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709 lines
27 KiB
C++
709 lines
27 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/VertexShaderGen.h"
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/ConstantManager.h"
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#include "VideoCommon/LightingShaderGen.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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VertexShaderUid GetVertexShaderUid()
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{
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ASSERT(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens);
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ASSERT(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans);
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VertexShaderUid out;
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vertex_shader_uid_data* const uid_data = out.GetUidData();
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uid_data->numTexGens = xfmem.numTexGen.numTexGens;
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uid_data->components = VertexLoaderManager::g_current_components;
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uid_data->numColorChans = xfmem.numChan.numColorChans;
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GetLightingShaderUid(uid_data->lighting);
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// transform texcoords
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for (u32 i = 0; i < uid_data->numTexGens; ++i)
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{
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auto& texinfo = uid_data->texMtxInfo[i];
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texinfo.sourcerow = xfmem.texMtxInfo[i].sourcerow;
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texinfo.texgentype = xfmem.texMtxInfo[i].texgentype;
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texinfo.inputform = xfmem.texMtxInfo[i].inputform;
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// first transformation
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switch (texinfo.texgentype)
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{
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case TexGenType::EmbossMap: // calculate tex coords into bump map
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if ((uid_data->components & (VB_HAS_TANGENT | VB_HAS_BINORMAL)) != 0)
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{
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// transform the light dir into tangent space
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texinfo.embosslightshift = xfmem.texMtxInfo[i].embosslightshift;
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texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
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}
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else
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{
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texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
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}
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break;
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case TexGenType::Color0:
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case TexGenType::Color1:
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break;
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case TexGenType::Regular:
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default:
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uid_data->texMtxInfo_n_projection |= static_cast<u32>(xfmem.texMtxInfo[i].projection.Value())
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<< i;
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break;
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}
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uid_data->dualTexTrans_enabled = xfmem.dualTexTrans.enabled;
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// CHECKME: does this only work for regular tex gen types?
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if (uid_data->dualTexTrans_enabled && texinfo.texgentype == TexGenType::Regular)
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{
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auto& postInfo = uid_data->postMtxInfo[i];
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postInfo.index = xfmem.postMtxInfo[i].index;
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postInfo.normalize = xfmem.postMtxInfo[i].normalize;
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}
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}
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return out;
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}
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ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& host_config,
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const vertex_shader_uid_data* uid_data)
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{
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ShaderCode out;
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const bool per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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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 vertex_rounding = host_config.vertex_rounding;
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ShaderCode input_extract;
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out.Write("{}", s_lighting_struct);
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// uniforms
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out.Write("UBO_BINDING(std140, 2) uniform VSBlock {{\n");
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out.Write("{}", s_shader_uniforms);
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out.Write("}};\n");
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if (uid_data->vs_expand != VSExpand::None)
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{
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out.Write("UBO_BINDING(std140, 4) uniform GSBlock {{\n");
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out.Write("{}", s_geometry_shader_uniforms);
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out.Write("}};\n");
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if (api_type == APIType::D3D)
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{
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// D3D doesn't include the base vertex in SV_VertexID
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out.Write("UBO_BINDING(std140, 5) uniform DX_Constants {{\n"
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" uint base_vertex;\n"
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"}};\n\n");
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}
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}
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out.Write("struct VS_OUTPUT {{\n");
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GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, "",
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ShaderStage::Vertex);
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out.Write("}};\n\n");
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WriteIsNanHeader(out, api_type);
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if (uid_data->vs_expand == VSExpand::None)
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{
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out.Write("ATTRIBUTE_LOCATION({:s}) in float4 rawpos;\n", ShaderAttrib::Position);
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if ((uid_data->components & VB_HAS_POSMTXIDX) != 0)
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out.Write("ATTRIBUTE_LOCATION({:s}) in uint4 posmtx;\n", ShaderAttrib::PositionMatrix);
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if ((uid_data->components & VB_HAS_NORMAL) != 0)
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out.Write("ATTRIBUTE_LOCATION({:s}) in float3 rawnormal;\n", ShaderAttrib::Normal);
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if ((uid_data->components & VB_HAS_TANGENT) != 0)
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out.Write("ATTRIBUTE_LOCATION({:s}) in float3 rawtangent;\n", ShaderAttrib::Tangent);
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if ((uid_data->components & VB_HAS_BINORMAL) != 0)
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out.Write("ATTRIBUTE_LOCATION({:s}) in float3 rawbinormal;\n", ShaderAttrib::Binormal);
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if ((uid_data->components & VB_HAS_COL0) != 0)
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out.Write("ATTRIBUTE_LOCATION({:s}) in float4 rawcolor0;\n", ShaderAttrib::Color0);
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if ((uid_data->components & VB_HAS_COL1) != 0)
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out.Write("ATTRIBUTE_LOCATION({:s}) in float4 rawcolor1;\n", ShaderAttrib::Color1);
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for (u32 i = 0; i < 8; ++i)
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{
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const u32 has_texmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
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if ((uid_data->components & (VB_HAS_UV0 << i)) != 0 || has_texmtx != 0)
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{
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out.Write("ATTRIBUTE_LOCATION({:s}) in float{} rawtex{};\n", ShaderAttrib::TexCoord0 + i,
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has_texmtx != 0 ? 3 : 2, i);
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}
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}
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}
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else
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{
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// Can't use float3, etc because we want 4-byte alignment
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out.Write(
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"uint4 unpack_ubyte4(uint value) {{\n"
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" return uint4(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, value >> 24);\n"
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"}}\n\n"
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"struct InputData {{\n");
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if (uid_data->components & VB_HAS_POSMTXIDX)
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{
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out.Write(" uint posmtx;\n");
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input_extract.Write("uint4 posmtx = unpack_ubyte4(i.posmtx);\n");
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}
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if (uid_data->position_has_3_elems)
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{
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out.Write(" float pos0;\n"
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" float pos1;\n"
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" float pos2;\n");
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input_extract.Write("float4 rawpos = float4(i.pos0, i.pos1, i.pos2, 1.0f);\n");
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}
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else
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{
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out.Write(" float pos0;\n"
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" float pos1;\n");
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input_extract.Write("float4 rawpos = float4(i.pos0, i.pos1, 0.0f, 1.0f);\n");
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}
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std::array<std::string_view, 3> names = {"normal", "binormal", "tangent"};
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for (int i = 0; i < 3; i++)
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{
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if (uid_data->components & (VB_HAS_NORMAL << i))
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{
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out.Write(" float {0}0;\n"
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" float {0}1;\n"
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" float {0}2;\n",
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names[i]);
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input_extract.Write("float3 raw{0} = float3(i.{0}0, i.{0}1, i.{0}2);\n", names[i]);
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}
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}
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for (int i = 0; i < 2; i++)
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{
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if (uid_data->components & (VB_HAS_COL0 << i))
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{
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out.Write(" uint color{};\n", i);
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input_extract.Write("float4 rawcolor{0} = float4(unpack_ubyte4(i.color{0})) / 255.0f;\n",
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i);
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}
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}
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for (int i = 0; i < 8; i++)
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{
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if (uid_data->components & (VB_HAS_UV0 << i))
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{
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u32 ncomponents = (uid_data->texcoord_elem_count >> (2 * i)) & 3;
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if (ncomponents < 2)
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{
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out.Write(" float tex{};\n", i);
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input_extract.Write("float3 rawtex{0} = float3(i.tex{0}, 0.0f, 0.0f);\n", i);
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}
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else if (ncomponents == 2)
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{
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out.Write(" float tex{0}_0;\n"
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" float tex{0}_1;\n",
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i);
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input_extract.Write("float3 rawtex{0} = float3(i.tex{0}_0, i.tex{0}_1, 0.0f);\n", i);
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}
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else
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{
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out.Write(" float tex{0}_0;\n"
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" float tex{0}_1;\n"
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" float tex{0}_2;\n",
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i);
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input_extract.Write("float3 rawtex{0} = float3(i.tex{0}_0, i.tex{0}_1, i.tex{0}_2);\n",
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i);
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}
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}
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}
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out.Write("}};\n\n"
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"SSBO_BINDING(1) readonly restrict buffer InputBuffer {{\n"
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" InputData input_buffer[];\n"
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"}};\n\n");
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}
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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, api_type, uid_data->numTexGens, host_config,
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GetInterpolationQualifier(msaa, ssaa, true, false),
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ShaderStage::Vertex);
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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({}) {} out float4 colors_0;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa));
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out.Write("VARYING_LOCATION({}) {} out float4 colors_1;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa));
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for (u32 i = 0; i < uid_data->numTexGens; ++i)
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{
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out.Write("VARYING_LOCATION({}) {} out float3 tex{};\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({}) {} 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({}) {} out float3 Normal;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa));
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out.Write("VARYING_LOCATION({}) {} 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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if (uid_data->vs_expand != VSExpand::None)
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{
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out.Write("bool is_bottom = (gl_VertexID & 2) != 0;\n"
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"bool is_right = (gl_VertexID & 1) != 0;\n");
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// D3D doesn't include the base vertex in SV_VertexID
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// See comment in UberShaderVertex for details
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if (api_type == APIType::D3D)
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out.Write("uint vertex_id = (gl_VertexID >> 2) + base_vertex;\n");
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else
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out.Write("uint vertex_id = gl_VertexID >> 2;\n");
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out.Write("InputData i = input_buffer[vertex_id];\n"
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"{}",
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input_extract.GetBuffer());
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}
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out.Write("VS_OUTPUT o;\n");
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// xfmem.numColorChans controls the number of color channels available to TEV, but we still need
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// to generate all channels here, as it can be used in texgen. Cel-damage is an example of this.
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out.Write("float4 vertex_color_0, vertex_color_1;\n");
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// To use color 1, the vertex descriptor must have color 0 and 1.
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// If color 1 is present but not color 0, it is used for lighting channel 0.
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const bool use_color_1 =
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(uid_data->components & (VB_HAS_COL0 | VB_HAS_COL1)) == (VB_HAS_COL0 | VB_HAS_COL1);
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for (u32 color = 0; color < NUM_XF_COLOR_CHANNELS; color++)
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{
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if ((color == 0 || use_color_1) && (uid_data->components & (VB_HAS_COL0 << color)) != 0)
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{
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// Use color0 for channel 0, and color1 for channel 1 if both colors 0 and 1 are present.
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out.Write("vertex_color_{0} = rawcolor{0};\n", color);
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}
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else if (color == 0 && (uid_data->components & VB_HAS_COL1) != 0)
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{
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// Use color1 for channel 0 if color0 is not present.
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out.Write("vertex_color_{} = rawcolor1;\n", color);
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}
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else
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{
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out.Write("vertex_color_{0} = missing_color_value;\n", color);
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}
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}
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// transforms
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if ((uid_data->components & VB_HAS_POSMTXIDX) != 0)
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{
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// Vertex format has a per-vertex matrix
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out.Write("int posidx = int(posmtx.r);\n"
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"float4 P0 = " I_TRANSFORMMATRICES "[posidx];\n"
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"float4 P1 = " I_TRANSFORMMATRICES "[posidx + 1];\n"
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"float4 P2 = " I_TRANSFORMMATRICES "[posidx + 2];\n");
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if ((uid_data->components & VB_HAS_NORMAL) != 0)
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{
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out.Write("int normidx = posidx & 31;\n"
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"float3 N0 = " I_NORMALMATRICES "[normidx].xyz;\n"
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"float3 N1 = " I_NORMALMATRICES "[normidx + 1].xyz;\n"
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"float3 N2 = " I_NORMALMATRICES "[normidx + 2].xyz;\n");
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}
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}
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else
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{
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// One shared matrix
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out.Write("float4 P0 = " I_POSNORMALMATRIX "[0];\n"
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"float4 P1 = " I_POSNORMALMATRIX "[1];\n"
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"float4 P2 = " I_POSNORMALMATRIX "[2];\n");
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if ((uid_data->components & VB_HAS_NORMAL) != 0)
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{
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out.Write("float3 N0 = " I_POSNORMALMATRIX "[3].xyz;\n"
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"float3 N1 = " I_POSNORMALMATRIX "[4].xyz;\n"
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"float3 N2 = " I_POSNORMALMATRIX "[5].xyz;\n");
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}
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}
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out.Write("// Multiply the position vector by the position matrix\n"
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"float4 pos = float4(dot(P0, rawpos), dot(P1, rawpos), dot(P2, rawpos), 1.0);\n");
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if ((uid_data->components & VB_HAS_NORMAL) != 0)
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{
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if ((uid_data->components & VB_HAS_TANGENT) == 0)
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out.Write("float3 rawtangent = " I_CACHED_TANGENT ".xyz;\n");
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if ((uid_data->components & VB_HAS_BINORMAL) == 0)
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out.Write("float3 rawbinormal = " I_CACHED_BINORMAL ".xyz;\n");
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// The scale of the transform matrix is used to control the size of the emboss map effect, by
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// changing the scale of the transformed binormals (which only get used by emboss map texgens).
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// By normalising the first transformed normal (which is used by lighting calculations and needs
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// to be unit length), the same transform matrix can do double duty, scaling for emboss mapping,
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// and not scaling for lighting.
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out.Write("float3 _normal = normalize(float3(dot(N0, rawnormal), dot(N1, rawnormal), dot(N2, "
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"rawnormal)));\n"
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"float3 _tangent = float3(dot(N0, rawtangent), dot(N1, rawtangent), dot(N2, "
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"rawtangent));\n"
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"float3 _binormal = float3(dot(N0, rawbinormal), dot(N1, rawbinormal), dot(N2, "
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"rawbinormal));\n");
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}
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else
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{
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out.Write("float3 _normal = float3(0.0, 0.0, 0.0);\n");
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out.Write("float3 _binormal = float3(0.0, 0.0, 0.0);\n");
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out.Write("float3 _tangent = float3(0.0, 0.0, 0.0);\n");
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}
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out.Write("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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out.Write("int4 lacc;\n"
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"float3 ldir, h, cosAttn, distAttn;\n"
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"float dist, dist2, attn;\n");
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GenerateLightingShaderCode(out, uid_data->lighting, "vertex_color_", "o.colors_");
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// transform texcoords
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out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n");
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for (u32 i = 0; i < uid_data->numTexGens; ++i)
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{
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auto& texinfo = uid_data->texMtxInfo[i];
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out.Write("{{\n");
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out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n");
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switch (texinfo.sourcerow)
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{
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case SourceRow::Geom:
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out.Write("coord.xyz = rawpos.xyz;\n");
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break;
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case SourceRow::Normal:
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if ((uid_data->components & VB_HAS_NORMAL) != 0)
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{
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out.Write("coord.xyz = rawnormal.xyz;\n");
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}
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break;
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case SourceRow::Colors:
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ASSERT(texinfo.texgentype == TexGenType::Color0 || texinfo.texgentype == TexGenType::Color1);
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break;
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case SourceRow::BinormalT:
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if ((uid_data->components & VB_HAS_TANGENT) != 0)
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{
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out.Write("coord.xyz = rawtangent.xyz;\n");
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}
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break;
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case SourceRow::BinormalB:
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if ((uid_data->components & VB_HAS_BINORMAL) != 0)
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{
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out.Write("coord.xyz = rawbinormal.xyz;\n");
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}
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break;
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default:
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ASSERT(texinfo.sourcerow >= SourceRow::Tex0 && texinfo.sourcerow <= SourceRow::Tex7);
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u32 texnum = static_cast<u32>(texinfo.sourcerow) - static_cast<u32>(SourceRow::Tex0);
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if ((uid_data->components & (VB_HAS_UV0 << (texnum))) != 0)
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{
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out.Write("coord = float4(rawtex{}.x, rawtex{}.y, 1.0, 1.0);\n", texnum, texnum);
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}
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break;
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}
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// Input form of AB11 sets z element to 1.0
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if (texinfo.inputform == TexInputForm::AB11)
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out.Write("coord.z = 1.0;\n");
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// Convert NaNs to 1 - needed to fix eyelids in Shadow the Hedgehog during cutscenes
|
|
// See https://bugs.dolphin-emu.org/issues/11458
|
|
out.Write("// Convert NaN to 1\n");
|
|
out.Write("if (dolphin_isnan(coord.x)) coord.x = 1.0;\n");
|
|
out.Write("if (dolphin_isnan(coord.y)) coord.y = 1.0;\n");
|
|
out.Write("if (dolphin_isnan(coord.z)) coord.z = 1.0;\n");
|
|
|
|
// first transformation
|
|
switch (texinfo.texgentype)
|
|
{
|
|
case TexGenType::EmbossMap: // calculate tex coords into bump map
|
|
|
|
// transform the light dir into tangent space
|
|
out.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n",
|
|
LIGHT_POS_PARAMS(texinfo.embosslightshift));
|
|
out.Write(
|
|
"o.tex{}.xyz = o.tex{}.xyz + float3(dot(ldir, _tangent), dot(ldir, _binormal), 0.0);\n",
|
|
i, texinfo.embosssourceshift);
|
|
|
|
break;
|
|
case TexGenType::Color0:
|
|
out.Write("o.tex{}.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
|
|
break;
|
|
case TexGenType::Color1:
|
|
out.Write("o.tex{}.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
|
|
break;
|
|
case TexGenType::Regular:
|
|
default:
|
|
if ((uid_data->components & (VB_HAS_TEXMTXIDX0 << i)) != 0)
|
|
{
|
|
out.Write("int tmp = int(rawtex{}.z);\n", i);
|
|
if (static_cast<TexSize>((uid_data->texMtxInfo_n_projection >> i) & 1) == TexSize::STQ)
|
|
{
|
|
out.Write("o.tex{}.xyz = float3(dot(coord, " I_TRANSFORMMATRICES
|
|
"[tmp]), dot(coord, " I_TRANSFORMMATRICES
|
|
"[tmp+1]), dot(coord, " I_TRANSFORMMATRICES "[tmp+2]));\n",
|
|
i);
|
|
}
|
|
else
|
|
{
|
|
out.Write("o.tex{}.xyz = float3(dot(coord, " I_TRANSFORMMATRICES
|
|
"[tmp]), dot(coord, " I_TRANSFORMMATRICES "[tmp+1]), 1);\n",
|
|
i);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (static_cast<TexSize>((uid_data->texMtxInfo_n_projection >> i) & 1) == TexSize::STQ)
|
|
{
|
|
out.Write("o.tex{}.xyz = float3(dot(coord, " I_TEXMATRICES
|
|
"[{}]), dot(coord, " I_TEXMATRICES "[{}]), dot(coord, " I_TEXMATRICES
|
|
"[{}]));\n",
|
|
i, 3 * i, 3 * i + 1, 3 * i + 2);
|
|
}
|
|
else
|
|
{
|
|
out.Write("o.tex{}.xyz = float3(dot(coord, " I_TEXMATRICES
|
|
"[{}]), dot(coord, " I_TEXMATRICES "[{}]), 1);\n",
|
|
i, 3 * i, 3 * i + 1);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
// CHECKME: does this only work for regular tex gen types?
|
|
if (uid_data->dualTexTrans_enabled && texinfo.texgentype == TexGenType::Regular)
|
|
{
|
|
auto& postInfo = uid_data->postMtxInfo[i];
|
|
|
|
out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES "[{}];\n"
|
|
"float4 P1 = " I_POSTTRANSFORMMATRICES "[{}];\n"
|
|
"float4 P2 = " I_POSTTRANSFORMMATRICES "[{}];\n",
|
|
postInfo.index & 0x3f, (postInfo.index + 1) & 0x3f, (postInfo.index + 2) & 0x3f);
|
|
|
|
if (postInfo.normalize)
|
|
out.Write("o.tex{}.xyz = normalize(o.tex{}.xyz);\n", i, i);
|
|
|
|
// multiply by postmatrix
|
|
out.Write(
|
|
"o.tex{0}.xyz = float3(dot(P0.xyz, o.tex{0}.xyz) + P0.w, dot(P1.xyz, o.tex{0}.xyz) + "
|
|
"P1.w, dot(P2.xyz, o.tex{0}.xyz) + P2.w);\n",
|
|
i);
|
|
}
|
|
|
|
// 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)
|
|
// TODO: check if this only affects XF_TEXGEN_REGULAR
|
|
if (texinfo.texgentype == TexGenType::Regular)
|
|
{
|
|
out.Write(
|
|
"if(o.tex{0}.z == 0.0f)\n"
|
|
"\to.tex{0}.xy = clamp(o.tex{0}.xy / 2.0f, float2(-1.0f,-1.0f), float2(1.0f,1.0f));\n",
|
|
i);
|
|
}
|
|
|
|
out.Write("}}\n");
|
|
}
|
|
|
|
if (uid_data->vs_expand == VSExpand::Line)
|
|
{
|
|
out.Write("// Line expansion\n"
|
|
"uint other_id = vertex_id;\n"
|
|
"if (is_bottom) {{\n"
|
|
" other_id -= 1;\n"
|
|
"}} else {{\n"
|
|
" other_id += 1;\n"
|
|
"}}\n"
|
|
"InputData other = input_buffer[other_id];\n");
|
|
if (uid_data->position_has_3_elems)
|
|
out.Write("float4 other_pos = float4(other.pos0, other.pos1, other.pos2, 1.0f);\n");
|
|
else
|
|
out.Write("float4 other_pos = float4(other.pos0, other.pos1, 0.0f, 1.0f);\n");
|
|
if (uid_data->components & VB_HAS_POSMTXIDX)
|
|
{
|
|
out.Write("uint other_posidx = other.posmtx & 0xff;\n"
|
|
"float4 other_p0 = " I_TRANSFORMMATRICES "[other_posidx];\n"
|
|
"float4 other_p1 = " I_TRANSFORMMATRICES "[other_posidx + 1];\n"
|
|
"float4 other_p2 = " I_TRANSFORMMATRICES "[other_posidx + 2];\n"
|
|
"other_pos = float4(dot(other_p0, other_pos), dot(other_p1, other_pos), "
|
|
"dot(other_p2, other_pos), 1.0f);\n");
|
|
}
|
|
else
|
|
{
|
|
out.Write("other_pos = float4(dot(P0, other_pos), dot(P1, other_pos), dot(P2, other_pos), "
|
|
"1.0f);\n");
|
|
}
|
|
GenerateVSLineExpansion(out, "", uid_data->numTexGens);
|
|
}
|
|
else if (uid_data->vs_expand == VSExpand::Point)
|
|
{
|
|
out.Write("// Point expansion\n");
|
|
GenerateVSPointExpansion(out, "", uid_data->numTexGens);
|
|
}
|
|
|
|
if (per_pixel_lighting)
|
|
{
|
|
// When per-pixel lighting is enabled, the vertex colors are passed through
|
|
// unmodified so we can evaluate the lighting in the pixel shader.
|
|
|
|
// Lighting is also still computed in the vertex shader since it can be used to
|
|
// generate texture coordinates. We generated them above, so now the colors can
|
|
// be reverted to their previous stage.
|
|
out.Write("o.colors_0 = vertex_color_0;\n");
|
|
out.Write("o.colors_1 = vertex_color_1;\n");
|
|
// Note that the numColorChans logic is performed in the pixel shader.
|
|
}
|
|
else
|
|
{
|
|
// The number of colors available to TEV is determined by numColorChans.
|
|
// We have to provide the fields to match the interface, so set to zero if it's not enabled.
|
|
if (uid_data->numColorChans == 0)
|
|
out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n");
|
|
if (uid_data->numColorChans <= 1)
|
|
out.Write("o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
|
|
}
|
|
|
|
// clipPos/w needs to be done in pixel shader, not here
|
|
if (!host_config.fast_depth_calc)
|
|
out.Write("o.clipPos = o.pos;\n");
|
|
|
|
if (per_pixel_lighting)
|
|
{
|
|
out.Write("o.Normal = _normal;\n"
|
|
"o.WorldPos = pos.xyz;\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");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Same depth adjustment for Sonic. Without depth clamping, it unfortunately
|
|
// affects non-clipping uses of depth too.
|
|
out.Write("o.pos.z = o.pos.z * (1.0 - 1e-7);\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"
|
|
|
|
"\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"
|
|
|
|
"\tss_pixel_x = round(ss_pixel_x);\n"
|
|
"\tss_pixel_y = round(ss_pixel_y);\n"
|
|
|
|
"\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 (host_config.backend_geometry_shaders)
|
|
{
|
|
AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, 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 < uid_data->numTexGens; ++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");
|
|
out.Write("}}\n");
|
|
|
|
return out;
|
|
}
|