgentype)\n"
|
|
" {\n");
|
|
out.Write(" case %uu: // XF_TEXGEN_EMBOSS_MAP\n", XF_TEXGEN_EMBOSS_MAP);
|
|
out.Write(" {\n");
|
|
out.Write(" uint light = %s;\n",
|
|
BitfieldExtract("texMtxInfo", TexMtxInfo().embosslightshift).c_str());
|
|
out.Write(" uint source = %s;\n",
|
|
BitfieldExtract("texMtxInfo", TexMtxInfo().embosssourceshift).c_str());
|
|
out.Write(" switch (source) {\n");
|
|
for (u32 i = 0; i < numTexgen; i++)
|
|
out.Write(" case %uu: output_tex.xyz = o.tex%u; break;\n", i, i);
|
|
out.Write(" default: output_tex.xyz = float3(0.0, 0.0, 0.0); break;\n"
|
|
" }\n");
|
|
out.Write(" if ((components & %uu) != 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 %uu: // 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 %uu: // 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 & (%uu /* 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 < numTexgen; i++)
|
|
out.Write(" case %uu: tmp = int(rawtex%u.z); break;\n", i, i);
|
|
out.Write(" }\n"
|
|
"\n");
|
|
out.Write(" if (%s == %uu) {\n",
|
|
BitfieldExtract("texMtxInfo", TexMtxInfo().projection).c_str(), 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 (%s == %uu) {\n",
|
|
BitfieldExtract("texMtxInfo", TexMtxInfo().projection).c_str(), 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 = %s;\n",
|
|
BitfieldExtract("postMtxInfo", PostMtxInfo().index).c_str());
|
|
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 (%s != 0u)\n", BitfieldExtract("postMtxInfo", PostMtxInfo().normalize).c_str());
|
|
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 == %uu && 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 < numTexgen; i++)
|
|
out.Write(" case %uu: o.tex%u = 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
|