Improve the shader UID debugging stuff and merge it to VideoCommon, effectively enabling it in D3D9 and D3D11 as well.

This commit is contained in:
NeoBrainX
2011-09-09 00:32:04 +02:00
parent 349a3ae91d
commit b28348066e
16 changed files with 614 additions and 527 deletions

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@@ -53,7 +53,7 @@ bool MsgAlert(bool yes_no, int Style, const char* format, ...)
{ {
// Read message and write it to the log // Read message and write it to the log
std::string caption; std::string caption;
char buffer[4096]; char buffer[2048];
static std::string info_caption; static std::string info_caption;
static std::string warn_caption; static std::string warn_caption;

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@@ -241,6 +241,39 @@ void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode)
_assert_((ptr - uid->values) == uid->GetNumValues()); _assert_((ptr - uid->values) == uid->GetNumValues());
} }
void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::string& old_code, DSTALPHA_MODE dstAlphaMode, u32 components)
{
PIXELSHADERUIDSAFE new_id;
GetSafePixelShaderId(&new_id, dstAlphaMode);
if (!(old_id == new_id))
{
std::string new_code(GeneratePixelShaderCode(dstAlphaMode, api, components));
if (old_code != new_code)
{
_assert_(old_id.GetNumValues() == new_id.GetNumValues());
char msg[8192];
char* ptr = msg;
ptr += sprintf(ptr, "Pixel shader IDs matched but unique IDs did not!\nUnique IDs (old <-> new):\n");
const int N = new_id.GetNumValues();
for (int i = 0; i < N/2; ++i)
ptr += sprintf(ptr, "%02d, %08X %08X | %08X %08X\n", 2*i, old_id.values[2*i], old_id.values[2*i+1],
new_id.values[2*i], new_id.values[2*i+1]);
if (N % 2)
ptr += sprintf(ptr, "%02d, %08X | %08X\n", N-1, old_id.values[N-1], new_id.values[N-1]);
static int num_failures = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%spsuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file(szTemp);
file << msg;
file.close();
PanicAlert("Unique pixel shader ID mismatch!\n\nReport this to the devs, along with the contents of %s.", szTemp);
}
}
}
// old tev->pixelshader notes // old tev->pixelshader notes
// //
@@ -594,12 +627,12 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
WRITE(p, " float4 c0 = "I_COLORS"[1], c1 = "I_COLORS"[2], c2 = "I_COLORS"[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);\n" WRITE(p, " float4 c0 = "I_COLORS"[1], c1 = "I_COLORS"[2], c2 = "I_COLORS"[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);\n"
" float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);\n" " float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);\n"
" float4 alphabump=float4(0.0f,0.0f,0.0f,0.0f);\n" " float4 alphabump=float4(0.0f,0.0f,0.0f,0.0f);\n"
" float3 tevcoord=float3(0.0f, 0.0f, 0.0f);\n" " float3 tevcoord=float3(0.0f, 0.0f, 0.0f);\n"
" float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f);\n" " float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f);\n"
" float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f);\n" " float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f);\n"
" float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);\n" " float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);\n"
" float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);\n\n"); " float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);\n\n");
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{ {

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@@ -123,6 +123,9 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode); void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode);
void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode); void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode);
// Used to make sure that our optimized pixel shader IDs don't lose any possible shader code changes
void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::string& old_code, DSTALPHA_MODE dstAlphaMode, u32 components);
extern PIXELSHADERUID last_pixel_shader_uid; extern PIXELSHADERUID last_pixel_shader_uid;
#endif // GCOGL_PIXELSHADER_H #endif // GCOGL_PIXELSHADER_H

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@@ -1,466 +1,502 @@
// Copyright (C) 2003 Dolphin Project. // Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify // This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0. // the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details. // GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program. // A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/ // If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at // Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/ // http://code.google.com/p/dolphin-emu/
#include <math.h> #include <math.h>
#include <locale.h> #include <locale.h>
#include "NativeVertexFormat.h" #include "NativeVertexFormat.h"
#include "BPMemory.h" #include "BPMemory.h"
#include "CPMemory.h" #include "CPMemory.h"
#include "LightingShaderGen.h" #include "LightingShaderGen.h"
#include "VertexShaderGen.h" #include "VertexShaderGen.h"
#include "VideoConfig.h" #include "VideoConfig.h"
VERTEXSHADERUID last_vertex_shader_uid; VERTEXSHADERUID last_vertex_shader_uid;
// Mash together all the inputs that contribute to the code of a generated vertex shader into // Mash together all the inputs that contribute to the code of a generated vertex shader into
// a unique identifier, basically containing all the bits. Yup, it's a lot .... // a unique identifier, basically containing all the bits. Yup, it's a lot ....
void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components) void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components)
{ {
uid->values[0] = components | uid->values[0] = components |
(xfregs.numTexGen.numTexGens << 23) | (xfregs.numTexGen.numTexGens << 23) |
(xfregs.numChan.numColorChans << 27) | (xfregs.numChan.numColorChans << 27) |
(xfregs.dualTexTrans.enabled << 29); (xfregs.dualTexTrans.enabled << 29);
for (int i = 0; i < xfregs.numChan.numColorChans; ++i) { for (int i = 0; i < xfregs.numChan.numColorChans; ++i) {
uid->values[1+i] = xfregs.color[i].enablelighting ? uid->values[1+i] = xfregs.color[i].enablelighting ?
(u32)xfregs.color[i].hex : (u32)xfregs.color[i].hex :
(u32)xfregs.color[i].matsource; (u32)xfregs.color[i].matsource;
uid->values[1+i] |= (xfregs.alpha[i].enablelighting ? uid->values[1+i] |= (xfregs.alpha[i].enablelighting ?
(u32)xfregs.alpha[i].hex : (u32)xfregs.alpha[i].hex :
(u32)xfregs.alpha[i].matsource) << 15; (u32)xfregs.alpha[i].matsource) << 15;
} }
uid->values[2] |= (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) << 31; uid->values[2] |= (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) << 31;
u32 *pcurvalue = &uid->values[3]; u32 *pcurvalue = &uid->values[3];
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) { for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) {
TexMtxInfo tinfo = xfregs.texMtxInfo[i]; TexMtxInfo tinfo = xfregs.texMtxInfo[i];
if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP) if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
tinfo.hex &= 0x7ff; tinfo.hex &= 0x7ff;
if (tinfo.texgentype != XF_TEXGEN_REGULAR) if (tinfo.texgentype != XF_TEXGEN_REGULAR)
tinfo.projection = 0; tinfo.projection = 0;
u32 val = ((tinfo.hex >> 1) & 0x1ffff); u32 val = ((tinfo.hex >> 1) & 0x1ffff);
if (xfregs.dualTexTrans.enabled && tinfo.texgentype == XF_TEXGEN_REGULAR) { if (xfregs.dualTexTrans.enabled && tinfo.texgentype == XF_TEXGEN_REGULAR) {
// rewrite normalization and post index // rewrite normalization and post index
val |= ((u32)xfregs.postMtxInfo[i].index << 17) | ((u32)xfregs.postMtxInfo[i].normalize << 23); val |= ((u32)xfregs.postMtxInfo[i].index << 17) | ((u32)xfregs.postMtxInfo[i].normalize << 23);
} }
switch (i & 3) { switch (i & 3) {
case 0: pcurvalue[0] |= val; break; case 0: pcurvalue[0] |= val; break;
case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break; case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break;
case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break; case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break;
case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break; case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break;
} }
} }
} }
void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components) void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components)
{ {
// Just store all used registers here without caring whether we need all bits or less. // Just store all used registers here without caring whether we need all bits or less.
u32* ptr = uid->values; u32* ptr = uid->values;
*ptr++ = components; *ptr++ = components;
*ptr++ = xfregs.numTexGen.hex; *ptr++ = xfregs.numTexGen.hex;
*ptr++ = xfregs.numChan.hex; *ptr++ = xfregs.numChan.hex;
*ptr++ = xfregs.dualTexTrans.hex; *ptr++ = xfregs.dualTexTrans.hex;
for (int i = 0; i < 2; ++i) { for (int i = 0; i < 2; ++i) {
*ptr++ = xfregs.color[i].hex; *ptr++ = xfregs.color[i].hex;
*ptr++ = xfregs.alpha[i].hex; *ptr++ = xfregs.alpha[i].hex;
} }
*ptr++ = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting; *ptr++ = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
for (unsigned int i = 0; i < 8; ++i) { for (unsigned int i = 0; i < 8; ++i) {
*ptr++ = xfregs.texMtxInfo[i].hex; *ptr++ = xfregs.texMtxInfo[i].hex;
*ptr++ = xfregs.postMtxInfo[i].hex; *ptr++ = xfregs.postMtxInfo[i].hex;
} }
_assert_((ptr - uid->values) == uid->GetNumValues()); _assert_((ptr - uid->values) == uid->GetNumValues());
} }
static char text[16384];
void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std::string& old_code, u32 components)
#define WRITE p+=sprintf {
VERTEXSHADERUIDSAFE new_id;
char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type) GetSafeVertexShaderId(&new_id, components);
{
WRITE(p, "struct VS_OUTPUT {\n"); if (!(old_id == new_id))
WRITE(p, " float4 pos : POSITION;\n"); {
WRITE(p, " float4 colors_0 : COLOR0;\n"); std::string new_code(GenerateVertexShaderCode(components, api));
WRITE(p, " float4 colors_1 : COLOR1;\n"); if (old_code != new_code)
{
if (xfregs.numTexGen.numTexGens < 7) { _assert_(old_id.GetNumValues() == new_id.GetNumValues());
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " float3 tex%d : TEXCOORD%d;\n", i, i); char msg[8192];
WRITE(p, " float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens); char* ptr = msg;
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) ptr += sprintf(ptr, "Vertex shader IDs matched but unique IDs did not!\nUnique IDs (old <-> new):\n");
WRITE(p, " float4 Normal : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens + 1); const int N = new_id.GetNumValues();
} else { for (int i = 0; i < N/2; ++i)
// clip position is in w of first 4 texcoords ptr += sprintf(ptr, "%02d, %08X %08X | %08X %08X\n", 2*i, old_id.values[2*i], old_id.values[2*i+1],
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) new_id.values[2*i], new_id.values[2*i+1]);
{ if (N % 2)
for (int i = 0; i < 8; ++i) ptr += sprintf(ptr, "%02d, %08X | %08X\n", N-1, old_id.values[N-1], new_id.values[N-1]);
WRITE(p, " float4 tex%d : TEXCOORD%d;\n", i, i);
} static int num_failures = 0;
else char szTemp[MAX_PATH];
{ sprintf(szTemp, "%svsuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) std::ofstream file(szTemp);
WRITE(p, " float%d tex%d : TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, i); file << msg;
} file.close();
}
WRITE(p, "};\n"); PanicAlert("Unique pixel shader ID mismatch!\n\nReport this to the devs, along with the contents of %s.", szTemp);
}
return p; }
} }
const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
{ static char text[16384];
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
text[sizeof(text) - 1] = 0x7C; // canary #define WRITE p+=sprintf
_assert_(bpmem.genMode.numtexgens == xfregs.numTexGen.numTexGens); char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type)
_assert_(bpmem.genMode.numcolchans == xfregs.numChan.numColorChans); {
WRITE(p, "struct VS_OUTPUT {\n");
bool is_d3d = (api_type & API_D3D9 || api_type == API_D3D11); WRITE(p, " float4 pos : POSITION;\n");
u32 lightMask = 0; WRITE(p, " float4 colors_0 : COLOR0;\n");
if (xfregs.numChan.numColorChans > 0) WRITE(p, " float4 colors_1 : COLOR1;\n");
lightMask |= xfregs.color[0].GetFullLightMask() | xfregs.alpha[0].GetFullLightMask();
if (xfregs.numChan.numColorChans > 1) if (xfregs.numTexGen.numTexGens < 7) {
lightMask |= xfregs.color[1].GetFullLightMask() | xfregs.alpha[1].GetFullLightMask(); for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " float3 tex%d : TEXCOORD%d;\n", i, i);
char *p = text; WRITE(p, " float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens);
WRITE(p, "//Vertex Shader: comp:%x, \n", components); if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, "typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_"I_POSNORMALMATRIX";\n" WRITE(p, " float4 Normal : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens + 1);
"typedef struct { float4 t; } FLT4;\n" } else {
"typedef struct { FLT4 T[24]; } s_"I_TEXMATRICES";\n" // clip position is in w of first 4 texcoords
"typedef struct { FLT4 T[64]; } s_"I_TRANSFORMMATRICES";\n" if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
"typedef struct { FLT4 T[32]; } s_"I_NORMALMATRICES";\n" {
"typedef struct { FLT4 T[64]; } s_"I_POSTTRANSFORMMATRICES";\n" for (int i = 0; i < 8; ++i)
"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n" WRITE(p, " float4 tex%d : TEXCOORD%d;\n", i, i);
"typedef struct { Light lights[8]; } s_"I_LIGHTS";\n" }
"typedef struct { float4 C0, C1, C2, C3; } s_"I_MATERIALS";\n" else
"typedef struct { float4 T0, T1, T2, T3; } s_"I_PROJECTION";\n" {
); 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);
p = GenerateVSOutputStruct(p, components, api_type); }
}
// uniforms WRITE(p, "};\n");
WRITE(p, "uniform s_"I_TRANSFORMMATRICES" "I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES); return p;
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); const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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); setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
WRITE(p, "uniform s_"I_MATERIALS" "I_MATERIALS" : register(c%d);\n", C_MATERIALS); text[sizeof(text) - 1] = 0x7C; // canary
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); _assert_(bpmem.genMode.numtexgens == xfregs.numTexGen.numTexGens);
_assert_(bpmem.genMode.numcolchans == xfregs.numChan.numColorChans);
WRITE(p, "VS_OUTPUT main(\n");
bool is_d3d = (api_type & API_D3D9 || api_type == API_D3D11);
// inputs u32 lightMask = 0;
if (components & VB_HAS_NRM0) if (xfregs.numChan.numColorChans > 0)
WRITE(p, " float3 rawnorm0 : NORMAL0,\n"); lightMask |= xfregs.color[0].GetFullLightMask() | xfregs.alpha[0].GetFullLightMask();
if (components & VB_HAS_NRM1) { if (xfregs.numChan.numColorChans > 1)
if (is_d3d) lightMask |= xfregs.color[1].GetFullLightMask() | xfregs.alpha[1].GetFullLightMask();
WRITE(p, " float3 rawnorm1 : NORMAL1,\n");
else char *p = text;
WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB); WRITE(p, "//Vertex Shader: comp:%x, \n", components);
} WRITE(p, "typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_"I_POSNORMALMATRIX";\n"
if (components & VB_HAS_NRM2) { "typedef struct { float4 t; } FLT4;\n"
if (is_d3d) "typedef struct { FLT4 T[24]; } s_"I_TEXMATRICES";\n"
WRITE(p, " float3 rawnorm2 : NORMAL2,\n"); "typedef struct { FLT4 T[64]; } s_"I_TRANSFORMMATRICES";\n"
else "typedef struct { FLT4 T[32]; } s_"I_NORMALMATRICES";\n"
WRITE(p, " float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB); "typedef struct { FLT4 T[64]; } s_"I_POSTTRANSFORMMATRICES";\n"
} "typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n"
if (components & VB_HAS_COL0) "typedef struct { Light lights[8]; } s_"I_LIGHTS";\n"
WRITE(p, " float4 color0 : COLOR0,\n"); "typedef struct { float4 C0, C1, C2, C3; } s_"I_MATERIALS";\n"
if (components & VB_HAS_COL1) "typedef struct { float4 T0, T1, T2, T3; } s_"I_PROJECTION";\n"
WRITE(p, " float4 color1 : COLOR1,\n"); );
for (int i = 0; i < 8; ++i) {
u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i)); p = GenerateVSOutputStruct(p, components, api_type);
if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
WRITE(p, " float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i); // uniforms
}
if (components & VB_HAS_POSMTXIDX) { WRITE(p, "uniform s_"I_TRANSFORMMATRICES" "I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
if (is_d3d) 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, " float4 blend_indices : BLENDINDICES,\n"); 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);
else WRITE(p, "uniform s_"I_LIGHTS" "I_LIGHTS" : register(c%d);\n", C_LIGHTS);
WRITE(p, " float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB); 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, " float4 rawpos : POSITION) {\n"); WRITE(p, "uniform float4 "I_DEPTHPARAMS" : register(c%d);\n", C_DEPTHPARAMS);
WRITE(p, "VS_OUTPUT o;\n");
WRITE(p, "VS_OUTPUT main(\n");
// transforms
if (components & VB_HAS_POSMTXIDX) // inputs
{ if (components & VB_HAS_NRM0)
if (api_type & API_D3D9) WRITE(p, " float3 rawnorm0 : NORMAL0,\n");
{ if (components & VB_HAS_NRM1) {
WRITE(p, "int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n"); if (is_d3d)
WRITE(p, "int posmtx = indices.x;\n"); WRITE(p, " float3 rawnorm1 : NORMAL1,\n");
} else
else if (api_type == API_D3D11) WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
{ }
WRITE(p, "int posmtx = blend_indices.x * 255.0f;\n"); if (components & VB_HAS_NRM2) {
} if (is_d3d)
else WRITE(p, " float3 rawnorm2 : NORMAL2,\n");
{ else
WRITE(p, "int posmtx = fposmtx;\n"); WRITE(p, " float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
} }
if (components & VB_HAS_COL0)
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 color0 : COLOR0,\n");
if (components & VB_HAS_COL1)
if (components & VB_HAS_NRMALL) { WRITE(p, " float4 color1 : COLOR1,\n");
WRITE(p, "int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n"); for (int i = 0; i < 8; ++i) {
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"); 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_NRM0) }
WRITE(p, "float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n"); if (components & VB_HAS_POSMTXIDX) {
if (components & VB_HAS_NRM1) if (is_d3d)
WRITE(p, "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"); {
if (components & VB_HAS_NRM2) WRITE(p, " float4 blend_indices : BLENDINDICES,\n");
WRITE(p, "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"); }
} else
else WRITE(p, " float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
{ }
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 rawpos : POSITION) {\n");
if (components & VB_HAS_NRM0) WRITE(p, "VS_OUTPUT o;\n");
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");
if (components & VB_HAS_NRM1) // transforms
WRITE(p, "float3 _norm1 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n"); if (components & VB_HAS_POSMTXIDX)
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"); if (api_type & API_D3D9)
} {
WRITE(p, "int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n");
if (!(components & VB_HAS_NRM0)) WRITE(p, "int posmtx = indices.x;\n");
WRITE(p, "float3 _norm0 = float3(0.0f, 0.0f, 0.0f);\n"); }
else if (api_type == API_D3D11)
{
WRITE(p, "int posmtx = blend_indices.x * 255.0f;\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"); }
else
WRITE(p, "float4 mat, lacc;\n" {
"float3 ldir, h;\n" WRITE(p, "int posmtx = fposmtx;\n");
"float dist, dist2, attn;\n"); }
if(xfregs.numChan.numColorChans == 0) 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");
{
if (components & VB_HAS_COL0) if (components & VB_HAS_NRMALL) {
WRITE(p, "o.colors_0 = color0;\n"); WRITE(p, "int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
else 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, "o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n"); }
}
if (components & VB_HAS_NRM0)
p = GenerateLightingShader(p, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_"); WRITE(p, "float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n");
if (components & VB_HAS_NRM1)
if(xfregs.numChan.numColorChans < 2) WRITE(p, "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
{ if (components & VB_HAS_NRM2)
if (components & VB_HAS_COL1) WRITE(p, "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
WRITE(p, "o.colors_1 = color1;\n"); }
else else
WRITE(p, "o.colors_1 = o.colors_0;\n"); {
} WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX".T0, rawpos), dot("I_POSNORMALMATRIX".T1, rawpos), dot("I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
// special case if only pos and tex coord 0 and tex coord input is AB11 if (components & VB_HAS_NRM0)
// donko - this has caused problems in some games. removed for now. 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");
bool texGenSpecialCase = false; if (components & VB_HAS_NRM1)
/*bool texGenSpecialCase = WRITE(p, "float3 _norm1 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
((g_VtxDesc.Hex & 0x60600L) == g_VtxDesc.Hex) && // only pos and tex coord 0 if (components & VB_HAS_NRM2)
(g_VtxDesc.Tex0Coord != NOT_PRESENT) && WRITE(p, "float3 _norm2 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
(xfregs.texcoords[0].texmtxinfo.inputform == XF_TEXINPUT_AB11); }
*/
if (!(components & VB_HAS_NRM0))
// transform texcoords WRITE(p, "float3 _norm0 = float3(0.0f, 0.0f, 0.0f);\n");
WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) {
TexMtxInfo& texinfo = xfregs.texMtxInfo[i];
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, "{\n");
WRITE(p, "coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n"); WRITE(p, "float4 mat, lacc;\n"
switch (texinfo.sourcerow) { "float3 ldir, h;\n"
case XF_SRCGEOM_INROW: "float dist, dist2, attn;\n");
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
WRITE(p, "coord = rawpos;\n"); // pos.w is 1 if(xfregs.numChan.numColorChans == 0)
break; {
case XF_SRCNORMAL_INROW: if (components & VB_HAS_COL0)
if (components & VB_HAS_NRM0) { WRITE(p, "o.colors_0 = color0;\n");
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 ); else
WRITE(p, "coord = float4(rawnorm0.xyz, 1.0f);\n"); WRITE(p, "o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
} }
break;
case XF_SRCCOLORS_INROW: p = GenerateLightingShader(p, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
_assert_( texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1 );
break; if(xfregs.numChan.numColorChans < 2)
case XF_SRCBINORMAL_T_INROW: {
if (components & VB_HAS_NRM1) { if (components & VB_HAS_COL1)
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 ); WRITE(p, "o.colors_1 = color1;\n");
WRITE(p, "coord = float4(rawnorm1.xyz, 1.0f);\n"); else
} WRITE(p, "o.colors_1 = o.colors_0;\n");
break; }
case XF_SRCBINORMAL_B_INROW: // special case if only pos and tex coord 0 and tex coord input is AB11
if (components & VB_HAS_NRM2) { // donko - this has caused problems in some games. removed for now.
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 ); bool texGenSpecialCase = false;
WRITE(p, "coord = float4(rawnorm2.xyz, 1.0f);\n"); /*bool texGenSpecialCase =
} ((g_VtxDesc.Hex & 0x60600L) == g_VtxDesc.Hex) && // only pos and tex coord 0
break; (g_VtxDesc.Tex0Coord != NOT_PRESENT) &&
default: (xfregs.texcoords[0].texmtxinfo.inputform == XF_TEXINPUT_AB11);
_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW); */
if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
WRITE(p, "coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW); // transform texcoords
break; WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
} for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) {
TexMtxInfo& texinfo = xfregs.texMtxInfo[i];
// first transformation
switch (texinfo.texgentype) { WRITE(p, "{\n");
case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map WRITE(p, "coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
switch (texinfo.sourcerow) {
if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) { case XF_SRCGEOM_INROW:
// transform the light dir into tangent space _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift); WRITE(p, "coord = rawpos;\n"); // pos.w is 1
WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift); break;
} case XF_SRCNORMAL_INROW:
else if (components & VB_HAS_NRM0) {
{ _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
_assert_(0); // should have normals WRITE(p, "coord = float4(rawnorm0.xyz, 1.0f);\n");
WRITE(p, "o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift); }
} break;
case XF_SRCCOLORS_INROW:
break; _assert_( texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1 );
case XF_TEXGEN_COLOR_STRGBC0: break;
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW); case XF_SRCBINORMAL_T_INROW:
WRITE(p, "o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i); if (components & VB_HAS_NRM1) {
break; _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
case XF_TEXGEN_COLOR_STRGBC1: WRITE(p, "coord = float4(rawnorm1.xyz, 1.0f);\n");
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW); }
WRITE(p, "o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i); break;
break; case XF_SRCBINORMAL_B_INROW:
case XF_TEXGEN_REGULAR: if (components & VB_HAS_NRM2) {
default: _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
if (components & (VB_HAS_TEXMTXIDX0<<i)) { WRITE(p, "coord = float4(rawnorm2.xyz, 1.0f);\n");
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); break;
else { default:
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); _assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
} if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
} WRITE(p, "coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
else { break;
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);
else // first transformation
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); switch (texinfo.texgentype) {
} case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
break;
} if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
// transform the light dir into tangent space
if (xfregs.dualTexTrans.enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types? WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
const PostMtxInfo& postInfo = xfregs.postMtxInfo[i]; WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
}
int postidx = postInfo.index; else
WRITE(p, "float4 P0 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n" {
"float4 P1 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n" _assert_(0); // should have normals
"float4 P2 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n", WRITE(p, "o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift);
postidx&0x3f, (postidx+1)&0x3f, (postidx+2)&0x3f); }
if (texGenSpecialCase) { break;
// no normalization case XF_TEXGEN_COLOR_STRGBC0:
// q of input is 1 _assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
// q of output is unknown WRITE(p, "o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
break;
// multiply by postmatrix case XF_TEXGEN_COLOR_STRGBC1:
WRITE(p, "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, 0.0f);\n", i, i, i); _assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
} WRITE(p, "o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
else break;
{ case XF_TEXGEN_REGULAR:
if (postInfo.normalize) default:
WRITE(p, "o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i); if (components & (VB_HAS_TEXMTXIDX0<<i)) {
if (texinfo.projection == XF_TEXPROJ_STQ)
// multiply by postmatrix 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(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); 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, "}\n"); 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);
// clipPos/w needs to be done in pixel shader, not here else
if (xfregs.numTexGen.numTexGens < 7) { 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.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);\n"); }
} else { break;
WRITE(p, "o.tex0.w = pos.x;\n"); }
WRITE(p, "o.tex1.w = pos.y;\n");
WRITE(p, "o.tex2.w = o.pos.z;\n"); if (xfregs.dualTexTrans.enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types?
WRITE(p, "o.tex3.w = o.pos.w;\n"); const PostMtxInfo& postInfo = xfregs.postMtxInfo[i];
}
int postidx = postInfo.index;
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) WRITE(p, "float4 P0 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n"
{ "float4 P1 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n"
if (xfregs.numTexGen.numTexGens < 7) { "float4 P2 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n",
WRITE(p, "o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n"); postidx&0x3f, (postidx+1)&0x3f, (postidx+2)&0x3f);
} else {
WRITE(p, "o.tex4.w = _norm0.x;\n"); if (texGenSpecialCase) {
WRITE(p, "o.tex5.w = _norm0.y;\n"); // no normalization
WRITE(p, "o.tex6.w = _norm0.z;\n"); // q of input is 1
if (xfregs.numTexGen.numTexGens < 8) // q of output is unknown
WRITE(p, "o.tex7 = pos.xyzz;\n");
else // multiply by postmatrix
WRITE(p, "o.tex7.w = pos.z;\n"); WRITE(p, "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, 0.0f);\n", i, i, i);
} }
if (components & VB_HAS_COL0) else
WRITE(p, "o.colors_0 = color0;\n"); {
if (postInfo.normalize)
if (components & VB_HAS_COL1) WRITE(p, "o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
WRITE(p, "o.colors_1 = color1;\n");
} // multiply by postmatrix
WRITE(p, "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);
//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 (is_d3d)
{ WRITE(p, "}\n");
WRITE(p, "o.pos.z = "I_DEPTHPARAMS".x * o.pos.w + o.pos.z * "I_DEPTHPARAMS".y;\n"); }
}
else // clipPos/w needs to be done in pixel shader, not here
{ if (xfregs.numTexGen.numTexGens < 7) {
// this results in a scale from -1..0 to -1..1 after perspective WRITE(p, "o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);\n");
// divide } else {
WRITE(p, "o.pos.z = o.pos.w + o.pos.z * 2.0f;\n"); WRITE(p, "o.tex0.w = pos.x;\n");
WRITE(p, "o.tex1.w = pos.y;\n");
// Sonic Unleashed puts its final rendering at the near or WRITE(p, "o.tex2.w = o.pos.z;\n");
// far plane of the viewing frustrum(actually box, they use WRITE(p, "o.tex3.w = o.pos.w;\n");
// orthogonal projection for that), and we end up putting it }
// just beyond, and the rendering gets clipped away. (The
// primitive gets dropped) if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, "o.pos.z = o.pos.z * 1048575.0f/1048576.0f;\n"); {
if (xfregs.numTexGen.numTexGens < 7) {
// the next steps of the OGL pipeline are: WRITE(p, "o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n");
// (x_c,y_c,z_c,w_c) = o.pos //switch to OGL spec terminology } else {
// clipping to -w_c <= (x_c,y_c,z_c) <= w_c WRITE(p, "o.tex4.w = _norm0.x;\n");
// (x_d,y_d,z_d) = (x_c,y_c,z_c)/w_c//perspective divide WRITE(p, "o.tex5.w = _norm0.y;\n");
// z_w = (f-n)/2*z_d + (n+f)/2 WRITE(p, "o.tex6.w = _norm0.z;\n");
// z_w now contains the value to go to the 0..1 depth buffer if (xfregs.numTexGen.numTexGens < 8)
WRITE(p, "o.tex7 = pos.xyzz;\n");
//trying to get the correct semantic while not using glDepthRange else
//seems to get rather complicated WRITE(p, "o.tex7.w = pos.z;\n");
} }
if (components & VB_HAS_COL0)
WRITE(p, "return o;\n}\n"); WRITE(p, "o.colors_0 = color0;\n");
if (components & VB_HAS_COL1)
if (text[sizeof(text) - 1] != 0x7C) WRITE(p, "o.colors_1 = color1;\n");
PanicAlert("VertexShader generator - buffer too small, canary has been eaten!"); }
setlocale(LC_NUMERIC, ""); // restore locale
return text; //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 (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
}
WRITE(p, "return o;\n}\n");
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
setlocale(LC_NUMERIC, ""); // restore locale
return text;
}

View File

@@ -109,9 +109,13 @@ typedef _VERTEXSHADERUID<true> VERTEXSHADERUIDSAFE;
// components is included in the uid. // components is included in the uid.
char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type); char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type);
const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type); const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type);
void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components); void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components);
void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components); void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components);
// Used to make sure that our optimized vertex shader IDs don't lose any possible shader code changes
void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std::string& old_code, u32 components);
extern VERTEXSHADERUID last_vertex_shader_uid; extern VERTEXSHADERUID last_vertex_shader_uid;
#endif // GCOGL_VERTEXSHADER_H #endif // GCOGL_VERTEXSHADER_H

View File

@@ -461,6 +461,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{ {
PSCache::const_iterator iter = PixelShaders.find(uid); PSCache::const_iterator iter = PixelShaders.find(uid);
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
ValidatePixelShaderIDs(API_D3D11, PixelShaders[uid].safe_uid, PixelShaders[uid].code, dstAlphaMode, components);
return (iter != PixelShaders.end() && iter->second.shader); return (iter != PixelShaders.end() && iter->second.shader);
} }
@@ -476,6 +477,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
last_entry = &entry; last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
ValidatePixelShaderIDs(API_D3D11, entry.safe_uid, entry.code, dstAlphaMode, components);
return (entry.shader != NULL); return (entry.shader != NULL);
} }
@@ -494,10 +496,17 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size()); g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
g_ps_disk_cache.Sync(); g_ps_disk_cache.Sync();
bool result = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size()); bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
pbytecode->Release(); pbytecode->Release();
if (success)
{
PixelShaders[uid].code = code;
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode);
}
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return result; return success;
} }
bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen) bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen)

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@@ -55,6 +55,9 @@ private:
ID3D11PixelShader* shader; ID3D11PixelShader* shader;
int frameCount; int frameCount;
PIXELSHADERUIDSAFE safe_uid;
std::string code;
PSCacheEntry() : shader(NULL), frameCount(0) {} PSCacheEntry() : shader(NULL), frameCount(0) {}
void Destroy() { SAFE_RELEASE(shader); } void Destroy() { SAFE_RELEASE(shader); }
}; };

View File

@@ -205,6 +205,7 @@ bool VertexShaderCache::SetShader(u32 components)
if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount) if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
{ {
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_D3D11, vshaders[uid].safe_uid, vshaders[uid].code, components);
return (vshaders[uid].shader != NULL); return (vshaders[uid].shader != NULL);
} }
@@ -218,6 +219,7 @@ bool VertexShaderCache::SetShader(u32 components)
last_entry = &entry; last_entry = &entry;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_D3D11, entry.safe_uid, entry.code, components);
return (entry.shader != NULL); return (entry.shader != NULL);
} }
@@ -235,10 +237,17 @@ bool VertexShaderCache::SetShader(u32 components)
g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size()); g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
g_vs_disk_cache.Sync(); g_vs_disk_cache.Sync();
bool result = InsertByteCode(uid, pbytecode); bool success = InsertByteCode(uid, pbytecode);
pbytecode->Release(); pbytecode->Release();
if (success)
{
vshaders[uid].code = code;
GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);
}
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return result; return success;
} }
bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob) bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob)

View File

@@ -53,6 +53,9 @@ private:
D3DBlob* bytecode; // needed to initialize the input layout D3DBlob* bytecode; // needed to initialize the input layout
int frameCount; int frameCount;
VERTEXSHADERUIDSAFE safe_uid;
std::string code;
VSCacheEntry() : shader(NULL), bytecode(NULL), frameCount(0) {} VSCacheEntry() : shader(NULL), bytecode(NULL), frameCount(0) {}
void SetByteCode(D3DBlob* blob) void SetByteCode(D3DBlob* blob)
{ {

View File

@@ -334,6 +334,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{ {
PSCache::const_iterator iter = PixelShaders.find(uid); PSCache::const_iterator iter = PixelShaders.find(uid);
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_D3D9, PixelShaders[uid].safe_uid, PixelShaders[uid].code, dstAlphaMode, components);
return (iter != PixelShaders.end() && iter->second.shader); return (iter != PixelShaders.end() && iter->second.shader);
} }
@@ -350,11 +351,11 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
if (entry.shader) D3D::SetPixelShader(entry.shader); if (entry.shader) D3D::SetPixelShader(entry.shader);
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_D3D9, entry.safe_uid, entry.code, dstAlphaMode, components);
return (entry.shader != NULL); return (entry.shader != NULL);
} }
// Need to compile a new shader // Need to compile a new shader
const char *code = GeneratePixelShaderCode(dstAlphaMode, ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30, components); const char *code = GeneratePixelShaderCode(dstAlphaMode, ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30, components);
@@ -384,11 +385,17 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
g_ps_disk_cache.Sync(); g_ps_disk_cache.Sync();
// And insert it into the shader cache. // And insert it into the shader cache.
bool result = InsertByteCode(uid, bytecode, bytecodelen, true); bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
delete [] bytecode; delete [] bytecode;
if (success)
{
PixelShaders[uid].code = code;
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode);
}
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
return result; return success;
} }
bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate)

View File

@@ -42,6 +42,9 @@ private:
bool owns_shader; bool owns_shader;
int frameCount; int frameCount;
PIXELSHADERUIDSAFE safe_uid;
std::string code;
PSCacheEntry() : shader(NULL), owns_shader(true), frameCount(0) {} PSCacheEntry() : shader(NULL), owns_shader(true), frameCount(0) {}
void Destroy() void Destroy()
{ {

View File

@@ -187,6 +187,7 @@ bool VertexShaderCache::SetShader(u32 components)
if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount) if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
{ {
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_D3D9, vshaders[uid].safe_uid, vshaders[uid].code, components);
return (vshaders[uid].shader != NULL); return (vshaders[uid].shader != NULL);
} }
@@ -201,6 +202,7 @@ bool VertexShaderCache::SetShader(u32 components)
if (entry.shader) D3D::SetVertexShader(entry.shader); if (entry.shader) D3D::SetVertexShader(entry.shader);
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_D3D9, entry.safe_uid, entry.code, components);
return (entry.shader != NULL); return (entry.shader != NULL);
} }
@@ -215,10 +217,15 @@ bool VertexShaderCache::SetShader(u32 components)
g_vs_disk_cache.Append(uid, bytecode, bytecodelen); g_vs_disk_cache.Append(uid, bytecode, bytecodelen);
g_vs_disk_cache.Sync(); g_vs_disk_cache.Sync();
bool result = InsertByteCode(uid, bytecode, bytecodelen, true); bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
if (success)
{
vshaders[uid].code = code;
GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);
}
delete [] bytecode; delete [] bytecode;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return result; return success;
} }
bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) { bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, const u8 *bytecode, int bytecodelen, bool activate) {

View File

@@ -35,9 +35,10 @@ private:
{ {
LPDIRECT3DVERTEXSHADER9 shader; LPDIRECT3DVERTEXSHADER9 shader;
int frameCount; int frameCount;
#if defined(_DEBUG) || defined(DEBUGFAST) //#if defined(_DEBUG) || defined(DEBUGFAST)
std::string code; std::string code;
#endif VERTEXSHADERUIDSAFE safe_uid;
//#endif
VSCacheEntry() : shader(NULL), frameCount(0) {} VSCacheEntry() : shader(NULL), frameCount(0) {}
void Destroy() void Destroy()
{ {

View File

@@ -184,30 +184,13 @@ void PixelShaderCache::Shutdown()
FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components) FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
{ {
PIXELSHADERUID uid; PIXELSHADERUID uid;
PIXELSHADERUIDSAFE safe_uid;
GetPixelShaderId(&uid, dstAlphaMode); GetPixelShaderId(&uid, dstAlphaMode);
GetSafePixelShaderId(&safe_uid, dstAlphaMode);
// Check if the shader is already set - TODO: Use pShaderLast instead of PixelShaders[uid]? // Check if the shader is already set - TODO: Use pShaderLast instead of PixelShaders[uid]?
if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount) if (uid == last_pixel_shader_uid && PixelShaders[uid].frameCount == frameCount)
{ {
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
ValidatePixelShaderIDs(API_OPENGL, PixelShaders[uid].safe_uid, PixelShaders[uid].code, dstAlphaMode, components);
if (!(safe_uid == PixelShaders[uid].safe_uid))
{
std::string code(GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components));
if (code != PixelShaders[uid].code)
{
char msg[4096];
char* ptr = msg;
ptr += sprintf(ptr, "Mismatch!\nUnique IDs:\n");
for (int i = 0; i < PixelShaders[uid].safe_uid.GetNumValues()/2; ++i)
ptr += sprintf(ptr, "%02d, %08X %08X | %08X %08X\n", 2*i, PixelShaders[uid].safe_uid.values[2*i], PixelShaders[uid].safe_uid.values[2*i+1],
safe_uid.values[2*i], safe_uid.values[2*i+1]);
PanicAlert(msg);
}
}
return pShaderLast; return pShaderLast;
} }
@@ -220,35 +203,19 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
iter->second.frameCount = frameCount; iter->second.frameCount = frameCount;
PSCacheEntry &entry = iter->second; PSCacheEntry &entry = iter->second;
if (&entry.shader != pShaderLast) if (&entry.shader != pShaderLast)
{
pShaderLast = &entry.shader; pShaderLast = &entry.shader;
}
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
if (!(safe_uid == entry.safe_uid)) ValidatePixelShaderIDs(API_OPENGL, entry.safe_uid, entry.code, dstAlphaMode, components);
{
std::string code(GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components));
if (code != entry.code)
{
char msg[4096];
char *ptr = msg;
ptr += sprintf(ptr, "Mismatch!\nUnique IDs:\n");
for (int i = 0; i < entry.safe_uid.GetNumValues()/2; ++i)
ptr += sprintf(ptr, "%02d\t%08X %08X | %08X %08X\n", 2*i, entry.safe_uid.values[2*i], entry.safe_uid.values[2*i+1],
safe_uid.values[2*i], safe_uid.values[2*i+1]);
PanicAlert(msg);
}
}
return pShaderLast; return pShaderLast;
} }
// Make an entry in the table // Make an entry in the table
PSCacheEntry& newentry = PixelShaders[uid]; PSCacheEntry& newentry = PixelShaders[uid];
newentry.frameCount = frameCount; newentry.frameCount = frameCount;
newentry.safe_uid = safe_uid;
pShaderLast = &newentry.shader; pShaderLast = &newentry.shader;
const char *code = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components); const char *code = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
GetSafePixelShaderId(&newentry.safe_uid, dstAlphaMode);
newentry.code = code; newentry.code = code;
#if defined(_DEBUG) || defined(DEBUGFAST) #if defined(_DEBUG) || defined(DEBUGFAST)

View File

@@ -77,6 +77,7 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount) if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
{ {
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_OPENGL, vshaders[uid].safe_uid, vshaders[uid].shader.strprog, components);
return pShaderLast; return pShaderLast;
} }
memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID)); memcpy(&last_vertex_shader_uid, &uid, sizeof(VERTEXSHADERUID));
@@ -86,11 +87,11 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
{ {
iter->second.frameCount = frameCount; iter->second.frameCount = frameCount;
VSCacheEntry &entry = iter->second; VSCacheEntry &entry = iter->second;
if (&entry.shader != pShaderLast) { if (&entry.shader != pShaderLast)
pShaderLast = &entry.shader; pShaderLast = &entry.shader;
}
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true); GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
ValidateVertexShaderIDs(API_OPENGL, entry.safe_uid, entry.shader.strprog, components);
return pShaderLast; return pShaderLast;
} }
@@ -182,9 +183,9 @@ bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpr
cgDestroyProgram(tempprog); cgDestroyProgram(tempprog);
#endif #endif
#if defined(_DEBUG) || defined(DEBUGFAST) //#if defined(_DEBUG) || defined(DEBUGFAST)
vs.strprog = pstrprogram; vs.strprog = pstrprogram;
#endif //#endif
return true; return true;
} }

View File

@@ -32,9 +32,9 @@ struct VERTEXSHADER
VERTEXSHADER() : glprogid(0) {} VERTEXSHADER() : glprogid(0) {}
GLuint glprogid; // opengl program id GLuint glprogid; // opengl program id
#if defined(_DEBUG) || defined(DEBUGFAST) //#if defined(_DEBUG) || defined(DEBUGFAST)
std::string strprog; std::string strprog;
#endif //#endif
}; };
class VertexShaderCache class VertexShaderCache
@@ -42,6 +42,7 @@ class VertexShaderCache
struct VSCacheEntry struct VSCacheEntry
{ {
VERTEXSHADER shader; VERTEXSHADER shader;
VERTEXSHADERUIDSAFE safe_uid;
int frameCount; int frameCount;
VSCacheEntry() : frameCount(0) {} VSCacheEntry() : frameCount(0) {}
void Destroy() { void Destroy() {