diff options
Diffstat (limited to 'Source/Core/VideoCommon/Src/PixelShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Src/PixelShaderGen.cpp | 178 |
1 files changed, 130 insertions, 48 deletions
diff --git a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp index 1726855d54..4cdf562182 100644 --- a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp @@ -500,6 +500,15 @@ static void BuildSwapModeTable() } } +const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num) +{ + if(ApiType == API_GLSL) + return ""; // Nothing to do here + static char result[64]; + sprintf(result, " : register(%s%d)", prefix, num); + return result; +} + const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components) { setlocale(LC_NUMERIC, "C"); // Reset locale for compilation @@ -524,6 +533,21 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType } } 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 + 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"); + } // Declare samplers if(ApiType != API_D3D11) @@ -538,7 +562,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType bool bfirst = true; for (int i = 0; i < 8; ++i) { - WRITE(p, "%s samp%d : register(s%d)", bfirst?"":",", i, i); + WRITE(p, "%s samp%d %s", bfirst?"":",", i, WriteRegister(ApiType, "s", i)); bfirst = false; } WRITE(p, ";\n"); @@ -555,67 +579,107 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType } WRITE(p, "\n"); - - WRITE(p, "uniform float4 "I_COLORS"[4] : register(c%d);\n", C_COLORS); - WRITE(p, "uniform float4 "I_KCOLORS"[4] : register(c%d);\n", C_KCOLORS); - WRITE(p, "uniform float4 "I_ALPHA"[1] : register(c%d);\n", C_ALPHA); - WRITE(p, "uniform float4 "I_TEXDIMS"[8] : register(c%d);\n", C_TEXDIMS); - WRITE(p, "uniform float4 "I_ZBIAS"[2] : register(c%d);\n", C_ZBIAS); - WRITE(p, "uniform float4 "I_INDTEXSCALE"[2] : register(c%d);\n", C_INDTEXSCALE); - WRITE(p, "uniform float4 "I_INDTEXMTX"[6] : register(c%d);\n", C_INDTEXMTX); - WRITE(p, "uniform float4 "I_FOG"[3] : register(c%d);\n", C_FOG); + + 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)); if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) { - WRITE(p,"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n"); - WRITE(p,"typedef struct { Light lights[8]; } s_"I_PLIGHTS";\n"); - WRITE(p, "uniform s_"I_PLIGHTS" "I_PLIGHTS" : register(c%d);\n", C_PLIGHTS); - WRITE(p, "typedef struct { float4 C0, C1, C2, C3; } s_"I_PMATERIALS";\n"); - WRITE(p, "uniform s_"I_PMATERIALS" "I_PMATERIALS" : register(c%d);\n", C_PMATERIALS); + 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, "void main(\n"); - if(ApiType != API_D3D11) - { - WRITE(p, " out float4 ocol0 : COLOR0,%s%s\n in float4 rawpos : %s,\n", - dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : COLOR1," : "", - DepthTextureEnable ? "\n out float depth : DEPTH," : "", - ApiType & API_OPENGL ? "WPOS" : ApiType & API_D3D9_SM20 ? "POSITION" : "VPOS"); - } - else - { - WRITE(p, " out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n", - dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," : "", - DepthTextureEnable ? "\n out float depth : SV_Depth," : ""); - } + if(ApiType != API_GLSL) + { + WRITE(p, "void main(\n"); + if(ApiType != API_D3D11) + { + WRITE(p, " out float4 ocol0 : COLOR0,%s%s\n in float4 rawpos : %s,\n", + dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : COLOR1," : "", + DepthTextureEnable ? "\n out float depth : DEPTH," : "", + ApiType & API_OPENGL ? "WPOS" : ApiType & API_D3D9_SM20 ? "POSITION" : "VPOS"); + } + else + { + WRITE(p, " out float4 ocol0 : SV_Target0,%s%s\n in float4 rawpos : SV_Position,\n", + dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," : "", + DepthTextureEnable ? "\n out float depth : SV_Depth," : ""); + } - WRITE(p, " in float4 colors_0 : COLOR0,\n"); - WRITE(p, " in float4 colors_1 : COLOR1"); + WRITE(p, " in float4 colors_0 : COLOR0,\n"); + WRITE(p, " in float4 colors_1 : COLOR1"); - // compute window position if needed because binding semantic WPOS is not widely supported - if (numTexgen < 7) - { - for (int i = 0; i < numTexgen; ++i) - WRITE(p, ",\n in float3 uv%d : TEXCOORD%d", i, i); - WRITE(p, ",\n in float4 clipPos : TEXCOORD%d", numTexgen); - if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) - WRITE(p, ",\n in float4 Normal : TEXCOORD%d", numTexgen + 1); + // compute window position if needed because binding semantic WPOS is not widely supported + if (numTexgen < 7) + { + for (int i = 0; i < numTexgen; ++i) + WRITE(p, ",\n in float3 uv%d : TEXCOORD%d", i, i); + WRITE(p, ",\n in float4 clipPos : TEXCOORD%d", numTexgen); + if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) + WRITE(p, ",\n in float4 Normal : TEXCOORD%d", numTexgen + 1); + } + else + { + // wpos is in w of first 4 texcoords + if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) + { + for (int i = 0; i < 8; ++i) + WRITE(p, ",\n in float4 uv%d : TEXCOORD%d", i, i); + } + else + { + for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) + WRITE(p, ",\n in float%d uv%d : TEXCOORD%d", i < 4 ? 4 : 3 , i, i); + } + } + WRITE(p, " ) {\n"); } else { - // wpos is in w of first 4 texcoords - if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) + // GLSL doesn't do main arguments + // Once we switch to GLSL 1.3 we will bind a lot of these. + + WRITE(p, " float4 ocol0;\n"); + if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND) + WRITE(p, " float4 ocol1;\n"); // Will be supported later + if(DepthTextureEnable) + WRITE(p, " float depth;\n"); // TODO: Passed to Vertex Shader right? + WRITE(p, " float4 rawpos = gl_FragCoord;\n"); + + WRITE(p, " float4 colors_0 = gl_Color;\n"); + WRITE(p, " float4 colors_1 = gl_SecondaryColor;\n"); + + // compute window position if needed because binding semantic WPOS is not widely supported + if (numTexgen < 7) { - for (int i = 0; i < 8; ++i) - WRITE(p, ",\n in float4 uv%d : TEXCOORD%d", i, i); + for (int i = 0; i < numTexgen; ++i) + WRITE(p, " float3 uv%d = gl_TexCoord[%d].xyz;\n", i, i); + WRITE(p, " float4 clipPos = gl_TexCoord[%d];\n", numTexgen); + if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) + WRITE(p, " float4 Normal = gl_TexCoord[%d];\n", numTexgen + 1); } else { - for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) - WRITE(p, ",\n in float%d uv%d : TEXCOORD%d", i < 4 ? 4 : 3 , i, i); + // wpos is in w of first 4 texcoords + if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) + { + for (int i = 0; i < 8; ++i) + WRITE(p, " float4 uv%d = gl_TexCoord[%d];\n", i, i); + } + else + { + for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) + WRITE(p, " float%d uv%d = gl_TexCoord[%d]%s;\n", i < 4 ? 4 : 3 , i, i, i < 4 ? ".xyz" : ""); + } } + WRITE(p, "void main()\n{\n"); } - WRITE(p, " ) {\n"); char* pmainstart = p; int Pretest = AlphaPreTest(); @@ -624,8 +688,10 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType if (!Pretest) { // alpha test will always fail, so restart the shader and just make it an empty function - WRITE(p, "ocol0 = 0;\n"); + WRITE(p, "ocol0 = float4(0);\n"); WRITE(p, "discard;\n"); + if(ApiType == API_GLSL) + WRITE(p, "gl_FragData[0] = ocol0;\n"); if(ApiType != API_D3D11) WRITE(p, "return;\n"); } @@ -733,6 +799,15 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType WRITE(p, "depth = 1.f;\n"); if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND) WRITE(p, "ocol1 = 0;\n"); + if(ApiType == API_GLSL) + { + // Once we switch to GLSL 1.3 and bind variables, we won't need to do this + WRITE(p, "gl_FragData[0] = ocol0;\n"); + if(DepthTextureEnable) + WRITE(p, "gl_FragDepth = depth;\n"); + if(dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND) + ; // TODO: Will do this later + } WRITE(p, "discard;\n"); if(ApiType != API_D3D11) WRITE(p, "return;\n"); @@ -781,6 +856,13 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType // ...and the alpha from ocol0 will be written to the framebuffer. WRITE(p, " ocol0.a = "I_ALPHA"[0].a;\n"); } + + if(ApiType == API_GLSL) + { + if(DepthTextureEnable) + WRITE(p, "gl_FragDepth = depth;\n"); + WRITE(p, "gl_FragData[0] = ocol0;\n"); + } } WRITE(p, "}\n"); if (text[sizeof(text) - 1] != 0x7C) @@ -1242,4 +1324,4 @@ static void WriteFog(char *&p) WRITE(p, " prev.rgb = lerp(prev.rgb,"I_FOG"[0].rgb,fog);\n"); -}
\ No newline at end of file +} |
