summaryrefslogtreecommitdiff
path: root/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
diff options
context:
space:
mode:
authorRyan Houdek <Sonicadvance1@gmail.com>2011-12-08 01:51:08 -0600
committerSonicadvance1 <sonicadvance1@RH-Live.(none)>2012-10-09 23:37:52 -0500
commitcf68cc0c611f261ad0168bda8b354331f07a77ff (patch)
treeed59f840ead3e0470dab38b3e76bc36a55952e42 /Source/Core/VideoCommon/Src/PixelShaderGen.cpp
parent081ad949ce46b54288d1dc823048bb6ab202f254 (diff)
Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating.
Diffstat (limited to 'Source/Core/VideoCommon/Src/PixelShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/PixelShaderGen.cpp121
1 files changed, 111 insertions, 10 deletions
diff --git a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
index 19424230c7..ca654a9aef 100644
--- a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
@@ -517,22 +517,123 @@ const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num)
sprintf(result, " : register(%s%d)", prefix, num);
return result;
}
+const char* WriteBinding(API_TYPE ApiType, const u32 num)
+{
+ if(ApiType != API_GLSL || !g_ActiveConfig.backend_info.bSupportsGLSLBinding)
+ return "";
+ static char result[64];
+ sprintf(result, "layout(binding = %d) ", num);
+ return result;
+}
+const char* WriteLocation(API_TYPE ApiType, const u32 num)
+{
+ if(ApiType != API_GLSL || !g_ActiveConfig.backend_info.bSupportsGLSLLocation)
+ return "";
+ static char result[64];
+ sprintf(result, "layout(location = %d) ", num);
+ return result;
+}
const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
{
- WRITE(p, "uniform float4 "I_COLORS"[4] %s;\n", WriteRegister(ApiType, "c", C_COLORS));
- WRITE(p, "uniform float4 "I_KCOLORS"[4] %s;\n", WriteRegister(ApiType, "c", C_KCOLORS));
- WRITE(p, "uniform float4 "I_ALPHA"[1] %s;\n", WriteRegister(ApiType, "c", C_ALPHA));
- WRITE(p, "uniform float4 "I_TEXDIMS"[8] %s;\n", WriteRegister(ApiType, "c", C_TEXDIMS));
- WRITE(p, "uniform float4 "I_ZBIAS"[2] %s;\n", WriteRegister(ApiType, "c", C_ZBIAS));
- WRITE(p, "uniform float4 "I_INDTEXSCALE"[2] %s;\n", WriteRegister(ApiType, "c", C_INDTEXSCALE));
- WRITE(p, "uniform float4 "I_INDTEXMTX"[6] %s;\n", WriteRegister(ApiType, "c", C_INDTEXMTX));
- WRITE(p, "uniform float4 "I_FOG"[3] %s;\n", WriteRegister(ApiType, "c", C_FOG));
+ setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
+ text[sizeof(text) - 1] = 0x7C; // canary
+
+ BuildSwapModeTable(); // Needed for WriteStage
+ int numStages = bpmem.genMode.numtevstages + 1;
+ int numTexgen = bpmem.genMode.numtexgens;
+
+ char *p = text;
+ WRITE(p, "//Pixel Shader for TEV stages\n");
+ WRITE(p, "//%i TEV stages, %i texgens, XXX IND stages\n",
+ numStages, numTexgen/*, bpmem.genMode.numindstages*/);
+
+ int nIndirectStagesUsed = 0;
+ if (bpmem.genMode.numindstages > 0)
+ {
+ for (int i = 0; i < numStages; ++i)
+ {
+ if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
+ nIndirectStagesUsed |= 1 << bpmem.tevind[i].bt;
+ }
+ }
+ DepthTextureEnable = (bpmem.ztex2.op != ZTEXTURE_DISABLE && !bpmem.zcontrol.zcomploc && bpmem.zmode.testenable && bpmem.zmode.updateenable) || g_ActiveConfig.bEnablePerPixelDepth ;
+
+ if(ApiType == API_GLSL)
+ {
+ // A few required defines and ones that will make our lives a lot easier
+ if (g_ActiveConfig.backend_info.bSupportsGLSLBinding || g_ActiveConfig.backend_info.bSupportsGLSLLocation)
+ {
+ WRITE(p, "#version 330 compatibility\n");
+ if (g_ActiveConfig.backend_info.bSupportsGLSLBinding)
+ WRITE(p, "#extension GL_ARB_shading_language_420pack : enable\n");
+ if (g_ActiveConfig.backend_info.bSupportsGLSLLocation)
+ WRITE(p, "#extension GL_ARB_separate_shader_objects : enable\n");
+ }
+ else
+ WRITE(p, "#version 120\n");
+ // Silly differences
+ WRITE(p, "#define float2 vec2\n");
+ WRITE(p, "#define float3 vec3\n");
+ WRITE(p, "#define float4 vec4\n");
+
+ // cg to glsl function translation
+ WRITE(p, "#define frac(x) fract(x)\n");
+ WRITE(p, "#define saturate(x) clamp(x, 0.0f, 1.0f)\n");
+ WRITE(p, "#define lerp(x, y, z) mix(x, y, z)\n");
+
+ for (int i = 0; i < 8; ++i)
+ WRITE(p, "%suniform sampler2D samp%d;\n", WriteBinding(ApiType, i), i);
+ }
+ else
+ {
+ // Declare samplers
+
+ if(ApiType != API_D3D11)
+ {
+ WRITE(p, "uniform sampler2D ");
+ }
+ else
+ {
+ WRITE(p, "sampler ");
+ }
+
+ bool bfirst = true;
+ for (int i = 0; i < 8; ++i)
+ {
+ WRITE(p, "%s samp%d %s", bfirst?"":",", i, WriteRegister(ApiType, "s", i));
+ bfirst = false;
+ }
+ WRITE(p, ";\n");
+ if(ApiType == API_D3D11)
+ {
+ WRITE(p, "Texture2D ");
+ bfirst = true;
+ for (int i = 0; i < 8; ++i)
+ {
+ WRITE(p, "%s Tex%d : register(t%d)", bfirst?"":",", i, i);
+ bfirst = false;
+ }
+ WRITE(p, ";\n");
+ }
+ }
+
+ WRITE(p, "\n");
+
+ WRITE(p, "%suniform float4 "I_COLORS"[4] %s;\n", WriteLocation(ApiType, C_COLORS), WriteRegister(ApiType, "c", C_COLORS));
+ WRITE(p, "%suniform float4 "I_KCOLORS"[4] %s;\n", WriteLocation(ApiType, C_KCOLORS), WriteRegister(ApiType, "c", C_KCOLORS));
+ WRITE(p, "%suniform float4 "I_ALPHA"[1] %s;\n", WriteLocation(ApiType, C_ALPHA), WriteRegister(ApiType, "c", C_ALPHA));
+ WRITE(p, "%suniform float4 "I_TEXDIMS"[8] %s;\n", WriteLocation(ApiType, C_TEXDIMS), WriteRegister(ApiType, "c", C_TEXDIMS));
+ WRITE(p, "%suniform float4 "I_ZBIAS"[2] %s;\n", WriteLocation(ApiType, C_ZBIAS), WriteRegister(ApiType, "c", C_ZBIAS));
+ WRITE(p, "%suniform float4 "I_INDTEXSCALE"[2] %s;\n", WriteLocation(ApiType, C_INDTEXSCALE), WriteRegister(ApiType, "c", C_INDTEXSCALE));
+ WRITE(p, "%suniform float4 "I_INDTEXMTX"[6] %s;\n", WriteLocation(ApiType, C_INDTEXMTX), WriteRegister(ApiType, "c", C_INDTEXMTX));
+ WRITE(p, "%suniform float4 "I_FOG"[3] %s;\n", WriteLocation(ApiType, C_FOG), WriteRegister(ApiType, "c", C_FOG));
+>>>>>>> Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating.
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
- WRITE(p, "uniform float4 "I_PLIGHTS"[40] %s;\n", WriteRegister(ApiType, "c", C_PLIGHTS));
- WRITE(p, "uniform float4 "I_PMATERIALS"[4] %s;\n", WriteRegister(ApiType, "c", C_PMATERIALS));
+ WRITE(p, "%suniform float4 "I_PLIGHTS"[40] %s;\n", WriteLocation(ApiType, C_PLIGHTS), WriteRegister(ApiType, "c", C_PLIGHTS));
+ WRITE(p, "%suniform float4 "I_PMATERIALS"[4] %s;\n", WriteLocation(ApiType, C_PMATERIALS), WriteRegister(ApiType, "c", C_PMATERIALS));
}
if(ApiType != API_GLSL)