mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
937bb2aa2e
Fixes LIT (https://bugs.dolphin-emu.org/issues/13635). The text does not include normals, but has lighting enabled. With the previous default of (0, 0, 0), lighting was always black (as dot(X, (0, 0, 0)) is always 0). It seems like the normal from the map in the background (0, 0, 1) is re-used. LIT also has the vertex color enabled while vertex color is not specified, the same as SMS's debug cubes; the default MissingColorValue GameINI value of solid white seems to work correctly in this case.
738 lines
32 KiB
C++
738 lines
32 KiB
C++
// Copyright 2015 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/UberShaderVertex.h"
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#include "Common/EnumUtils.h"
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#include "VideoCommon/ConstantManager.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 api_type, const ShaderHostConfig& host_config,
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u32 num_texgen, ShaderCode& out);
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static void LoadVertexAttribute(ShaderCode& code, const ShaderHostConfig& host_config, u32 indent,
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std::string_view name, std::string_view shader_type,
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std::string_view stored_type, std::string_view offset_name = {});
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ShaderCode GenVertexShader(APIType api_type, 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 bool vertex_loader =
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host_config.backend_dynamic_vertex_loader || host_config.backend_vs_point_line_expand;
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const u32 num_texgen = uid_data->num_texgens;
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ShaderCode out;
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out.Write("// {}\n\n", *uid_data);
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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 (vertex_loader)
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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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}
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out.Write("struct VS_OUTPUT {{\n");
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GenerateVSOutputMembers(out, api_type, num_texgen, host_config, "", ShaderStage::Vertex);
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out.Write("}};\n\n");
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WriteIsNanHeader(out, api_type);
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WriteBitfieldExtractHeader(out, api_type, host_config);
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WriteLightingFunction(out);
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if (vertex_loader)
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{
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out.Write(R"(
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SSBO_BINDING(1) readonly restrict buffer Vertices {{
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uint vertex_buffer[];
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}};
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)");
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if (api_type == APIType::D3D)
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{
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// Write a function to get an offset into vertex_buffer corresponding to this vertex.
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// This must be done differently for D3D compared to OpenGL/Vulkan/Metal, as on OpenGL, etc.,
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// gl_VertexID starts counting at the base vertex specified in glDrawElementsBaseVertex,
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// while on D3D, SV_VertexID (which spirv-cross translates gl_VertexID into) starts counting
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// at 0 regardless of the BaseVertexLocation value passed to DrawIndexed. In both cases,
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// offset 0 of vertex_buffer corresponds to index 0 with basevertex set to 0, so we have to
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// manually apply the basevertex offset for D3D
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// D3D12 uses a root constant for this uniform, since it changes with every draw.
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// D3D11 doesn't currently support dynamic vertex loader, and we'll have to figure something
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// out for it if we want to support it in the future.
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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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"uint GetVertexBaseOffset(uint vertex_id) {{\n"
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" return (vertex_id + base_vertex) * vertex_stride;\n"
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"}}\n");
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}
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else
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{
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out.Write("uint GetVertexBaseOffset(uint vertex_id) {{\n"
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" return vertex_id * vertex_stride;\n"
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"}}\n");
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}
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out.Write(R"(
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uint4 load_input_uint4_ubyte4(uint vtx_offset, uint attr_offset) {{
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uint value = vertex_buffer[vtx_offset + attr_offset];
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return uint4(value & 0xffu, (value >> 8) & 0xffu, (value >> 16) & 0xffu, value >> 24);
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}}
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float4 load_input_float4_ubyte4(uint vtx_offset, uint attr_offset) {{
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return float4(load_input_uint4_ubyte4(vtx_offset, attr_offset)) / 255.0f;
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}}
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float3 load_input_float3_float3(uint vtx_offset, uint attr_offset) {{
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uint offset = vtx_offset + attr_offset;
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return float3(uintBitsToFloat(vertex_buffer[offset + 0]),
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uintBitsToFloat(vertex_buffer[offset + 1]),
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uintBitsToFloat(vertex_buffer[offset + 2]));
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}}
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float4 load_input_float4_rawpos(uint vtx_offset, uint attr_offset) {{
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uint components = attr_offset >> 16;
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uint offset = vtx_offset + (attr_offset & 0xffff);
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if (components < 3)
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return float4(uintBitsToFloat(vertex_buffer[offset + 0]),
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uintBitsToFloat(vertex_buffer[offset + 1]),
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0.0f, 1.0f);
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else
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return float4(uintBitsToFloat(vertex_buffer[offset + 0]),
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uintBitsToFloat(vertex_buffer[offset + 1]),
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uintBitsToFloat(vertex_buffer[offset + 2]),
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1.0f);
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}}
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float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
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uint components = attr_offset >> 16;
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uint offset = vtx_offset + (attr_offset & 0xffff);
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if (components < 2)
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return float3(uintBitsToFloat(vertex_buffer[offset + 0]), 0.0f, 0.0f);
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else if (components < 3)
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return float3(uintBitsToFloat(vertex_buffer[offset + 0]),
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uintBitsToFloat(vertex_buffer[offset + 1]),
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0.0f);
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else
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return float3(uintBitsToFloat(vertex_buffer[offset + 0]),
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uintBitsToFloat(vertex_buffer[offset + 1]),
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uintBitsToFloat(vertex_buffer[offset + 2]));
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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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out.Write("ATTRIBUTE_LOCATION({:s}) in float4 rawpos;\n", ShaderAttrib::Position);
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out.Write("ATTRIBUTE_LOCATION({:s}) in uint4 posmtx;\n", ShaderAttrib::PositionMatrix);
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out.Write("ATTRIBUTE_LOCATION({:s}) in float3 rawnormal;\n", ShaderAttrib::Normal);
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out.Write("ATTRIBUTE_LOCATION({:s}) in float3 rawtangent;\n", ShaderAttrib::Tangent);
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out.Write("ATTRIBUTE_LOCATION({:s}) in float3 rawbinormal;\n", ShaderAttrib::Binormal);
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out.Write("ATTRIBUTE_LOCATION({:s}) in float4 rawcolor0;\n", ShaderAttrib::Color0);
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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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out.Write("ATTRIBUTE_LOCATION({:s}) in float3 rawtex{};\n", ShaderAttrib::TexCoord0 + i, i);
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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, num_texgen, 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 < num_texgen; ++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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out.Write("VS_OUTPUT o;\n"
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"\n");
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if (host_config.backend_vs_point_line_expand)
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{
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out.Write("uint vertex_id = gl_VertexID;\n"
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"if (vs_expand != 0u) {{\n"
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" vertex_id = vertex_id >> 2;\n"
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"}}\n"
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"uint vertex_base_offset = GetVertexBaseOffset(vertex_id);\n");
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}
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else if (host_config.backend_dynamic_vertex_loader)
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{
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out.Write("uint vertex_base_offset = GetVertexBaseOffset(gl_VertexID);\n");
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}
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// rawpos is always needed
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LoadVertexAttribute(out, host_config, 0, "rawpos", "float4", "rawpos");
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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 & {}u) != 0u) {{ // VB_HAS_POSMTXIDX\n",
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Common::ToUnderlying(VB_HAS_POSMTXIDX));
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LoadVertexAttribute(out, host_config, 2, "posmtx", "uint4", "ubyte4");
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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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"// 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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"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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"float3 _rawnormal;\n"
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"float3 _rawtangent;\n"
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"float3 _rawbinormal;\n"
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"if ((components & {}u) != 0u) // VB_HAS_NORMAL\n"
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"{{\n",
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Common::ToUnderlying(VB_HAS_NORMAL));
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LoadVertexAttribute(out, host_config, 2, "rawnormal", "float3", "float3");
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out.Write(" _rawnormal = rawnormal;\n"
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"}}\n"
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"else\n"
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"{{\n"
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" _rawnormal = " I_CACHED_NORMAL ".xyz;\n"
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"}}\n"
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"\n"
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"if ((components & {}u) != 0u) // VB_HAS_TANGENT\n"
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"{{\n",
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Common::ToUnderlying(VB_HAS_TANGENT));
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LoadVertexAttribute(out, host_config, 2, "rawtangent", "float3", "float3");
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out.Write(" _rawtangent = rawtangent;\n"
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"}}\n"
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"else\n"
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"{{\n"
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" _rawtangent = " I_CACHED_TANGENT ".xyz;\n"
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"}}\n"
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"\n"
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"if ((components & {}u) != 0u) // VB_HAS_BINORMAL\n"
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"{{\n",
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Common::ToUnderlying(VB_HAS_BINORMAL));
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LoadVertexAttribute(out, host_config, 2, "rawbinormal", "float3", "float3");
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out.Write(" _rawbinormal = rawbinormal;\n"
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"}}\n"
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"else\n"
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"{{\n"
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" _rawbinormal = " I_CACHED_BINORMAL ".xyz;\n"
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"}}\n"
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"\n"
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"// The scale of the transform matrix is used to control the size of the emboss map\n"
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"// effect by changing the scale of the transformed binormals (which only get used by\n"
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"// emboss map texgens). By normalising the first transformed normal (which is used\n"
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"// by lighting calculations and needs to be unit length), the same transform matrix\n"
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"// can do double duty, scaling for emboss mapping, and not scaling for lighting.\n"
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"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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// Hardware Lighting
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out.Write("// xfmem.numColorChans controls the number of color channels available to TEV,\n"
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"// but we still need to generate all channels here, as it can be used in texgen.\n"
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"// Cel-damage is an example of this.\n"
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"float4 vertex_color_0, vertex_color_1;\n"
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"\n");
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out.Write("// To use color 1, the vertex descriptor must have color 0 and 1.\n"
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"// If color 1 is present but not color 0, it is used for lighting channel 0.\n"
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"bool use_color_1 = ((components & {0}u) == {0}u); // VB_HAS_COL0 | VB_HAS_COL1\n",
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static_cast<u32>(VB_HAS_COL0 | VB_HAS_COL1));
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out.Write("if ((components & {0}u) == {0}u) // VB_HAS_COL0 | VB_HAS_COL1\n"
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"{{\n",
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static_cast<u32>(VB_HAS_COL0 | VB_HAS_COL1));
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LoadVertexAttribute(out, host_config, 2, "rawcolor0", "float4", "ubyte4");
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LoadVertexAttribute(out, host_config, 2, "rawcolor1", "float4", "ubyte4");
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out.Write(" vertex_color_0 = rawcolor0;\n"
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" vertex_color_1 = rawcolor1;\n"
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"}}\n"
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"else if ((components & {}u) != 0u) // VB_HAS_COL0\n"
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"{{\n",
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Common::ToUnderlying(VB_HAS_COL0));
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LoadVertexAttribute(out, host_config, 2, "rawcolor0", "float4", "ubyte4");
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out.Write(" vertex_color_0 = rawcolor0;\n"
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" vertex_color_1 = rawcolor0;\n"
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"}}\n"
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"else if ((components & {}u) != 0u) // VB_HAS_COL1\n"
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"{{\n",
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Common::ToUnderlying(VB_HAS_COL1));
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LoadVertexAttribute(out, host_config, 2, "rawcolor1", "float4", "ubyte4");
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out.Write(" vertex_color_0 = rawcolor1;\n"
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" vertex_color_1 = rawcolor1;\n"
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"}}\n"
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"else\n"
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"{{\n"
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" vertex_color_0 = missing_color_value;\n"
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" vertex_color_1 = missing_color_value;\n"
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"}}\n");
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WriteVertexLighting(out, api_type, "pos.xyz", "_normal", "vertex_color_0", "vertex_color_1",
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"o.colors_0", "o.colors_1");
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// Texture Coordinates
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if (num_texgen > 0)
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GenVertexShaderTexGens(api_type, host_config, num_texgen, out);
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if (host_config.backend_vs_point_line_expand)
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{
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out.Write("if (vs_expand == {}u) {{ // Line\n", Common::ToUnderlying(VSExpand::Line));
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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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" uint other_base_offset = vertex_base_offset;\n"
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" if (is_bottom) {{\n"
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" other_base_offset -= vertex_stride;\n"
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" }} else {{\n"
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" other_base_offset += vertex_stride;\n"
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" }}\n"
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" float4 other_rawpos = load_input_float4_rawpos(other_base_offset, "
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"vertex_offset_rawpos);\n"
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" float4 other_p0 = P0;\n"
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" float4 other_p1 = P1;\n"
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" float4 other_p2 = P2;\n"
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" if ((components & {}u) != 0u) {{ // VB_HAS_POSMTXIDX\n",
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Common::ToUnderlying(VB_HAS_POSMTXIDX));
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out.Write(" uint other_posidx = load_input_uint4_ubyte4(other_base_offset, "
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"vertex_offset_posmtx).r;\n"
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" other_p0 = " I_TRANSFORMMATRICES "[other_posidx];\n"
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" other_p1 = " I_TRANSFORMMATRICES "[other_posidx+1];\n"
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" other_p2 = " I_TRANSFORMMATRICES "[other_posidx+2];\n"
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" }}\n"
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" float4 other_pos = float4(dot(other_p0, other_rawpos), "
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"dot(other_p1, other_rawpos), dot(other_p2, other_rawpos), 1.0);\n");
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GenerateVSLineExpansion(out, " ", num_texgen);
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out.Write("}} else if (vs_expand == {}u) {{ // Point\n", Common::ToUnderlying(VSExpand::Point));
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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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GenerateVSPointExpansion(out, " ", num_texgen);
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out.Write("}}\n");
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}
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if (per_pixel_lighting)
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{
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out.Write("// When per-pixel lighting is enabled, the vertex colors are passed through\n"
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"// unmodified so we can evaluate the lighting in the pixel shader.\n"
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"// Lighting is also still computed in the vertex shader since it can be used to\n"
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"// generate texture coordinates. We generated them above, so now the colors can\n"
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"// be reverted to their previous stage.\n"
|
|
"o.colors_0 = vertex_color_0;\n"
|
|
"o.colors_1 = vertex_color_1;\n"
|
|
"// Note that the numColorChans logic should be (but currently isn't)\n"
|
|
"// performed in the pixel shader.\n");
|
|
}
|
|
else
|
|
{
|
|
out.Write("// The number of colors available to TEV is determined by numColorChans.\n"
|
|
"// We have to provide the fields to match the interface, so set to zero\n"
|
|
"// if it's not enabled.\n"
|
|
"if (xfmem_numColorChans == 0u)\n"
|
|
" o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n"
|
|
"if (xfmem_numColorChans <= 1u)\n"
|
|
" o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
|
|
}
|
|
|
|
if (!host_config.fast_depth_calc)
|
|
{
|
|
// clipPos/w needs to be done in pixel shader, not here
|
|
out.Write("o.clipPos = o.pos;\n");
|
|
}
|
|
|
|
if (per_pixel_lighting)
|
|
{
|
|
out.Write("o.Normal = _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");
|
|
}
|
|
}
|
|
|
|
// Write the true depth value. If the game uses depth textures, then the pixel shader will
|
|
// override it with the correct values if not then early z culling will improve speed.
|
|
// There are two different ways to do this, when the depth range is oversized, we process
|
|
// the depth range in the vertex shader, if not we let the host driver handle it.
|
|
//
|
|
// Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
|
|
// so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
|
|
// We have to handle the depth range in the vertex shader instead of after the perspective
|
|
// divide, because some games will use a depth range larger than what is allowed by the
|
|
// graphics API. These large depth ranges will still be clipped to the 0..1 range, so these
|
|
// games effectively add a depth bias to the values written to the depth buffer.
|
|
out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - "
|
|
"o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n");
|
|
|
|
if (!host_config.backend_clip_control)
|
|
{
|
|
// If the graphics API doesn't support a depth range of 0..1, then we need to map z to
|
|
// the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point
|
|
// operation that can introduce a round-trip error.
|
|
out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n");
|
|
}
|
|
|
|
// Correct for negative viewports by mirroring all vertices. We need to negate the height here,
|
|
// since the viewport height is already negated by the render backend.
|
|
out.Write("o.pos.xy *= sign(" I_PIXELCENTERCORRECTION ".xy * float2(1.0, -1.0));\n");
|
|
|
|
// The console GPU places the pixel center at 7/12 in screen space unless
|
|
// antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results
|
|
// in some primitives being placed one pixel too far to the bottom-right,
|
|
// which in turn can be critical if it happens for clear quads.
|
|
// Hence, we compensate for this pixel center difference so that primitives
|
|
// get rasterized correctly.
|
|
out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n");
|
|
|
|
if (vertex_rounding)
|
|
{
|
|
// By now our position is in clip space. However, higher resolutions than the Wii outputs
|
|
// cause an additional pixel offset. Due to a higher pixel density we need to correct this
|
|
// by converting our clip-space position into the Wii's screen-space.
|
|
// Acquire the right pixel and then convert it back.
|
|
out.Write("if (o.pos.w == 1.0f)\n"
|
|
"{{\n");
|
|
|
|
out.Write("\tfloat ss_pixel_x = ((o.pos.x + 1.0f) * (" I_VIEWPORT_SIZE ".x * 0.5f));\n"
|
|
"\tfloat ss_pixel_y = ((o.pos.y + 1.0f) * (" I_VIEWPORT_SIZE ".y * 0.5f));\n");
|
|
|
|
out.Write("\tss_pixel_x = round(ss_pixel_x);\n"
|
|
"\tss_pixel_y = round(ss_pixel_y);\n");
|
|
|
|
out.Write("\to.pos.x = ((ss_pixel_x / (" I_VIEWPORT_SIZE ".x * 0.5f)) - 1.0f);\n"
|
|
"\to.pos.y = ((ss_pixel_y / (" I_VIEWPORT_SIZE ".y * 0.5f)) - 1.0f);\n"
|
|
"}}\n");
|
|
}
|
|
|
|
if (host_config.backend_geometry_shaders)
|
|
{
|
|
AssignVSOutputMembers(out, "vs", "o", num_texgen, host_config);
|
|
}
|
|
else
|
|
{
|
|
// TODO: Pass interface blocks between shader stages even if geometry shaders
|
|
// are not supported, however that will require at least OpenGL 3.2 support.
|
|
for (u32 i = 0; i < num_texgen; ++i)
|
|
out.Write("tex{}.xyz = o.tex{};\n", i, i);
|
|
if (!host_config.fast_depth_calc)
|
|
out.Write("clipPos = o.clipPos;\n");
|
|
if (per_pixel_lighting)
|
|
{
|
|
out.Write("Normal = o.Normal;\n"
|
|
"WorldPos = o.WorldPos;\n");
|
|
}
|
|
out.Write("colors_0 = o.colors_0;\n"
|
|
"colors_1 = o.colors_1;\n");
|
|
}
|
|
|
|
if (host_config.backend_depth_clamp)
|
|
{
|
|
out.Write("gl_ClipDistance[0] = clipDist0;\n"
|
|
"gl_ClipDistance[1] = clipDist1;\n");
|
|
}
|
|
|
|
// Vulkan NDC space has Y pointing down (right-handed NDC space).
|
|
if (api_type == APIType::Vulkan)
|
|
out.Write("gl_Position = float4(o.pos.x, -o.pos.y, o.pos.z, o.pos.w);\n");
|
|
else
|
|
out.Write("gl_Position = o.pos;\n");
|
|
out.Write("}}\n");
|
|
|
|
return out;
|
|
}
|
|
|
|
static void GenVertexShaderTexGens(APIType api_type, const ShaderHostConfig& host_config,
|
|
u32 num_texgen, ShaderCode& out)
|
|
{
|
|
// The HLSL compiler complains that the output texture coordinates are uninitialized when trying
|
|
// to dynamically index them.
|
|
for (u32 i = 0; i < num_texgen; i++)
|
|
out.Write("o.tex{} = float3(0.0, 0.0, 0.0);\n", i);
|
|
|
|
out.Write("// Texture coordinate generation\n");
|
|
if (num_texgen == 1)
|
|
{
|
|
out.Write("{{ const uint texgen = 0u;\n");
|
|
}
|
|
else
|
|
{
|
|
out.Write("for (uint texgen = 0u; texgen < {}u; texgen++) {{\n", num_texgen);
|
|
}
|
|
|
|
out.Write(" // Texcoord transforms\n");
|
|
out.Write(" float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n"
|
|
" uint texMtxInfo = xfmem_texMtxInfo(texgen);\n");
|
|
out.Write(" switch ({}) {{\n", BitfieldExtract<&TexMtxInfo::sourcerow>("texMtxInfo"));
|
|
out.Write(" case {:s}:\n", SourceRow::Geom);
|
|
out.Write(" coord.xyz = rawpos.xyz;\n");
|
|
out.Write(" break;\n\n");
|
|
out.Write(" case {:s}:\n", SourceRow::Normal);
|
|
out.Write(" if ((components & {}u) != 0u) // VB_HAS_NORMAL\n"
|
|
" {{\n",
|
|
Common::ToUnderlying(VB_HAS_NORMAL));
|
|
LoadVertexAttribute(out, host_config, 6, "rawnormal", "float3", "float3");
|
|
out.Write(" coord.xyz = rawnormal.xyz;\n"
|
|
" }}\n"
|
|
" break;\n\n");
|
|
out.Write(" case {:s}:\n", SourceRow::BinormalT);
|
|
out.Write(" if ((components & {}u) != 0u) // VB_HAS_TANGENT\n"
|
|
" {{\n",
|
|
Common::ToUnderlying(VB_HAS_TANGENT));
|
|
LoadVertexAttribute(out, host_config, 6, "rawtangent", "float3", "float3");
|
|
out.Write(" coord.xyz = rawtangent.xyz;\n"
|
|
" }}\n"
|
|
" break;\n\n");
|
|
out.Write(" case {:s}:\n", SourceRow::BinormalB);
|
|
out.Write(" if ((components & {}u) != 0u) // VB_HAS_BINORMAL\n"
|
|
" {{\n",
|
|
Common::ToUnderlying(VB_HAS_BINORMAL));
|
|
LoadVertexAttribute(out, host_config, 6, "rawbinormal", "float3", "float3");
|
|
out.Write(" coord.xyz = rawbinormal.xyz;\n"
|
|
" }}\n"
|
|
" break;\n\n");
|
|
for (u32 i = 0; i < 8; i++)
|
|
{
|
|
out.Write(" case {:s}:\n", static_cast<SourceRow>(Common::ToUnderlying(SourceRow::Tex0) + i));
|
|
out.Write(" if ((components & {}u) != 0u) // VB_HAS_UV{}\n"
|
|
" {{\n",
|
|
VB_HAS_UV0 << i, i);
|
|
LoadVertexAttribute(out, host_config, 6, fmt::format("rawtex{}", i), "float3", "rawtex",
|
|
fmt::format("rawtex[{}][{}]", i / 4, i % 4));
|
|
out.Write(" coord = float4(rawtex{}.x, rawtex{}.y, 1.0f, 1.0f);\n"
|
|
" }}\n",
|
|
i, i);
|
|
out.Write(" break;\n\n");
|
|
}
|
|
out.Write(" }}\n"
|
|
"\n");
|
|
|
|
out.Write(" // Input form of AB11 sets z element to 1.0\n");
|
|
out.Write(" if ({} == {:s}) // inputform == AB11\n",
|
|
BitfieldExtract<&TexMtxInfo::inputform>("texMtxInfo"), TexInputForm::AB11);
|
|
out.Write(" coord.z = 1.0f;\n"
|
|
"\n");
|
|
|
|
// 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");
|
|
|
|
out.Write(" // first transformation\n");
|
|
out.Write(" uint texgentype = {};\n", BitfieldExtract<&TexMtxInfo::texgentype>("texMtxInfo"));
|
|
out.Write(" float3 output_tex;\n"
|
|
" switch (texgentype)\n"
|
|
" {{\n");
|
|
out.Write(" case {:s}:\n", TexGenType::EmbossMap);
|
|
out.Write(" {{\n");
|
|
out.Write(" uint light = {};\n",
|
|
BitfieldExtract<&TexMtxInfo::embosslightshift>("texMtxInfo"));
|
|
out.Write(" uint source = {};\n",
|
|
BitfieldExtract<&TexMtxInfo::embosssourceshift>("texMtxInfo"));
|
|
out.Write(" switch (source) {{\n");
|
|
for (u32 i = 0; i < num_texgen; i++)
|
|
out.Write(" case {}u: output_tex.xyz = o.tex{}; break;\n", i, i);
|
|
out.Write(" default: output_tex.xyz = float3(0.0, 0.0, 0.0); break;\n"
|
|
" }}\n"
|
|
" float3 ldir = normalize(" I_LIGHTS "[light].pos.xyz - pos.xyz);\n"
|
|
" output_tex.xyz += float3(dot(ldir, _tangent), dot(ldir, _binormal), 0.0);\n"
|
|
" }}\n"
|
|
" break;\n\n");
|
|
out.Write(" case {:s}:\n", TexGenType::Color0);
|
|
out.Write(" output_tex.xyz = float3(o.colors_0.x, o.colors_0.y, 1.0);\n"
|
|
" break;\n\n");
|
|
out.Write(" case {:s}:\n", TexGenType::Color1);
|
|
out.Write(" output_tex.xyz = float3(o.colors_1.x, o.colors_1.y, 1.0);\n"
|
|
" break;\n\n");
|
|
out.Write(" case {:s}:\n", TexGenType::Regular);
|
|
out.Write(" default:\n"
|
|
" {{\n");
|
|
out.Write(" if ((components & ({}u /* VB_HAS_TEXMTXIDX0 */ << texgen)) != 0u) {{\n",
|
|
Common::ToUnderlying(VB_HAS_TEXMTXIDX0));
|
|
if (host_config.backend_dynamic_vertex_loader || host_config.backend_vs_point_line_expand)
|
|
{
|
|
out.Write(" int tmp = int(load_input_float3_rawtex(vertex_base_offset, "
|
|
"vertex_offset_rawtex[texgen / 4][texgen % 4]).z);\n"
|
|
"\n");
|
|
}
|
|
else
|
|
{
|
|
out.Write(
|
|
" // This is messy, due to dynamic indexing of the input texture coordinates.\n"
|
|
" // Hopefully the compiler will unroll this whole loop anyway and the switch.\n"
|
|
" int tmp = 0;\n"
|
|
" switch (texgen) {{\n");
|
|
for (u32 i = 0; i < num_texgen; i++)
|
|
out.Write(" case {}u: tmp = int(rawtex{}.z); break;\n", i, i);
|
|
out.Write(" }}\n"
|
|
"\n");
|
|
}
|
|
out.Write(" if ({} == {:s}) {{\n", BitfieldExtract<&TexMtxInfo::projection>("texMtxInfo"),
|
|
TexSize::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}) {{\n", BitfieldExtract<&TexMtxInfo::projection>("texMtxInfo"),
|
|
TexSize::STQ);
|
|
out.Write(" output_tex.xyz = float3(dot(coord, " I_TEXMATRICES "[3u * texgen]),\n"
|
|
" dot(coord, " I_TEXMATRICES "[3u * texgen + 1u]),\n"
|
|
" dot(coord, " I_TEXMATRICES "[3u * texgen + 2u]));\n"
|
|
" }} else {{\n"
|
|
" output_tex.xyz = float3(dot(coord, " I_TEXMATRICES "[3u * texgen]),\n"
|
|
" dot(coord, " I_TEXMATRICES "[3u * texgen + 1u]),\n"
|
|
" 1.0);\n"
|
|
" }}\n"
|
|
" }}\n"
|
|
" }}\n"
|
|
" break;\n\n"
|
|
" }}\n"
|
|
"\n");
|
|
|
|
out.Write(" if (xfmem_dualTexInfo != 0u) {{\n");
|
|
out.Write(" uint postMtxInfo = xfmem_postMtxInfo(texgen);");
|
|
out.Write(" uint base_index = {};\n", BitfieldExtract<&PostMtxInfo::index>("postMtxInfo"));
|
|
out.Write(" float4 P0 = " I_POSTTRANSFORMMATRICES "[base_index & 0x3fu];\n"
|
|
" float4 P1 = " I_POSTTRANSFORMMATRICES "[(base_index + 1u) & 0x3fu];\n"
|
|
" float4 P2 = " I_POSTTRANSFORMMATRICES "[(base_index + 2u) & 0x3fu];\n"
|
|
"\n");
|
|
out.Write(" if ({} != 0u)\n", BitfieldExtract<&PostMtxInfo::normalize>("postMtxInfo"));
|
|
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 == {:s} && output_tex.z == 0.0)\n", TexGenType::Regular);
|
|
out.Write(
|
|
" output_tex.xy = clamp(output_tex.xy / 2.0f, float2(-1.0f,-1.0f), float2(1.0f,1.0f));\n"
|
|
"\n");
|
|
|
|
out.Write(" // Hopefully GPUs that can support dynamic indexing will optimize this.\n");
|
|
out.Write(" switch (texgen) {{\n");
|
|
for (u32 i = 0; i < num_texgen; i++)
|
|
out.Write(" case {}u: o.tex{} = output_tex; break;\n", i, i);
|
|
out.Write(" }}\n"
|
|
"}}\n");
|
|
}
|
|
|
|
static void LoadVertexAttribute(ShaderCode& code, const ShaderHostConfig& host_config, u32 indent,
|
|
std::string_view name, std::string_view shader_type,
|
|
std::string_view stored_type, std::string_view offset_name)
|
|
{
|
|
if (host_config.backend_dynamic_vertex_loader || host_config.backend_vs_point_line_expand)
|
|
{
|
|
code.Write("{:{}}{} {} = load_input_{}_{}(vertex_base_offset, vertex_offset_{});\n", "", indent,
|
|
shader_type, name, shader_type, stored_type,
|
|
offset_name.empty() ? name : offset_name);
|
|
}
|
|
// else inputs are always available
|
|
}
|
|
|
|
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
|