forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			562 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			562 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2013 Dolphin Emulator Project
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| // Licensed under GPLv2
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| // Refer to the license.txt file included.
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| 
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| #include <math.h>
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| #include <locale.h>
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| #ifdef __APPLE__
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| 	#include <xlocale.h>
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| #endif
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| 
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| #include "NativeVertexFormat.h"
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| 
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| #include "BPMemory.h"
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| #include "CPMemory.h"
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| #include "DriverDetails.h"
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| #include "LightingShaderGen.h"
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| #include "VertexShaderGen.h"
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| #include "VideoConfig.h"
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| 
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| static char text[16768];
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| 
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| template<class T>
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| static void DefineVSOutputStructMember(T& object, API_TYPE api_type, const char* type, const char* name, int var_index, const char* semantic, int semantic_index = -1)
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| {
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| 	object.Write("  %s %s", type, name);
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| 	if (var_index != -1)
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| 		object.Write("%d", var_index);
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| 
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| 	if (api_type == API_OPENGL)
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| 		object.Write(";\n");
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| 	else
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| 	{
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| 		if (semantic_index != -1)
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| 			object.Write(" : %s%d;\n", semantic, semantic_index);
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| 		else
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| 			object.Write(" : %s;\n", semantic);
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| 	}
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| }
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| 
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| template<class T>
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| static inline void GenerateVSOutputStruct(T& object, u32 components, API_TYPE api_type)
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| {
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| 	object.Write("struct VS_OUTPUT {\n");
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| 	DefineVSOutputStructMember(object, api_type, "float4", "pos", -1, "POSITION");
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| 	DefineVSOutputStructMember(object, api_type, "float4", "colors_", 0, "COLOR", 0);
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| 	DefineVSOutputStructMember(object, api_type, "float4", "colors_", 1, "COLOR", 1);
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| 
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| 	if (xfregs.numTexGen.numTexGens < 7)
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| 	{
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| 		for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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| 			DefineVSOutputStructMember(object, api_type, "float3", "tex", i, "TEXCOORD", i);
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| 
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| 		DefineVSOutputStructMember(object, api_type, "float4", "clipPos", -1, "TEXCOORD", xfregs.numTexGen.numTexGens);
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| 
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| 		if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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| 			DefineVSOutputStructMember(object, api_type, "float4", "Normal", -1, "TEXCOORD", xfregs.numTexGen.numTexGens + 1);
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| 	}
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| 	else
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| 	{
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| 		// Store clip position in the w component of first 4 texcoords
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| 		bool ppl = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
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| 		int num_texcoords = ppl ? 8 : xfregs.numTexGen.numTexGens;
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| 		for (int i = 0; i < num_texcoords; ++i)
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| 			DefineVSOutputStructMember(object, api_type, (ppl || i < 4) ? "float4" : "float3", "tex", i, "TEXCOORD", i);
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| 	}
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| 	object.Write("};\n");
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| }
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| 
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| template<class T>
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| static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
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| {
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| 	// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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| 	vertex_shader_uid_data dummy_data;
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| 	vertex_shader_uid_data& uid_data = (&out.template GetUidData<vertex_shader_uid_data>() != NULL)
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| 											? out.template GetUidData<vertex_shader_uid_data>() : dummy_data;
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| 
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| 	out.SetBuffer(text);
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| 	const bool is_writing_shadercode = (out.GetBuffer() != NULL);
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| #ifndef ANDROID
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| 	locale_t locale;
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| 	locale_t old_locale;
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| 	if (is_writing_shadercode)
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| 	{
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| 		locale = newlocale(LC_NUMERIC_MASK, "C", NULL); // New locale for compilation
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| 		old_locale = uselocale(locale); // Apply the locale for this thread
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| 	}
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| #endif
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| 
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| 	if (is_writing_shadercode)
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| 		text[sizeof(text) - 1] = 0x7C;  // canary
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| 
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| 	_assert_(bpmem.genMode.numtexgens == xfregs.numTexGen.numTexGens);
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| 	_assert_(bpmem.genMode.numcolchans == xfregs.numChan.numColorChans);
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| 
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| 	// uniforms
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| 	if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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| 		out.Write("layout(std140) uniform VSBlock {\n");
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| 
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| 	DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_POSNORMALMATRIX, "float4", I_POSNORMALMATRIX"[6]");
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| 	DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_PROJECTION, "float4", I_PROJECTION"[4]");
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| 	DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_MATERIALS, "float4", I_MATERIALS"[4]");
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| 	DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_LIGHTS,  "float4", I_LIGHTS"[40]");
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| 	DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_TEXMATRICES, "float4", I_TEXMATRICES"[24]");
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| 	DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_TRANSFORMMATRICES, "float4", I_TRANSFORMMATRICES"[64]");
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| 	DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_NORMALMATRICES, "float4", I_NORMALMATRICES"[32]");
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| 	DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_POSTTRANSFORMMATRICES, "float4", I_POSTTRANSFORMMATRICES"[64]");
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| 	DeclareUniform(out, api_type, g_ActiveConfig.backend_info.bSupportsGLSLUBO, C_DEPTHPARAMS, "float4", I_DEPTHPARAMS);
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| 
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| 	if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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| 		out.Write("};\n");
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| 
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| 	GenerateVSOutputStruct(out, components, api_type);
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| 
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| 	uid_data.numTexGens = xfregs.numTexGen.numTexGens;
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| 	uid_data.components = components;
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| 	uid_data.pixel_lighting = (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting);
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| 
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| 	if(api_type == API_OPENGL)
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| 	{
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| 		out.Write("ATTRIN float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
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| 		if (components & VB_HAS_POSMTXIDX)
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| 			out.Write("ATTRIN float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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| 		if (components & VB_HAS_NRM0)
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| 			out.Write("ATTRIN float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB);
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| 		if (components & VB_HAS_NRM1)
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| 			out.Write("ATTRIN float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
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| 		if (components & VB_HAS_NRM2)
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| 			out.Write("ATTRIN float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
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| 
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| 		if (components & VB_HAS_COL0)
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| 			out.Write("ATTRIN float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB);
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| 		if (components & VB_HAS_COL1)
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| 			out.Write("ATTRIN float4 color1; // ATTR%d,\n", SHADER_COLOR1_ATTRIB);
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| 
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| 		for (int i = 0; i < 8; ++i)
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| 		{
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| 			u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
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| 			if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
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| 				out.Write("ATTRIN float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i);
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| 		}
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| 
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| 		// Let's set up attributes
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| 		if (xfregs.numTexGen.numTexGens < 7)
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| 		{
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| 			for (int i = 0; i < 8; ++i)
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| 				out.Write("VARYOUT  float3 uv%d_2;\n", i);
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| 			out.Write("VARYOUT   float4 clipPos_2;\n");
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| 			if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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| 				out.Write("VARYOUT   float4 Normal_2;\n");
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| 		}
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| 		else
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| 		{
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| 			// wpos is in w of first 4 texcoords
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| 			if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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| 			{
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| 				for (int i = 0; i < 8; ++i)
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| 					out.Write("VARYOUT   float4 uv%d_2;\n", i);
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| 			}
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| 			else
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| 			{
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| 				for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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| 					out.Write("VARYOUT   float%d uv%d_2;\n", i < 4 ? 4 : 3 , i);
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| 			}
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| 		}
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| 		out.Write("VARYOUT   float4 colors_02;\n");
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| 		out.Write("VARYOUT   float4 colors_12;\n");
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| 
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| 		out.Write("void main()\n{\n");
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| 	}
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| 	else
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| 	{
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| 		out.Write("VS_OUTPUT main(\n");
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| 
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| 		// inputs
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| 		if (components & VB_HAS_NRM0)
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| 			out.Write("  float3 rawnorm0 : NORMAL0,\n");
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| 		if (components & VB_HAS_NRM1)
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| 			out.Write("  float3 rawnorm1 : NORMAL1,\n");
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| 		if (components & VB_HAS_NRM2)
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| 			out.Write("  float3 rawnorm2 : NORMAL2,\n");
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| 		if (components & VB_HAS_COL0)
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| 			out.Write("  float4 color0 : COLOR0,\n");
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| 		if (components & VB_HAS_COL1)
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| 			out.Write("  float4 color1 : COLOR1,\n");
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| 		for (int i = 0; i < 8; ++i)
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| 		{
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| 			u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
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| 			if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
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| 				out.Write("  float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
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| 		}
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| 		if (components & VB_HAS_POSMTXIDX)
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| 			out.Write("  float4 blend_indices : BLENDINDICES,\n");
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| 		out.Write("  float4 rawpos : POSITION) {\n");
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| 	}
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| 	out.Write("VS_OUTPUT o;\n");
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| 
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| 	// transforms
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| 	if (components & VB_HAS_POSMTXIDX)
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| 	{
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| 		if (api_type & API_D3D9)
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| 		{
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| 			out.Write("int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n");
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| 			out.Write("int posmtx = indices.x;\n");
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| 		}
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| 		else if (api_type == API_D3D11)
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| 		{
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| 			out.Write("int posmtx = blend_indices.x * 255.0f;\n");
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| 		}
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| 		else
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| 		{
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| 			out.Write("int posmtx = int(fposmtx);\n");
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| 		}
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| 
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| 		if (is_writing_shadercode && DriverDetails::HasBug(DriverDetails::BUG_NODYNUBOACCESS))
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| 		{
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| 			// This'll cause issues, but  it can't be helped
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| 			out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES"[0], rawpos), dot(" I_TRANSFORMMATRICES"[1], rawpos), dot(" I_TRANSFORMMATRICES"[2], rawpos), 1);\n");
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| 			if (components & VB_HAS_NRMALL)
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| 				out.Write("float3 N0 = " I_NORMALMATRICES"[0].xyz, N1 = " I_NORMALMATRICES"[1].xyz, N2 = " I_NORMALMATRICES"[2].xyz;\n");
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| 		}
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| 		else
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| 		{
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| 			out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES"[posmtx], rawpos), dot(" I_TRANSFORMMATRICES"[posmtx+1], rawpos), dot(" I_TRANSFORMMATRICES"[posmtx+2], rawpos), 1);\n");
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| 
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| 			if (components & VB_HAS_NRMALL) {
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| 				out.Write("int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
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| 				out.Write("float3 N0 = " I_NORMALMATRICES"[normidx].xyz, N1 = " I_NORMALMATRICES"[normidx+1].xyz, N2 = " I_NORMALMATRICES"[normidx+2].xyz;\n");
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| 			}
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| 		}
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| 		if (components & VB_HAS_NRM0)
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| 			out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n");
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| 		if (components & VB_HAS_NRM1)
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| 			out.Write("float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
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| 		if (components & VB_HAS_NRM2)
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| 			out.Write("float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
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| 	}
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| 	else
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| 	{
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| 		out.Write("float4 pos = float4(dot(" I_POSNORMALMATRIX"[0], rawpos), dot(" I_POSNORMALMATRIX"[1], rawpos), dot(" I_POSNORMALMATRIX"[2], rawpos), 1.0f);\n");
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| 		if (components & VB_HAS_NRM0)
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| 			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");
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| 		if (components & VB_HAS_NRM1)
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| 			out.Write("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX"[3].xyz, rawnorm1), dot(" I_POSNORMALMATRIX"[4].xyz, rawnorm1), dot(" I_POSNORMALMATRIX"[5].xyz, rawnorm1));\n");
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| 		if (components & VB_HAS_NRM2)
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| 			out.Write("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX"[3].xyz, rawnorm2), dot(" I_POSNORMALMATRIX"[4].xyz, rawnorm2), dot(" I_POSNORMALMATRIX"[5].xyz, rawnorm2));\n");
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| 	}
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| 
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| 	if (!(components & VB_HAS_NRM0))
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| 		out.Write("float3 _norm0 = float3(0.0f, 0.0f, 0.0f);\n");
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| 
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| 
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| 	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");
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| 
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| 	out.Write("float4 mat, lacc;\n"
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| 			"float3 ldir, h;\n"
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| 			"float dist, dist2, attn;\n");
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| 
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| 	uid_data.numColorChans = xfregs.numChan.numColorChans;
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| 	if (xfregs.numChan.numColorChans == 0)
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| 	{
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| 		if (components & VB_HAS_COL0)
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| 			out.Write("o.colors_0 = color0;\n");
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| 		else
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| 			out.Write("o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
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| 	}
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| 
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| 	GenerateLightingShader<T>(out, uid_data.lighting, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
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| 
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| 	if (xfregs.numChan.numColorChans < 2)
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| 	{
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| 		if (components & VB_HAS_COL1)
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| 			out.Write("o.colors_1 = color1;\n");
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| 		else
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| 			out.Write("o.colors_1 = o.colors_0;\n");
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| 	}
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| 	// special case if only pos and tex coord 0 and tex coord input is AB11
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| 	// donko - this has caused problems in some games. removed for now.
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| 	bool texGenSpecialCase = false;
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| 	/*bool texGenSpecialCase =
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| 		((g_VtxDesc.Hex & 0x60600L) == g_VtxDesc.Hex) && // only pos and tex coord 0
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| 		(g_VtxDesc.Tex0Coord != NOT_PRESENT) &&
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| 		(xfregs.texcoords[0].texmtxinfo.inputform == XF_TEXINPUT_AB11);
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| 		*/
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| 
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| 	// transform texcoords
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| 	out.Write("float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
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| 	for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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| 	{
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| 		TexMtxInfo& texinfo = xfregs.texMtxInfo[i];
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| 
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| 		out.Write("{\n");
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| 		out.Write("coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
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| 		uid_data.texMtxInfo[i].sourcerow = xfregs.texMtxInfo[i].sourcerow;
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| 		switch (texinfo.sourcerow)
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| 		{
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| 		case XF_SRCGEOM_INROW:
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| 			_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
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| 			out.Write("coord = rawpos;\n"); // pos.w is 1
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| 			break;
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| 		case XF_SRCNORMAL_INROW:
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| 			if (components & VB_HAS_NRM0)
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| 			{
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| 				_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
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| 				out.Write("coord = float4(rawnorm0.xyz, 1.0f);\n");
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| 			}
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| 			break;
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| 		case XF_SRCCOLORS_INROW:
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| 			_assert_( texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1 );
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| 			break;
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| 		case XF_SRCBINORMAL_T_INROW:
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| 			if (components & VB_HAS_NRM1)
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| 			{
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| 				_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
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| 				out.Write("coord = float4(rawnorm1.xyz, 1.0f);\n");
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| 			}
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| 			break;
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| 		case XF_SRCBINORMAL_B_INROW:
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| 			if (components & VB_HAS_NRM2)
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| 			{
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| 				_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
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| 				out.Write("coord = float4(rawnorm2.xyz, 1.0f);\n");
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| 			}
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| 			break;
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| 		default:
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| 			_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
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| 			if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
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| 				out.Write("coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
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| 			break;
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| 		}
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| 
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| 		// first transformation
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| 		uid_data.texMtxInfo[i].texgentype = xfregs.texMtxInfo[i].texgentype;
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| 		switch (texinfo.texgentype)
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| 		{
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| 			case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
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| 
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| 				if (components & (VB_HAS_NRM1|VB_HAS_NRM2))
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| 				{
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| 					// transform the light dir into tangent space
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| 					uid_data.texMtxInfo[i].embosslightshift = xfregs.texMtxInfo[i].embosslightshift;
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| 					uid_data.texMtxInfo[i].embosssourceshift = xfregs.texMtxInfo[i].embosssourceshift;
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| 					out.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(I_LIGHTS, texinfo.embosslightshift));
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| 					out.Write("o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
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| 				}
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| 				else
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| 				{
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| 					_assert_(0); // should have normals
 | |
| 					uid_data.texMtxInfo[i].embosssourceshift = xfregs.texMtxInfo[i].embosssourceshift;
 | |
| 					out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift);
 | |
| 				}
 | |
| 
 | |
| 				break;
 | |
| 			case XF_TEXGEN_COLOR_STRGBC0:
 | |
| 				_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
 | |
| 				out.Write("o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
 | |
| 				break;
 | |
| 			case XF_TEXGEN_COLOR_STRGBC1:
 | |
| 				_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
 | |
| 				out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
 | |
| 				break;
 | |
| 			case XF_TEXGEN_REGULAR:
 | |
| 			default:
 | |
| 				uid_data.texMtxInfo_n_projection |= xfregs.texMtxInfo[i].projection << i;
 | |
| 				if (components & (VB_HAS_TEXMTXIDX0<<i))
 | |
| 				{
 | |
| 					out.Write("int tmp = int(tex%d.z);\n", i);
 | |
| 					if (texinfo.projection == XF_TEXPROJ_STQ)
 | |
| 						out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES"[tmp]), dot(coord, " I_TRANSFORMMATRICES"[tmp+1]), dot(coord, " I_TRANSFORMMATRICES"[tmp+2]));\n", i);
 | |
| 					else
 | |
| 						out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES"[tmp]), dot(coord, " I_TRANSFORMMATRICES"[tmp+1]), 1);\n", i);
 | |
| 				}
 | |
| 				else
 | |
| 				{
 | |
| 					if (texinfo.projection == XF_TEXPROJ_STQ)
 | |
| 						out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES"[%d]), dot(coord, " I_TEXMATRICES"[%d]), dot(coord, " I_TEXMATRICES"[%d]));\n", i, 3*i, 3*i+1, 3*i+2);
 | |
| 					else
 | |
| 						out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES"[%d]), dot(coord, " I_TEXMATRICES"[%d]), 1);\n", i, 3*i, 3*i+1);
 | |
| 				}
 | |
| 				break;
 | |
| 		}
 | |
| 
 | |
| 		uid_data.dualTexTrans_enabled = xfregs.dualTexTrans.enabled;
 | |
| 		// CHECKME: does this only work for regular tex gen types?
 | |
| 		if (xfregs.dualTexTrans.enabled && texinfo.texgentype == XF_TEXGEN_REGULAR)
 | |
| 		{
 | |
| 			const PostMtxInfo& postInfo = xfregs.postMtxInfo[i];
 | |
| 
 | |
| 			uid_data.postMtxInfo[i].index = xfregs.postMtxInfo[i].index;
 | |
| 			int postidx = postInfo.index;
 | |
| 			out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES"[%d];\n"
 | |
| 				"float4 P1 = " I_POSTTRANSFORMMATRICES"[%d];\n"
 | |
| 				"float4 P2 = " I_POSTTRANSFORMMATRICES"[%d];\n",
 | |
| 				postidx&0x3f, (postidx+1)&0x3f, (postidx+2)&0x3f);
 | |
| 
 | |
| 			if (texGenSpecialCase)
 | |
| 			{
 | |
| 				// no normalization
 | |
| 				// q of input is 1
 | |
| 				// q of output is unknown
 | |
| 
 | |
| 				// multiply by postmatrix
 | |
| 				out.Write("o.tex%d.xyz = float3(dot(P0.xy, o.tex%d.xy) + P0.z + P0.w, dot(P1.xy, o.tex%d.xy) + P1.z + P1.w, 0.0f);\n", i, i, i);
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				uid_data.postMtxInfo[i].normalize = xfregs.postMtxInfo[i].normalize;
 | |
| 				if (postInfo.normalize)
 | |
| 					out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
 | |
| 
 | |
| 				// multiply by postmatrix
 | |
| 				out.Write("o.tex%d.xyz = float3(dot(P0.xyz, o.tex%d.xyz) + P0.w, dot(P1.xyz, o.tex%d.xyz) + P1.w, dot(P2.xyz, o.tex%d.xyz) + P2.w);\n", i, i, i, i);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		out.Write("}\n");
 | |
| 	}
 | |
| 
 | |
| 	// clipPos/w needs to be done in pixel shader, not here
 | |
| 	if (xfregs.numTexGen.numTexGens < 7)
 | |
| 	{
 | |
| 		out.Write("o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);\n");
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		out.Write("o.tex0.w = pos.x;\n");
 | |
| 		out.Write("o.tex1.w = pos.y;\n");
 | |
| 		out.Write("o.tex2.w = o.pos.z;\n");
 | |
| 		out.Write("o.tex3.w = o.pos.w;\n");
 | |
| 	}
 | |
| 
 | |
| 	if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
 | |
| 	{
 | |
| 		if (xfregs.numTexGen.numTexGens < 7)
 | |
| 		{
 | |
| 			out.Write("o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n");
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			out.Write("o.tex4.w = _norm0.x;\n");
 | |
| 			out.Write("o.tex5.w = _norm0.y;\n");
 | |
| 			out.Write("o.tex6.w = _norm0.z;\n");
 | |
| 			if (xfregs.numTexGen.numTexGens < 8)
 | |
| 				out.Write("o.tex7 = pos.xyzz;\n");
 | |
| 			else
 | |
| 				out.Write("o.tex7.w = pos.z;\n");
 | |
| 		}
 | |
| 
 | |
| 		if (components & VB_HAS_COL0)
 | |
| 			out.Write("o.colors_0 = color0;\n");
 | |
| 
 | |
| 		if (components & VB_HAS_COL1)
 | |
| 			out.Write("o.colors_1 = color1;\n");
 | |
| 	}
 | |
| 
 | |
| 	//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
 | |
| 	//if not early z culling will improve speed
 | |
| 	if (api_type & API_D3D9 || api_type == API_D3D11)
 | |
| 	{
 | |
| 		out.Write("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
 | |
| 		out.Write("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)
 | |
| 		out.Write("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
 | |
| 	}
 | |
| 
 | |
| 	if (api_type & API_D3D9)
 | |
| 	{
 | |
| 		// D3D9 is addressing pixel centers instead of pixel boundaries in clip space.
 | |
| 		// Thus we need to offset the final position by half a pixel
 | |
| 		out.Write("o.pos = o.pos + float4(" I_DEPTHPARAMS".z, " I_DEPTHPARAMS".w, 0.f, 0.f);\n");
 | |
| 	}
 | |
| 
 | |
| 	if(api_type == API_OPENGL)
 | |
| 	{
 | |
| 		// Bit ugly here
 | |
| 		// TODO: Make pretty
 | |
| 		// Will look better when we bind uniforms in GLSL 1.3
 | |
| 		// clipPos/w needs to be done in pixel shader, not here
 | |
| 
 | |
| 		if (xfregs.numTexGen.numTexGens < 7)
 | |
| 		{
 | |
| 			for (unsigned int i = 0; i < 8; ++i)
 | |
| 			{
 | |
| 				if(i < xfregs.numTexGen.numTexGens)
 | |
| 					out.Write(" uv%d_2.xyz =  o.tex%d;\n", i, i);
 | |
| 				else
 | |
| 					out.Write(" uv%d_2.xyz =  float3(0.0f, 0.0f, 0.0f);\n", i);
 | |
| 			}
 | |
| 			out.Write("  clipPos_2 = o.clipPos;\n");
 | |
| 			if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
 | |
| 				out.Write("  Normal_2 = o.Normal;\n");
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			// clip position is in w of first 4 texcoords
 | |
| 			if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
 | |
| 			{
 | |
| 				for (int i = 0; i < 8; ++i)
 | |
| 					out.Write(" uv%d_2 = o.tex%d;\n", i, i);
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
 | |
| 					out.Write("  uv%d_2%s = o.tex%d;\n", i, i < 4 ? ".xyzw" : ".xyz" , i);
 | |
| 			}
 | |
| 		}
 | |
| 		out.Write("colors_02 = o.colors_0;\n");
 | |
| 		out.Write("colors_12 = o.colors_1;\n");
 | |
| 		out.Write("gl_Position = o.pos;\n");
 | |
| 		out.Write("}\n");
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		out.Write("return o;\n}\n");
 | |
| 	}
 | |
| 
 | |
| 	if (is_writing_shadercode)
 | |
| 	{
 | |
| 		if (text[sizeof(text) - 1] != 0x7C)
 | |
| 			PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
 | |
| 
 | |
| #ifndef ANDROID
 | |
| 		uselocale(old_locale); // restore locale
 | |
| 		freelocale(locale);
 | |
| #endif
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type)
 | |
| {
 | |
| 	GenerateVertexShader<VertexShaderUid>(object, components, api_type);
 | |
| }
 | |
| 
 | |
| void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type)
 | |
| {
 | |
| 	GenerateVertexShader<VertexShaderCode>(object, components, api_type);
 | |
| }
 | |
| 
 | |
| void GenerateVSOutputStructForGS(ShaderCode& object, u32 components, API_TYPE api_type)
 | |
| {
 | |
| 	GenerateVSOutputStruct<ShaderCode>(object, components, api_type);
 | |
| }
 |