diff options
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/VertexShaderGen.cpp | 226 |
1 files changed, 130 insertions, 96 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index 618d097370..77444e7dfc 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -14,22 +14,73 @@ #include "VideoCommon/VertexShaderGen.h" #include "VideoCommon/VideoConfig.h" -template <class T> -static T GenerateVertexShader(API_TYPE api_type) +VertexShaderUid GetVertexShaderUid() { - T out; - const u32 components = VertexLoaderManager::g_current_components; - // Non-uid template parameters will write to the dummy data (=> gets optimized out) - vertex_shader_uid_data dummy_data; - vertex_shader_uid_data* uid_data = out.template GetUidData<vertex_shader_uid_data>(); - if (uid_data != nullptr) - memset(uid_data, 0, sizeof(*uid_data)); - else - uid_data = &dummy_data; + VertexShaderUid out; + vertex_shader_uid_data* uid_data = out.GetUidData<vertex_shader_uid_data>(); + memset(uid_data, 0, sizeof(*uid_data)); _assert_(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens); _assert_(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans); + uid_data->numTexGens = xfmem.numTexGen.numTexGens; + uid_data->components = VertexLoaderManager::g_current_components; + uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting; + uid_data->msaa = g_ActiveConfig.iMultisamples > 1; + uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA; + uid_data->numColorChans = xfmem.numChan.numColorChans; + + GetLightingShaderUid(uid_data->lighting); + + // transform texcoords + for (unsigned int i = 0; i < uid_data->numTexGens; ++i) + { + auto& texinfo = uid_data->texMtxInfo[i]; + + texinfo.sourcerow = xfmem.texMtxInfo[i].sourcerow; + texinfo.texgentype = xfmem.texMtxInfo[i].texgentype; + texinfo.inputform = xfmem.texMtxInfo[i].inputform; + + // first transformation + switch (texinfo.texgentype) + { + case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map + if (uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2)) + { + // transform the light dir into tangent space + texinfo.embosslightshift = xfmem.texMtxInfo[i].embosslightshift; + texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift; + } + else + { + texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift; + } + break; + case XF_TEXGEN_COLOR_STRGBC0: + case XF_TEXGEN_COLOR_STRGBC1: + break; + case XF_TEXGEN_REGULAR: + default: + uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i; + break; + } + + uid_data->dualTexTrans_enabled = xfmem.dualTexTrans.enabled; + // CHECKME: does this only work for regular tex gen types? + if (uid_data->dualTexTrans_enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) + { + auto& postInfo = uid_data->postMtxInfo[i]; + postInfo.index = xfmem.postMtxInfo[i].index; + postInfo.normalize = xfmem.postMtxInfo[i].normalize; + } + } + + return out; +} + +ShaderCode GenerateVertexShaderCode(API_TYPE api_type, const vertex_shader_uid_data* uid_data) +{ + ShaderCode out; out.Write("%s", s_lighting_struct); // uniforms @@ -42,34 +93,30 @@ static T GenerateVertexShader(API_TYPE api_type) out.Write("};\n"); out.Write("struct VS_OUTPUT {\n"); - GenerateVSOutputMembers<T>(out, api_type, ""); + GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, uid_data->pixel_lighting, ""); out.Write("};\n"); - uid_data->numTexGens = xfmem.numTexGen.numTexGens; - uid_data->components = components; - uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting; - if (api_type == API_OPENGL) { out.Write("in float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB); - if (components & VB_HAS_POSMTXIDX) + if (uid_data->components & VB_HAS_POSMTXIDX) out.Write("in int posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB); - if (components & VB_HAS_NRM0) + if (uid_data->components & VB_HAS_NRM0) out.Write("in float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB); - if (components & VB_HAS_NRM1) + if (uid_data->components & VB_HAS_NRM1) out.Write("in float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB); - if (components & VB_HAS_NRM2) + if (uid_data->components & VB_HAS_NRM2) out.Write("in float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB); - if (components & VB_HAS_COL0) + if (uid_data->components & VB_HAS_COL0) out.Write("in float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB); - if (components & VB_HAS_COL1) + if (uid_data->components & VB_HAS_COL1) out.Write("in 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) + u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)); + if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx) out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i); } @@ -77,7 +124,9 @@ static T GenerateVertexShader(API_TYPE api_type) if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { out.Write("out VertexData {\n"); - GenerateVSOutputMembers<T>(out, api_type, GetInterpolationQualifier(true, false)); + GenerateVSOutputMembers( + out, api_type, uid_data->numTexGens, uid_data->pixel_lighting, + GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true)); out.Write("} vs;\n"); } else @@ -85,19 +134,25 @@ static T GenerateVertexShader(API_TYPE api_type) // Let's set up attributes for (u32 i = 0; i < 8; ++i) { - if (i < xfmem.numTexGen.numTexGens) + if (i < uid_data->numTexGens) { - out.Write("%s out float3 uv%u;\n", GetInterpolationQualifier(), i); + out.Write("%s out float3 uv%u;\n", + GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa), i); } } - out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier()); - if (g_ActiveConfig.bEnablePixelLighting) + out.Write("%s out float4 clipPos;\n", + GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa)); + if (uid_data->pixel_lighting) { - out.Write("%s out float3 Normal;\n", GetInterpolationQualifier()); - out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier()); + out.Write("%s out float3 Normal;\n", + GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa)); + out.Write("%s out float3 WorldPos;\n", + GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa)); } - out.Write("%s out float4 colors_0;\n", GetInterpolationQualifier()); - out.Write("%s out float4 colors_1;\n", GetInterpolationQualifier()); + out.Write("%s out float4 colors_0;\n", + GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa)); + out.Write("%s out float4 colors_1;\n", + GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa)); } out.Write("void main()\n{\n"); @@ -107,23 +162,23 @@ static T GenerateVertexShader(API_TYPE api_type) out.Write("VS_OUTPUT main(\n"); // inputs - if (components & VB_HAS_NRM0) + if (uid_data->components & VB_HAS_NRM0) out.Write(" float3 rawnorm0 : NORMAL0,\n"); - if (components & VB_HAS_NRM1) + if (uid_data->components & VB_HAS_NRM1) out.Write(" float3 rawnorm1 : NORMAL1,\n"); - if (components & VB_HAS_NRM2) + if (uid_data->components & VB_HAS_NRM2) out.Write(" float3 rawnorm2 : NORMAL2,\n"); - if (components & VB_HAS_COL0) + if (uid_data->components & VB_HAS_COL0) out.Write(" float4 color0 : COLOR0,\n"); - if (components & VB_HAS_COL1) + if (uid_data->components & VB_HAS_COL1) 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) + u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)); + if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx) out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i); } - if (components & VB_HAS_POSMTXIDX) + if (uid_data->components & VB_HAS_POSMTXIDX) out.Write(" int posmtx : BLENDINDICES,\n"); out.Write(" float4 rawpos : POSITION) {\n"); } @@ -131,26 +186,26 @@ static T GenerateVertexShader(API_TYPE api_type) out.Write("VS_OUTPUT o;\n"); // transforms - if (components & VB_HAS_POSMTXIDX) + if (uid_data->components & VB_HAS_POSMTXIDX) { out.Write("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) + if (uid_data->components & VB_HAS_NRMALL) { out.Write("int normidx = posmtx & 31;\n"); out.Write("float3 N0 = " I_NORMALMATRICES "[normidx].xyz, N1 = " I_NORMALMATRICES "[normidx+1].xyz, N2 = " I_NORMALMATRICES "[normidx+2].xyz;\n"); } - if (components & VB_HAS_NRM0) + if (uid_data->components & VB_HAS_NRM0) out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, " "rawnorm0)));\n"); - if (components & VB_HAS_NRM1) + if (uid_data->components & VB_HAS_NRM1) out.Write( "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"); - if (components & VB_HAS_NRM2) + if (uid_data->components & VB_HAS_NRM2) out.Write( "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"); } @@ -158,21 +213,21 @@ static T GenerateVertexShader(API_TYPE api_type) { out.Write("float4 pos = float4(dot(" I_POSNORMALMATRIX "[0], rawpos), dot(" I_POSNORMALMATRIX "[1], rawpos), dot(" I_POSNORMALMATRIX "[2], rawpos), 1.0);\n"); - if (components & VB_HAS_NRM0) + if (uid_data->components & VB_HAS_NRM0) out.Write("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) + if (uid_data->components & VB_HAS_NRM1) out.Write("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) + if (uid_data->components & VB_HAS_NRM2) out.Write("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)) + if (!(uid_data->components & VB_HAS_NRM0)) out.Write("float3 _norm0 = float3(0.0, 0.0, 0.0);\n"); out.Write("o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION @@ -182,20 +237,19 @@ static T GenerateVertexShader(API_TYPE api_type) "float3 ldir, h, cosAttn, distAttn;\n" "float dist, dist2, attn;\n"); - uid_data->numColorChans = xfmem.numChan.numColorChans; - if (xfmem.numChan.numColorChans == 0) + if (uid_data->numColorChans == 0) { - if (components & VB_HAS_COL0) + if (uid_data->components & VB_HAS_COL0) out.Write("o.colors_0 = color0;\n"); else out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n"); } - GenerateLightingShader<T>(out, uid_data->lighting, components, "color", "o.colors_"); + GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, "color", "o.colors_"); - if (xfmem.numChan.numColorChans < 2) + if (uid_data->numColorChans < 2) { - if (components & VB_HAS_COL1) + if (uid_data->components & VB_HAS_COL1) out.Write("o.colors_1 = color1;\n"); else out.Write("o.colors_1 = o.colors_0;\n"); @@ -203,20 +257,19 @@ static T GenerateVertexShader(API_TYPE api_type) // transform texcoords out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n"); - for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i) + for (unsigned int i = 0; i < uid_data->numTexGens; ++i) { - TexMtxInfo& texinfo = xfmem.texMtxInfo[i]; + auto& texinfo = uid_data->texMtxInfo[i]; out.Write("{\n"); out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n"); - uid_data->texMtxInfo[i].sourcerow = xfmem.texMtxInfo[i].sourcerow; switch (texinfo.sourcerow) { case XF_SRCGEOM_INROW: out.Write("coord.xyz = rawpos.xyz;\n"); break; case XF_SRCNORMAL_INROW: - if (components & VB_HAS_NRM0) + if (uid_data->components & VB_HAS_NRM0) { out.Write("coord.xyz = rawnorm0.xyz;\n"); } @@ -226,40 +279,37 @@ static T GenerateVertexShader(API_TYPE api_type) texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1); break; case XF_SRCBINORMAL_T_INROW: - if (components & VB_HAS_NRM1) + if (uid_data->components & VB_HAS_NRM1) { out.Write("coord.xyz = rawnorm1.xyz;\n"); } break; case XF_SRCBINORMAL_B_INROW: - if (components & VB_HAS_NRM2) + if (uid_data->components & VB_HAS_NRM2) { out.Write("coord.xyz = rawnorm2.xyz;\n"); } break; default: _assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW); - if (components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW))) + if (uid_data->components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW))) out.Write("coord = float4(tex%d.x, tex%d.y, 1.0, 1.0);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW); break; } // Input form of AB11 sets z element to 1.0 - uid_data->texMtxInfo[i].inputform = xfmem.texMtxInfo[i].inputform; + if (texinfo.inputform == XF_TEXINPUT_AB11) out.Write("coord.z = 1.0;\n"); // first transformation - uid_data->texMtxInfo[i].texgentype = xfmem.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)) + if (uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2)) { // transform the light dir into tangent space - uid_data->texMtxInfo[i].embosslightshift = xfmem.texMtxInfo[i].embosslightshift; - uid_data->texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift; out.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(texinfo.embosslightshift)); out.Write( @@ -271,7 +321,6 @@ static T GenerateVertexShader(API_TYPE api_type) // The following assert was triggered in House of the Dead Overkill and Star Wars Rogue // Squadron 2 //_assert_(0); // should have normals - uid_data->texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift; out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift); } @@ -284,11 +333,10 @@ static T GenerateVertexShader(API_TYPE api_type) break; case XF_TEXGEN_REGULAR: default: - uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i; - if (components & (VB_HAS_TEXMTXIDX0 << i)) + if (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)) { out.Write("int tmp = int(tex%d.z);\n", i); - if (texinfo.projection == XF_TEXPROJ_STQ) + if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ) out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES "[tmp]), dot(coord, " I_TRANSFORMMATRICES "[tmp+1]), dot(coord, " I_TRANSFORMMATRICES "[tmp+2]));\n", @@ -300,7 +348,7 @@ static T GenerateVertexShader(API_TYPE api_type) } else { - if (texinfo.projection == XF_TEXPROJ_STQ) + if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ) out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES "[%d]), dot(coord, " I_TEXMATRICES "[%d]), dot(coord, " I_TEXMATRICES "[%d]));\n", @@ -313,20 +361,16 @@ static T GenerateVertexShader(API_TYPE api_type) break; } - uid_data->dualTexTrans_enabled = xfmem.dualTexTrans.enabled; // CHECKME: does this only work for regular tex gen types? - if (xfmem.dualTexTrans.enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) + if (uid_data->dualTexTrans_enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) { - const PostMtxInfo& postInfo = xfmem.postMtxInfo[i]; + auto& postInfo = uid_data->postMtxInfo[i]; - uid_data->postMtxInfo[i].index = xfmem.postMtxInfo[i].index; - int postidx = postInfo.index; out.Write("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); + postInfo.index & 0x3f, (postInfo.index + 1) & 0x3f, (postInfo.index + 2) & 0x3f); - uid_data->postMtxInfo[i].normalize = xfmem.postMtxInfo[i].normalize; if (postInfo.normalize) out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i); @@ -342,15 +386,15 @@ static T GenerateVertexShader(API_TYPE api_type) // clipPos/w needs to be done in pixel shader, not here out.Write("o.clipPos = o.pos;\n"); - if (g_ActiveConfig.bEnablePixelLighting) + if (uid_data->pixel_lighting) { out.Write("o.Normal = _norm0;\n"); out.Write("o.WorldPos = pos.xyz;\n"); - if (components & VB_HAS_COL0) + if (uid_data->components & VB_HAS_COL0) out.Write("o.colors_0 = color0;\n"); - if (components & VB_HAS_COL1) + if (uid_data->components & VB_HAS_COL1) out.Write("o.colors_1 = color1;\n"); } @@ -390,16 +434,16 @@ static T GenerateVertexShader(API_TYPE api_type) { if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { - AssignVSOutputMembers(out, "vs", "o"); + AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, uid_data->pixel_lighting); } else { // TODO: Pass interface blocks between shader stages even if geometry shaders // are not supported, however that will require at least OpenGL 3.2 support. - for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i) + for (unsigned int i = 0; i < uid_data->numTexGens; ++i) out.Write("uv%d.xyz = o.tex%d;\n", i, i); out.Write("clipPos = o.clipPos;\n"); - if (g_ActiveConfig.bEnablePixelLighting) + if (uid_data->pixel_lighting) { out.Write("Normal = o.Normal;\n"); out.Write("WorldPos = o.WorldPos;\n"); @@ -418,13 +462,3 @@ static T GenerateVertexShader(API_TYPE api_type) return out; } - -VertexShaderUid GetVertexShaderUid(API_TYPE api_type) -{ - return GenerateVertexShader<VertexShaderUid>(api_type); -} - -ShaderCode GenerateVertexShaderCode(API_TYPE api_type) -{ - return GenerateVertexShader<ShaderCode>(api_type); -} |
