| 
									
										
										
										
											2015-05-24 06:55:12 +02:00
										 |  |  | // Copyright 2008 Dolphin Emulator Project
 | 
					
						
							| 
									
										
										
										
											2015-05-18 01:08:10 +02:00
										 |  |  | // Licensed under GPLv2+
 | 
					
						
							| 
									
										
										
										
											2013-04-17 23:09:55 -04:00
										 |  |  | // Refer to the license.txt file included.
 | 
					
						
							| 
									
										
										
										
											2011-09-29 21:52:13 +02:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-17 16:54:31 -05:00
										 |  |  | #include <cstring>
 | 
					
						
							| 
									
										
										
										
											2011-09-29 21:52:13 +02:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-17 16:54:31 -05:00
										 |  |  | #include "Common/Assert.h"
 | 
					
						
							|  |  |  | #include "Common/CommonTypes.h"
 | 
					
						
							| 
									
										
										
										
											2014-02-17 05:18:15 -05:00
										 |  |  | #include "VideoCommon/BPMemory.h"
 | 
					
						
							|  |  |  | #include "VideoCommon/LightingShaderGen.h"
 | 
					
						
							|  |  |  | #include "VideoCommon/NativeVertexFormat.h"
 | 
					
						
							| 
									
										
										
										
											2015-11-01 22:39:31 +01:00
										 |  |  | #include "VideoCommon/VertexLoaderManager.h"
 | 
					
						
							| 
									
										
										
										
											2014-02-17 05:18:15 -05:00
										 |  |  | #include "VideoCommon/VertexShaderGen.h"
 | 
					
						
							| 
									
										
										
										
											2016-07-21 19:04:57 -04:00
										 |  |  | #include "VideoCommon/VideoCommon.h"
 | 
					
						
							| 
									
										
										
										
											2014-02-17 05:18:15 -05:00
										 |  |  | #include "VideoCommon/VideoConfig.h"
 | 
					
						
							| 
									
										
										
										
											2017-02-01 10:56:13 -05:00
										 |  |  | #include "VideoCommon/XFMemory.h"
 | 
					
						
							| 
									
										
										
										
											2011-09-29 21:52:13 +02:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-17 00:34:06 +13:00
										 |  |  | VertexShaderUid GetVertexShaderUid() | 
					
						
							| 
									
										
										
										
											2011-09-29 21:52:13 +02:00
										 |  |  | { | 
					
						
							| 
									
										
										
										
											2016-01-17 00:34:06 +13:00
										 |  |  |   VertexShaderUid out; | 
					
						
							|  |  |  |   vertex_shader_uid_data* uid_data = out.GetUidData<vertex_shader_uid_data>(); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |   memset(uid_data, 0, sizeof(*uid_data)); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2018-03-14 20:34:35 -04:00
										 |  |  |   ASSERT(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens); | 
					
						
							|  |  |  |   ASSERT(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-17 00:34:06 +13:00
										 |  |  |   uid_data->numTexGens = xfmem.numTexGen.numTexGens; | 
					
						
							|  |  |  |   uid_data->components = VertexLoaderManager::g_current_components; | 
					
						
							|  |  |  |   uid_data->numColorChans = xfmem.numChan.numColorChans; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   GetLightingShaderUid(uid_data->lighting); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   // transform texcoords
 | 
					
						
							|  |  |  |   for (unsigned int i = 0; i < uid_data->numTexGens; ++i) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     auto& texinfo = uid_data->texMtxInfo[i]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     texinfo.sourcerow = xfmem.texMtxInfo[i].sourcerow; | 
					
						
							|  |  |  |     texinfo.texgentype = xfmem.texMtxInfo[i].texgentype; | 
					
						
							|  |  |  |     texinfo.inputform = xfmem.texMtxInfo[i].inputform; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     // first transformation
 | 
					
						
							|  |  |  |     switch (texinfo.texgentype) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |     case XF_TEXGEN_EMBOSS_MAP:  // calculate tex coords into bump map
 | 
					
						
							|  |  |  |       if (uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2)) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         // transform the light dir into tangent space
 | 
					
						
							|  |  |  |         texinfo.embosslightshift = xfmem.texMtxInfo[i].embosslightshift; | 
					
						
							|  |  |  |         texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift; | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       else | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift; | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     case XF_TEXGEN_COLOR_STRGBC0: | 
					
						
							|  |  |  |     case XF_TEXGEN_COLOR_STRGBC1: | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     case XF_TEXGEN_REGULAR: | 
					
						
							|  |  |  |     default: | 
					
						
							|  |  |  |       uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i; | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     uid_data->dualTexTrans_enabled = xfmem.dualTexTrans.enabled; | 
					
						
							|  |  |  |     // CHECKME: does this only work for regular tex gen types?
 | 
					
						
							|  |  |  |     if (uid_data->dualTexTrans_enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       auto& postInfo = uid_data->postMtxInfo[i]; | 
					
						
							|  |  |  |       postInfo.index = xfmem.postMtxInfo[i].index; | 
					
						
							|  |  |  |       postInfo.normalize = xfmem.postMtxInfo[i].normalize; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   return out; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-07-20 17:10:02 +10:00
										 |  |  | ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& host_config, | 
					
						
							|  |  |  |                                     const vertex_shader_uid_data* uid_data) | 
					
						
							| 
									
										
										
										
											2016-01-17 00:34:06 +13:00
										 |  |  | { | 
					
						
							|  |  |  |   ShaderCode out; | 
					
						
							| 
									
										
										
										
											2017-06-24 18:18:53 +10:00
										 |  |  | 
 | 
					
						
							|  |  |  |   const bool per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting; | 
					
						
							| 
									
										
										
										
											2017-07-20 17:10:02 +10:00
										 |  |  |   const bool msaa = host_config.msaa; | 
					
						
							|  |  |  |   const bool ssaa = host_config.ssaa; | 
					
						
							|  |  |  |   const bool vertex_rounding = host_config.vertex_rounding; | 
					
						
							| 
									
										
										
										
											2017-06-24 18:18:53 +10:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   out.Write("%s", s_lighting_struct); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   // uniforms
 | 
					
						
							| 
									
										
										
										
											2016-08-13 00:55:00 +10:00
										 |  |  |   if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) | 
					
						
							| 
									
										
										
										
											2016-08-13 00:40:18 +10:00
										 |  |  |     out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n"); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   else | 
					
						
							|  |  |  |     out.Write("cbuffer VSBlock {\n"); | 
					
						
							| 
									
										
										
										
											2016-08-13 00:55:00 +10:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   out.Write(s_shader_uniforms); | 
					
						
							|  |  |  |   out.Write("};\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-16 22:56:49 +13:00
										 |  |  |   out.Write("struct VS_OUTPUT {\n"); | 
					
						
							| 
									
										
										
										
											2017-06-24 18:18:53 +10:00
										 |  |  |   GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, per_pixel_lighting, ""); | 
					
						
							| 
									
										
										
										
											2016-01-16 22:56:49 +13:00
										 |  |  |   out.Write("};\n"); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-08-13 00:55:00 +10:00
										 |  |  |   if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   { | 
					
						
							| 
									
										
										
										
											2016-08-13 00:40:18 +10:00
										 |  |  |     out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawpos;\n", SHADER_POSITION_ATTRIB); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_POSMTXIDX) | 
					
						
							| 
									
										
										
										
											2016-08-13 00:54:44 +10:00
										 |  |  |       out.Write("ATTRIBUTE_LOCATION(%d) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_NRM0) | 
					
						
							| 
									
										
										
										
											2016-08-13 00:40:18 +10:00
										 |  |  |       out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_NRM1) | 
					
						
							| 
									
										
										
										
											2016-08-13 00:40:18 +10:00
										 |  |  |       out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_NRM2) | 
					
						
							| 
									
										
										
										
											2016-08-13 00:40:18 +10:00
										 |  |  |       out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_COL0) | 
					
						
							| 
									
										
										
										
											2017-07-27 01:01:25 +10:00
										 |  |  |       out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_COL1) | 
					
						
							| 
									
										
										
										
											2017-07-27 01:01:25 +10:00
										 |  |  |       out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | 
 | 
					
						
							|  |  |  |     for (int i = 0; i < 8; ++i) | 
					
						
							|  |  |  |     { | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |       u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)); | 
					
						
							|  |  |  |       if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx) | 
					
						
							| 
									
										
										
										
											2016-08-13 00:40:18 +10:00
										 |  |  |       { | 
					
						
							| 
									
										
										
										
											2017-07-27 01:01:25 +10:00
										 |  |  |         out.Write("ATTRIBUTE_LOCATION(%d) in float%d rawtex%d;\n", SHADER_TEXTURE0_ATTRIB + i, | 
					
						
							| 
									
										
										
										
											2016-08-13 00:40:18 +10:00
										 |  |  |                   hastexmtx ? 3 : 2, i); | 
					
						
							|  |  |  |       } | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-08-13 00:55:00 +10:00
										 |  |  |     // We need to always use output blocks for Vulkan, but geometry shaders are also optional.
 | 
					
						
							| 
									
										
										
										
											2017-07-20 17:10:02 +10:00
										 |  |  |     if (host_config.backend_geometry_shaders || api_type == APIType::Vulkan) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |     { | 
					
						
							| 
									
										
										
										
											2016-08-13 00:40:18 +10:00
										 |  |  |       out.Write("VARYING_LOCATION(0) out VertexData {\n"); | 
					
						
							| 
									
										
										
										
											2017-06-24 18:18:53 +10:00
										 |  |  |       GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, per_pixel_lighting, | 
					
						
							|  |  |  |                               GetInterpolationQualifier(msaa, ssaa, true, false)); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write("} vs;\n"); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     else | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       // Let's set up attributes
 | 
					
						
							|  |  |  |       for (u32 i = 0; i < 8; ++i) | 
					
						
							|  |  |  |       { | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |         if (i < uid_data->numTexGens) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |         { | 
					
						
							| 
									
										
										
										
											2017-07-27 01:01:25 +10:00
										 |  |  |           out.Write("%s out float3 tex%u;\n", GetInterpolationQualifier(msaa, ssaa), i); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |         } | 
					
						
							|  |  |  |       } | 
					
						
							| 
									
										
										
										
											2017-06-24 18:18:53 +10:00
										 |  |  |       out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa)); | 
					
						
							|  |  |  |       if (per_pixel_lighting) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       { | 
					
						
							| 
									
										
										
										
											2017-06-24 18:18:53 +10:00
										 |  |  |         out.Write("%s out float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa)); | 
					
						
							|  |  |  |         out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier(msaa, ssaa)); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       } | 
					
						
							| 
									
										
										
										
											2017-06-24 18:18:53 +10:00
										 |  |  |       out.Write("%s out float4 colors_0;\n", GetInterpolationQualifier(msaa, ssaa)); | 
					
						
							|  |  |  |       out.Write("%s out float4 colors_1;\n", GetInterpolationQualifier(msaa, ssaa)); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     out.Write("void main()\n{\n"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   else  // D3D
 | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     out.Write("VS_OUTPUT main(\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     // inputs
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_NRM0) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write("  float3 rawnorm0 : NORMAL0,\n"); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_NRM1) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write("  float3 rawnorm1 : NORMAL1,\n"); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_NRM2) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write("  float3 rawnorm2 : NORMAL2,\n"); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_COL0) | 
					
						
							| 
									
										
										
										
											2017-07-27 01:01:25 +10:00
										 |  |  |       out.Write("  float4 rawcolor0 : COLOR0,\n"); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_COL1) | 
					
						
							| 
									
										
										
										
											2017-07-27 01:01:25 +10:00
										 |  |  |       out.Write("  float4 rawcolor1 : COLOR1,\n"); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |     for (int i = 0; i < 8; ++i) | 
					
						
							|  |  |  |     { | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |       u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)); | 
					
						
							|  |  |  |       if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx) | 
					
						
							| 
									
										
										
										
											2017-07-27 01:01:25 +10:00
										 |  |  |         out.Write("  float%d rawtex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |     } | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_POSMTXIDX) | 
					
						
							| 
									
										
										
										
											2016-08-13 00:54:44 +10:00
										 |  |  |       out.Write("  uint4 posmtx : BLENDINDICES,\n"); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |     out.Write("  float4 rawpos : POSITION) {\n"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   out.Write("VS_OUTPUT o;\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   // transforms
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |   if (uid_data->components & VB_HAS_POSMTXIDX) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   { | 
					
						
							| 
									
										
										
										
											2016-08-13 00:54:44 +10:00
										 |  |  |     out.Write("int posidx = int(posmtx.r);\n"); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |     out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES | 
					
						
							| 
									
										
										
										
											2016-08-13 00:54:44 +10:00
										 |  |  |               "[posidx], rawpos), dot(" I_TRANSFORMMATRICES | 
					
						
							|  |  |  |               "[posidx+1], rawpos), dot(" I_TRANSFORMMATRICES "[posidx+2], rawpos), 1);\n"); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_NRMALL) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |     { | 
					
						
							| 
									
										
										
										
											2016-08-13 00:54:44 +10:00
										 |  |  |       out.Write("int normidx = posidx & 31;\n"); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write("float3 N0 = " I_NORMALMATRICES "[normidx].xyz, N1 = " I_NORMALMATRICES | 
					
						
							|  |  |  |                 "[normidx+1].xyz, N2 = " I_NORMALMATRICES "[normidx+2].xyz;\n"); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_NRM0) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, " | 
					
						
							|  |  |  |                 "rawnorm0)));\n"); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_NRM1) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write( | 
					
						
							|  |  |  |           "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_NRM2) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write( | 
					
						
							|  |  |  |           "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   else | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     out.Write("float4 pos = float4(dot(" I_POSNORMALMATRIX "[0], rawpos), dot(" I_POSNORMALMATRIX | 
					
						
							|  |  |  |               "[1], rawpos), dot(" I_POSNORMALMATRIX "[2], rawpos), 1.0);\n"); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_NRM0) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write("float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX | 
					
						
							|  |  |  |                 "[3].xyz, rawnorm0), dot(" I_POSNORMALMATRIX | 
					
						
							|  |  |  |                 "[4].xyz, rawnorm0), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm0)));\n"); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_NRM1) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX | 
					
						
							|  |  |  |                 "[3].xyz, rawnorm1), dot(" I_POSNORMALMATRIX | 
					
						
							|  |  |  |                 "[4].xyz, rawnorm1), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm1));\n"); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_NRM2) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX | 
					
						
							|  |  |  |                 "[3].xyz, rawnorm2), dot(" I_POSNORMALMATRIX | 
					
						
							|  |  |  |                 "[4].xyz, rawnorm2), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm2));\n"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |   if (!(uid_data->components & VB_HAS_NRM0)) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |     out.Write("float3 _norm0 = float3(0.0, 0.0, 0.0);\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   out.Write("o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION | 
					
						
							|  |  |  |             "[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   out.Write("int4 lacc;\n" | 
					
						
							|  |  |  |             "float3 ldir, h, cosAttn, distAttn;\n" | 
					
						
							|  |  |  |             "float dist, dist2, attn;\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-11-21 18:54:11 +10:00
										 |  |  |   GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, "rawcolor", | 
					
						
							|  |  |  |                              "o.colors_"); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | 
 | 
					
						
							|  |  |  |   // transform texcoords
 | 
					
						
							|  |  |  |   out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n"); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |   for (unsigned int i = 0; i < uid_data->numTexGens; ++i) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   { | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     auto& texinfo = uid_data->texMtxInfo[i]; | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | 
 | 
					
						
							|  |  |  |     out.Write("{\n"); | 
					
						
							|  |  |  |     out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n"); | 
					
						
							|  |  |  |     switch (texinfo.sourcerow) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |     case XF_SRCGEOM_INROW: | 
					
						
							|  |  |  |       out.Write("coord.xyz = rawpos.xyz;\n"); | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     case XF_SRCNORMAL_INROW: | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |       if (uid_data->components & VB_HAS_NRM0) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       { | 
					
						
							|  |  |  |         out.Write("coord.xyz = rawnorm0.xyz;\n"); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     case XF_SRCCOLORS_INROW: | 
					
						
							| 
									
										
										
										
											2018-03-14 20:34:35 -04:00
										 |  |  |       ASSERT(texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || | 
					
						
							|  |  |  |              texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       break; | 
					
						
							|  |  |  |     case XF_SRCBINORMAL_T_INROW: | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |       if (uid_data->components & VB_HAS_NRM1) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       { | 
					
						
							|  |  |  |         out.Write("coord.xyz = rawnorm1.xyz;\n"); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     case XF_SRCBINORMAL_B_INROW: | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |       if (uid_data->components & VB_HAS_NRM2) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       { | 
					
						
							|  |  |  |         out.Write("coord.xyz = rawnorm2.xyz;\n"); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     default: | 
					
						
							| 
									
										
										
										
											2018-03-14 20:34:35 -04:00
										 |  |  |       ASSERT(texinfo.sourcerow <= XF_SRCTEX7_INROW); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |       if (uid_data->components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW))) | 
					
						
							| 
									
										
										
										
											2017-07-27 01:01:25 +10:00
										 |  |  |         out.Write("coord = float4(rawtex%d.x, rawtex%d.y, 1.0, 1.0);\n", | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |                   texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW); | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     // Input form of AB11 sets z element to 1.0
 | 
					
						
							| 
									
										
										
										
											2016-01-17 00:34:06 +13:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |     if (texinfo.inputform == XF_TEXINPUT_AB11) | 
					
						
							|  |  |  |       out.Write("coord.z = 1.0;\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     // first transformation
 | 
					
						
							|  |  |  |     switch (texinfo.texgentype) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |     case XF_TEXGEN_EMBOSS_MAP:  // calculate tex coords into bump map
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |       if (uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2)) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       { | 
					
						
							|  |  |  |         // transform the light dir into tangent space
 | 
					
						
							|  |  |  |         out.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", | 
					
						
							|  |  |  |                   LIGHT_POS_PARAMS(texinfo.embosslightshift)); | 
					
						
							|  |  |  |         out.Write( | 
					
						
							|  |  |  |             "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n", i, | 
					
						
							|  |  |  |             texinfo.embosssourceshift); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       else | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         // The following assert was triggered in House of the Dead Overkill and Star Wars Rogue
 | 
					
						
							|  |  |  |         // Squadron 2
 | 
					
						
							| 
									
										
										
										
											2018-03-14 20:34:35 -04:00
										 |  |  |         // ASSERT(0); // should have normals
 | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |         out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     case XF_TEXGEN_COLOR_STRGBC0: | 
					
						
							|  |  |  |       out.Write("o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i); | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     case XF_TEXGEN_COLOR_STRGBC1: | 
					
						
							|  |  |  |       out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i); | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     case XF_TEXGEN_REGULAR: | 
					
						
							|  |  |  |     default: | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |       if (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       { | 
					
						
							| 
									
										
										
										
											2017-07-27 01:01:25 +10:00
										 |  |  |         out.Write("int tmp = int(rawtex%d.z);\n", i); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |         if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |           out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES | 
					
						
							|  |  |  |                     "[tmp]), dot(coord, " I_TRANSFORMMATRICES | 
					
						
							|  |  |  |                     "[tmp+1]), dot(coord, " I_TRANSFORMMATRICES "[tmp+2]));\n", | 
					
						
							|  |  |  |                     i); | 
					
						
							|  |  |  |         else | 
					
						
							|  |  |  |           out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES | 
					
						
							|  |  |  |                     "[tmp]), dot(coord, " I_TRANSFORMMATRICES "[tmp+1]), 1);\n", | 
					
						
							|  |  |  |                     i); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       else | 
					
						
							|  |  |  |       { | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |         if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |           out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES | 
					
						
							|  |  |  |                     "[%d]), dot(coord, " I_TEXMATRICES "[%d]), dot(coord, " I_TEXMATRICES | 
					
						
							|  |  |  |                     "[%d]));\n", | 
					
						
							|  |  |  |                     i, 3 * i, 3 * i + 1, 3 * i + 2); | 
					
						
							|  |  |  |         else | 
					
						
							|  |  |  |           out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES | 
					
						
							|  |  |  |                     "[%d]), dot(coord, " I_TEXMATRICES "[%d]), 1);\n", | 
					
						
							|  |  |  |                     i, 3 * i, 3 * i + 1); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     // CHECKME: does this only work for regular tex gen types?
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->dualTexTrans_enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |     { | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |       auto& postInfo = uid_data->postMtxInfo[i]; | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | 
 | 
					
						
							|  |  |  |       out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES "[%d];\n" | 
					
						
							|  |  |  |                 "float4 P1 = " I_POSTTRANSFORMMATRICES "[%d];\n" | 
					
						
							|  |  |  |                 "float4 P2 = " I_POSTTRANSFORMMATRICES "[%d];\n", | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |                 postInfo.index & 0x3f, (postInfo.index + 1) & 0x3f, (postInfo.index + 2) & 0x3f); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | 
 | 
					
						
							|  |  |  |       if (postInfo.normalize) | 
					
						
							|  |  |  |         out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |       // multiply by postmatrix
 | 
					
						
							|  |  |  |       out.Write("o.tex%d.xyz = float3(dot(P0.xyz, o.tex%d.xyz) + P0.w, dot(P1.xyz, o.tex%d.xyz) + " | 
					
						
							|  |  |  |                 "P1.w, dot(P2.xyz, o.tex%d.xyz) + P2.w);\n", | 
					
						
							|  |  |  |                 i, i, i, i); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-08-31 02:44:36 -05:00
										 |  |  |     // When q is 0, the GameCube appears to have a special case
 | 
					
						
							|  |  |  |     // This can be seen in devkitPro's neheGX Lesson08 example for Wii
 | 
					
						
							|  |  |  |     // Makes differences in Rogue Squadron 3 (Hoth sky) and The Last Story (shadow culling)
 | 
					
						
							|  |  |  |     // TODO: check if this only affects XF_TEXGEN_REGULAR
 | 
					
						
							| 
									
										
										
										
											2016-03-04 02:57:44 -05:00
										 |  |  |     if (texinfo.texgentype == XF_TEXGEN_REGULAR) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       out.Write("if(o.tex%d.z == 0.0f)\n", i); | 
					
						
							| 
									
										
										
										
											2016-09-01 04:43:19 +00:00
										 |  |  |       out.Write( | 
					
						
							|  |  |  |           "\to.tex%d.xy = clamp(o.tex%d.xy / 2.0f, float2(-1.0f,-1.0f), float2(1.0f,1.0f));\n", i, | 
					
						
							|  |  |  |           i); | 
					
						
							| 
									
										
										
										
											2016-03-04 02:57:44 -05:00
										 |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |     out.Write("}\n"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-11-21 18:54:11 +10:00
										 |  |  |   if (uid_data->numColorChans == 0) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     if (uid_data->components & VB_HAS_COL0) | 
					
						
							|  |  |  |       out.Write("o.colors_0 = rawcolor0;\n"); | 
					
						
							|  |  |  |     else | 
					
						
							|  |  |  |       out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   if (uid_data->numColorChans < 2) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     if (uid_data->components & VB_HAS_COL1) | 
					
						
							|  |  |  |       out.Write("o.colors_1 = rawcolor1;\n"); | 
					
						
							|  |  |  |     else | 
					
						
							|  |  |  |       out.Write("o.colors_1 = o.colors_0;\n"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   // clipPos/w needs to be done in pixel shader, not here
 | 
					
						
							|  |  |  |   out.Write("o.clipPos = o.pos;\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-06-24 18:18:53 +10:00
										 |  |  |   if (per_pixel_lighting) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   { | 
					
						
							|  |  |  |     out.Write("o.Normal = _norm0;\n"); | 
					
						
							|  |  |  |     out.Write("o.WorldPos = pos.xyz;\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_COL0) | 
					
						
							| 
									
										
										
										
											2017-07-27 01:01:25 +10:00
										 |  |  |       out.Write("o.colors_0 = rawcolor0;\n"); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_COL1) | 
					
						
							| 
									
										
										
										
											2017-07-27 01:01:25 +10:00
										 |  |  |       out.Write("o.colors_1 = rawcolor1;\n"); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-11-23 23:25:44 +01:00
										 |  |  |   // If we can disable the incorrect depth clipping planes using depth clamping, then we can do
 | 
					
						
							| 
									
										
										
										
											2016-12-27 20:25:46 +01:00
										 |  |  |   // our own depth clipping and calculate the depth range before the perspective divide if
 | 
					
						
							|  |  |  |   // necessary.
 | 
					
						
							| 
									
										
										
										
											2017-07-20 17:10:02 +10:00
										 |  |  |   if (host_config.backend_depth_clamp) | 
					
						
							| 
									
										
										
										
											2016-08-05 22:31:34 +02:00
										 |  |  |   { | 
					
						
							|  |  |  |     // Since we're adjusting z for the depth range before the perspective divide, we have to do our
 | 
					
						
							| 
									
										
										
										
											2016-08-15 15:25:50 +02:00
										 |  |  |     // own clipping. We want to clip so that -w <= z <= 0, which matches the console -1..0 range.
 | 
					
						
							| 
									
										
										
										
											2016-08-31 01:54:05 +02:00
										 |  |  |     // We adjust our depth value for clipping purposes to match the perspective projection in the
 | 
					
						
							|  |  |  |     // software backend, which is a hack to fix Sonic Adventure and Unleashed games.
 | 
					
						
							|  |  |  |     out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n"); | 
					
						
							|  |  |  |     out.Write("o.clipDist0 = clipDepth + o.pos.w;\n");  // Near: z < -w
 | 
					
						
							|  |  |  |     out.Write("o.clipDist1 = -clipDepth;\n");           // Far: z > 0
 | 
					
						
							| 
									
										
										
										
											2016-11-23 23:25:44 +01:00
										 |  |  |   } | 
					
						
							| 
									
										
										
										
											2016-08-04 14:09:35 +02:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-11-23 23:25:44 +01:00
										 |  |  |   // Write the true depth value. If the game uses depth textures, then the pixel shader will
 | 
					
						
							|  |  |  |   // override it with the correct values if not then early z culling will improve speed.
 | 
					
						
							| 
									
										
										
										
											2016-12-27 20:25:46 +01:00
										 |  |  |   // There are two different ways to do this, when the depth range is oversized, we process
 | 
					
						
							|  |  |  |   // the depth range in the vertex shader, if not we let the host driver handle it.
 | 
					
						
							| 
									
										
										
										
											2017-01-05 14:40:37 +01:00
										 |  |  |   //
 | 
					
						
							|  |  |  |   // Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
 | 
					
						
							|  |  |  |   // so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
 | 
					
						
							|  |  |  |   // We have to handle the depth range in the vertex shader instead of after the perspective
 | 
					
						
							|  |  |  |   // divide, because some games will use a depth range larger than what is allowed by the
 | 
					
						
							|  |  |  |   // graphics API. These large depth ranges will still be clipped to the 0..1 range, so these
 | 
					
						
							|  |  |  |   // games effectively add a depth bias to the values written to the depth buffer.
 | 
					
						
							|  |  |  |   out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - " | 
					
						
							|  |  |  |             "o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n"); | 
					
						
							| 
									
										
										
										
											2016-08-03 02:01:36 +02:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-07-20 17:10:02 +10:00
										 |  |  |   if (!host_config.backend_clip_control) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   { | 
					
						
							| 
									
										
										
										
											2016-08-15 15:25:50 +02:00
										 |  |  |     // If the graphics API doesn't support a depth range of 0..1, then we need to map z to
 | 
					
						
							|  |  |  |     // the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point
 | 
					
						
							|  |  |  |     // operation that can introduce a round-trip error.
 | 
					
						
							| 
									
										
										
										
											2016-08-06 03:40:45 +02:00
										 |  |  |     out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n"); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-03-16 12:33:51 +01:00
										 |  |  |   // Correct for negative viewports by mirroring all vertices. We need to negate the height here,
 | 
					
						
							|  |  |  |   // since the viewport height is already negated by the render backend.
 | 
					
						
							|  |  |  |   out.Write("o.pos.xy *= sign(" I_PIXELCENTERCORRECTION ".xy * float2(1.0, -1.0));\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   // The console GPU places the pixel center at 7/12 in screen space unless
 | 
					
						
							|  |  |  |   // antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results
 | 
					
						
							|  |  |  |   // in some primitives being placed one pixel too far to the bottom-right,
 | 
					
						
							|  |  |  |   // which in turn can be critical if it happens for clear quads.
 | 
					
						
							|  |  |  |   // Hence, we compensate for this pixel center difference so that primitives
 | 
					
						
							|  |  |  |   // get rasterized correctly.
 | 
					
						
							|  |  |  |   out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-06-24 18:18:53 +10:00
										 |  |  |   if (vertex_rounding) | 
					
						
							| 
									
										
										
										
											2017-02-18 18:22:41 -06:00
										 |  |  |   { | 
					
						
							|  |  |  |     // By now our position is in clip space
 | 
					
						
							|  |  |  |     // however, higher resolutions than the Wii outputs
 | 
					
						
							|  |  |  |     // cause an additional pixel offset
 | 
					
						
							|  |  |  |     // due to a higher pixel density
 | 
					
						
							|  |  |  |     // we need to correct this by converting our
 | 
					
						
							|  |  |  |     // clip-space position into the Wii's screen-space
 | 
					
						
							|  |  |  |     // acquire the right pixel and then convert it back
 | 
					
						
							|  |  |  |     out.Write("if (o.pos.w == 1.0f)\n"); | 
					
						
							|  |  |  |     out.Write("{\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     out.Write("\tfloat ss_pixel_x = ((o.pos.x + 1.0f) * (" I_VIEWPORT_SIZE ".x * 0.5f));\n"); | 
					
						
							|  |  |  |     out.Write("\tfloat ss_pixel_y = ((o.pos.y + 1.0f) * (" I_VIEWPORT_SIZE ".y * 0.5f));\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     out.Write("\tss_pixel_x = round(ss_pixel_x);\n"); | 
					
						
							|  |  |  |     out.Write("\tss_pixel_y = round(ss_pixel_y);\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     out.Write("\to.pos.x = ((ss_pixel_x / (" I_VIEWPORT_SIZE ".x * 0.5f)) - 1.0f);\n"); | 
					
						
							|  |  |  |     out.Write("\to.pos.y = ((ss_pixel_y / (" I_VIEWPORT_SIZE ".y * 0.5f)) - 1.0f);\n"); | 
					
						
							|  |  |  |     out.Write("}\n"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-08-13 00:55:00 +10:00
										 |  |  |   if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   { | 
					
						
							| 
									
										
										
										
											2017-07-20 17:10:02 +10:00
										 |  |  |     if (host_config.backend_geometry_shaders || api_type == APIType::Vulkan) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |     { | 
					
						
							| 
									
										
										
										
											2017-06-24 18:18:53 +10:00
										 |  |  |       AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, per_pixel_lighting); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |     } | 
					
						
							|  |  |  |     else | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       // TODO: Pass interface blocks between shader stages even if geometry shaders
 | 
					
						
							|  |  |  |       // are not supported, however that will require at least OpenGL 3.2 support.
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |       for (unsigned int i = 0; i < uid_data->numTexGens; ++i) | 
					
						
							| 
									
										
										
										
											2017-07-27 01:01:25 +10:00
										 |  |  |         out.Write("tex%d.xyz = o.tex%d;\n", i, i); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write("clipPos = o.clipPos;\n"); | 
					
						
							| 
									
										
										
										
											2017-06-24 18:18:53 +10:00
										 |  |  |       if (per_pixel_lighting) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       { | 
					
						
							|  |  |  |         out.Write("Normal = o.Normal;\n"); | 
					
						
							|  |  |  |         out.Write("WorldPos = o.WorldPos;\n"); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       out.Write("colors_0 = o.colors_0;\n"); | 
					
						
							|  |  |  |       out.Write("colors_1 = o.colors_1;\n"); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-07-20 17:10:02 +10:00
										 |  |  |     if (host_config.backend_depth_clamp) | 
					
						
							| 
									
										
										
										
											2016-08-12 15:06:26 +02:00
										 |  |  |     { | 
					
						
							|  |  |  |       out.Write("gl_ClipDistance[0] = o.clipDist0;\n"); | 
					
						
							|  |  |  |       out.Write("gl_ClipDistance[1] = o.clipDist1;\n"); | 
					
						
							|  |  |  |     } | 
					
						
							| 
									
										
										
										
											2016-08-13 00:55:00 +10:00
										 |  |  | 
 | 
					
						
							|  |  |  |     // Vulkan NDC space has Y pointing down (right-handed NDC space).
 | 
					
						
							|  |  |  |     if (api_type == APIType::Vulkan) | 
					
						
							|  |  |  |       out.Write("gl_Position = float4(o.pos.x, -o.pos.y, o.pos.z, o.pos.w);\n"); | 
					
						
							|  |  |  |     else | 
					
						
							|  |  |  |       out.Write("gl_Position = o.pos;\n"); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   } | 
					
						
							|  |  |  |   else  // D3D
 | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     out.Write("return o;\n"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   out.Write("}\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   return out; | 
					
						
							| 
									
										
										
										
											2012-08-06 22:41:30 +02:00
										 |  |  | } |