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authorStenzek <stenzek@gmail.com>2017-07-20 15:25:24 +1000
committerStenzek <stenzek@gmail.com>2017-07-30 17:43:59 +1000
commit7d78cf0f6fbca526e748590aeb6dfdc3c016669e (patch)
tree8aaeae2df72e621fdc722e818d746ad6cbbbf442 /Source/Core/VideoCommon/UberShaderPixel.cpp
parent07591e7d5cf1a909a1691492337cda55025c0d20 (diff)
ShaderGen: Implement pixel ubershaders
Diffstat (limited to 'Source/Core/VideoCommon/UberShaderPixel.cpp')
-rw-r--r--Source/Core/VideoCommon/UberShaderPixel.cpp1102
1 files changed, 1102 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/UberShaderPixel.cpp b/Source/Core/VideoCommon/UberShaderPixel.cpp
new file mode 100644
index 0000000000..82e3382e2d
--- /dev/null
+++ b/Source/Core/VideoCommon/UberShaderPixel.cpp
@@ -0,0 +1,1102 @@
+// Copyright 2015 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "VideoCommon/UberShaderPixel.h"
+#include "VideoCommon/BPMemory.h"
+#include "VideoCommon/DriverDetails.h"
+#include "VideoCommon/UberShaderCommon.h"
+#include "VideoCommon/XFMemory.h"
+
+namespace UberShader
+{
+PixelShaderUid GetPixelShaderUid()
+{
+ PixelShaderUid out;
+ pixel_ubershader_uid_data* uid_data = out.GetUidData<pixel_ubershader_uid_data>();
+ memset(uid_data, 0, sizeof(*uid_data));
+ uid_data->num_texgens = xfmem.numTexGen.numTexGens;
+ uid_data->early_depth =
+ bpmem.UseEarlyDepthTest() &&
+ (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED) &&
+ !(bpmem.zmode.testenable && bpmem.genMode.zfreeze);
+ uid_data->per_pixel_depth =
+ (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) ||
+ (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !uid_data->early_depth) ||
+ (bpmem.zmode.testenable && bpmem.genMode.zfreeze);
+ return out;
+}
+
+ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
+ const pixel_ubershader_uid_data* uid_data)
+{
+ // TODO: Support per-pixel lighting.
+ // This can be based on the vertex ubershaders, at the cost of a more expensive pixel shader.
+ const bool per_pixel_lighting = host_config.per_pixel_lighting;
+ const bool msaa = host_config.msaa;
+ const bool ssaa = host_config.ssaa;
+ const bool stereo = host_config.stereo;
+ const bool use_dual_source = host_config.backend_dual_source_blend;
+ const bool early_depth = uid_data->early_depth != 0;
+ const bool per_pixel_depth = uid_data->per_pixel_depth != 0;
+ const bool bounding_box =
+ host_config.bounding_box && g_ActiveConfig.BBoxUseFragmentShaderImplementation();
+ const u32 numTexgen = uid_data->num_texgens;
+ ShaderCode out;
+
+ out.Write("// Pixel UberShader for %u texgens%s%s\n", numTexgen,
+ early_depth ? ", early-depth" : "", per_pixel_depth ? ", per-pixel depth" : "");
+ WritePixelShaderCommonHeader(out, ApiType, bounding_box);
+ WriteUberShaderCommonHeader(out, ApiType, host_config);
+
+ out.Write("struct VS_OUTPUT {\n");
+ GenerateVSOutputMembers(out, ApiType, numTexgen, per_pixel_lighting, "");
+ out.Write("};\n");
+
+ // Shader inputs/outputs in GLSL (HLSL is in main).
+ if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
+ {
+ if (use_dual_source)
+ {
+ if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
+ {
+ out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
+ out.Write("FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n");
+ }
+ else
+ {
+ out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
+ out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
+ }
+ }
+ else
+ {
+ out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
+ }
+
+ if (per_pixel_depth)
+ out.Write("#define depth gl_FragDepth\n");
+
+ if (host_config.backend_geometry_shaders || ApiType == APIType::Vulkan)
+ {
+ out.Write("VARYING_LOCATION(0) in VertexData {\n");
+ GenerateVSOutputMembers(out, ApiType, numTexgen, per_pixel_lighting,
+ GetInterpolationQualifier(msaa, ssaa));
+
+ if (stereo)
+ out.Write(" flat int layer;\n");
+
+ out.Write("};\n\n");
+ }
+ else
+ {
+ out.Write("%s in float4 colors_0;\n", GetInterpolationQualifier(msaa, ssaa));
+ out.Write("%s in float4 colors_1;\n", GetInterpolationQualifier(msaa, ssaa));
+ // compute window position if needed because binding semantic WPOS is not widely supported
+ // Let's set up attributes
+ for (u32 i = 0; i < numTexgen; ++i)
+ out.Write("%s in float3 tex%d;\n", GetInterpolationQualifier(msaa, ssaa), i);
+ out.Write("%s in float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
+ if (per_pixel_lighting)
+ {
+ out.Write("%s in float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
+ out.Write("%s in float3 WorldPos;\n", GetInterpolationQualifier(msaa, ssaa));
+ }
+ }
+ }
+
+ // Uniform index -> texture coordinates
+ if (numTexgen > 0)
+ {
+ if (ApiType != APIType::D3D)
+ {
+ out.Write("float3 selectTexCoord(uint index) {\n");
+ }
+ else
+ {
+ out.Write("float3 selectTexCoord(uint index");
+ for (u32 i = 0; i < numTexgen; i++)
+ out.Write(", float3 tex%u", i);
+ out.Write(") {\n");
+ }
+
+ out.Write(" switch (index) {\n");
+ for (u32 i = 0; i < numTexgen; i++)
+ {
+ out.Write(" case %uu:\n"
+ " return tex%u;\n",
+ i, i);
+ }
+ out.Write(" default:\n"
+ " return float3(0.0, 0.0, 0.0);\n"
+ " }\n"
+ "}\n\n");
+ }
+
+ // TODO: Per pixel lighting (not really needed)
+
+ // =====================
+ // Texture Sampling
+ // =====================
+
+ if (host_config.backend_dynamic_sampler_indexing)
+ {
+ // Doesn't look like directx supports this. Oh well the code path is here just incase it
+ // supports this in the future.
+ out.Write("int4 sampleTexture(uint sampler_num, float2 uv) {\n");
+ if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
+ out.Write(" return iround(texture(samp[sampler_num], float3(uv, 0.0)) * 255.0);\n");
+ else if (ApiType == APIType::D3D)
+ out.Write(" return iround(Tex[sampler_num].Sample(samp[sampler_num], float3(uv, 0.0)) * "
+ "255.0);\n");
+ out.Write("}\n\n");
+ }
+ else
+ {
+ out.Write("int4 sampleTexture(uint sampler_num, float2 uv) {\n"
+ " // This is messy, but DirectX, OpenGl 3.3 and Opengl ES 3.0 doesn't support "
+ "dynamic indexing of the sampler array\n"
+ " // With any luck the shader compiler will optimise this if the hardware supports "
+ "dynamic indexing.\n"
+ " switch(sampler_num) {\n");
+ for (int i = 0; i < 8; i++)
+ {
+ if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
+ out.Write(" case %du: return iround(texture(samp[%d], float3(uv, 0.0)) * 255.0);\n", i, i);
+ else if (ApiType == APIType::D3D)
+ out.Write(" case %du: return iround(Tex[%d].Sample(samp[%d], float3(uv, 0.0)) * 255.0);\n",
+ i, i, i);
+ }
+ out.Write(" }\n"
+ "}\n\n");
+ }
+
+ // ======================
+ // Arbatary Swizzling
+ // ======================
+
+ out.Write("int4 Swizzle(uint s, int4 color) {\n"
+ " // AKA: Color Channel Swapping\n"
+ "\n"
+ " int4 ret;\n");
+ out.Write(" ret.r = color[%s];\n",
+ BitfieldExtract("bpmem_tevksel(s * 2u)", TevKSel().swap1).c_str());
+ out.Write(" ret.g = color[%s];\n",
+ BitfieldExtract("bpmem_tevksel(s * 2u)", TevKSel().swap2).c_str());
+ out.Write(" ret.b = color[%s];\n",
+ BitfieldExtract("bpmem_tevksel(s * 2u + 1u)", TevKSel().swap1).c_str());
+ out.Write(" ret.a = color[%s];\n",
+ BitfieldExtract("bpmem_tevksel(s * 2u + 1u)", TevKSel().swap2).c_str());
+ out.Write(" return ret;\n"
+ "}\n\n");
+
+ // ======================
+ // Indirect Wrappping
+ // ======================
+ out.Write("int Wrap(int coord, uint mode) {\n"
+ " if (mode == 0u) // ITW_OFF\n"
+ " return coord;\n"
+ " else if (mode < 6u) // ITW_256 to ITW_16\n"
+ " return coord & (0xfffe >> mode);\n"
+ " else // ITW_0\n"
+ " return 0;\n"
+ "}\n\n");
+
+ // ======================
+ // Indirect Lookup
+ // ======================
+ auto LookupIndirectTexture = [&out](const char* out_var_name, const char* in_index_name) {
+ out.Write(
+ "{\n"
+ " uint iref = bpmem_iref(%s);\n"
+ " if ( iref != 0u)\n"
+ " {\n"
+ " uint texcoord = bitfieldExtract(iref, 0, 3);\n"
+ " uint texmap = bitfieldExtract(iref, 8, 3);\n"
+ " float3 uv = getTexCoord(texcoord);\n"
+ " int2 fixedPoint_uv = int2((uv.z == 0.0 ? uv.xy : (uv.xy / uv.z)) * " I_TEXDIMS
+ "[texcoord].zw);\n"
+ "\n"
+ " if ((%s & 1u) == 0u)\n"
+ " fixedPoint_uv = fixedPoint_uv >> " I_INDTEXSCALE "[%s >> 1].xy;\n"
+ " else\n"
+ " fixedPoint_uv = fixedPoint_uv >> " I_INDTEXSCALE "[%s >> 1].zw;\n"
+ "\n"
+ " %s = sampleTexture(texmap, float2(fixedPoint_uv) * " I_TEXDIMS "[texmap].xy).abg;\n"
+ " }\n"
+ " else\n"
+ " {\n"
+ " %s = int3(0, 0, 0);\n"
+ " }\n"
+ "}\n",
+ in_index_name, in_index_name, in_index_name, in_index_name, out_var_name, out_var_name);
+ };
+
+ // ======================
+ // TEV's Special Lerp
+ // ======================
+ auto WriteTevLerp = [&out](const char* components) {
+ out.Write("// TEV's Linear Interpolate, plus bias, add/subtract and scale\n"
+ "int%s tevLerp%s(int%s A, int%s B, int%s C, int%s D, uint bias, bool op, bool alpha, "
+ "uint shift) {\n"
+ " // Scale C from 0..255 to 0..256\n"
+ " C += C >> 7;\n"
+ "\n"
+ " // Add bias to D\n"
+ " if (bias == 1u) D += 128;\n"
+ " else if (bias == 2u) D -= 128;\n"
+ "\n"
+ " int%s lerp = (A << 8) + (B - A)*C;\n"
+ " if (shift != 3u) {\n"
+ " lerp = lerp << shift;\n"
+ " D = D << shift;\n"
+ " }\n"
+ "\n"
+ " if ((shift == 3u) == alpha)\n"
+ " lerp = lerp + (op ? 127 : 128);\n"
+ "\n"
+ " int%s result = lerp >> 8;\n"
+ "\n"
+ " // Add/Subtract D\n"
+ " if(op) // Subtract\n"
+ " result = D - result;\n"
+ " else // Add\n"
+ " result = D + result;\n"
+ "\n"
+ " // Most of the Shift was moved inside the lerp for improved percision\n"
+ " // But we still do the divide by 2 here\n"
+ " if (shift == 3u)\n"
+ " result = result >> 1;\n"
+ " return result;\n"
+ "}\n\n",
+ components, components, components, components, components, components, components,
+ components);
+ };
+ WriteTevLerp(""); // int
+ WriteTevLerp("3"); // int3
+
+ // =======================
+ // TEV's Color Compare
+ // =======================
+
+ out.Write(
+ "// Implements operations 0-5 of tev's compare mode,\n"
+ "// which are common to both color and alpha channels\n"
+ "bool tevCompare(uint op, int3 color_A, int3 color_B) {\n"
+ " switch (op) {\n"
+ " case 0u: // TEVCMP_R8_GT\n"
+ " return (color_A.r > color_B.r);\n"
+ " case 1u: // TEVCMP_R8_EQ\n"
+ " return (color_A.r == color_B.r);\n"
+ " case 2u: // TEVCMP_GR16_GT\n"
+ " int A_16 = (color_A.r | (color_A.g << 8));\n"
+ " int B_16 = (color_B.r | (color_B.g << 8));\n"
+ " return A_16 > B_16;\n"
+ " case 3u: // TEVCMP_GR16_EQ\n"
+ " return (color_A.r == color_B.r && color_A.g == color_B.g);\n"
+ " case 4u: // TEVCMP_BGR24_GT\n"
+ " int A_24 = (color_A.r | (color_A.g << 8) | (color_A.b << 16));\n"
+ " int B_24 = (color_B.r | (color_B.g << 8) | (color_B.b << 16));\n"
+ " return A_24 > B_24;\n"
+ " case 5u: // TEVCMP_BGR24_EQ\n"
+ " return (color_A.r == color_B.r && color_A.g == color_B.g && color_A.b == color_B.b);\n"
+ " default:\n"
+ " return false;\n"
+ " }\n"
+ "}\n\n");
+
+ // =================
+ // Alpha Compare
+ // =================
+
+ out.Write("// Helper function for Alpha Test\n"
+ "bool alphaCompare(int a, int b, uint compare) {\n"
+ " switch (compare) {\n"
+ " case 0u: // NEVER\n"
+ " return false;\n"
+ " case 1u: // LESS\n"
+ " return a < b;\n"
+ " case 2u: // EQUAL\n"
+ " return a == b;\n"
+ " case 3u: // LEQUAL\n"
+ " return a <= b;\n"
+ " case 4u: // GREATER\n"
+ " return a > b;\n"
+ " case 5u: // NEQUAL;\n"
+ " return a != b;\n"
+ " case 6u: // GEQUAL\n"
+ " return a >= b;\n"
+ " case 7u: // ALWAYS\n"
+ " return true;\n"
+ " }\n"
+ "}\n\n");
+
+ // =================
+ // Input Selects
+ // =================
+
+ out.Write("struct State {\n"
+ " int4 Reg[4];\n"
+ " int4 TexColor;\n"
+ " int AlphaBump;\n"
+ "};\n"
+ "struct StageState {\n"
+ " uint stage;\n"
+ " uint order;\n"
+ " uint cc;\n"
+ " uint ac;\n");
+
+ // For D3D, we need to store colors in the struct, since we access it from outside
+ // the main function, where they are declared. Hopefully the compiler can propagate
+ // these through when it inlines the function.
+ if (ApiType == APIType::D3D)
+ {
+ for (u32 i = 0; i < numTexgen; i++)
+ out.Write(" float3 tex%d;\n", i);
+ out.Write(" float4 colors_0;\n"
+ " float4 colors_1;\n");
+ }
+
+ out.Write("};\n"
+ "\n"
+ "int4 getRasColor(State s, StageState ss);\n"
+ "int4 getKonstColor(State s, StageState ss);\n"
+ "\n"
+ "int3 selectColorInput(State s, StageState ss, uint index) {\n"
+ " switch (index) {\n"
+ " case 0u: // prev.rgb\n"
+ " return s.Reg[0].rgb;\n"
+ " case 1u: // prev.aaa\n"
+ " return s.Reg[0].aaa;\n"
+ " case 2u: // c0.rgb\n"
+ " return s.Reg[1].rgb;\n"
+ " case 3u: // c0.aaa\n"
+ " return s.Reg[1].aaa;\n"
+ " case 4u: // c1.rgb\n"
+ " return s.Reg[2].rgb;\n"
+ " case 5u: // c1.aaa\n"
+ " return s.Reg[2].aaa;\n"
+ " case 6u: // c2.rgb\n"
+ " return s.Reg[3].rgb;\n"
+ " case 7u: // c2.aaa\n"
+ " return s.Reg[3].aaa;\n"
+ " case 8u:\n"
+ " return s.TexColor.rgb;\n"
+ " case 9u:\n"
+ " return s.TexColor.aaa;\n"
+ " case 10u:\n"
+ " return getRasColor(s, ss).rgb;\n"
+ " case 11u:\n"
+ " return getRasColor(s, ss).aaa;\n"
+ " case 12u: // One\n"
+ " return int3(255, 255, 255);\n"
+ " case 13u: // Half\n"
+ " return int3(128, 128, 128);\n"
+ " case 14u:\n"
+ " return getKonstColor(s, ss).rgb;\n"
+ " case 15u: // Zero\n"
+ " return int3(0, 0, 0);\n"
+ " }\n"
+ "}\n"
+ "\n"
+ "int selectAlphaInput(State s, StageState ss, uint index) {\n"
+ " switch (index) {\n"
+ " case 0u: // prev.a\n"
+ " return s.Reg[0].a;\n"
+ " case 1u: // c0.a\n"
+ " return s.Reg[1].a;\n"
+ " case 2u: // c1.a\n"
+ " return s.Reg[2].a;\n"
+ " case 3u: // c2.a\n"
+ " return s.Reg[3].a;\n"
+ " case 4u:\n"
+ " return s.TexColor.a;\n"
+ " case 5u:\n"
+ " return getRasColor(s, ss).a;\n"
+ " case 6u:\n"
+ " return getKonstColor(s, ss).a;\n"
+ " case 7u: // Zero\n"
+ " return 0;\n"
+ " }\n"
+ "}\n"
+ "\n"
+ "int4 getTevReg(in State s, uint index) {\n"
+ " switch (index) {\n"
+ " case 0u: // prev\n"
+ " return s.Reg[0];\n"
+ " case 1u: // c0\n"
+ " return s.Reg[1];\n"
+ " case 2u: // c1\n"
+ " return s.Reg[2];\n"
+ " case 3u: // c2\n"
+ " return s.Reg[3];\n"
+ " default: // prev\n"
+ " return s.Reg[0];\n"
+ " }\n"
+ "}\n"
+ "\n"
+ "void setRegColor(inout State s, uint index, int3 color) {\n"
+ " switch (index) {\n"
+ " case 0u: // prev\n"
+ " s.Reg[0].rgb = color;\n"
+ " break;\n"
+ " case 1u: // c0\n"
+ " s.Reg[1].rgb = color;\n"
+ " break;\n"
+ " case 2u: // c1\n"
+ " s.Reg[2].rgb = color;\n"
+ " break;\n"
+ " case 3u: // c2\n"
+ " s.Reg[3].rgb = color;\n"
+ " break;\n"
+ " }\n"
+ "}\n"
+ "\n"
+ "void setRegAlpha(inout State s, uint index, int alpha) {\n"
+ " switch (index) {\n"
+ " case 0u: // prev\n"
+ " s.Reg[0].a = alpha;\n"
+ " break;\n"
+ " case 1u: // c0\n"
+ " s.Reg[1].a = alpha;\n"
+ " break;\n"
+ " case 2u: // c1\n"
+ " s.Reg[2].a = alpha;\n"
+ " break;\n"
+ " case 3u: // c2\n"
+ " s.Reg[3].a = alpha;\n"
+ " break;\n"
+ " }\n"
+ "}\n"
+ "\n");
+
+ // Since the texture coodinate variables aren't global, we need to pass
+ // them to the select function in D3D.
+ if (numTexgen > 0)
+ {
+ if (ApiType != APIType::D3D)
+ {
+ out.Write("#define getTexCoord(index) selectTexCoord((index))\n\n");
+ }
+ else
+ {
+ out.Write("#define getTexCoord(index) selectTexCoord((index)");
+ for (u32 i = 0; i < numTexgen; i++)
+ out.Write(", tex%u", i);
+ out.Write(")\n\n");
+ }
+ }
+
+ if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
+ {
+ if (early_depth && host_config.backend_early_z)
+ out.Write("FORCE_EARLY_Z;\n");
+
+ out.Write("void main()\n{\n");
+ out.Write(" float4 rawpos = gl_FragCoord;\n");
+ }
+ else // D3D
+ {
+ if (early_depth && host_config.backend_early_z)
+ out.Write("[earlydepthstencil]\n");
+
+ out.Write("void main(\n"
+ " out float4 ocol0 : SV_Target0,\n"
+ " out float4 ocol1 : SV_Target1,\n"
+ " %s\n",
+ per_pixel_depth ? "\n out float depth : SV_Depth," : "");
+ out.Write(" in float4 rawpos : SV_Position,\n");
+
+ out.Write(" in %s float4 colors_0 : COLOR0,\n", GetInterpolationQualifier(msaa, ssaa));
+ out.Write(" in %s float4 colors_1 : COLOR1", GetInterpolationQualifier(msaa, ssaa));
+
+ // compute window position if needed because binding semantic WPOS is not widely supported
+ for (u32 i = 0; i < numTexgen; ++i)
+ out.Write(",\n in %s float3 tex%u : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa), i,
+ i);
+ out.Write("\n,\n in %s float4 clipPos : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa),
+ numTexgen);
+ if (per_pixel_lighting)
+ {
+ out.Write(",\n in %s float3 Normal : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa),
+ numTexgen + 1);
+ out.Write(",\n in %s float3 WorldPos : TEXCOORD%u", GetInterpolationQualifier(msaa, ssaa),
+ numTexgen + 2);
+ }
+ out.Write(",\n in float clipDist0 : SV_ClipDistance0\n");
+ out.Write(",\n in float clipDist1 : SV_ClipDistance1\n");
+ if (stereo)
+ out.Write(",\n in uint layer : SV_RenderTargetArrayIndex\n");
+ out.Write("\n ) {\n");
+ }
+
+ out.Write(" int3 tevcoord = int3(0, 0, 0);\n"
+ " State s;\n"
+ " s.TexColor = int4(0, 0, 0, 0);\n"
+ " s.AlphaBump = 0;\n"
+ "\n");
+ for (int i = 0; i < 4; i++)
+ out.Write(" s.Reg[%d] = " I_COLORS "[%d];\n", i, i);
+
+ out.Write(" uint num_stages = %s;\n\n",
+ BitfieldExtract("bpmem_genmode", bpmem.genMode.numtevstages).c_str());
+
+ out.Write(" // Main tev loop\n");
+ if (ApiType == APIType::D3D)
+ {
+ // Tell DirectX we don't want this loop unrolled (it crashes if it tries to)
+ out.Write(" [loop]\n");
+ }
+
+ out.Write(" for(uint stage = 0u; stage <= num_stages; stage++)\n"
+ " {\n"
+ " StageState ss;\n"
+ " ss.stage = stage;\n"
+ " ss.cc = bpmem_combiners(stage).x;\n"
+ " ss.ac = bpmem_combiners(stage).y;\n"
+ " ss.order = bpmem_tevorder(stage>>1);\n"
+ " if ((stage & 1u) == 1u)\n"
+ " ss.order = ss.order >> %d;\n\n",
+ int(TwoTevStageOrders().enable1.StartBit() - TwoTevStageOrders().enable0.StartBit()));
+
+ if (ApiType == APIType::D3D)
+ {
+ out.Write(" ss.colors_0 = colors_0;\n"
+ " ss.colors_1 = colors_1;\n");
+ }
+
+ // Disable texturing when there are no texgens (for now)
+ if (numTexgen != 0)
+ {
+ out.Write(" uint tex_coord = %s;\n",
+ BitfieldExtract("ss.order", TwoTevStageOrders().texcoord0).c_str());
+ out.Write(" float3 uv = getTexCoord(tex_coord);\n"
+ " int2 fixedPoint_uv = int2((uv.z == 0.0 ? uv.xy : (uv.xy / uv.z)) * " I_TEXDIMS
+ "[tex_coord].zw);\n"
+ "\n"
+ " bool texture_enabled = (ss.order & %du) != 0u;\n",
+ 1 << TwoTevStageOrders().enable0.StartBit());
+ out.Write("\n"
+ " // Indirect textures\n"
+ " uint tevind = bpmem_tevind(stage);\n"
+ " if (tevind != 0u)\n"
+ " {\n"
+ " uint bs = %s;\n",
+ BitfieldExtract("tevind", TevStageIndirect().bs).c_str());
+ out.Write(" uint fmt = %s;\n", BitfieldExtract("tevind", TevStageIndirect().fmt).c_str());
+ out.Write(" uint bias = %s;\n",
+ BitfieldExtract("tevind", TevStageIndirect().bias).c_str());
+ out.Write(" uint bt = %s;\n", BitfieldExtract("tevind", TevStageIndirect().bt).c_str());
+ out.Write(" uint mid = %s;\n", BitfieldExtract("tevind", TevStageIndirect().mid).c_str());
+ out.Write("\n");
+ out.Write(" int3 indcoord;\n");
+ LookupIndirectTexture("indcoord", "bt");
+ out.Write(" if (bs != 0u)\n"
+ " s.AlphaBump = indcoord[bs - 1u];\n"
+ " switch(fmt)\n"
+ " {\n"
+ " case %iu:\n",
+ ITF_8);
+ out.Write(" indcoord.x = indcoord.x + ((bias & 1u) != 0u ? -128 : 0);\n"
+ " indcoord.y = indcoord.y + ((bias & 2u) != 0u ? -128 : 0);\n"
+ " indcoord.z = indcoord.z + ((bias & 4u) != 0u ? -128 : 0);\n"
+ " s.AlphaBump = s.AlphaBump & 0xf8;\n"
+ " break;\n"
+ " case %iu:\n",
+ ITF_5);
+ out.Write(" indcoord.x = (indcoord.x & 0x1f) + ((bias & 1u) != 0u ? 1 : 0);\n"
+ " indcoord.y = (indcoord.y & 0x1f) + ((bias & 2u) != 0u ? 1 : 0);\n"
+ " indcoord.z = (indcoord.z & 0x1f) + ((bias & 4u) != 0u ? 1 : 0);\n"
+ " s.AlphaBump = s.AlphaBump & 0xe0;\n"
+ " break;\n"
+ " case %iu:\n",
+ ITF_4);
+ out.Write(" indcoord.x = (indcoord.x & 0x0f) + ((bias & 1u) != 0u ? 1 : 0);\n"
+ " indcoord.y = (indcoord.y & 0x0f) + ((bias & 2u) != 0u ? 1 : 0);\n"
+ " indcoord.z = (indcoord.z & 0x0f) + ((bias & 4u) != 0u ? 1 : 0);\n"
+ " s.AlphaBump = s.AlphaBump & 0xf0;\n"
+ " break;\n"
+ " case %iu:\n",
+ ITF_3);
+ out.Write(" indcoord.x = (indcoord.x & 0x07) + ((bias & 1u) != 0u ? 1 : 0);\n"
+ " indcoord.y = (indcoord.y & 0x07) + ((bias & 2u) != 0u ? 1 : 0);\n"
+ " indcoord.z = (indcoord.z & 0x07) + ((bias & 4u) != 0u ? 1 : 0);\n"
+ " s.AlphaBump = s.AlphaBump & 0xf8;\n"
+ " break;\n"
+ " }\n"
+ "\n"
+ " // Matrix multiply\n"
+ " int2 indtevtrans = int2(0, 0);\n"
+ " if ((mid & 3u) != 0u)\n"
+ " {\n"
+ " uint mtxidx = 2u * ((mid & 3u) - 1u);\n"
+ " int shift = " I_INDTEXMTX "[mtxidx].w;\n"
+ "\n"
+ " switch (mid >> 2)\n"
+ " {\n"
+ " case 0u: // 3x2 S0.10 matrix\n"
+ " indtevtrans = int2(idot(" I_INDTEXMTX
+ "[mtxidx].xyz, indcoord), idot(" I_INDTEXMTX "[mtxidx + 1u].xyz, indcoord)) >> 3;\n"
+ " break;\n"
+ " case 1u: // S matrix, S17.7 format\n"
+ " indtevtrans = (fixedPoint_uv * indcoord.xx) >> 8;\n"
+ " break;\n"
+ " case 2u: // T matrix, S17.7 format\n"
+ " indtevtrans = (fixedPoint_uv * indcoord.yy) >> 8;\n"
+ " break;\n"
+ " }\n"
+ "\n"
+ " if (shift >= 0)\n"
+ " indtevtrans = indtevtrans >> shift;\n"
+ " else\n"
+ " indtevtrans = indtevtrans << ((-shift) & 31);\n"
+ " }\n"
+ "\n"
+ " // Wrapping\n"
+ " uint sw = %s;\n",
+ BitfieldExtract("tevind", TevStageIndirect().sw).c_str());
+ out.Write(" uint tw = %s; \n", BitfieldExtract("tevind", TevStageIndirect().tw).c_str());
+ out.Write(
+ " int2 wrapped_coord = int2(Wrap(fixedPoint_uv.x, sw), Wrap(fixedPoint_uv.y, tw));\n"
+ "\n"
+ " if ((tevind & %du) != 0u) // add previous tevcoord\n",
+ 1 << TevStageIndirect().fb_addprev.StartBit());
+ out.Write(" tevcoord.xy += wrapped_coord + indtevtrans;\n"
+ " else\n"
+ " tevcoord.xy = wrapped_coord + indtevtrans;\n"
+ "\n"
+ " // Emulate s24 overflows\n"
+ " tevcoord.xy = (tevcoord.xy << 8) >> 8;\n"
+ " }\n"
+ " else if (texture_enabled)\n"
+ " {\n"
+ " tevcoord.xy = fixedPoint_uv;\n"
+ " }\n"
+ "\n"
+ " // Sample texture for stage\n"
+ " if(texture_enabled) {\n"
+ " uint sampler_num = %s;\n",
+ BitfieldExtract("ss.order", TwoTevStageOrders().texmap0).c_str());
+ out.Write("\n"
+ " float2 uv = (float2(tevcoord.xy)) * " I_TEXDIMS "[sampler_num].xy;\n"
+ "\n"
+ " int4 color = sampleTexture(sampler_num, uv);\n"
+ "\n"
+ " uint swap = %s;\n",
+ BitfieldExtract("ss.ac", TevStageCombiner().alphaC.tswap).c_str());
+ out.Write(" s.TexColor = Swizzle(swap, color);\n");
+ out.Write(" } else {\n"
+ " // Texture is disabled\n"
+ " s.TexColor = int4(255, 255, 255, 255);\n"
+ " }\n"
+ "\n");
+ }
+
+ out.Write(" // This is the Meat of TEV\n"
+ " {\n"
+ " // Color Combiner\n");
+ out.Write(" uint color_a = %s;\n",
+ BitfieldExtract("ss.cc", TevStageCombiner().colorC.a).c_str());
+ out.Write(" uint color_b = %s;\n",
+ BitfieldExtract("ss.cc", TevStageCombiner().colorC.b).c_str());
+ out.Write(" uint color_c = %s;\n",
+ BitfieldExtract("ss.cc", TevStageCombiner().colorC.c).c_str());
+ out.Write(" uint color_d = %s;\n",
+ BitfieldExtract("ss.cc", TevStageCombiner().colorC.d).c_str());
+
+ out.Write(" uint color_bias = %s;\n",
+ BitfieldExtract("ss.cc", TevStageCombiner().colorC.bias).c_str());
+ out.Write(" bool color_op = bool(%s);\n",
+ BitfieldExtract("ss.cc", TevStageCombiner().colorC.op).c_str());
+ out.Write(" bool color_clamp = bool(%s);\n",
+ BitfieldExtract("ss.cc", TevStageCombiner().colorC.clamp).c_str());
+ out.Write(" uint color_shift = %s;\n",
+ BitfieldExtract("ss.cc", TevStageCombiner().colorC.shift).c_str());
+ out.Write(" uint color_dest = %s;\n",
+ BitfieldExtract("ss.cc", TevStageCombiner().colorC.dest).c_str());
+
+ out.Write(
+ " uint color_compare_op = color_shift << 1 | uint(color_op);\n"
+ "\n"
+ " int3 color_A = selectColorInput(s, ss, color_a) & int3(255, 255, 255);\n"
+ " int3 color_B = selectColorInput(s, ss, color_b) & int3(255, 255, 255);\n"
+ " int3 color_C = selectColorInput(s, ss, color_c) & int3(255, 255, 255);\n"
+ " int3 color_D = selectColorInput(s, ss, color_d); // 10 bits + sign\n" // TODO: do we
+ // need to sign
+ // extend?
+ "\n"
+ " int3 color;\n"
+ " if(color_bias != 3u) { // Normal mode\n"
+ " color = tevLerp3(color_A, color_B, color_C, color_D, color_bias, color_op, false, "
+ "color_shift);\n"
+ " } else { // Compare mode\n"
+ " // op 6 and 7 do a select per color channel\n"
+ " if (color_compare_op == 6u) {\n"
+ " // TEVCMP_RGB8_GT\n"
+ " color.r = (color_A.r > color_B.r) ? color_C.r : 0;\n"
+ " color.g = (color_A.g > color_B.g) ? color_C.g : 0;\n"
+ " color.b = (color_A.b > color_B.b) ? color_C.b : 0;\n"
+ " } else if (color_compare_op == 7u) {\n"
+ " // TEVCMP_RGB8_EQ\n"
+ " color.r = (color_A.r == color_B.r) ? color_C.r : 0;\n"
+ " color.g = (color_A.g == color_B.g) ? color_C.g : 0;\n"
+ " color.b = (color_A.b == color_B.b) ? color_C.b : 0;\n"
+ " } else {\n"
+ " // The remaining ops do one compare which selects all 3 channels\n"
+ " color = tevCompare(color_compare_op, color_A, color_B) ? color_C : int3(0, 0, "
+ "0);\n"
+ " }\n"
+ " color = color_D + color;\n"
+ " }\n"
+ "\n"
+ " // Clamp result\n"
+ " if (color_clamp)\n"
+ " color = clamp(color, 0, 255);\n"
+ " else\n"
+ " color = clamp(color, -1024, 1023);\n"
+ "\n"
+ " // Write result to the correct input register of the next stage\n"
+ " setRegColor(s, color_dest, color);\n"
+ "\n");
+
+ // Alpha combiner
+ out.Write(" // Alpha Combiner\n");
+ out.Write(" uint alpha_a = %s;\n",
+ BitfieldExtract("ss.ac", TevStageCombiner().alphaC.a).c_str());
+ out.Write(" uint alpha_b = %s;\n",
+ BitfieldExtract("ss.ac", TevStageCombiner().alphaC.b).c_str());
+ out.Write(" uint alpha_c = %s;\n",
+ BitfieldExtract("ss.ac", TevStageCombiner().alphaC.c).c_str());
+ out.Write(" uint alpha_d = %s;\n",
+ BitfieldExtract("ss.ac", TevStageCombiner().alphaC.d).c_str());
+
+ out.Write(" uint alpha_bias = %s;\n",
+ BitfieldExtract("ss.ac", TevStageCombiner().alphaC.bias).c_str());
+ out.Write(" bool alpha_op = bool(%s);\n",
+ BitfieldExtract("ss.ac", TevStageCombiner().alphaC.op).c_str());
+ out.Write(" bool alpha_clamp = bool(%s);\n",
+ BitfieldExtract("ss.ac", TevStageCombiner().alphaC.clamp).c_str());
+ out.Write(" uint alpha_shift = %s;\n",
+ BitfieldExtract("ss.ac", TevStageCombiner().alphaC.shift).c_str());
+ out.Write(" uint alpha_dest = %s;\n",
+ BitfieldExtract("ss.ac", TevStageCombiner().alphaC.dest).c_str());
+
+ out.Write(
+ " uint alpha_compare_op = alpha_shift << 1 | uint(alpha_op);\n"
+ "\n"
+ " int alpha_A;\n"
+ " int alpha_B;\n"
+ " if (alpha_bias != 3u || alpha_compare_op > 5u) {\n"
+ " // Small optimisation here: alpha_A and alpha_B are unused by compare ops 0-5\n"
+ " alpha_A = selectAlphaInput(s, ss, alpha_a) & 255;\n"
+ " alpha_B = selectAlphaInput(s, ss, alpha_b) & 255;\n"
+ " };\n"
+ " int alpha_C = selectAlphaInput(s, ss, alpha_c) & 255;\n"
+ " int alpha_D = selectAlphaInput(s, ss, alpha_d); // 10 bits + sign\n" // TODO: do we
+ // need to sign
+ // extend?
+ "\n"
+ " int alpha;\n"
+ " if(alpha_bias != 3u) { // Normal mode\n"
+ " alpha = tevLerp(alpha_A, alpha_B, alpha_C, alpha_D, alpha_bias, alpha_op, "
+ "true, alpha_shift);\n"
+ " } else { // Compare mode\n"
+ " if (alpha_compare_op == 6u) {\n"
+ " // TEVCMP_A8_GT\n"
+ " alpha = (alpha_A > alpha_B) ? alpha_C : 0;\n"
+ " } else if (alpha_compare_op == 7u) {\n"
+ " // TEVCMP_A8_EQ\n"
+ " alpha = (alpha_A == alpha_B) ? alpha_C : 0;\n"
+ " } else {\n"
+ " // All remaining alpha compare ops actually compare the color channels\n"
+ " alpha = tevCompare(alpha_compare_op, color_A, color_B) ? alpha_C : 0;\n"
+ " }\n"
+ " alpha = alpha_D + alpha;\n"
+ " }\n"
+ "\n"
+ " // Clamp result\n"
+ " if (alpha_clamp)\n"
+ " alpha = clamp(alpha, 0, 255);\n"
+ " else\n"
+ " alpha = clamp(alpha, -1024, 1023);\n"
+ "\n"
+ " // Write result to the correct input register of the next stage\n"
+ " setRegAlpha(s, alpha_dest, alpha);\n"
+ " }\n");
+
+ out.Write(" } // Main tev loop\n"
+ "\n");
+
+ // Select the output color and alpha registers from the last stage.
+ out.Write(" int4 TevResult;\n");
+ out.Write(
+ " TevResult.xyz = getTevReg(s, %s).xyz;\n",
+ BitfieldExtract("bpmem_combiners(num_stages).x", TevStageCombiner().colorC.dest).c_str());
+ out.Write(
+ " TevResult.w = getTevReg(s, %s).w;\n",
+ BitfieldExtract("bpmem_combiners(num_stages).y", TevStageCombiner().alphaC.dest).c_str());
+
+ out.Write(" TevResult &= 255;\n\n");
+
+ if (host_config.fast_depth_calc)
+ {
+ if (ApiType == APIType::D3D || ApiType == APIType::Vulkan)
+ out.Write(" int zCoord = int((1.0 - rawpos.z) * 16777216.0);\n");
+ else
+ out.Write(" int zCoord = int(rawpos.z * 16777216.0);\n");
+ out.Write(" zCoord = clamp(zCoord, 0, 0xFFFFFF);\n"
+ "\n");
+ }
+ else
+ {
+ out.Write("\tint zCoord = " I_ZBIAS "[1].x + int((clipPos.z / clipPos.w) * float(" I_ZBIAS
+ "[1].y));\n");
+ }
+
+ // ===========
+ // ZFreeze
+ // ===========
+
+ if (per_pixel_depth)
+ {
+ // Zfreeze forces early depth off
+ out.Write(" // ZFreeze\n"
+ " if ((bpmem_genmode & %du) != 0u) {\n",
+ 1 << GenMode().zfreeze.StartBit());
+ out.Write(" float2 screenpos = rawpos.xy * " I_EFBSCALE ".xy;\n");
+ if (ApiType == APIType::OpenGL)
+ out.Write(" // Opengl has reversed vertical screenspace coordiantes\n"
+ " screenpos.y = 528.0 - screenpos.y;\n");
+
+ out.Write(" zCoord = int(" I_ZSLOPE ".z + " I_ZSLOPE ".x * screenpos.x + " I_ZSLOPE
+ ".y * screenpos.y);\n"
+ " }\n"
+ "\n");
+ }
+
+ // =================
+ // Depth Texture
+ // =================
+
+ out.Write(" // Depth Texture\n"
+ " int early_zCoord = zCoord;\n"
+ " if (bpmem_ztex_op != 0u) {\n"
+ " int ztex = int(" I_ZBIAS "[1].w); // fixed bias\n"
+ "\n"
+ " // Whatever texture was in our last stage, it's now our depth texture\n"
+ " ztex += idot(s.TexColor.xyzw, " I_ZBIAS "[0].xyzw);\n"
+ " ztex += (bpmem_ztex_op == 1u) ? zCoord : 0;\n"
+ " zCoord = ztex & 0xFFFFFF;\n"
+ " }\n"
+ "\n");
+
+ if (per_pixel_depth)
+ {
+ out.Write(" // If early depth is enabled, write to zbuffer before depth textures\n");
+ out.Write(" // If early depth isn't enabled, we write to the zbuffer here\n");
+ out.Write(" int zbuffer_zCoord = bpmem_early_ztest ? early_zCoord : zCoord;\n");
+ if (ApiType == APIType::D3D || ApiType == APIType::Vulkan)
+ out.Write(" depth = 1.0 - float(zbuffer_zCoord) / 16777216.0;\n");
+ else
+ out.Write(" depth = float(zbuffer_zCoord) / 16777216.0;\n");
+ }
+
+ out.Write(" // Alpha Test\n"
+ " if (bpmem_alphaTest != 0u) {\n"
+ " bool comp0 = alphaCompare(TevResult.a, " I_ALPHA ".r, %s);\n",
+ BitfieldExtract("bpmem_alphaTest", AlphaTest().comp0).c_str());
+ out.Write(" bool comp1 = alphaCompare(TevResult.a, " I_ALPHA ".g, %s);\n",
+ BitfieldExtract("bpmem_alphaTest", AlphaTest().comp1).c_str());
+ out.Write("\n"
+ " // These if statements are written weirdly to work around intel and qualcom bugs "
+ "with handling booleans.\n"
+ " switch (%s) {\n",
+ BitfieldExtract("bpmem_alphaTest", AlphaTest().logic).c_str());
+ out.Write(" case 0u: // AND\n"
+ " if (comp0 && comp1) break; else discard; break;\n"
+ " case 1u: // OR\n"
+ " if (comp0 || comp1) break; else discard; break;\n"
+ " case 2u: // XOR\n"
+ " if (comp0 != comp1) break; else discard; break;\n"
+ " case 3u: // XNOR\n"
+ " if (comp0 == comp1) break; else discard; break;\n"
+ " }\n"
+ " }\n"
+ "\n");
+
+ // =========
+ // Dithering
+ // =========
+ out.Write(" if (bpmem_dither) {\n"
+ " // Flipper uses a standard 2x2 Bayer Matrix for 6 bit dithering\n"
+ " // Here the matrix is encoded into the two factor constants\n"
+ " int2 dither = int2(rawpos.xy) & 1;\n"
+ " TevResult.rgb = (TevResult.rgb - (TevResult.rgb >> 6)) + abs(dither.y * 3 - "
+ "dither.x * 2);\n"
+ " }\n\n");
+
+ // =========
+ // Fog
+ // =========
+
+ // FIXME: Fog is implemented the same as ShaderGen, but ShaderGen's fog is all hacks.
+ // Should be fixed point, and should not make guesses about Range-Based adjustments.
+ out.Write(" // Fog\n"
+ " uint fog_function = %s;\n",
+ BitfieldExtract("bpmem_fogParam3", FogParam3().fsel).c_str());
+ out.Write(" if (fog_function != 0u) {\n"
+ " // TODO: This all needs to be converted from float to fixed point\n"
+ " float ze;\n"
+ " if (%s == 0u) {\n",
+ BitfieldExtract("bpmem_fogParam3", FogParam3().proj).c_str());
+ out.Write(" // perspective\n"
+ " // ze = A/(B - (Zs >> B_SHF)\n"
+ " ze = (" I_FOGF "[1].x * 16777216.0) / float(" I_FOGI ".y - (zCoord >> " I_FOGI
+ ".w));\n"
+ " } else {\n"
+ " // orthographic\n"
+ " // ze = a*Zs (here, no B_SHF)\n"
+ " ze = " I_FOGF "[1].x * float(zCoord) / 16777216.0;\n"
+ " }\n"
+ "\n"
+ " if (bool(%s)) {\n",
+ BitfieldExtract("bpmem_fogRangeBase", FogRangeParams::RangeBase().Enabled).c_str());
+ out.Write(" // x_adjust = sqrt((x-center)^2 + k^2)/k\n"
+ " // ze *= x_adjust\n"
+ " // TODO Instead of this theoretical calculation, we should use the\n"
+ " // coefficient table given in the fog range BP registers!\n"
+ " float x_adjust = (2.0 * (rawpos.x / " I_FOGF "[0].y)) - 1.0 - " I_FOGF
+ "[0].x; \n"
+ " x_adjust = sqrt(x_adjust * x_adjust + " I_FOGF "[0].z * " I_FOGF
+ "[0].z) / " I_FOGF "[0].z;\n"
+ " ze *= x_adjust;\n"
+ " }\n"
+ "\n"
+ " float fog = clamp(ze - " I_FOGF "[1].z, 0.0, 1.0);\n"
+ "\n"
+ " if (fog_function > 3u) {\n"
+ " switch (fog_function) {\n"
+ " case 4u:\n"
+ " fog = 1.0 - exp2(-8.0 * fog);\n"
+ " break;\n"
+ " case 5u:\n"
+ " fog = 1.0 - exp2(-8.0 * fog * fog);\n"
+ " break;\n"
+ " case 6u:\n"
+ " fog = exp2(-8.0 * (1.0 - fog));\n"
+ " break;\n"
+ " case 7u:\n"
+ " fog = 1.0 - fog;\n"
+ " fog = exp2(-8.0 * fog * fog);\n"
+ " break;\n"
+ " }\n"
+ " }\n"
+ "\n"
+ " int ifog = iround(fog * 256.0);\n"
+ " TevResult.rgb = (TevResult.rgb * (256 - ifog) + " I_FOGCOLOR ".rgb * ifog) >> 8;\n"
+ " }\n"
+ "\n");
+
+ // TODO: Do we still want to support two pass alpha blending?
+ out.Write(" if (bpmem_rgba6_format)\n"
+ " ocol0.rgb = float3(TevResult.rgb >> 2) / 63.0;\n"
+ " else\n"
+ " ocol0.rgb = float3(TevResult.rgb) / 255.0;\n"
+ "\n"
+ " if (bpmem_dstalpha != 0u)\n");
+ out.Write(" ocol0.a = float(%s >> 2) / 63.0;\n",
+ BitfieldExtract("bpmem_dstalpha", ConstantAlpha().alpha).c_str());
+ out.Write(" else\n"
+ " ocol0.a = float(TevResult.a >> 2) / 63.0;\n"
+ " \n");
+
+ if (use_dual_source)
+ {
+ out.Write(" // Dest alpha override (dual source blending)\n"
+ " // Colors will be blended against the alpha from ocol1 and\n"
+ " // the alpha from ocol0 will be written to the framebuffer.\n"
+ " ocol1 = float4(0.0, 0.0, 0.0, float(TevResult.a) / 255.0);\n");
+ }
+
+ if (bounding_box)
+ {
+ const char* atomic_op =
+ (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) ? "atomic" : "Interlocked";
+ out.Write(" if (bpmem_bounding_box) {\n");
+ out.Write(" if(bbox_data[0] > int(rawpos.x)) %sMin(bbox_data[0], int(rawpos.x));\n",
+ atomic_op);
+ out.Write(" if(bbox_data[1] < int(rawpos.x)) %sMax(bbox_data[1], int(rawpos.x));\n",
+ atomic_op);
+ out.Write(" if(bbox_data[2] > int(rawpos.y)) %sMin(bbox_data[2], int(rawpos.y));\n",
+ atomic_op);
+ out.Write(" if(bbox_data[3] < int(rawpos.y)) %sMax(bbox_data[3], int(rawpos.y));\n",
+ atomic_op);
+ out.Write(" }\n");
+ }
+
+ out.Write("}\n"
+ "\n"
+ "int4 getRasColor(State s, StageState ss) {\n"
+ " // Select Ras for stage\n"
+ " uint ras = %s;\n",
+ BitfieldExtract("ss.order", TwoTevStageOrders().colorchan0).c_str());
+ out.Write(" if (ras < 2u) { // Lighting Channel 0 or 1\n"
+ " int4 color = iround(((ras == 0u) ? %scolors_0 : %scolors_1) * 255.0);\n",
+ (ApiType == APIType::D3D) ? "ss." : "", (ApiType == APIType::D3D) ? "ss." : "");
+ out.Write(" uint swap = %s;\n",
+ BitfieldExtract("ss.ac", TevStageCombiner().alphaC.rswap).c_str());
+ out.Write(" return Swizzle(swap, color);\n");
+ out.Write(" } else if (ras == 5u) { // Alpha Bumb\n"
+ " return int4(s.AlphaBump, s.AlphaBump, s.AlphaBump, s.AlphaBump);\n"
+ " } else if (ras == 6u) { // Normalzied Alpha Bump\n"
+ " int normalized = s.AlphaBump | s.AlphaBump >> 5;\n"
+ " return int4(normalized, normalized, normalized, normalized);\n"
+ " } else {\n"
+ " return int4(0, 0, 0, 0);\n"
+ " }\n"
+ "}\n"
+ "\n"
+ "int4 getKonstColor(State s, StageState ss) {\n"
+ " // Select Konst for stage\n"
+ " // TODO: a switch case might be better here than an dynamically"
+ " // indexed uniform lookup\n"
+ " uint tevksel = bpmem_tevksel(ss.stage>>1);\n"
+ " if ((ss.stage & 1u) == 0u)\n"
+ " return int4(konstLookup[%s].rgb, konstLookup[%s].a);\n",
+ BitfieldExtract("tevksel", bpmem.tevksel[0].kcsel0).c_str(),
+ BitfieldExtract("tevksel", bpmem.tevksel[0].kasel0).c_str());
+ out.Write(" else\n"
+ " return int4(konstLookup[%s].rgb, konstLookup[%s].a);\n",
+ BitfieldExtract("tevksel", bpmem.tevksel[0].kcsel1).c_str(),
+ BitfieldExtract("tevksel", bpmem.tevksel[0].kasel1).c_str());
+ out.Write("}\n");
+
+ return out;
+}
+
+void EnumeratePixelShaderUids(const std::function<void(const PixelShaderUid&)>& callback)
+{
+ PixelShaderUid uid;
+ std::memset(&uid, 0, sizeof(uid));
+
+ for (u32 texgens = 0; texgens <= 8; texgens++)
+ {
+ auto* puid = uid.GetUidData<UberShader::pixel_ubershader_uid_data>();
+ puid->num_texgens = texgens;
+
+ for (u32 early_depth = 0; early_depth < 2; early_depth++)
+ {
+ puid->early_depth = early_depth != 0;
+ for (u32 per_pixel_depth = 0; per_pixel_depth < 2; per_pixel_depth++)
+ {
+ // Don't generate shaders where we have early depth tests enabled, and write gl_FragDepth.
+ if (early_depth && per_pixel_depth)
+ continue;
+
+ puid->per_pixel_depth = per_pixel_depth != 0;
+ callback(uid);
+ }
+ }
+ }
+}
+}