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path: root/Source/Core/VideoCommon/Src/PixelShaderGen.cpp
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Diffstat (limited to 'Source/Core/VideoCommon/Src/PixelShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/PixelShaderGen.cpp178
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
+}