mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-09-13 03:30:59 +02:00
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:
@@ -53,7 +53,7 @@ bool MsgAlert(bool yes_no, int Style, const char* format, ...)
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{
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{
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// Read message and write it to the log
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// Read message and write it to the log
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std::string caption;
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std::string caption;
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char buffer[4096];
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char buffer[2048];
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static std::string info_caption;
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static std::string info_caption;
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static std::string warn_caption;
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static std::string warn_caption;
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@@ -241,6 +241,39 @@ void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode)
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_assert_((ptr - uid->values) == uid->GetNumValues());
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_assert_((ptr - uid->values) == uid->GetNumValues());
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}
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}
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void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::string& old_code, DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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PIXELSHADERUIDSAFE new_id;
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GetSafePixelShaderId(&new_id, dstAlphaMode);
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if (!(old_id == new_id))
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{
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std::string new_code(GeneratePixelShaderCode(dstAlphaMode, api, components));
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if (old_code != new_code)
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{
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_assert_(old_id.GetNumValues() == new_id.GetNumValues());
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char msg[8192];
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char* ptr = msg;
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ptr += sprintf(ptr, "Pixel shader IDs matched but unique IDs did not!\nUnique IDs (old <-> new):\n");
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const int N = new_id.GetNumValues();
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for (int i = 0; i < N/2; ++i)
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ptr += sprintf(ptr, "%02d, %08X %08X | %08X %08X\n", 2*i, old_id.values[2*i], old_id.values[2*i+1],
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new_id.values[2*i], new_id.values[2*i+1]);
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if (N % 2)
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ptr += sprintf(ptr, "%02d, %08X | %08X\n", N-1, old_id.values[N-1], new_id.values[N-1]);
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static int num_failures = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%spsuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file(szTemp);
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file << msg;
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file.close();
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PanicAlert("Unique pixel shader ID mismatch!\n\nReport this to the devs, along with the contents of %s.", szTemp);
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}
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}
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}
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// old tev->pixelshader notes
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// old tev->pixelshader notes
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//
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//
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@@ -594,12 +627,12 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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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"
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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"
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" float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);\n"
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" float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f);\n"
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" float4 alphabump=float4(0.0f,0.0f,0.0f,0.0f);\n"
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" float4 alphabump=float4(0.0f,0.0f,0.0f,0.0f);\n"
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" float3 tevcoord=float3(0.0f, 0.0f, 0.0f);\n"
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" float3 tevcoord=float3(0.0f, 0.0f, 0.0f);\n"
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" float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f);\n"
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" float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f);\n"
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" float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f);\n"
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" float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f);\n"
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" float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);\n"
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" float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f);\n"
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" float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);\n\n");
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" float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f);\n\n");
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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{
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@@ -123,6 +123,9 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode);
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void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode);
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void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode);
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void GetSafePixelShaderId(PIXELSHADERUIDSAFE *uid, DSTALPHA_MODE dstAlphaMode);
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// Used to make sure that our optimized pixel shader IDs don't lose any possible shader code changes
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void ValidatePixelShaderIDs(API_TYPE api, PIXELSHADERUIDSAFE old_id, const std::string& old_code, DSTALPHA_MODE dstAlphaMode, u32 components);
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extern PIXELSHADERUID last_pixel_shader_uid;
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extern PIXELSHADERUID last_pixel_shader_uid;
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#endif // GCOGL_PIXELSHADER_H
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#endif // GCOGL_PIXELSHADER_H
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@@ -1,466 +1,502 @@
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// Copyright (C) 2003 Dolphin Project.
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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// http://code.google.com/p/dolphin-emu/
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#include <math.h>
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#include <math.h>
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#include <locale.h>
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#include <locale.h>
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#include "NativeVertexFormat.h"
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#include "NativeVertexFormat.h"
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#include "BPMemory.h"
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#include "BPMemory.h"
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#include "CPMemory.h"
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#include "CPMemory.h"
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#include "LightingShaderGen.h"
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#include "LightingShaderGen.h"
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#include "VertexShaderGen.h"
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#include "VertexShaderGen.h"
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#include "VideoConfig.h"
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#include "VideoConfig.h"
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VERTEXSHADERUID last_vertex_shader_uid;
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VERTEXSHADERUID last_vertex_shader_uid;
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// Mash together all the inputs that contribute to the code of a generated vertex shader into
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// Mash together all the inputs that contribute to the code of a generated vertex shader into
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components)
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void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components)
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{
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{
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uid->values[0] = components |
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uid->values[0] = components |
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(xfregs.numTexGen.numTexGens << 23) |
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(xfregs.numTexGen.numTexGens << 23) |
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(xfregs.numChan.numColorChans << 27) |
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(xfregs.numChan.numColorChans << 27) |
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(xfregs.dualTexTrans.enabled << 29);
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(xfregs.dualTexTrans.enabled << 29);
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for (int i = 0; i < xfregs.numChan.numColorChans; ++i) {
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for (int i = 0; i < xfregs.numChan.numColorChans; ++i) {
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uid->values[1+i] = xfregs.color[i].enablelighting ?
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uid->values[1+i] = xfregs.color[i].enablelighting ?
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(u32)xfregs.color[i].hex :
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(u32)xfregs.color[i].hex :
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(u32)xfregs.color[i].matsource;
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(u32)xfregs.color[i].matsource;
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uid->values[1+i] |= (xfregs.alpha[i].enablelighting ?
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uid->values[1+i] |= (xfregs.alpha[i].enablelighting ?
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(u32)xfregs.alpha[i].hex :
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(u32)xfregs.alpha[i].hex :
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(u32)xfregs.alpha[i].matsource) << 15;
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(u32)xfregs.alpha[i].matsource) << 15;
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}
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}
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uid->values[2] |= (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) << 31;
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uid->values[2] |= (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) << 31;
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u32 *pcurvalue = &uid->values[3];
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u32 *pcurvalue = &uid->values[3];
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) {
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) {
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TexMtxInfo tinfo = xfregs.texMtxInfo[i];
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TexMtxInfo tinfo = xfregs.texMtxInfo[i];
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if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
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if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
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tinfo.hex &= 0x7ff;
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tinfo.hex &= 0x7ff;
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if (tinfo.texgentype != XF_TEXGEN_REGULAR)
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if (tinfo.texgentype != XF_TEXGEN_REGULAR)
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tinfo.projection = 0;
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tinfo.projection = 0;
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u32 val = ((tinfo.hex >> 1) & 0x1ffff);
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u32 val = ((tinfo.hex >> 1) & 0x1ffff);
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if (xfregs.dualTexTrans.enabled && tinfo.texgentype == XF_TEXGEN_REGULAR) {
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if (xfregs.dualTexTrans.enabled && tinfo.texgentype == XF_TEXGEN_REGULAR) {
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// rewrite normalization and post index
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// rewrite normalization and post index
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val |= ((u32)xfregs.postMtxInfo[i].index << 17) | ((u32)xfregs.postMtxInfo[i].normalize << 23);
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val |= ((u32)xfregs.postMtxInfo[i].index << 17) | ((u32)xfregs.postMtxInfo[i].normalize << 23);
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}
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}
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switch (i & 3) {
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switch (i & 3) {
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case 0: pcurvalue[0] |= val; break;
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case 0: pcurvalue[0] |= val; break;
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case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break;
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case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break;
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case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break;
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case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break;
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case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break;
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case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break;
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}
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}
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}
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}
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}
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}
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void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components)
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void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components)
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{
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{
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// Just store all used registers here without caring whether we need all bits or less.
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// Just store all used registers here without caring whether we need all bits or less.
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u32* ptr = uid->values;
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u32* ptr = uid->values;
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*ptr++ = components;
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*ptr++ = components;
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*ptr++ = xfregs.numTexGen.hex;
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*ptr++ = xfregs.numTexGen.hex;
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*ptr++ = xfregs.numChan.hex;
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*ptr++ = xfregs.numChan.hex;
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*ptr++ = xfregs.dualTexTrans.hex;
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*ptr++ = xfregs.dualTexTrans.hex;
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for (int i = 0; i < 2; ++i) {
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for (int i = 0; i < 2; ++i) {
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*ptr++ = xfregs.color[i].hex;
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*ptr++ = xfregs.color[i].hex;
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*ptr++ = xfregs.alpha[i].hex;
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*ptr++ = xfregs.alpha[i].hex;
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}
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}
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*ptr++ = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
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*ptr++ = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
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for (unsigned int i = 0; i < 8; ++i) {
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for (unsigned int i = 0; i < 8; ++i) {
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*ptr++ = xfregs.texMtxInfo[i].hex;
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*ptr++ = xfregs.texMtxInfo[i].hex;
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*ptr++ = xfregs.postMtxInfo[i].hex;
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*ptr++ = xfregs.postMtxInfo[i].hex;
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}
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}
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_assert_((ptr - uid->values) == uid->GetNumValues());
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_assert_((ptr - uid->values) == uid->GetNumValues());
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}
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}
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static char text[16384];
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void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std::string& old_code, u32 components)
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#define WRITE p+=sprintf
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{
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VERTEXSHADERUIDSAFE new_id;
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char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type)
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GetSafeVertexShaderId(&new_id, components);
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{
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WRITE(p, "struct VS_OUTPUT {\n");
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if (!(old_id == new_id))
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WRITE(p, " float4 pos : POSITION;\n");
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{
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WRITE(p, " float4 colors_0 : COLOR0;\n");
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std::string new_code(GenerateVertexShaderCode(components, api));
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WRITE(p, " float4 colors_1 : COLOR1;\n");
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if (old_code != new_code)
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{
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if (xfregs.numTexGen.numTexGens < 7) {
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_assert_(old_id.GetNumValues() == new_id.GetNumValues());
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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WRITE(p, " float3 tex%d : TEXCOORD%d;\n", i, i);
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char msg[8192];
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WRITE(p, " float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens);
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char* ptr = msg;
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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ptr += sprintf(ptr, "Vertex shader IDs matched but unique IDs did not!\nUnique IDs (old <-> new):\n");
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WRITE(p, " float4 Normal : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens + 1);
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const int N = new_id.GetNumValues();
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} else {
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for (int i = 0; i < N/2; ++i)
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// clip position is in w of first 4 texcoords
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ptr += sprintf(ptr, "%02d, %08X %08X | %08X %08X\n", 2*i, old_id.values[2*i], old_id.values[2*i+1],
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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new_id.values[2*i], new_id.values[2*i+1]);
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{
|
if (N % 2)
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for (int i = 0; i < 8; ++i)
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ptr += sprintf(ptr, "%02d, %08X | %08X\n", N-1, old_id.values[N-1], new_id.values[N-1]);
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WRITE(p, " float4 tex%d : TEXCOORD%d;\n", i, i);
|
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}
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static int num_failures = 0;
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else
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char szTemp[MAX_PATH];
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{
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sprintf(szTemp, "%svsuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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std::ofstream file(szTemp);
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WRITE(p, " float%d tex%d : TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, i);
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file << msg;
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}
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file.close();
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}
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WRITE(p, "};\n");
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PanicAlert("Unique pixel shader ID mismatch!\n\nReport this to the devs, along with the contents of %s.", szTemp);
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}
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return p;
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}
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}
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}
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const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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{
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static char text[16384];
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setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
|
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text[sizeof(text) - 1] = 0x7C; // canary
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#define WRITE p+=sprintf
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|
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_assert_(bpmem.genMode.numtexgens == xfregs.numTexGen.numTexGens);
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char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type)
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_assert_(bpmem.genMode.numcolchans == xfregs.numChan.numColorChans);
|
{
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WRITE(p, "struct VS_OUTPUT {\n");
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bool is_d3d = (api_type & API_D3D9 || api_type == API_D3D11);
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WRITE(p, " float4 pos : POSITION;\n");
|
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u32 lightMask = 0;
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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;
|
||||||
|
}
|
||||||
|
@@ -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
|
||||||
|
@@ -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)
|
||||||
|
@@ -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); }
|
||||||
};
|
};
|
||||||
|
@@ -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)
|
||||||
|
@@ -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)
|
||||||
{
|
{
|
||||||
|
@@ -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)
|
||||||
|
@@ -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()
|
||||||
{
|
{
|
||||||
|
@@ -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) {
|
||||||
|
@@ -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()
|
||||||
{
|
{
|
||||||
|
@@ -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)
|
||||||
|
@@ -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;
|
||||||
}
|
}
|
||||||
|
@@ -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() {
|
||||||
|
Reference in New Issue
Block a user