static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_type) { // 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) uid_data = &dummy_data; out.SetBuffer(text); const bool is_writing_shadercode = (out.GetBuffer() != nullptr); if (is_writing_shadercode) text[sizeof(text) - 1] = 0x7C; // canary _assert_(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens); _assert_(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans); if (DriverDetails::HasBug(DriverDetails::BUG_BROKENIVECSHIFTS)) { // Add functions to do shifts on scalars and ivecs. // This is included in the vertex shader for lighting shader generation. out.Write("int ilshift(int a, int b) { return a << b; }\n" "int irshift(int a, int b) { return a >> b; }\n" "int2 ilshift(int2 a, int2 b) { return int2(a.x << b.x, a.y << b.y); }\n" "int2 ilshift(int2 a, int b) { return int2(a.x << b, a.y << b); }\n" "int2 irshift(int2 a, int2 b) { return int2(a.x >> b.x, a.y >> b.y); }\n" "int2 irshift(int2 a, int b) { return int2(a.x >> b, a.y >> b); }\n" "int3 ilshift(int3 a, int3 b) { return int3(a.x << b.x, a.y << b.y, a.z << b.z); }\n" "int3 ilshift(int3 a, int b) { return int3(a.x << b, a.y << b, a.z << b); }\n" "int3 irshift(int3 a, int3 b) { return int3(a.x >> b.x, a.y >> b.y, a.z >> b.z); }\n" "int3 irshift(int3 a, int b) { return int3(a.x >> b, a.y >> b, a.z >> b); }\n" "int4 ilshift(int4 a, int4 b) { return int4(a.x << b.x, a.y << b.y, a.z << b.z, a.w << b.w); }\n" "int4 ilshift(int4 a, int b) { return int4(a.x << b, a.y << b, a.z << b, a.w << b); }\n" "int4 irshift(int4 a, int4 b) { return int4(a.x >> b.x, a.y >> b.y, a.z >> b.z, a.w >> b.w); }\n" "int4 irshift(int4 a, int b) { return int4(a.x >> b, a.y >> b, a.z >> b, a.w >> b); }\n\n"); } out.Write("%s", s_lighting_struct); // uniforms if (api_type == API_OPENGL) out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : ""); else out.Write("cbuffer VSBlock {\n"); out.Write(s_shader_uniforms); out.Write("};\n"); out.Write("struct VS_OUTPUT {\n"); GenerateVSOutputMembers<T>(out, api_type); 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) out.Write("in int posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB); if (components & VB_HAS_NRM0) out.Write("in float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB); if (components & VB_HAS_NRM1) out.Write("in float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB); if (components & VB_HAS_NRM2) out.Write("in float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB); if (components & VB_HAS_COL0) out.Write("in float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB); if (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) out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i); } if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { out.Write("out VertexData {\n"); GenerateVSOutputMembers<T>(out, api_type, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "centroid" : "centroid out"); out.Write("} vs;\n"); } else { // Let's set up attributes for (size_t i = 0; i < 8; ++i) { if (i < xfmem.numTexGen.numTexGens) { out.Write("centroid out float3 uv%d;\n", i); } } out.Write("centroid out float4 clipPos;\n"); if (g_ActiveConfig.bEnablePixelLighting) { out.Write("centroid out float3 Normal;\n"); out.Write("centroid out float3 WorldPos;\n"); } out.Write("centroid out float4 colors_0;\n"); out.Write("centroid out float4 colors_1;\n"); } out.Write("void main()\n{\n"); } else // D3D { out.Write("VS_OUTPUT main(\n"); // inputs if (components & VB_HAS_NRM0) out.Write(" float3 rawnorm0 : NORMAL0,\n"); if (components & VB_HAS_NRM1) out.Write(" float3 rawnorm1 : NORMAL1,\n"); if (components & VB_HAS_NRM2) out.Write(" float3 rawnorm2 : NORMAL2,\n"); if (components & VB_HAS_COL0) out.Write(" float4 color0 : COLOR0,\n"); if (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) out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i); } if (components & VB_HAS_POSMTXIDX) out.Write(" int posmtx : BLENDINDICES,\n"); out.Write(" float4 rawpos : POSITION) {\n"); } out.Write("VS_OUTPUT o;\n"); // transforms if (components & VB_HAS_POSMTXIDX) { if (is_writing_shadercode && (DriverDetails::HasBug(DriverDetails::BUG_NODYNUBOACCESS) && !DriverDetails::HasBug(DriverDetails::BUG_ANNIHILATEDUBOS))) { // This'll cause issues, but it can't be helped out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES"[0], rawpos), dot(" I_TRANSFORMMATRICES"[1], rawpos), dot(" I_TRANSFORMMATRICES"[2], rawpos), 1);\n"); if (components & VB_HAS_NRMALL) out.Write("float3 N0 = " I_NORMALMATRICES"[0].xyz, N1 = " I_NORMALMATRICES"[1].xyz, N2 = " I_NORMALMATRICES"[2].xyz;\n"); } else { 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) { out.Write("int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\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) out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n"); if (components & VB_HAS_NRM1) out.Write("float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"); if (components & VB_HAS_NRM2) out.Write("float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"); } else { 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) 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) 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) 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)) 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"[1], pos), dot(" I_PROJECTION"[2], pos), dot(" I_PROJECTION"[3], pos));\n"); out.Write("int4 lacc;\n" "float3 ldir, h, cosAttn, distAttn;\n" "float dist, dist2, attn;\n"); uid_data->numColorChans = xfmem.numChan.numColorChans; if (xfmem.numChan.numColorChans == 0) { if (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_"); if (xfmem.numChan.numColorChans < 2) { if (components & VB_HAS_COL1) out.Write("o.colors_1 = color1;\n"); else 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. bool texGenSpecialCase = false; /*bool texGenSpecialCase = ((g_main_cp_state.vtx_desc.Hex & 0x60600L) == g_main_cp_state.vtx_desc.Hex) && // only pos and tex coord 0 (g_main_cp_state.vtx_desc.Tex0Coord != NOT_PRESENT) && (xfmem.texcoords[0].texmtxinfo.inputform == XF_TEXINPUT_AB11); */ // 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) { TexMtxInfo& texinfo = xfmem.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: // The following assert was triggered in Super Smash Bros. Project M 3.6. //_assert_(texinfo.inputform == XF_TEXINPUT_ABC1); 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); out.Write("coord = float4(rawnorm0.xyz, 1.0);\n"); } break; case XF_SRCCOLORS_INROW: _assert_(texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1); break; case XF_SRCBINORMAL_T_INROW: if (components & VB_HAS_NRM1) { _assert_(texinfo.inputform == XF_TEXINPUT_ABC1); out.Write("coord = float4(rawnorm1.xyz, 1.0);\n"); } break; case XF_SRCBINORMAL_B_INROW: if (components & VB_HAS_NRM2) { _assert_(texinfo.inputform == XF_TEXINPUT_ABC1); out.Write("coord = float4(rawnorm2.xyz, 1.0);\n"); } break; default: _assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW); if (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; } // 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)) { // 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("o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n", i, texinfo.embosssourceshift); } else { // 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); } break; case XF_TEXGEN_COLOR_STRGBC0: _assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW); 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); out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i); break; case XF_TEXGEN_REGULAR: default: uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i; if (components & (VB_HAS_TEXMTXIDX0<<i)) { out.Write("int tmp = int(tex%d.z);\n", i); if (texinfo.projection == 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", i); else out.Write("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) out.Write("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 out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES"[%d]), dot(coord, " I_TEXMATRICES"[%d]), 1);\n", i, 3*i, 3*i+1); } 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) { const PostMtxInfo& postInfo = xfmem.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); if (texGenSpecialCase) { // no normalization // q of input is 1 // q of output is unknown // multiply by postmatrix 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, 0.0);\n", i, i, i); } else { 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); // multiply by postmatrix 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); } } out.Write("}\n"); } // clipPos/w needs to be done in pixel shader, not here out.Write("o.clipPos = o.pos;\n"); if (g_ActiveConfig.bEnablePixelLighting) { out.Write("o.Normal = _norm0;\n"); out.Write("o.WorldPos = pos.xyz;\n"); if (components & VB_HAS_COL0) out.Write("o.colors_0 = color0;\n"); if (components & VB_HAS_COL1) 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 if (g_ActiveConfig.backend_info.bSupportsClipControl) { out.Write("o.pos.z = -o.pos.z;\n"); } else // OGL { // this results in a scale from -1..0 to -1..1 after perspective // divide out.Write("o.pos.z = o.pos.z * -2.0 - o.pos.w;\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 } // The console GPU places the pixel center at 7/12 in screen space unless // antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results // in some primitives being placed one pixel too far to the bottom-right, // which in turn can be critical if it happens for clear quads. // Hence, we compensate for this pixel center difference so that primitives // get rasterized correctly. out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION".xy;\n"); if (api_type == API_OPENGL) { if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { AssignVSOutputMembers(out, "vs", "o"); } 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) out.Write("uv%d.xyz = o.tex%d;\n", i, i); out.Write("clipPos = o.clipPos;\n"); if (g_ActiveConfig.bEnablePixelLighting) { out.Write("Normal = o.Normal;\n"); out.Write("WorldPos = o.WorldPos;\n"); } out.Write("colors_0 = o.colors_0;\n"); out.Write("colors_1 = o.colors_1;\n"); } out.Write("gl_Position = o.pos;\n"); } else // D3D { out.Write("return o;\n"); } out.Write("}\n"); if (is_writing_shadercode) { if (text[sizeof(text) - 1] != 0x7C) PanicAlert("VertexShader generator - buffer too small, canary has been eaten!"); } }
ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid_data* uid_data) { ShaderCode out; // Non-uid template parameters will write to the dummy data (=> gets optimized out) const unsigned int vertex_in = uid_data->primitive_type + 1; unsigned int vertex_out = uid_data->primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4; if (uid_data->wireframe) vertex_out++; if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) { // Insert layout parameters if (g_ActiveConfig.backend_info.bSupportsGSInstancing) { out.Write("layout(%s, invocations = %d) in;\n", primitives_ogl[uid_data->primitive_type], uid_data->stereo ? 2 : 1); out.Write("layout(%s_strip, max_vertices = %d) out;\n", uid_data->wireframe ? "line" : "triangle", vertex_out); } else { out.Write("layout(%s) in;\n", primitives_ogl[uid_data->primitive_type]); out.Write("layout(%s_strip, max_vertices = %d) out;\n", uid_data->wireframe ? "line" : "triangle", uid_data->stereo ? vertex_out * 2 : vertex_out); } } out.Write("%s", s_lighting_struct); // uniforms if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) out.Write("UBO_BINDING(std140, 3) uniform GSBlock {\n"); else out.Write("cbuffer GSBlock {\n"); out.Write("\tfloat4 " I_STEREOPARAMS ";\n" "\tfloat4 " I_LINEPTPARAMS ";\n" "\tint4 " I_TEXOFFSET ";\n" "};\n"); out.Write("struct VS_OUTPUT {\n"); GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting, ""); out.Write("};\n"); if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) { if (g_ActiveConfig.backend_info.bSupportsGSInstancing) out.Write("#define InstanceID gl_InvocationID\n"); out.Write("VARYING_LOCATION(0) in VertexData {\n"); GenerateVSOutputMembers<ShaderCode>( out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting, GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true)); out.Write("} vs[%d];\n", vertex_in); out.Write("VARYING_LOCATION(0) out VertexData {\n"); GenerateVSOutputMembers<ShaderCode>( out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting, GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true)); if (uid_data->stereo) out.Write("\tflat int layer;\n"); out.Write("} ps;\n"); out.Write("void main()\n{\n"); } else // D3D { out.Write("struct VertexData {\n"); out.Write("\tVS_OUTPUT o;\n"); if (uid_data->stereo) out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n"); out.Write("};\n"); if (g_ActiveConfig.backend_info.bSupportsGSInstancing) { out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out, uid_data->stereo ? 2 : 1); out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output, in uint " "InstanceID : SV_GSInstanceID)\n{\n", primitives_d3d[uid_data->primitive_type], vertex_in, uid_data->wireframe ? "Line" : "Triangle"); } else { out.Write("[maxvertexcount(%d)]\n", uid_data->stereo ? vertex_out * 2 : vertex_out); out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output)\n{\n", primitives_d3d[uid_data->primitive_type], vertex_in, uid_data->wireframe ? "Line" : "Triangle"); } out.Write("\tVertexData ps;\n"); } if (uid_data->primitive_type == PRIMITIVE_LINES) { if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) { out.Write("\tVS_OUTPUT start, end;\n"); AssignVSOutputMembers(out, "start", "vs[0]", uid_data->numTexGens, uid_data->pixel_lighting); AssignVSOutputMembers(out, "end", "vs[1]", uid_data->numTexGens, uid_data->pixel_lighting); } else { out.Write("\tVS_OUTPUT start = o[0];\n"); out.Write("\tVS_OUTPUT end = o[1];\n"); } // GameCube/Wii's line drawing algorithm is a little quirky. It does not // use the correct line caps. Instead, the line caps are vertical or // horizontal depending the slope of the line. out.Write("\tfloat2 offset;\n" "\tfloat2 to = abs(end.pos.xy / end.pos.w - start.pos.xy / start.pos.w);\n" // FIXME: What does real hardware do when line is at a 45-degree angle? // FIXME: Lines aren't drawn at the correct width. See Twilight Princess map. "\tif (" I_LINEPTPARAMS ".y * to.y > " I_LINEPTPARAMS ".x * to.x) {\n" // Line is more tall. Extend geometry left and right. // Lerp LineWidth/2 from [0..VpWidth] to [-1..1] "\t\toffset = float2(" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".x, 0);\n" "\t} else {\n" // Line is more wide. Extend geometry up and down. // Lerp LineWidth/2 from [0..VpHeight] to [1..-1] "\t\toffset = float2(0, -" I_LINEPTPARAMS ".z / " I_LINEPTPARAMS ".y);\n" "\t}\n"); } else if (uid_data->primitive_type == PRIMITIVE_POINTS) { if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) { out.Write("\tVS_OUTPUT center;\n"); AssignVSOutputMembers(out, "center", "vs[0]", uid_data->numTexGens, uid_data->pixel_lighting); } else { out.Write("\tVS_OUTPUT center = o[0];\n"); } // Offset from center to upper right vertex // Lerp PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1] out.Write("\tfloat2 offset = float2(" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS ".x, -" I_LINEPTPARAMS ".w / " I_LINEPTPARAMS ".y) * center.pos.w;\n"); } if (uid_data->stereo) { // If the GPU supports invocation we don't need a for loop and can simply use the // invocation identifier to determine which layer we're rendering. if (g_ActiveConfig.backend_info.bSupportsGSInstancing) out.Write("\tint eye = InstanceID;\n"); else out.Write("\tfor (int eye = 0; eye < 2; ++eye) {\n"); } if (uid_data->wireframe) out.Write("\tVS_OUTPUT first;\n"); out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in); if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) { out.Write("\tVS_OUTPUT f;\n"); AssignVSOutputMembers(out, "f", "vs[i]", uid_data->numTexGens, uid_data->pixel_lighting); if (g_ActiveConfig.backend_info.bSupportsDepthClamp && DriverDetails::HasBug(DriverDetails::BUG_BROKENCLIPDISTANCE)) { // On certain GPUs we have to consume the clip distance from the vertex shader // or else the other vertex shader outputs will get corrupted. out.Write("\tf.clipDist0 = gl_in[i].gl_ClipDistance[0];\n"); out.Write("\tf.clipDist1 = gl_in[i].gl_ClipDistance[1];\n"); } } else { out.Write("\tVS_OUTPUT f = o[i];\n"); } if (uid_data->stereo) { // Select the output layer out.Write("\tps.layer = eye;\n"); if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) out.Write("\tgl_Layer = eye;\n"); // For stereoscopy add a small horizontal offset in Normalized Device Coordinates proportional // to the depth of the vertex. We retrieve the depth value from the w-component of the projected // vertex which contains the negated z-component of the original vertex. // For negative parallax (out-of-screen effects) we subtract a convergence value from // the depth value. This results in objects at a distance smaller than the convergence // distance to seemingly appear in front of the screen. // This formula is based on page 13 of the "Nvidia 3D Vision Automatic, Best Practices Guide" out.Write("\tfloat hoffset = (eye == 0) ? " I_STEREOPARAMS ".x : " I_STEREOPARAMS ".y;\n"); out.Write("\tf.pos.x += hoffset * (f.pos.w - " I_STEREOPARAMS ".z);\n"); } if (uid_data->primitive_type == PRIMITIVE_LINES) { out.Write("\tVS_OUTPUT l = f;\n" "\tVS_OUTPUT r = f;\n"); out.Write("\tl.pos.xy -= offset * l.pos.w;\n" "\tr.pos.xy += offset * r.pos.w;\n"); out.Write("\tif (" I_TEXOFFSET "[2] != 0) {\n"); out.Write("\tfloat texOffset = 1.0 / float(" I_TEXOFFSET "[2]);\n"); for (unsigned int i = 0; i < uid_data->numTexGens; ++i) { out.Write("\tif (((" I_TEXOFFSET "[0] >> %d) & 0x1) != 0)\n", i); out.Write("\t\tr.tex%d.x += texOffset;\n", i); } out.Write("\t}\n"); EmitVertex(out, uid_data, "l", ApiType, true); EmitVertex(out, uid_data, "r", ApiType); } else if (uid_data->primitive_type == PRIMITIVE_POINTS) { out.Write("\tVS_OUTPUT ll = f;\n" "\tVS_OUTPUT lr = f;\n" "\tVS_OUTPUT ul = f;\n" "\tVS_OUTPUT ur = f;\n"); out.Write("\tll.pos.xy += float2(-1,-1) * offset;\n" "\tlr.pos.xy += float2(1,-1) * offset;\n" "\tul.pos.xy += float2(-1,1) * offset;\n" "\tur.pos.xy += offset;\n"); out.Write("\tif (" I_TEXOFFSET "[3] != 0) {\n"); out.Write("\tfloat2 texOffset = float2(1.0 / float(" I_TEXOFFSET "[3]), 1.0 / float(" I_TEXOFFSET "[3]));\n"); for (unsigned int i = 0; i < uid_data->numTexGens; ++i) { out.Write("\tif (((" I_TEXOFFSET "[1] >> %d) & 0x1) != 0) {\n", i); out.Write("\t\tll.tex%d.xy += float2(0,1) * texOffset;\n", i); out.Write("\t\tlr.tex%d.xy += texOffset;\n", i); out.Write("\t\tur.tex%d.xy += float2(1,0) * texOffset;\n", i); out.Write("\t}\n"); } out.Write("\t}\n"); EmitVertex(out, uid_data, "ll", ApiType, true); EmitVertex(out, uid_data, "lr", ApiType); EmitVertex(out, uid_data, "ul", ApiType); EmitVertex(out, uid_data, "ur", ApiType); } else { EmitVertex(out, uid_data, "f", ApiType, true); } out.Write("\t}\n"); EndPrimitive(out, uid_data, ApiType); if (uid_data->stereo && !g_ActiveConfig.backend_info.bSupportsGSInstancing) out.Write("\t}\n"); out.Write("}\n"); return out; }
static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE ApiType) { // Non-uid template parameters will write to the dummy data (=> gets optimized out) geometry_shader_uid_data dummy_data; geometry_shader_uid_data* uid_data = out.template GetUidData<geometry_shader_uid_data>(); if (uid_data == nullptr) uid_data = &dummy_data; out.SetBuffer(text); const bool is_writing_shadercode = (out.GetBuffer() != nullptr); if (is_writing_shadercode) text[sizeof(text) - 1] = 0x7C; // canary uid_data->primitive_type = primitive_type; const unsigned int vertex_in = primitive_type + 1; unsigned int vertex_out = primitive_type == PRIMITIVE_TRIANGLES ? 3 : 4; uid_data->wireframe = g_ActiveConfig.bWireFrame; if (g_ActiveConfig.bWireFrame) vertex_out++; uid_data->stereo = g_ActiveConfig.iStereoMode > 0; if (ApiType == API_OPENGL) { // Insert layout parameters if (g_ActiveConfig.backend_info.bSupportsGSInstancing) { out.Write("layout(%s, invocations = %d) in;\n", primitives_ogl[primitive_type], g_ActiveConfig.iStereoMode > 0 ? 2 : 1); out.Write("layout(%s_strip, max_vertices = %d) out;\n", g_ActiveConfig.bWireFrame ? "line" : "triangle", vertex_out); } else { out.Write("layout(%s) in;\n", primitives_ogl[primitive_type]); out.Write("layout(%s_strip, max_vertices = %d) out;\n", g_ActiveConfig.bWireFrame ? "line" : "triangle", g_ActiveConfig.iStereoMode > 0 ? vertex_out * 2 : vertex_out); } } out.Write("%s", s_lighting_struct); // uniforms if (ApiType == API_OPENGL) out.Write("layout(std140%s) uniform GSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 3" : ""); else out.Write("cbuffer GSBlock {\n"); out.Write( "\tfloat4 " I_STEREOPARAMS";\n" "\tfloat4 " I_LINEPTPARAMS";\n" "\tint4 " I_TEXOFFSET";\n" "};\n"); uid_data->numTexGens = xfmem.numTexGen.numTexGens; uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting; out.Write("struct VS_OUTPUT {\n"); GenerateVSOutputMembers<T>(out, ApiType); out.Write("};\n"); if (ApiType == API_OPENGL) { if (g_ActiveConfig.backend_info.bSupportsGSInstancing) out.Write("#define InstanceID gl_InvocationID\n"); out.Write("in VertexData {\n"); GenerateVSOutputMembers<T>(out, ApiType, GetInterpolationQualifier(ApiType, true, true)); out.Write("} vs[%d];\n", vertex_in); out.Write("out VertexData {\n"); GenerateVSOutputMembers<T>(out, ApiType, GetInterpolationQualifier(ApiType, false, true)); if (g_ActiveConfig.iStereoMode > 0) out.Write("\tflat int layer;\n"); out.Write("} ps;\n"); out.Write("void main()\n{\n"); } else // D3D { out.Write("struct VertexData {\n"); out.Write("\tVS_OUTPUT o;\n"); if (g_ActiveConfig.iStereoMode > 0) out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n"); out.Write("};\n"); if (g_ActiveConfig.backend_info.bSupportsGSInstancing) { out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out, g_ActiveConfig.iStereoMode > 0 ? 2 : 1); out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output, in uint InstanceID : SV_GSInstanceID)\n{\n", primitives_d3d[primitive_type], vertex_in, g_ActiveConfig.bWireFrame ? "Line" : "Triangle"); } else { out.Write("[maxvertexcount(%d)]\n", g_ActiveConfig.iStereoMode > 0 ? vertex_out * 2 : vertex_out); out.Write("void main(%s VS_OUTPUT o[%d], inout %sStream<VertexData> output)\n{\n", primitives_d3d[primitive_type], vertex_in, g_ActiveConfig.bWireFrame ? "Line" : "Triangle"); } out.Write("\tVertexData ps;\n"); } if (primitive_type == PRIMITIVE_LINES) { if (ApiType == API_OPENGL) { out.Write("\tVS_OUTPUT start, end;\n"); AssignVSOutputMembers(out, "start", "vs[0]"); AssignVSOutputMembers(out, "end", "vs[1]"); } else { out.Write("\tVS_OUTPUT start = o[0];\n"); out.Write("\tVS_OUTPUT end = o[1];\n"); } // GameCube/Wii's line drawing algorithm is a little quirky. It does not // use the correct line caps. Instead, the line caps are vertical or // horizontal depending the slope of the line. out.Write( "\tfloat2 offset;\n" "\tfloat2 to = abs(end.pos.xy / end.pos.w - start.pos.xy / start.pos.w);\n" // FIXME: What does real hardware do when line is at a 45-degree angle? // FIXME: Lines aren't drawn at the correct width. See Twilight Princess map. "\tif (" I_LINEPTPARAMS".y * to.y > " I_LINEPTPARAMS".x * to.x) {\n" // Line is more tall. Extend geometry left and right. // Lerp LineWidth/2 from [0..VpWidth] to [-1..1] "\t\toffset = float2(" I_LINEPTPARAMS".z / " I_LINEPTPARAMS".x, 0);\n" "\t} else {\n" // Line is more wide. Extend geometry up and down. // Lerp LineWidth/2 from [0..VpHeight] to [1..-1] "\t\toffset = float2(0, -" I_LINEPTPARAMS".z / " I_LINEPTPARAMS".y);\n" "\t}\n"); } else if (primitive_type == PRIMITIVE_POINTS) { if (ApiType == API_OPENGL) { out.Write("\tVS_OUTPUT center;\n"); AssignVSOutputMembers(out, "center", "vs[0]"); } else { out.Write("\tVS_OUTPUT center = o[0];\n"); } // Offset from center to upper right vertex // Lerp PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1] out.Write("\tfloat2 offset = float2(" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".x, -" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".y) * center.pos.w;\n"); } if (g_ActiveConfig.iStereoMode > 0) { // If the GPU supports invocation we don't need a for loop and can simply use the // invocation identifier to determine which layer we're rendering. if (g_ActiveConfig.backend_info.bSupportsGSInstancing) out.Write("\tint eye = InstanceID;\n"); else out.Write("\tfor (int eye = 0; eye < 2; ++eye) {\n"); } if (g_ActiveConfig.bWireFrame) out.Write("\tVS_OUTPUT first;\n"); out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in); if (ApiType == API_OPENGL) { out.Write("\tVS_OUTPUT f;\n"); AssignVSOutputMembers(out, "f", "vs[i]"); } else { out.Write("\tVS_OUTPUT f = o[i];\n"); } if (g_ActiveConfig.iStereoMode > 0) { // Select the output layer out.Write("\tps.layer = eye;\n"); if (ApiType == API_OPENGL) out.Write("\tgl_Layer = eye;\n"); // For stereoscopy add a small horizontal offset in Normalized Device Coordinates proportional // to the depth of the vertex. We retrieve the depth value from the w-component of the projected // vertex which contains the negated z-component of the original vertex. // For negative parallax (out-of-screen effects) we subtract a convergence value from // the depth value. This results in objects at a distance smaller than the convergence // distance to seemingly appear in front of the screen. // This formula is based on page 13 of the "Nvidia 3D Vision Automatic, Best Practices Guide" out.Write("\tf.pos.x += " I_STEREOPARAMS"[eye] * (f.pos.w - " I_STEREOPARAMS"[2]);\n"); } if (primitive_type == PRIMITIVE_LINES) { out.Write("\tVS_OUTPUT l = f;\n" "\tVS_OUTPUT r = f;\n"); out.Write("\tl.pos.xy -= offset * l.pos.w;\n" "\tr.pos.xy += offset * r.pos.w;\n"); out.Write("\tif (" I_TEXOFFSET"[2] != 0) {\n"); out.Write("\tfloat texOffset = 1.0 / float(" I_TEXOFFSET"[2]);\n"); for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i) { out.Write("\tif (((" I_TEXOFFSET"[0] >> %d) & 0x1) != 0)\n", i); out.Write("\t\tr.tex%d.x += texOffset;\n", i); } out.Write("\t}\n"); EmitVertex<T>(out, "l", ApiType, true); EmitVertex<T>(out, "r", ApiType); } else if (primitive_type == PRIMITIVE_POINTS) { out.Write("\tVS_OUTPUT ll = f;\n" "\tVS_OUTPUT lr = f;\n" "\tVS_OUTPUT ul = f;\n" "\tVS_OUTPUT ur = f;\n"); out.Write("\tll.pos.xy += float2(-1,-1) * offset;\n" "\tlr.pos.xy += float2(1,-1) * offset;\n" "\tul.pos.xy += float2(-1,1) * offset;\n" "\tur.pos.xy += offset;\n"); out.Write("\tif (" I_TEXOFFSET"[3] != 0) {\n"); out.Write("\tfloat2 texOffset = float2(1.0 / float(" I_TEXOFFSET"[3]), 1.0 / float(" I_TEXOFFSET"[3]));\n"); for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i) { out.Write("\tif (((" I_TEXOFFSET"[1] >> %d) & 0x1) != 0) {\n", i); out.Write("\t\tll.tex%d.xy += float2(0,1) * texOffset;\n", i); out.Write("\t\tlr.tex%d.xy += texOffset;\n", i); out.Write("\t\tur.tex%d.xy += float2(1,0) * texOffset;\n", i); out.Write("\t}\n"); } out.Write("\t}\n"); EmitVertex<T>(out, "ll", ApiType, true); EmitVertex<T>(out, "lr", ApiType); EmitVertex<T>(out, "ul", ApiType); EmitVertex<T>(out, "ur", ApiType); } else { EmitVertex<T>(out, "f", ApiType, true); } out.Write("\t}\n"); EndPrimitive<T>(out, ApiType); if (g_ActiveConfig.iStereoMode > 0 && !g_ActiveConfig.backend_info.bSupportsGSInstancing) out.Write("\t}\n"); out.Write("}\n"); if (is_writing_shadercode) { if (text[sizeof(text) - 1] != 0x7C) PanicAlert("GeometryShader generator - buffer too small, canary has been eaten!"); } }
static T GenerateVertexShader(API_TYPE api_type) { 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; _assert_(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens); _assert_(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans); out.Write("%s", s_lighting_struct); // uniforms if (api_type == API_OPENGL) out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : ""); else out.Write("cbuffer VSBlock {\n"); out.Write(s_shader_uniforms); out.Write("};\n"); out.Write("struct VS_OUTPUT {\n"); GenerateVSOutputMembers<T>(out, api_type, ""); 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) out.Write("in int posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB); if (components & VB_HAS_NRM0) out.Write("in float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB); if (components & VB_HAS_NRM1) out.Write("in float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB); if (components & VB_HAS_NRM2) out.Write("in float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB); if (components & VB_HAS_COL0) out.Write("in float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB); if (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) out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i); } if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { out.Write("out VertexData {\n"); GenerateVSOutputMembers<T>(out, api_type, GetInterpolationQualifier(true, false)); out.Write("} vs;\n"); } else { // Let's set up attributes for (u32 i = 0; i < 8; ++i) { if (i < xfmem.numTexGen.numTexGens) { out.Write("%s out float3 uv%u;\n", GetInterpolationQualifier(), i); } } out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier()); if (g_ActiveConfig.bEnablePixelLighting) { out.Write("%s out float3 Normal;\n", GetInterpolationQualifier()); out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier()); } out.Write("%s out float4 colors_0;\n", GetInterpolationQualifier()); out.Write("%s out float4 colors_1;\n", GetInterpolationQualifier()); } out.Write("void main()\n{\n"); } else // D3D { out.Write("VS_OUTPUT main(\n"); // inputs if (components & VB_HAS_NRM0) out.Write(" float3 rawnorm0 : NORMAL0,\n"); if (components & VB_HAS_NRM1) out.Write(" float3 rawnorm1 : NORMAL1,\n"); if (components & VB_HAS_NRM2) out.Write(" float3 rawnorm2 : NORMAL2,\n"); if (components & VB_HAS_COL0) out.Write(" float4 color0 : COLOR0,\n"); if (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) out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i); } if (components & VB_HAS_POSMTXIDX) out.Write(" int posmtx : BLENDINDICES,\n"); out.Write(" float4 rawpos : POSITION) {\n"); } out.Write("VS_OUTPUT o;\n"); // transforms if (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) { 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) out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, " "rawnorm0)));\n"); if (components & VB_HAS_NRM1) out.Write( "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"); if (components & VB_HAS_NRM2) out.Write( "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"); } else { 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) 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) 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) 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)) 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 "[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n"); out.Write("int4 lacc;\n" "float3 ldir, h, cosAttn, distAttn;\n" "float dist, dist2, attn;\n"); uid_data->numColorChans = xfmem.numChan.numColorChans; if (xfmem.numChan.numColorChans == 0) { if (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_"); if (xfmem.numChan.numColorChans < 2) { if (components & VB_HAS_COL1) out.Write("o.colors_1 = color1;\n"); else out.Write("o.colors_1 = o.colors_0;\n"); } // 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) { TexMtxInfo& texinfo = xfmem.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) { out.Write("coord.xyz = rawnorm0.xyz;\n"); } break; case XF_SRCCOLORS_INROW: _assert_(texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1); break; case XF_SRCBINORMAL_T_INROW: if (components & VB_HAS_NRM1) { out.Write("coord.xyz = rawnorm1.xyz;\n"); } break; case XF_SRCBINORMAL_B_INROW: if (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))) 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)) { // 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( "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n", i, texinfo.embosssourceshift); } else { // 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); } break; case XF_TEXGEN_COLOR_STRGBC0: out.Write("o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i); break; case XF_TEXGEN_COLOR_STRGBC1: out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i); break; case XF_TEXGEN_REGULAR: default: uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i; if (components & (VB_HAS_TEXMTXIDX0 << i)) { out.Write("int tmp = int(tex%d.z);\n", i); if (texinfo.projection == 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", i); else out.Write("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) out.Write("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 out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES "[%d]), dot(coord, " I_TEXMATRICES "[%d]), 1);\n", i, 3 * i, 3 * i + 1); } 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) { const PostMtxInfo& postInfo = xfmem.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); 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); // multiply by postmatrix 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); } out.Write("}\n"); } // clipPos/w needs to be done in pixel shader, not here out.Write("o.clipPos = o.pos;\n"); if (g_ActiveConfig.bEnablePixelLighting) { out.Write("o.Normal = _norm0;\n"); out.Write("o.WorldPos = pos.xyz;\n"); if (components & VB_HAS_COL0) out.Write("o.colors_0 = color0;\n"); if (components & VB_HAS_COL1) 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 if (g_ActiveConfig.backend_info.bSupportsClipControl) { out.Write("o.pos.z = -o.pos.z;\n"); } else // OGL { // this results in a scale from -1..0 to -1..1 after perspective // divide out.Write("o.pos.z = o.pos.z * -2.0 - o.pos.w;\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 } // The console GPU places the pixel center at 7/12 in screen space unless // antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results // in some primitives being placed one pixel too far to the bottom-right, // which in turn can be critical if it happens for clear quads. // Hence, we compensate for this pixel center difference so that primitives // get rasterized correctly. out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n"); if (api_type == API_OPENGL) { if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { AssignVSOutputMembers(out, "vs", "o"); } 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) out.Write("uv%d.xyz = o.tex%d;\n", i, i); out.Write("clipPos = o.clipPos;\n"); if (g_ActiveConfig.bEnablePixelLighting) { out.Write("Normal = o.Normal;\n"); out.Write("WorldPos = o.WorldPos;\n"); } out.Write("colors_0 = o.colors_0;\n"); out.Write("colors_1 = o.colors_1;\n"); } out.Write("gl_Position = o.pos;\n"); } else // D3D { out.Write("return o;\n"); } out.Write("}\n"); return out; }