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path: root/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
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Diffstat (limited to 'Source/Core/VideoCommon/Src/VertexShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/VertexShaderGen.cpp319
1 files changed, 200 insertions, 119 deletions
diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
index cad117c2c8..2c0f5676ed 100644
--- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
@@ -114,7 +114,8 @@ void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std
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);
+ std::ofstream file;
+ OpenFStream(file, szTemp, std::ios_base::out);
file << msg;
file << "\n\nOld shader code:\n" << old_code;
file << "\n\nNew shader code:\n" << new_code;
@@ -130,46 +131,51 @@ static char text[16384];
#define WRITE p+=sprintf
-char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type)
+char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE ApiType)
{
+ // GLSL makes this ugly
+ // TODO: Make pretty
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");
+ WRITE(p, " float4 pos %s POSITION;\n", ApiType == API_OPENGL ? ";//" : ":");
+ WRITE(p, " float4 colors_0 %s COLOR0;\n", ApiType == API_OPENGL ? ";//" : ":");
+ WRITE(p, " float4 colors_1 %s COLOR1;\n", ApiType == API_OPENGL ? ";//" : ":");
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);
+ WRITE(p, " float3 tex%d %s TEXCOORD%d;\n", i, ApiType == API_OPENGL ? ";//" : ":", i);
+ WRITE(p, " float4 clipPos %s TEXCOORD%d;\n", ApiType == API_OPENGL ? ";//" : ":", xfregs.numTexGen.numTexGens);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
- WRITE(p, " float4 Normal : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens + 1);
+ WRITE(p, " float4 Normal %s TEXCOORD%d;\n", ApiType == API_OPENGL ? ";//" : ":", 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)
- WRITE(p, " float4 tex%d : TEXCOORD%d;\n", i, i);
+ WRITE(p, " float4 tex%d %s TEXCOORD%d;\n", i, ApiType == API_OPENGL? ";//" : ":", i);
}
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);
+ WRITE(p, " float%d tex%d %s TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, ApiType == API_OPENGL ? ";//" : ":", i);
}
- }
+ }
WRITE(p, "};\n");
return p;
}
-const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
+extern const char* WriteRegister(API_TYPE ApiType, const char *prefix, const u32 num);
+extern const char *WriteLocation(API_TYPE ApiType);
+
+const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
{
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);
+
+ bool is_d3d = (ApiType & API_D3D9 || ApiType == API_D3D11);
u32 lightMask = 0;
if (xfregs.numChan.numColorChans > 0)
lightMask |= xfregs.color[0].GetFullLightMask() | xfregs.alpha[0].GetFullLightMask();
@@ -178,91 +184,133 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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);
// uniforms
+ if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
+ WRITE(p, "layout(std140) uniform VSBlock {\n");
- 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");
-
- // inputs
- if (components & VB_HAS_NRM0)
- WRITE(p, " float3 rawnorm0 : NORMAL0,\n");
- if (components & VB_HAS_NRM1) {
- if (is_d3d)
- WRITE(p, " float3 rawnorm1 : NORMAL1,\n");
- else
- WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
- }
- if (components & VB_HAS_NRM2) {
- if (is_d3d)
- WRITE(p, " float3 rawnorm2 : NORMAL2,\n");
- else
- WRITE(p, " float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
- }
- if (components & VB_HAS_COL0)
- WRITE(p, " float4 color0 : COLOR0,\n");
- if (components & VB_HAS_COL1)
- WRITE(p, " 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);
- }
- if (components & VB_HAS_POSMTXIDX) {
- if (is_d3d)
+ WRITE(p, "%sfloat4 " I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
+ WRITE(p, "%sfloat4 " I_PROJECTION"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PROJECTION));
+ WRITE(p, "%sfloat4 " I_MATERIALS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_MATERIALS));
+ WRITE(p, "%sfloat4 " I_LIGHTS"[40] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_LIGHTS));
+ WRITE(p, "%sfloat4 " I_TEXMATRICES"[24] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
+ WRITE(p, "%sfloat4 " I_TRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType),WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
+ WRITE(p, "%sfloat4 " I_NORMALMATRICES"[32] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_NORMALMATRICES));
+ WRITE(p, "%sfloat4 " I_POSTTRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSTTRANSFORMMATRICES));
+ WRITE(p, "%sfloat4 " I_DEPTHPARAMS" %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_DEPTHPARAMS));
+
+ if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
+ WRITE(p, "};\n");
+
+ p = GenerateVSOutputStruct(p, components, ApiType);
+
+ if(ApiType == API_OPENGL)
+ {
+ WRITE(p, "ATTRIN float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
+ if (components & VB_HAS_POSMTXIDX)
+ WRITE(p, "ATTRIN int posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
+ if (components & VB_HAS_NRM0)
+ WRITE(p, "ATTRIN float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB);
+ if (components & VB_HAS_NRM1)
+ WRITE(p, "ATTRIN float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
+ if (components & VB_HAS_NRM2)
+ WRITE(p, "ATTRIN float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
+
+ if (components & VB_HAS_COL0)
+ WRITE(p, "ATTRIN float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB);
+ if (components & VB_HAS_COL1)
+ WRITE(p, "ATTRIN float4 color1; // ATTR%d,\n", SHADER_COLOR1_ATTRIB);
+
+ for (int i = 0; i < 8; ++i) {
+ u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
+ if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
+ WRITE(p, "ATTRIN float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i);
+ }
+
+ // Let's set up attributes
+ if (xfregs.numTexGen.numTexGens < 7)
{
- WRITE(p, " float4 blend_indices : BLENDINDICES,\n");
+ for (int i = 0; i < 8; ++i)
+ WRITE(p, "VARYOUT float3 uv%d_2;\n", i);
+ WRITE(p, "VARYOUT float4 clipPos_2;\n");
+ if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
+ WRITE(p, "VARYOUT float4 Normal_2;\n");
}
else
- WRITE(p, " float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
+ {
+ // 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, "VARYOUT float4 uv%d_2;\n", i);
+ }
+ else
+ {
+ for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
+ WRITE(p, "VARYOUT float%d uv%d_2;\n", i < 4 ? 4 : 3 , i);
+ }
+ }
+ WRITE(p, "VARYOUT float4 colors_02;\n");
+ WRITE(p, "VARYOUT float4 colors_12;\n");
+
+ WRITE(p, "void main()\n{\n");
+ }
+ else
+ {
+ WRITE(p, "VS_OUTPUT main(\n");
+
+ // inputs
+ if (components & VB_HAS_NRM0)
+ WRITE(p, " float3 rawnorm0 : NORMAL0,\n");
+ if (components & VB_HAS_NRM1) {
+ if (is_d3d)
+ WRITE(p, " float3 rawnorm1 : NORMAL1,\n");
+ else
+ WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
+ }
+ if (components & VB_HAS_NRM2) {
+ if (is_d3d)
+ WRITE(p, " float3 rawnorm2 : NORMAL2,\n");
+ else
+ WRITE(p, " float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
+ }
+ if (components & VB_HAS_COL0)
+ WRITE(p, " float4 color0 : COLOR0,\n");
+ if (components & VB_HAS_COL1)
+ WRITE(p, " 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);
+ }
+ if (components & VB_HAS_POSMTXIDX) {
+ if (is_d3d)
+ WRITE(p, " float4 blend_indices : BLENDINDICES,\n");
+ else
+ WRITE(p, " float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
+ }
+ WRITE(p, " float4 rawpos : POSITION) {\n");
}
- WRITE(p, " float4 rawpos : POSITION) {\n");
WRITE(p, "VS_OUTPUT o;\n");
// transforms
if (components & VB_HAS_POSMTXIDX)
{
- if (api_type & API_D3D9)
+ if (ApiType & API_D3D9)
{
WRITE(p, "int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n");
WRITE(p, "int posmtx = indices.x;\n");
}
- else if (api_type == API_D3D11)
+ else if (ApiType == API_D3D11)
{
WRITE(p, "int posmtx = blend_indices.x * 255.0f;\n");
}
- else
- {
- WRITE(p, "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");
+ WRITE(p, "float4 pos = float4(dot(" I_TRANSFORMMATRICES"[posmtx], rawpos), dot(" I_TRANSFORMMATRICES"[posmtx+1], rawpos), dot(" I_TRANSFORMMATRICES"[posmtx+2], 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");
+ WRITE(p, "float3 N0 = " I_NORMALMATRICES"[normidx].xyz, N1 = " I_NORMALMATRICES"[normidx+1].xyz, N2 = " I_NORMALMATRICES"[normidx+2].xyz;\n");
}
if (components & VB_HAS_NRM0)
@@ -274,27 +322,25 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
}
else
{
- WRITE(p, "float4 pos = float4(dot(" I_POSNORMALMATRIX".T0, rawpos), dot(" I_POSNORMALMATRIX".T1, rawpos), dot(" I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
+ WRITE(p, "float4 pos = float4(dot(" I_POSNORMALMATRIX"[0], rawpos), dot(" I_POSNORMALMATRIX"[1], rawpos), dot(" I_POSNORMALMATRIX"[2], 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");
+ WRITE(p, "float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX"[3].xyz, rawnorm0), dot(" I_POSNORMALMATRIX"[4].xyz, rawnorm0), dot(" I_POSNORMALMATRIX"[5].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");
+ WRITE(p, "float3 _norm1 = float3(dot(" I_POSNORMALMATRIX"[3].xyz, rawnorm1), dot(" I_POSNORMALMATRIX"[4].xyz, rawnorm1), dot(" I_POSNORMALMATRIX"[5].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");
+ WRITE(p, "float3 _norm2 = float3(dot(" I_POSNORMALMATRIX"[3].xyz, rawnorm2), dot(" I_POSNORMALMATRIX"[4].xyz, rawnorm2), dot(" I_POSNORMALMATRIX"[5].xyz, rawnorm2));\n");
}
if (!(components & VB_HAS_NRM0))
WRITE(p, "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, "o.pos = float4(dot(" I_PROJECTION"[0], pos), dot(" I_PROJECTION"[1], pos), dot(" I_PROJECTION"[2], pos), dot(" I_PROJECTION"[3], pos));\n");
WRITE(p, "float4 mat, lacc;\n"
"float3 ldir, h;\n"
"float dist, dist2, attn;\n");
- if(xfregs.numChan.numColorChans == 0)
+ if (xfregs.numChan.numColorChans == 0)
{
if (components & VB_HAS_COL0)
WRITE(p, "o.colors_0 = color0;\n");
@@ -305,7 +351,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
// TODO: This probably isn't necessary if pixel lighting is enabled.
p = GenerateLightingShader(p, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
- if(xfregs.numChan.numColorChans < 2)
+ if (xfregs.numChan.numColorChans < 2)
{
if (components & VB_HAS_COL1)
WRITE(p, "o.colors_1 = color1;\n");
@@ -367,7 +413,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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, "ldir = normalize(" I_LIGHTS"[%d + 3].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);
}
else
@@ -387,18 +433,20 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
break;
case XF_TEXGEN_REGULAR:
default:
- if (components & (VB_HAS_TEXMTXIDX0<<i)) {
+ if (components & (VB_HAS_TEXMTXIDX0<<i))
+ {
+ WRITE(p, "int tmp = int(tex%d.z);\n", 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);
+ WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES"[tmp]), dot(coord, " I_TRANSFORMMATRICES"[tmp+1]), dot(coord, " I_TRANSFORMMATRICES"[tmp+2]));\n", 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);
+ WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES"[tmp]), dot(coord, " I_TRANSFORMMATRICES"[tmp+1]), 1);\n", 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);
+ WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES"[%d]), dot(coord, " I_TEXMATRICES"[%d]), dot(coord, " I_TEXMATRICES"[%d]));\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);
+ WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES"[%d]), dot(coord, " I_TEXMATRICES"[%d]), 1);\n", i, 3*i, 3*i+1);
}
break;
}
@@ -407,9 +455,9 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
const PostMtxInfo& postInfo = xfregs.postMtxInfo[i];
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",
+ WRITE(p, "float4 P0 = " I_POSTTRANSFORMMATRICES"[%d];\n"
+ "float4 P1 = " I_POSTTRANSFORMMATRICES"[%d];\n"
+ "float4 P2 = " I_POSTTRANSFORMMATRICES"[%d];\n",
postidx&0x3f, (postidx+1)&0x3f, (postidx+2)&0x3f);
if (texGenSpecialCase) {
@@ -455,9 +503,9 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
WRITE(p, "o.tex7 = pos.xyzz;\n");
else
WRITE(p, "o.tex7.w = pos.z;\n");
- }
+ }
if (components & VB_HAS_COL0)
- WRITE(p, "o.colors_0 = color0;\n");
+ WRITE(p, "o.colors_0 = color0;\n");
if (components & VB_HAS_COL1)
WRITE(p, "o.colors_1 = color1;\n");
@@ -465,44 +513,77 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
//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");
}
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");
-
- // 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");
-
- // the next steps of the OGL pipeline are:
- // (x_c,y_c,z_c,w_c) = o.pos //switch to OGL spec terminology
- // clipping to -w_c <= (x_c,y_c,z_c) <= w_c
- // (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
+ // 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");
+
+ // 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");
+
+ // the next steps of the OGL pipeline are:
+ // (x_c,y_c,z_c,w_c) = o.pos //switch to OGL spec terminology
+ // clipping to -w_c <= (x_c,y_c,z_c) <= w_c
+ // (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
}
- if (api_type & API_D3D9)
+ if (ApiType & API_D3D9)
{
// 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");
}
- WRITE(p, "return o;\n}\n");
+ if(ApiType == API_OPENGL)
+ {
+ // Bit ugly here
+ // TODO: Make pretty
+ // Will look better when we bind uniforms in GLSL 1.3
+ // clipPos/w needs to be done in pixel shader, not here
+ if (xfregs.numTexGen.numTexGens < 7) {
+ for (unsigned int i = 0; i < 8; ++i)
+ if(i < xfregs.numTexGen.numTexGens)
+ WRITE(p, " uv%d_2.xyz = o.tex%d;\n", i, i);
+ else
+ WRITE(p, " uv%d_2.xyz = float3(0.0f, 0.0f, 0.0f);\n", i);
+ WRITE(p, " clipPos_2 = o.clipPos;\n");
+ if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
+ WRITE(p, " Normal_2 = o.Normal;\n");
+ } 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)
+ WRITE(p, " uv%d_2 = o.tex%d;\n", i, i);
+ }
+ else
+ {
+ for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
+ WRITE(p, " uv%d_2%s = o.tex%d;\n", i, i < 4 ? ".xyzw" : ".xyz" , i);
+ }
+ }
+ WRITE(p, "colors_02 = o.colors_0;\n");
+ WRITE(p, "colors_12 = o.colors_1;\n");
+ WRITE(p, "gl_Position = o.pos;\n");
+ WRITE(p, "}\n");
+ }
+ else
+ WRITE(p, "return o;\n}\n");
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");