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authorNeoBrainX <NeoBrainX@gmail.com>2012-08-06 22:41:30 +0200
committerNeoBrainX <NeoBrainX@gmail.com>2013-01-28 21:05:29 +0100
commitca0e292dd4553d078393d626444c2b88922f5b62 (patch)
tree9b47e894a9936bbd47acbbba9a6158b5b78306cb /Source/Core/VideoCommon
parenta8d4c78cec87e864cfa5410f14687d13308e38d7 (diff)
Replace the shader uid system with a new one which quasi-automatically generates uids for shaders.
Currently used in the vertex shader only (had to fork lighting shaders for now).
Diffstat (limited to 'Source/Core/VideoCommon')
-rw-r--r--Source/Core/VideoCommon/Src/Debugger.cpp2
-rw-r--r--Source/Core/VideoCommon/Src/VertexShaderGen.cpp597
-rw-r--r--Source/Core/VideoCommon/Src/VertexShaderGen.h122
3 files changed, 446 insertions, 275 deletions
diff --git a/Source/Core/VideoCommon/Src/Debugger.cpp b/Source/Core/VideoCommon/Src/Debugger.cpp
index 4aa25b72be..005f81c8e6 100644
--- a/Source/Core/VideoCommon/Src/Debugger.cpp
+++ b/Source/Core/VideoCommon/Src/Debugger.cpp
@@ -131,7 +131,7 @@ void GFXDebuggerBase::DumpVertexShader(const char* path)
sprintf(filename, "%sdump_vs.txt", path);
File::CreateEmptyFile(filename);
- File::WriteStringToFile(true, GenerateVertexShaderCode(g_nativeVertexFmt->m_components, g_ActiveConfig.backend_info.APIType), filename);
+/// File::WriteStringToFile(true, GenerateVertexShaderCode(g_nativeVertexFmt->m_components, g_ActiveConfig.backend_info.APIType), filename);
}
void GFXDebuggerBase::DumpPixelShaderConstants(const char* path)
diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
index cad117c2c8..d7134b6dcb 100644
--- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
@@ -26,149 +26,260 @@
#include "VertexShaderGen.h"
#include "VideoConfig.h"
-// Mash together all the inputs that contribute to the code of a generated vertex shader into
-// a unique identifier, basically containing all the bits. Yup, it's a lot ....
-void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components)
-{
- memset(uid->values, 0, sizeof(uid->values));
- uid->values[0] = components |
- (xfregs.numTexGen.numTexGens << 23) |
- (xfregs.numChan.numColorChans << 27) |
- (xfregs.dualTexTrans.enabled << 29);
+static char text[16768];
- // TODO: If pixel lighting is enabled, do we even have to bother about storing lighting related registers here?
- GetLightingShaderId(&uid->values[1]);
+enum GenOutput
+{
+ GO_ShaderCode,
+ GO_ShaderUid,
+};
+// TODO: Check if something goes wrong if the cached shaders used pixel lighting but it's disabled later??
+template<class T>
+void GenerateVSOutputStruct(T& object, u32 components, API_TYPE api_type)
+{
+ object.Write("struct VS_OUTPUT {\n");
+ object.Write(" float4 pos : POSITION;\n");
+ object.Write(" float4 colors_0 : COLOR0;\n");
+ object.Write(" float4 colors_1 : COLOR1;\n");
- uid->values[2] |= (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) << 31;
- u32 *pcurvalue = &uid->values[3];
- for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) {
- TexMtxInfo tinfo = xfregs.texMtxInfo[i];
- if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
- tinfo.hex &= 0x7ff;
- if (tinfo.texgentype != XF_TEXGEN_REGULAR)
- tinfo.projection = 0;
-
- u32 val = ((tinfo.hex >> 1) & 0x1ffff);
- if (xfregs.dualTexTrans.enabled && tinfo.texgentype == XF_TEXGEN_REGULAR) {
- // rewrite normalization and post index
- val |= ((u32)xfregs.postMtxInfo[i].index << 17) | ((u32)xfregs.postMtxInfo[i].normalize << 23);
- }
+ if (xfregs.numTexGen.numTexGens < 7)
+ {
+ for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
+ object.Write(" float3 tex%d : TEXCOORD%d;\n", i, i);
- switch (i & 3) {
- case 0: pcurvalue[0] |= val; break;
- case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break;
- case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break;
- case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break;
+ object.Write(" float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens);
+/// if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
+/// object.Write(" float4 Normal : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens + 1);
+ }
+ else
+ {
+ // clip position is in w of first 4 texcoords
+/// if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
+/// {
+/// for (int i = 0; i < 8; ++i)
+/// object.Write(" float4 tex%d : TEXCOORD%d;\n", i, i);
+/// }
+/// else
+ {
+ for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
+ object.Write(" float%d tex%d : TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, i);
}
}
+ object.Write("};\n");
}
-void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components)
+template<class T, GenOutput type>
+void _GenerateLightShader(T& object, int index, int litchan_index, const char* lightsName, int coloralpha)
{
- // Just store all used registers here without caring whether we need all bits or less.
- memset(uid->values, 0, sizeof(uid->values));
- u32* ptr = uid->values;
- *ptr++ = components;
- *ptr++ = xfregs.numTexGen.hex;
- *ptr++ = xfregs.numChan.hex;
- *ptr++ = xfregs.dualTexTrans.hex;
-
- for (int i = 0; i < 2; ++i) {
- *ptr++ = xfregs.color[i].hex;
- *ptr++ = xfregs.alpha[i].hex;
- }
- *ptr++ = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
- for (unsigned int i = 0; i < 8; ++i) {
- *ptr++ = xfregs.texMtxInfo[i].hex;
- *ptr++ = xfregs.postMtxInfo[i].hex;
+#define SetUidField(name, value) if (type == GO_ShaderUid) { object.GetUidData().name = value; };
+ const LitChannel& chan = (litchan_index > 1) ? xfregs.alpha[litchan_index-2] : xfregs.color[litchan_index];
+ const char* swizzle = "xyzw";
+ if (coloralpha == 1 ) swizzle = "xyz";
+ else if (coloralpha == 2 ) swizzle = "w";
+
+ SetUidField(lit_chans[litchan_index].attnfunc, chan.attnfunc);
+ SetUidField(lit_chans[litchan_index].diffusefunc, chan.diffusefunc);
+ if (!(chan.attnfunc & 1)) {
+ // atten disabled
+ switch (chan.diffusefunc) {
+ case LIGHTDIF_NONE:
+ object.Write("lacc.%s += %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
+ break;
+ case LIGHTDIF_SIGN:
+ case LIGHTDIF_CLAMP:
+ object.Write("ldir = normalize(%s.lights[%d].pos.xyz - pos.xyz);\n", lightsName, index);
+ object.Write("lacc.%s += %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n",
+ swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", lightsName, index, swizzle);
+ break;
+ default: _assert_(0);
+ }
}
- _assert_((ptr - uid->values) == uid->GetNumValues());
-}
-
-
-void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std::string& old_code, u32 components)
-{
- if (!g_ActiveConfig.bEnableShaderDebugging)
- return;
-
- VERTEXSHADERUIDSAFE new_id;
- GetSafeVertexShaderId(&new_id, components);
+ else { // spec and spot
+
+ if (chan.attnfunc == 3)
+ { // spot
+ object.Write("ldir = %s.lights[%d].pos.xyz - pos.xyz;\n", lightsName, index);
+ object.Write("dist2 = dot(ldir, ldir);\n"
+ "dist = sqrt(dist2);\n"
+ "ldir = ldir / dist;\n"
+ "attn = max(0.0f, dot(ldir, %s.lights[%d].dir.xyz));\n", lightsName, index);
+ object.Write("attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", lightsName, index, lightsName, index);
+ }
+ else if (chan.attnfunc == 1)
+ { // specular
+ object.Write("ldir = normalize(%s.lights[%d].pos.xyz);\n", lightsName, index);
+ object.Write("attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s.lights[%d].dir.xyz)) : 0.0f;\n", lightsName, index);
+ object.Write("attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1,attn,attn*attn));\n", lightsName, index, lightsName, index);
+ }
- if (!(old_id == new_id))
- {
- std::string new_code(GenerateVertexShaderCode(components, api));
- if (old_code != new_code)
+ switch (chan.diffusefunc)
{
- _assert_(old_id.GetNumValues() == new_id.GetNumValues());
-
- char msg[8192];
- char* ptr = msg;
- ptr += sprintf(ptr, "Vertex shader IDs matched but unique IDs did not!\nUnique IDs (old <-> new):\n");
- const int N = new_id.GetNumValues();
- for (int i = 0; i < N/2; ++i)
- ptr += sprintf(ptr, "%02d, %08X %08X | %08X %08X\n", 2*i, old_id.values[2*i], old_id.values[2*i+1],
- new_id.values[2*i], new_id.values[2*i+1]);
- if (N % 2)
- ptr += sprintf(ptr, "%02d, %08X | %08X\n", N-1, old_id.values[N-1], new_id.values[N-1]);
-
- static int num_failures = 0;
- char szTemp[MAX_PATH];
- sprintf(szTemp, "%svsuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
- std::ofstream file(szTemp);
- file << msg;
- file << "\n\nOld shader code:\n" << old_code;
- file << "\n\nNew shader code:\n" << new_code;
- file.close();
-
- PanicAlert("Unique pixel shader ID mismatch!\n\nReport this to the devs, along with the contents of %s.", szTemp);
+ case LIGHTDIF_NONE:
+ object.Write("lacc.%s += attn * %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
+ break;
+ case LIGHTDIF_SIGN:
+ case LIGHTDIF_CLAMP:
+ object.Write("lacc.%s += attn * %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n",
+ swizzle,
+ chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
+ lightsName,
+ index,
+ swizzle);
+ break;
+ default: _assert_(0);
}
}
+ object.Write("\n");
}
+// vertex shader
+// lights/colors
+// materials name is I_MATERIALS in vs and I_PMATERIALS in ps
+// inColorName is color in vs and colors_ in ps
+// dest is o.colors_ in vs and colors_ in ps
+template<class T, GenOutput type>
+void _GenerateLightingShader(T& object, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
+{
+ for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
+ {
+ const LitChannel& color = xfregs.color[j];
+ const LitChannel& alpha = xfregs.alpha[j];
-static char text[16384];
+ object.Write("{\n");
-#define WRITE p+=sprintf
+ SetUidField(lit_chans[j].matsource, xfregs.color[j].matsource);
+ if (color.matsource) {// from vertex
+ if (components & (VB_HAS_COL0 << j))
+ object.Write("mat = %s%d;\n", inColorName, j);
+ else if (components & VB_HAS_COL0)
+ object.Write("mat = %s0;\n", inColorName);
+ else
+ object.Write("mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
+ }
+ else // from color
+ object.Write("mat = %s.C%d;\n", materialsName, j+2);
+
+ SetUidField(lit_chans[j].enablelighting, xfregs.color[j].enablelighting);
+ if (color.enablelighting) {
+ SetUidField(lit_chans[j].ambsource, xfregs.color[j].ambsource);
+ if (color.ambsource) { // from vertex
+ if (components & (VB_HAS_COL0<<j) )
+ object.Write("lacc = %s%d;\n", inColorName, j);
+ else if (components & VB_HAS_COL0 )
+ object.Write("lacc = %s0;\n", inColorName);
+ else
+ object.Write("lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
+ }
+ else // from color
+ object.Write("lacc = %s.C%d;\n", materialsName, j);
+ }
+ else
+ {
+ object.Write("lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
+ }
-char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type)
-{
- WRITE(p, "struct VS_OUTPUT {\n");
- WRITE(p, " float4 pos : POSITION;\n");
- WRITE(p, " float4 colors_0 : COLOR0;\n");
- WRITE(p, " float4 colors_1 : COLOR1;\n");
+ // check if alpha is different
+ SetUidField(lit_chans[j+2].matsource, xfregs.alpha[j].matsource);
+ if (alpha.matsource != color.matsource) {
+ if (alpha.matsource) {// from vertex
+ if (components & (VB_HAS_COL0<<j))
+ object.Write("mat.w = %s%d.w;\n", inColorName, j);
+ else if (components & VB_HAS_COL0)
+ object.Write("mat.w = %s0.w;\n", inColorName);
+ else object.Write("mat.w = 1.0f;\n");
+ }
+ else // from color
+ object.Write("mat.w = %s.C%d.w;\n", materialsName, j+2);
+ }
- if (xfregs.numTexGen.numTexGens < 7) {
- for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
- WRITE(p, " float3 tex%d : TEXCOORD%d;\n", i, i);
- WRITE(p, " float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens);
- if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
- WRITE(p, " float4 Normal : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens + 1);
- } else {
- // clip position is in w of first 4 texcoords
- if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
+ SetUidField(lit_chans[j+2].enablelighting, xfregs.alpha[j].enablelighting);
+ if (alpha.enablelighting)
{
- for (int i = 0; i < 8; ++i)
- WRITE(p, " float4 tex%d : TEXCOORD%d;\n", i, i);
+ SetUidField(lit_chans[j+2].ambsource, xfregs.alpha[j].ambsource);
+ if (alpha.ambsource) {// from vertex
+ if (components & (VB_HAS_COL0<<j) )
+ object.Write("lacc.w = %s%d.w;\n", inColorName, j);
+ else if (components & VB_HAS_COL0 )
+ object.Write("lacc.w = %s0.w;\n", inColorName);
+ else
+ object.Write("lacc.w = 0.0f;\n");
+ }
+ else // from color
+ object.Write("lacc.w = %s.C%d.w;\n", materialsName, j);
}
else
{
- for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
- WRITE(p, " float%d tex%d : TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, i);
+ object.Write("lacc.w = 1.0f;\n");
}
- }
- WRITE(p, "};\n");
- return p;
+ if(color.enablelighting && alpha.enablelighting)
+ {
+ // both have lighting, test if they use the same lights
+ int mask = 0;
+ SetUidField(lit_chans[j].attnfunc, color.attnfunc);
+ SetUidField(lit_chans[j+2].attnfunc, alpha.attnfunc);
+ SetUidField(lit_chans[j].diffusefunc, color.diffusefunc);
+ SetUidField(lit_chans[j+2].diffusefunc, alpha.diffusefunc);
+ SetUidField(lit_chans[j].light_mask, color.GetFullLightMask());
+ SetUidField(lit_chans[j+2].light_mask, alpha.GetFullLightMask());
+ if(color.lightparams == alpha.lightparams)
+ {
+ mask = color.GetFullLightMask() & alpha.GetFullLightMask();
+ if(mask)
+ {
+ for (int i = 0; i < 8; ++i)
+ {
+ if (mask & (1<<i))
+ {
+ _GenerateLightShader<T,type>(object, i, j, lightsName, 3);
+ }
+ }
+ }
+ }
+
+ // no shared lights
+ for (int i = 0; i < 8; ++i)
+ {
+ if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
+ _GenerateLightShader<T,type>(object, i, j, lightsName, 1);
+ if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
+ _GenerateLightShader<T,type>(object, i, j+2, lightsName, 2);
+ }
+ }
+ else if (color.enablelighting || alpha.enablelighting)
+ {
+ // lights are disabled on one channel so process only the active ones
+ const LitChannel& workingchannel = color.enablelighting ? color : alpha;
+ const int lit_index = color.enablelighting ? j : (j+2);
+ int coloralpha = color.enablelighting ? 1 : 2;
+
+ SetUidField(lit_chans[lit_index].light_mask, workingchannel.GetFullLightMask());
+ for (int i = 0; i < 8; ++i)
+ {
+ if (workingchannel.GetFullLightMask() & (1<<i))
+ _GenerateLightShader<T,type>(object, i, lit_index, lightsName, coloralpha);
+ }
+ }
+ object.Write("%s%d = mat * saturate(lacc);\n", dest, j);
+ object.Write("}\n");
+ }
}
-const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
+// TODO: Problem: this one uses copy constructors or sth for uids when returning...
+template<class T, GenOutput type>
+void GenerateShader(T& out, u32 components, API_TYPE api_type)
{
- setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
- text[sizeof(text) - 1] = 0x7C; // canary
+#undef SetUidField
+#define SetUidField(name, value) if (type == GO_ShaderUid) {out.GetUidData().name = value; };
+
+ if (type == GO_ShaderCode)
+ {
+ out.SetBuffer(text);
+ setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
+ }
+
+ /// text[sizeof(text) - 1] = 0x7C; // canary
- _assert_(bpmem.genMode.numtexgens == xfregs.numTexGen.numTexGens);
- _assert_(bpmem.genMode.numcolchans == xfregs.numChan.numColorChans);
-
bool is_d3d = (api_type & API_D3D9 || api_type == API_D3D11);
u32 lightMask = 0;
if (xfregs.numChan.numColorChans > 0)
@@ -176,141 +287,146 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
if (xfregs.numChan.numColorChans > 1)
lightMask |= xfregs.color[1].GetFullLightMask() | xfregs.alpha[1].GetFullLightMask();
- char *p = text;
- WRITE(p, "//Vertex Shader: comp:%x, \n", components);
- WRITE(p, "typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_" I_POSNORMALMATRIX";\n"
- "typedef struct { float4 t; } FLT4;\n"
- "typedef struct { FLT4 T[24]; } s_" I_TEXMATRICES";\n"
- "typedef struct { FLT4 T[64]; } s_" I_TRANSFORMMATRICES";\n"
- "typedef struct { FLT4 T[32]; } s_" I_NORMALMATRICES";\n"
- "typedef struct { FLT4 T[64]; } s_" I_POSTTRANSFORMMATRICES";\n"
- "typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n"
- "typedef struct { Light lights[8]; } s_" I_LIGHTS";\n"
- "typedef struct { float4 C0, C1, C2, C3; } s_" I_MATERIALS";\n"
- "typedef struct { float4 T0, T1, T2, T3; } s_" I_PROJECTION";\n"
- );
-
- p = GenerateVSOutputStruct(p, components, api_type);
+ out.Write("//Vertex Shader: comp:%x, \n", components);
+ out.Write("typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_" I_POSNORMALMATRIX";\n"
+ "typedef struct { float4 t; } FLT4;\n"
+ "typedef struct { FLT4 T[24]; } s_" I_TEXMATRICES";\n"
+ "typedef struct { FLT4 T[64]; } s_" I_TRANSFORMMATRICES";\n"
+ "typedef struct { FLT4 T[32]; } s_" I_NORMALMATRICES";\n"
+ "typedef struct { FLT4 T[64]; } s_" I_POSTTRANSFORMMATRICES";\n"
+ "typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n"
+ "typedef struct { Light lights[8]; } s_" I_LIGHTS";\n"
+ "typedef struct { float4 C0, C1, C2, C3; } s_" I_MATERIALS";\n"
+ "typedef struct { float4 T0, T1, T2, T3; } s_" I_PROJECTION";\n"
+ );
+
+/// p = GenerateVSOutputStruct(p, components, api_type);
+ GenerateVSOutputStruct(out, components, api_type);
// uniforms
- WRITE(p, "uniform s_" I_TRANSFORMMATRICES" " I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
- WRITE(p, "uniform s_" I_TEXMATRICES" " I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES); // also using tex matrices
- WRITE(p, "uniform s_" I_NORMALMATRICES" " I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES);
- WRITE(p, "uniform s_" I_POSNORMALMATRIX" " I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX);
- WRITE(p, "uniform s_" I_POSTTRANSFORMMATRICES" " I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES);
- WRITE(p, "uniform s_" I_LIGHTS" " I_LIGHTS" : register(c%d);\n", C_LIGHTS);
- WRITE(p, "uniform s_" I_MATERIALS" " I_MATERIALS" : register(c%d);\n", C_MATERIALS);
- WRITE(p, "uniform s_" I_PROJECTION" " I_PROJECTION" : register(c%d);\n", C_PROJECTION);
- WRITE(p, "uniform float4 " I_DEPTHPARAMS" : register(c%d);\n", C_DEPTHPARAMS);
-
- WRITE(p, "VS_OUTPUT main(\n");
-
+ out.Write("uniform s_" I_TRANSFORMMATRICES" " I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
+ out.Write("uniform s_" I_TEXMATRICES" " I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES);
+ out.Write("uniform s_" I_NORMALMATRICES" " I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES);
+ out.Write("uniform s_" I_POSNORMALMATRIX" " I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX);
+ out.Write("uniform s_" I_POSTTRANSFORMMATRICES" " I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES);
+ out.Write("uniform s_" I_LIGHTS" " I_LIGHTS" : register(c%d);\n", C_LIGHTS);
+ out.Write("uniform s_" I_MATERIALS" " I_MATERIALS" : register(c%d);\n", C_MATERIALS);
+ out.Write("uniform s_" I_PROJECTION" " I_PROJECTION" : register(c%d);\n", C_PROJECTION);
+ out.Write("uniform float4 " I_DEPTHPARAMS" : register(c%d);\n", C_DEPTHPARAMS);
+
+ out.Write("VS_OUTPUT main(\n");
+
+ SetUidField(numTexGens, xfregs.numTexGen.numTexGens);
+ SetUidField(components, components);
// inputs
if (components & VB_HAS_NRM0)
- WRITE(p, " float3 rawnorm0 : NORMAL0,\n");
- if (components & VB_HAS_NRM1) {
+ out.Write(" float3 rawnorm0 : NORMAL0,\n");
+ if (components & VB_HAS_NRM1)
+ {
if (is_d3d)
- WRITE(p, " float3 rawnorm1 : NORMAL1,\n");
+ out.Write(" float3 rawnorm1 : NORMAL1,\n");
else
- WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
+ out.Write(" float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
}
- if (components & VB_HAS_NRM2) {
+ if (components & VB_HAS_NRM2)
+ {
if (is_d3d)
- WRITE(p, " float3 rawnorm2 : NORMAL2,\n");
+ out.Write(" float3 rawnorm2 : NORMAL2,\n");
else
- WRITE(p, " float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
+ out.Write(" float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
}
if (components & VB_HAS_COL0)
- WRITE(p, " float4 color0 : COLOR0,\n");
+ out.Write(" float4 color0 : COLOR0,\n");
if (components & VB_HAS_COL1)
- WRITE(p, " float4 color1 : COLOR1,\n");
+ out.Write(" float4 color1 : COLOR1,\n");
for (int i = 0; i < 8; ++i) {
u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
- WRITE(p, " float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
+ out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
}
if (components & VB_HAS_POSMTXIDX) {
if (is_d3d)
{
- WRITE(p, " float4 blend_indices : BLENDINDICES,\n");
+ out.Write(" float4 blend_indices : BLENDINDICES,\n");
}
else
- WRITE(p, " float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
+ out.Write(" float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
}
- WRITE(p, " float4 rawpos : POSITION) {\n");
- WRITE(p, "VS_OUTPUT o;\n");
+ out.Write(" float4 rawpos : POSITION) {\n");
+ out.Write("VS_OUTPUT o;\n");
// transforms
if (components & VB_HAS_POSMTXIDX)
{
if (api_type & API_D3D9)
{
- WRITE(p, "int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n");
- WRITE(p, "int posmtx = indices.x;\n");
+ out.Write("int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n");
+ out.Write("int posmtx = indices.x;\n");
}
else if (api_type == API_D3D11)
{
- WRITE(p, "int posmtx = blend_indices.x * 255.0f;\n");
+ out.Write("int posmtx = blend_indices.x * 255.0f;\n");
}
else
{
- WRITE(p, "int posmtx = fposmtx;\n");
+ out.Write("int posmtx = fposmtx;\n");
}
- WRITE(p, "float4 pos = float4(dot(" I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot(" I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot(" I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos), 1);\n");
+ out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot(" I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot(" I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos), 1);\n");
if (components & VB_HAS_NRMALL) {
- WRITE(p, "int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
- WRITE(p, "float3 N0 = " I_NORMALMATRICES".T[normidx].t.xyz, N1 = " I_NORMALMATRICES".T[normidx+1].t.xyz, N2 = " I_NORMALMATRICES".T[normidx+2].t.xyz;\n");
+ out.Write("int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
+ out.Write("float3 N0 = " I_NORMALMATRICES".T[normidx].t.xyz, N1 = " I_NORMALMATRICES".T[normidx+1].t.xyz, N2 = " I_NORMALMATRICES".T[normidx+2].t.xyz;\n");
}
if (components & VB_HAS_NRM0)
- WRITE(p, "float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n");
+ out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n");
if (components & VB_HAS_NRM1)
- WRITE(p, "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
+ out.Write("float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
if (components & VB_HAS_NRM2)
- WRITE(p, "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
+ out.Write("float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
}
else
{
- WRITE(p, "float4 pos = float4(dot(" I_POSNORMALMATRIX".T0, rawpos), dot(" I_POSNORMALMATRIX".T1, rawpos), dot(" I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
+ out.Write("float4 pos = float4(dot(" I_POSNORMALMATRIX".T0, rawpos), dot(" I_POSNORMALMATRIX".T1, rawpos), dot(" I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
if (components & VB_HAS_NRM0)
- WRITE(p, "float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm0)));\n");
+ out.Write("float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm0)));\n");
if (components & VB_HAS_NRM1)
- WRITE(p, "float3 _norm1 = float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
+ out.Write("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
if (components & VB_HAS_NRM2)
- WRITE(p, "float3 _norm2 = float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
+ out.Write("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot(" I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot(" I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
}
if (!(components & VB_HAS_NRM0))
- WRITE(p, "float3 _norm0 = float3(0.0f, 0.0f, 0.0f);\n");
+ out.Write("float3 _norm0 = float3(0.0f, 0.0f, 0.0f);\n");
-
- WRITE(p, "o.pos = float4(dot(" I_PROJECTION".T0, pos), dot(" I_PROJECTION".T1, pos), dot(" I_PROJECTION".T2, pos), dot(" I_PROJECTION".T3, pos));\n");
- WRITE(p, "float4 mat, lacc;\n"
- "float3 ldir, h;\n"
- "float dist, dist2, attn;\n");
+ out.Write("o.pos = float4(dot(" I_PROJECTION".T0, pos), dot(" I_PROJECTION".T1, pos), dot(" I_PROJECTION".T2, pos), dot(" I_PROJECTION".T3, pos));\n");
+ out.Write("float4 mat, lacc;\n"
+ "float3 ldir, h;\n"
+ "float dist, dist2, attn;\n");
+
+ SetUidField(numColorChans, xfregs.numChan.numColorChans);
if(xfregs.numChan.numColorChans == 0)
{
if (components & VB_HAS_COL0)
- WRITE(p, "o.colors_0 = color0;\n");
+ out.Write("o.colors_0 = color0;\n");
else
- WRITE(p, "o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
+ out.Write("o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
// TODO: This probably isn't necessary if pixel lighting is enabled.
- p = GenerateLightingShader(p, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
+ _GenerateLightingShader<T,type>(out, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
if(xfregs.numChan.numColorChans < 2)
{
if (components & VB_HAS_COL1)
- WRITE(p, "o.colors_1 = color1;\n");
+ out.Write("o.colors_1 = color1;\n");
else
- WRITE(p, "o.colors_1 = o.colors_0;\n");
+ out.Write("o.colors_1 = o.colors_0;\n");
}
// special case if only pos and tex coord 0 and tex coord input is AB11
// donko - this has caused problems in some games. removed for now.
@@ -322,21 +438,22 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
*/
// transform texcoords
- WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
+ out.Write("float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) {
TexMtxInfo& texinfo = xfregs.texMtxInfo[i];
- WRITE(p, "{\n");
- WRITE(p, "coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
+ out.Write("{\n");
+ out.Write("coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
+ SetUidField(texMtxInfo[i].sourcerow, xfregs.texMtxInfo[i].sourcerow);
switch (texinfo.sourcerow) {
case XF_SRCGEOM_INROW:
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
- WRITE(p, "coord = rawpos;\n"); // pos.w is 1
+ out.Write("coord = rawpos;\n"); // pos.w is 1
break;
case XF_SRCNORMAL_INROW:
if (components & VB_HAS_NRM0) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
- WRITE(p, "coord = float4(rawnorm0.xyz, 1.0f);\n");
+ out.Write("coord = float4(rawnorm0.xyz, 1.0f);\n");
}
break;
case XF_SRCCOLORS_INROW:
@@ -345,72 +462,79 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
case XF_SRCBINORMAL_T_INROW:
if (components & VB_HAS_NRM1) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
- WRITE(p, "coord = float4(rawnorm1.xyz, 1.0f);\n");
+ out.Write("coord = float4(rawnorm1.xyz, 1.0f);\n");
}
break;
case XF_SRCBINORMAL_B_INROW:
if (components & VB_HAS_NRM2) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
- WRITE(p, "coord = float4(rawnorm2.xyz, 1.0f);\n");
+ out.Write("coord = float4(rawnorm2.xyz, 1.0f);\n");
}
break;
default:
_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
- WRITE(p, "coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
+ out.Write("coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
break;
}
// first transformation
+ SetUidField(texMtxInfo[i].texgentype, xfregs.texMtxInfo[i].texgentype);
switch (texinfo.texgentype) {
case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
// transform the light dir into tangent space
- WRITE(p, "ldir = normalize(" I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
- WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
+ SetUidField(texMtxInfo[i].embosslightshift, xfregs.texMtxInfo[i].embosslightshift);
+ SetUidField(texMtxInfo[i].embosssourceshift, xfregs.texMtxInfo[i].embosssourceshift);
+ out.Write("ldir = normalize(" I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
+ out.Write("o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
}
else
{
_assert_(0); // should have normals
- WRITE(p, "o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift);
+ SetUidField(texMtxInfo[i].embosssourceshift, xfregs.texMtxInfo[i].embosssourceshift);
+ out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift);
}
break;
case XF_TEXGEN_COLOR_STRGBC0:
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
- WRITE(p, "o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
+ out.Write("o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
break;
case XF_TEXGEN_COLOR_STRGBC1:
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
- WRITE(p, "o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
+ out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
break;
case XF_TEXGEN_REGULAR:
default:
+ SetUidField(texMtxInfo[i].projection, xfregs.texMtxInfo[i].projection);
if (components & (VB_HAS_TEXMTXIDX0<<i)) {
if (texinfo.projection == XF_TEXPROJ_STQ)
- WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+1].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+2].t));\n", i, i, i, i);
+ out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+1].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+2].t));\n", i, i, i, i);
else {
- WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+1].t), 1);\n", i, i, i);
+ out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+1].t), 1);\n", i, i, i);
}
}
else {
if (texinfo.projection == XF_TEXPROJ_STQ)
- WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t));\n", i, 3*i, 3*i+1, 3*i+2);
+ out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t));\n", i, 3*i, 3*i+1, 3*i+2);
else
- WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t), 1);\n", i, 3*i, 3*i+1);
+ out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t), 1);\n", i, 3*i, 3*i+1);
}
break;
}
+ SetUidField(dualTexTrans.enabled, xfregs.dualTexTrans.enabled);
if (xfregs.dualTexTrans.enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types?
const PostMtxInfo& postInfo = xfregs.postMtxInfo[i];
+ SetUidField(postMtxInfo[i].index, xfregs.postMtxInfo[i].index);
int postidx = postInfo.index;
- WRITE(p, "float4 P0 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
- "float4 P1 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
- "float4 P2 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n",
- postidx&0x3f, (postidx+1)&0x3f, (postidx+2)&0x3f);
+ out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
+ "float4 P1 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
+ "float4 P2 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n",
+ postidx&0x3f, (postidx+1)&0x3f, (postidx+2)&0x3f);
if (texGenSpecialCase) {
// no normalization
@@ -418,70 +542,71 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
// q of output is unknown
// multiply by postmatrix
- WRITE(p, "o.tex%d.xyz = float3(dot(P0.xy, o.tex%d.xy) + P0.z + P0.w, dot(P1.xy, o.tex%d.xy) + P1.z + P1.w, 0.0f);\n", i, i, i);
+ out.Write("o.tex%d.xyz = float3(dot(P0.xy, o.tex%d.xy) + P0.z + P0.w, dot(P1.xy, o.tex%d.xy) + P1.z + P1.w, 0.0f);\n", i, i, i);
}
else
{
+ SetUidField(postMtxInfo[i].normalize, xfregs.postMtxInfo[i].normalize);
if (postInfo.normalize)
- WRITE(p, "o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
+ out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
// multiply by postmatrix
- WRITE(p, "o.tex%d.xyz = float3(dot(P0.xyz, o.tex%d.xyz) + P0.w, dot(P1.xyz, o.tex%d.xyz) + P1.w, dot(P2.xyz, o.tex%d.xyz) + P2.w);\n", i, i, i, i);
+ out.Write("o.tex%d.xyz = float3(dot(P0.xyz, o.tex%d.xyz) + P0.w, dot(P1.xyz, o.tex%d.xyz) + P1.w, dot(P2.xyz, o.tex%d.xyz) + P2.w);\n", i, i, i, i);
}
}
- WRITE(p, "}\n");
+ out.Write("}\n");
}
// clipPos/w needs to be done in pixel shader, not here
if (xfregs.numTexGen.numTexGens < 7) {
- WRITE(p, "o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);\n");
+ out.Write("o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);\n");
} else {
- WRITE(p, "o.tex0.w = pos.x;\n");
- WRITE(p, "o.tex1.w = pos.y;\n");
- WRITE(p, "o.tex2.w = o.pos.z;\n");
- WRITE(p, "o.tex3.w = o.pos.w;\n");
+ out.Write("o.tex0.w = pos.x;\n");
+ out.Write("o.tex1.w = pos.y;\n");
+ out.Write("o.tex2.w = o.pos.z;\n");
+ out.Write("o.tex3.w = o.pos.w;\n");
}
- if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
+/* if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
if (xfregs.numTexGen.numTexGens < 7) {
- WRITE(p, "o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n");
+ out.Write("o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n");
} else {
- WRITE(p, "o.tex4.w = _norm0.x;\n");
- WRITE(p, "o.tex5.w = _norm0.y;\n");
- WRITE(p, "o.tex6.w = _norm0.z;\n");
+ out.Write("o.tex4.w = _norm0.x;\n");
+ out.Write("o.tex5.w = _norm0.y;\n");
+ out.Write("o.tex6.w = _norm0.z;\n");
if (xfregs.numTexGen.numTexGens < 8)
- WRITE(p, "o.tex7 = pos.xyzz;\n");
+ out.Write("o.tex7 = pos.xyzz;\n");
else
- WRITE(p, "o.tex7.w = pos.z;\n");
- }
+ out.Write("o.tex7.w = pos.z;\n");
+ }
if (components & VB_HAS_COL0)
- WRITE(p, "o.colors_0 = color0;\n");
+ out.Write("o.colors_0 = color0;\n");
if (components & VB_HAS_COL1)
- WRITE(p, "o.colors_1 = color1;\n");
- }
+ out.Write("o.colors_1 = color1;\n");
+ }*/
//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
//if not early z culling will improve speed
// TODO: Can probably be dropped?
if (is_d3d)
{
- WRITE(p, "o.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n");
+ out.Write("o.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n");
}
else
{
// this results in a scale from -1..0 to -1..1 after perspective
// divide
- WRITE(p, "o.pos.z = o.pos.w + o.pos.z * 2.0f;\n");
+ out.Write("o.pos.z = o.pos.w + o.pos.z * 2.0f;\n");
// Sonic Unleashed puts its final rendering at the near or
// far plane of the viewing frustrum(actually box, they use
// orthogonal projection for that), and we end up putting it
// just beyond, and the rendering gets clipped away. (The
// primitive gets dropped)
- WRITE(p, "o.pos.z = o.pos.z * 1048575.0f/1048576.0f;\n");
+ out.Write("o.pos.z = o.pos.z * 1048575.0f/1048576.0f;\n");
// the next steps of the OGL pipeline are:
// (x_c,y_c,z_c,w_c) = o.pos //switch to OGL spec terminology
@@ -489,7 +614,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
// (x_d,y_d,z_d) = (x_c,y_c,z_c)/w_c//perspective divide
// z_w = (f-n)/2*z_d + (n+f)/2
// z_w now contains the value to go to the 0..1 depth buffer
-
+
//trying to get the correct semantic while not using glDepthRange
//seems to get rather complicated
}
@@ -498,14 +623,24 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
{
// D3D9 is addressing pixel centers instead of pixel boundaries in clip space.
// Thus we need to offset the final position by half a pixel
- WRITE(p, "o.pos = o.pos + float4(" I_DEPTHPARAMS".z, " I_DEPTHPARAMS".w, 0.f, 0.f);\n");
+ out.Write("o.pos = o.pos + float4(" I_DEPTHPARAMS".z, " I_DEPTHPARAMS".w, 0.f, 0.f);\n");
}
- WRITE(p, "return o;\n}\n");
+ out.Write("return o;\n}\n");
+
+/// if (text[sizeof(text) - 1] != 0x7C)
+/// PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
+ if (type == GO_ShaderCode)
+ setlocale(LC_NUMERIC, ""); // restore locale
+}
- if (text[sizeof(text) - 1] != 0x7C)
- PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
- setlocale(LC_NUMERIC, ""); // restore locale
- return text;
+void GenerateShaderUid(ShaderUid& object, u32 components, API_TYPE api_type)
+{
+ return GenerateShader<ShaderUid, GO_ShaderUid>(object, components, api_type);
+}
+
+void GenerateShaderCode(ShaderCode& object, u32 components, API_TYPE api_type)
+{
+ return GenerateShader<ShaderCode, GO_ShaderCode>(object, components, api_type);
}
diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.h b/Source/Core/VideoCommon/Src/VertexShaderGen.h
index cb253a9b6c..11bb5c29f6 100644
--- a/Source/Core/VideoCommon/Src/VertexShaderGen.h
+++ b/Source/Core/VideoCommon/Src/VertexShaderGen.h
@@ -18,6 +18,7 @@
#ifndef GCOGL_VERTEXSHADER_H
#define GCOGL_VERTEXSHADER_H
+#include <stdarg.h>
#include "XFMemory.h"
#include "VideoCommon.h"
@@ -48,71 +49,106 @@
#define C_DEPTHPARAMS (C_POSTTRANSFORMMATRICES + 64)
#define C_VENVCONST_END (C_DEPTHPARAMS + 4)
-template<bool safe>
-class _VERTEXSHADERUID
+// TODO: Need packing?
+struct uid_data
{
-#define NUM_VSUID_VALUES_SAFE 25
-public:
- u32 values[safe ? NUM_VSUID_VALUES_SAFE : 9];
+ u32 components;
+ u32 numColorChans : 2;
+ u32 numTexGens : 4;
+
+ struct {
+ u32 projection : 1; // XF_TEXPROJ_X
+ u32 inputform : 2; // XF_TEXINPUT_X
+ u32 texgentype : 3; // XF_TEXGEN_X
+ u32 sourcerow : 5; // XF_SRCGEOM_X
+ u32 embosssourceshift : 3; // what generated texcoord to use
+ u32 embosslightshift : 3; // light index that is used
+ } texMtxInfo[8];
+ struct {
+ u32 index : 6; // base row of dual transform matrix
+ u32 normalize : 1; // normalize before send operation
+ } postMtxInfo[8];
+ struct {
+ u32 enabled : 1;
+ } dualTexTrans;
+ struct {
+ u32 matsource : 1;
+ u32 enablelighting : 1;
+ u32 ambsource : 1;
+ u32 diffusefunc : 2;
+ u32 attnfunc : 2;
+ u32 light_mask : 8;
+ } lit_chans[4];
+};
- _VERTEXSHADERUID()
- {
- }
- _VERTEXSHADERUID(const _VERTEXSHADERUID& r)
+class ShaderUid
+{
+public:
+ ShaderUid()
{
- for (size_t i = 0; i < sizeof(values) / sizeof(u32); ++i)
- values[i] = r.values[i];
+ memset(values, 0, sizeof(values));
}
- int GetNumValues() const
+ void Write(const char* fmt, ...) {}
+ const char* GetBuffer() { return NULL; }
+ void SetBuffer(char* buffer) { }
+
+ bool operator == (const ShaderUid& obj) const
{
- if (safe) return NUM_VSUID_VALUES_SAFE;
- else return (((values[0] >> 23) & 0xf) * 3 + 3) / 4 + 3; // numTexGens*3/4+1
+ return memcmp(this->values, obj.values, sizeof(values)) == 0;
}
- bool operator <(const _VERTEXSHADERUID& _Right) const
+ // TODO: Store last frame used and order by that? makes much more sense anyway...
+ bool operator < (const ShaderUid& obj) const
{
- if (values[0] < _Right.values[0])
- return true;
- else if (values[0] > _Right.values[0])
- return false;
- int N = GetNumValues();
- for (int i = 1; i < N; ++i)
+ for (int i = 0; i < 24; ++i)
{
- if (values[i] < _Right.values[i])
+ if (this->values[i] < obj.values[i])
return true;
- else if (values[i] > _Right.values[i])
+ else if (this->values[i] > obj.values[i])
return false;
}
return false;
}
- bool operator ==(const _VERTEXSHADERUID& _Right) const
+ uid_data& GetUidData() { return data; }
+
+private:
+ union
{
- if (values[0] != _Right.values[0])
- return false;
- int N = GetNumValues();
- for (int i = 1; i < N; ++i)
- {
- if (values[i] != _Right.values[i])
- return false;
- }
- return true;
- }
+ uid_data data;
+ u32 values[24]; // TODO: Length?
+ };
};
-typedef _VERTEXSHADERUID<false> VERTEXSHADERUID;
-typedef _VERTEXSHADERUID<true> VERTEXSHADERUIDSAFE;
+class ShaderCode
+{
+public:
+ ShaderCode() : buf(NULL), write_ptr(NULL)
+ {
+
+ }
-// components is included in the uid.
-char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type);
-const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type);
+ void Write(const char* fmt, ...)
+ {
+ va_list arglist;
+ va_start(arglist, fmt);
+ write_ptr += vsprintf(write_ptr, fmt, arglist);
+ va_end(arglist);
+ }
+
+ const char* GetBuffer() { return buf; }
+ void SetBuffer(char* buffer) { buf = buffer; write_ptr = buffer; }
+ uid_data& GetUidData() { return *(uid_data*)NULL; }
+
+private:
+ const char* buf;
+ char* write_ptr;
+};
-void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components);
-void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components);
+void GenerateShaderUid(ShaderUid& object, u32 components, API_TYPE api_type);
+void GenerateShaderCode(ShaderCode& object, u32 components, API_TYPE api_type);
-// Used to make sure that our optimized vertex shader IDs don't lose any possible shader code changes
-void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std::string& old_code, u32 components);
#endif // GCOGL_VERTEXSHADER_H