static void EndPrimitive(ShaderCode& out, const geometry_shader_uid_data* uid_data, APIType ApiType) { if (uid_data->wireframe) EmitVertex(out, uid_data, "first", ApiType); if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) out.Write("\tEndPrimitive();\n"); else out.Write("\toutput.RestartStrip();\n"); }
static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data, const char* vertex, APIType ApiType, bool first_vertex) { if (uid_data->wireframe && first_vertex) out.Write("\tif (i == 0) first = %s;\n", vertex); if (ApiType == APIType::OpenGL) { out.Write("\tgl_Position = %s.pos;\n", vertex); if (g_ActiveConfig.backend_info.bSupportsDepthClamp) { out.Write("\tgl_ClipDistance[0] = %s.clipDist0;\n", vertex); out.Write("\tgl_ClipDistance[1] = %s.clipDist1;\n", vertex); } AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, uid_data->pixel_lighting); } else if (ApiType == APIType::Vulkan) { // Vulkan NDC space has Y pointing down (right-handed NDC space). out.Write("\tgl_Position = %s.pos;\n", vertex); out.Write("\tgl_Position.y = -gl_Position.y;\n"); AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, uid_data->pixel_lighting); } else { out.Write("\tps.o = %s;\n", vertex); } if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) out.Write("\tEmitVertex();\n"); else out.Write("\toutput.Append(ps);\n"); }
bool LineGeometryShader::SetShader(u32 components, float lineWidth, float texOffset, float vpWidth, float vpHeight, const bool* texOffsetEnable) { if (!m_ready) return false; // Make sure geometry shader for "components" is available ComboMap::iterator shaderIt = m_shaders.find(components); if (shaderIt == m_shaders.end()) { // Generate new shader. Warning: not thread-safe. static char buffer[16384]; ShaderCode code; code.SetBuffer(buffer); GenerateVSOutputStructForGS(code, API_D3D); code.Write("\n%s", LINE_GS_COMMON); std::stringstream numTexCoordsStream; numTexCoordsStream << xfmem.numTexGen.numTexGens; INFO_LOG(VIDEO, "Compiling line geometry shader for components 0x%.08X (num texcoords %d)", components, xfmem.numTexGen.numTexGens); const std::string& numTexCoordsStr = numTexCoordsStream.str(); D3D_SHADER_MACRO macros[] = { { "NUM_TEXCOORDS", numTexCoordsStr.c_str() }, { nullptr, nullptr } }; ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), macros); if (!newShader) { WARN_LOG(VIDEO, "Line geometry shader for components 0x%.08X failed to compile", components); // Add dummy shader to prevent trying to compile again m_shaders[components] = nullptr; return false; } shaderIt = m_shaders.insert(std::make_pair(components, newShader)).first; } if (shaderIt != m_shaders.end()) { if (shaderIt->second) { D3D11_MAPPED_SUBRESOURCE map; HRESULT hr = D3D::context->Map(m_paramsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); if (SUCCEEDED(hr)) { LineGSParams* params = (LineGSParams*)map.pData; params->LineWidth = lineWidth; params->TexOffset = texOffset; params->VpWidth = vpWidth; params->VpHeight = vpHeight; for (int i = 0; i < 8; ++i) params->TexOffsetEnable[i] = texOffsetEnable[i] ? 1.f : 0.f; D3D::context->Unmap(m_paramsBuffer, 0); } else ERROR_LOG(VIDEO, "Failed to map line gs params buffer"); DEBUG_LOG(VIDEO, "Line params: width %f, texOffset %f, vpWidth %f, vpHeight %f", lineWidth, texOffset, vpWidth, vpHeight); D3D::context->GSSetShader(shaderIt->second, nullptr, 0); D3D::context->GSSetConstantBuffers(0, 1, &m_paramsBuffer); return true; } else return false; } else return false; }
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; }
// vertex shader // lights/colors // materials name is I_MATERIALS in vs and I_PMATERIALS in ps // inColorName is color in vs and colors_ in ps // dest is o.colors_ in vs and colors_ in ps void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components, const char* inColorName, const char* dest) { for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++) { object.Write("{\n"); bool colormatsource = !!(uid_data.matsource & (1 << j)); if (colormatsource) // from vertex { if (components & (VB_HAS_COL0 << j)) object.Write("int4 mat = int4(round(%s%d * 255.0));\n", inColorName, j); else if (components & VB_HAS_COL0) object.Write("int4 mat = int4(round(%s0 * 255.0));\n", inColorName); else object.Write("int4 mat = int4(255, 255, 255, 255);\n"); } else // from color { object.Write("int4 mat = %s[%d];\n", I_MATERIALS, j + 2); } if (uid_data.enablelighting & (1 << j)) { if (uid_data.ambsource & (1 << j)) // from vertex { if (components & (VB_HAS_COL0 << j)) object.Write("lacc = int4(round(%s%d * 255.0));\n", inColorName, j); else if (components & VB_HAS_COL0) object.Write("lacc = int4(round(%s0 * 255.0));\n", inColorName); else // TODO: this isn't verified. Here we want to read the ambient from the vertex, // but the vertex itself has no color. So we don't know which value to read. // Returning 1.0 is the same as disabled lightning, so this could be fine object.Write("lacc = int4(255, 255, 255, 255);\n"); } else // from color { object.Write("lacc = %s[%d];\n", I_MATERIALS, j); } } else { object.Write("lacc = int4(255, 255, 255, 255);\n"); } // check if alpha is different bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2))); if (alphamatsource != colormatsource) { if (alphamatsource) // from vertex { if (components & (VB_HAS_COL0 << j)) object.Write("mat.w = int(round(%s%d.w * 255.0));\n", inColorName, j); else if (components & VB_HAS_COL0) object.Write("mat.w = int(round(%s0.w * 255.0));\n", inColorName); else object.Write("mat.w = 255;\n"); } else // from color { object.Write("mat.w = %s[%d].w;\n", I_MATERIALS, j + 2); } } if (uid_data.enablelighting & (1 << (j + 2))) { if (uid_data.ambsource & (1 << (j + 2))) // from vertex { if (components & (VB_HAS_COL0 << j)) object.Write("lacc.w = int(round(%s%d.w * 255.0));\n", inColorName, j); else if (components & VB_HAS_COL0) object.Write("lacc.w = int(round(%s0.w * 255.0));\n", inColorName); else // TODO: The same for alpha: We want to read from vertex, but the vertex has no color object.Write("lacc.w = 255;\n"); } else // from color { object.Write("lacc.w = %s[%d].w;\n", I_MATERIALS, j); } } else { object.Write("lacc.w = 255;\n"); } if (uid_data.enablelighting & (1 << j)) // Color lights { for (int i = 0; i < 8; ++i) if (uid_data.light_mask & (1 << (i + 8 * j))) GenerateLightShader(object, uid_data, i, j, false); } if (uid_data.enablelighting & (1 << (j + 2))) // Alpha lights { for (int i = 0; i < 8; ++i) if (uid_data.light_mask & (1 << (i + 8 * (j + 2)))) GenerateLightShader(object, uid_data, i, j + 2, true); } object.Write("lacc = clamp(lacc, 0, 255);\n"); object.Write("%s%d = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j); object.Write("}\n"); } }
static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_data, int index, int litchan_index, bool alpha) { const char* swizzle = alpha ? "a" : "rgb"; const char* swizzle_components = (alpha) ? "" : "3"; int attnfunc = (uid_data.attnfunc >> (2 * litchan_index)) & 0x3; int diffusefunc = (uid_data.diffusefunc >> (2 * litchan_index)) & 0x3; switch (attnfunc) { case LIGHTATTN_NONE: case LIGHTATTN_DIR: object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index)); object.Write("attn = 1.0;\n"); object.Write("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n"); break; case LIGHTATTN_SPEC: object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index)); object.Write("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR ".xyz)) : 0.0;\n", LIGHT_DIR_PARAMS(index)); object.Write("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index)); object.Write("distAttn = %s(" LIGHT_DISTATT ".xyz);\n", (diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index)); object.Write("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, " "float3(1.0, attn, attn*attn));\n"); break; case LIGHTATTN_SPOT: object.Write("ldir = " LIGHT_POS ".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index)); object.Write("dist2 = dot(ldir, ldir);\n" "dist = sqrt(dist2);\n" "ldir = ldir / dist;\n" "attn = max(0.0, dot(ldir, " LIGHT_DIR ".xyz));\n", LIGHT_DIR_PARAMS(index)); // attn*attn may overflow object.Write("attn = max(0.0, " LIGHT_COSATT ".x + " LIGHT_COSATT ".y*attn + " LIGHT_COSATT ".z*attn*attn) / dot(" LIGHT_DISTATT ".xyz, float3(1.0,dist,dist2));\n", LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index)); break; } switch (diffusefunc) { case LIGHTDIF_NONE: object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL ")));\n", swizzle, swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle)); break; case LIGHTDIF_SIGN: case LIGHTDIF_CLAMP: object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL ")));\n", swizzle, swizzle_components, diffusefunc != LIGHTDIF_SIGN ? "max(0.0," : "(", swizzle_components, LIGHT_COL_PARAMS(index, swizzle)); break; default: _assert_(0); } object.Write("\n"); }