forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			501 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			501 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2008 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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#include <cmath>
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#include <cstring>
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/LightingShaderGen.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderGen.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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VertexShaderUid GetVertexShaderUid()
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{
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  VertexShaderUid out;
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  vertex_shader_uid_data* uid_data = out.GetUidData<vertex_shader_uid_data>();
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  memset(uid_data, 0, sizeof(*uid_data));
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  _assert_(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens);
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  _assert_(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans);
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  uid_data->numTexGens = xfmem.numTexGen.numTexGens;
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  uid_data->components = VertexLoaderManager::g_current_components;
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  uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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  uid_data->msaa = g_ActiveConfig.iMultisamples > 1;
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  uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA;
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  uid_data->numColorChans = xfmem.numChan.numColorChans;
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  GetLightingShaderUid(uid_data->lighting);
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  // transform texcoords
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  for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
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  {
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    auto& texinfo = uid_data->texMtxInfo[i];
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    texinfo.sourcerow = xfmem.texMtxInfo[i].sourcerow;
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    texinfo.texgentype = xfmem.texMtxInfo[i].texgentype;
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    texinfo.inputform = xfmem.texMtxInfo[i].inputform;
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    // first transformation
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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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      if (uid_data->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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        texinfo.embosslightshift = xfmem.texMtxInfo[i].embosslightshift;
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        texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
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      }
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      else
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      {
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        texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
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      }
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      break;
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    case XF_TEXGEN_COLOR_STRGBC0:
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    case XF_TEXGEN_COLOR_STRGBC1:
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      break;
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    case XF_TEXGEN_REGULAR:
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    default:
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      uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i;
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      break;
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    }
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    uid_data->dualTexTrans_enabled = xfmem.dualTexTrans.enabled;
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    // CHECKME: does this only work for regular tex gen types?
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    if (uid_data->dualTexTrans_enabled && texinfo.texgentype == XF_TEXGEN_REGULAR)
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    {
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      auto& postInfo = uid_data->postMtxInfo[i];
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      postInfo.index = xfmem.postMtxInfo[i].index;
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      postInfo.normalize = xfmem.postMtxInfo[i].normalize;
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    }
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  }
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  return out;
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}
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ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_data* uid_data)
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{
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  ShaderCode out;
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  out.Write("%s", s_lighting_struct);
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  // uniforms
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  if (api_type == APIType::OpenGL)
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    out.Write("layout(std140%s) uniform VSBlock {\n",
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              g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
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  else
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    out.Write("cbuffer VSBlock {\n");
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  out.Write(s_shader_uniforms);
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  out.Write("};\n");
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  out.Write("struct VS_OUTPUT {\n");
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  GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, uid_data->pixel_lighting, "");
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  out.Write("};\n");
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  if (api_type == APIType::OpenGL)
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  {
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    out.Write("in float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
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    if (uid_data->components & VB_HAS_POSMTXIDX)
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      out.Write("in int posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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    if (uid_data->components & VB_HAS_NRM0)
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      out.Write("in float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB);
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    if (uid_data->components & VB_HAS_NRM1)
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      out.Write("in float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
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    if (uid_data->components & VB_HAS_NRM2)
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      out.Write("in float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
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    if (uid_data->components & VB_HAS_COL0)
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      out.Write("in float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB);
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    if (uid_data->components & VB_HAS_COL1)
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      out.Write("in float4 color1; // ATTR%d,\n", SHADER_COLOR1_ATTRIB);
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    for (int i = 0; i < 8; ++i)
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    {
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      u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
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      if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx)
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        out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i,
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                  SHADER_TEXTURE0_ATTRIB + i);
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    }
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    if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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    {
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      out.Write("out VertexData {\n");
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      GenerateVSOutputMembers(
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          out, api_type, uid_data->numTexGens, uid_data->pixel_lighting,
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          GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true));
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      out.Write("} vs;\n");
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    }
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    else
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    {
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      // Let's set up attributes
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      for (u32 i = 0; i < 8; ++i)
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      {
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        if (i < uid_data->numTexGens)
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        {
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          out.Write("%s out float3 uv%u;\n",
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                    GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa), i);
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        }
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      }
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      out.Write("%s out float4 clipPos;\n",
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                GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
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      if (uid_data->pixel_lighting)
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      {
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        out.Write("%s out float3 Normal;\n",
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                  GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
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        out.Write("%s out float3 WorldPos;\n",
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                  GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
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      }
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      out.Write("%s out float4 colors_0;\n",
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                GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
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      out.Write("%s out float4 colors_1;\n",
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                GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
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    }
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    out.Write("void main()\n{\n");
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  }
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  else  // D3D
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  {
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    out.Write("VS_OUTPUT main(\n");
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    // inputs
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    if (uid_data->components & VB_HAS_NRM0)
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      out.Write("  float3 rawnorm0 : NORMAL0,\n");
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    if (uid_data->components & VB_HAS_NRM1)
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      out.Write("  float3 rawnorm1 : NORMAL1,\n");
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    if (uid_data->components & VB_HAS_NRM2)
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      out.Write("  float3 rawnorm2 : NORMAL2,\n");
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    if (uid_data->components & VB_HAS_COL0)
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      out.Write("  float4 color0 : COLOR0,\n");
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    if (uid_data->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 = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
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      if ((uid_data->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 (uid_data->components & VB_HAS_POSMTXIDX)
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      out.Write("  int posmtx : 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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  // transforms
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  if (uid_data->components & VB_HAS_POSMTXIDX)
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  {
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    out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES
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              "[posmtx], rawpos), dot(" I_TRANSFORMMATRICES
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              "[posmtx+1], rawpos), dot(" I_TRANSFORMMATRICES "[posmtx+2], rawpos), 1);\n");
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    if (uid_data->components & VB_HAS_NRMALL)
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    {
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      out.Write("int normidx = posmtx & 31;\n");
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      out.Write("float3 N0 = " I_NORMALMATRICES "[normidx].xyz, N1 = " I_NORMALMATRICES
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                "[normidx+1].xyz, N2 = " I_NORMALMATRICES "[normidx+2].xyz;\n");
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    }
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    if (uid_data->components & VB_HAS_NRM0)
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      out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, "
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                "rawnorm0)));\n");
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    if (uid_data->components & VB_HAS_NRM1)
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      out.Write(
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          "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
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    if (uid_data->components & VB_HAS_NRM2)
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      out.Write(
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          "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
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              "[1], rawpos), dot(" I_POSNORMALMATRIX "[2], rawpos), 1.0);\n");
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    if (uid_data->components & VB_HAS_NRM0)
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      out.Write("float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX
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                "[3].xyz, rawnorm0), dot(" I_POSNORMALMATRIX
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                "[4].xyz, rawnorm0), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm0)));\n");
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    if (uid_data->components & VB_HAS_NRM1)
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      out.Write("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX
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                "[3].xyz, rawnorm1), dot(" I_POSNORMALMATRIX
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                "[4].xyz, rawnorm1), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm1));\n");
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    if (uid_data->components & VB_HAS_NRM2)
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      out.Write("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX
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                "[3].xyz, rawnorm2), dot(" I_POSNORMALMATRIX
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                "[4].xyz, rawnorm2), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm2));\n");
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  }
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  if (!(uid_data->components & VB_HAS_NRM0))
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    out.Write("float3 _norm0 = float3(0.0, 0.0, 0.0);\n");
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  out.Write("o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION
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            "[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n");
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  out.Write("int4 lacc;\n"
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            "float3 ldir, h, cosAttn, distAttn;\n"
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            "float dist, dist2, attn;\n");
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  if (uid_data->numColorChans == 0)
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  {
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    if (uid_data->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(1.0, 1.0, 1.0, 1.0);\n");
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  }
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  GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, "color", "o.colors_");
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  if (uid_data->numColorChans < 2)
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  {
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    if (uid_data->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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  // transform texcoords
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  out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n");
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  for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
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  {
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    auto& texinfo = uid_data->texMtxInfo[i];
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    out.Write("{\n");
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    out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n");
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    switch (texinfo.sourcerow)
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    {
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    case XF_SRCGEOM_INROW:
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      out.Write("coord.xyz = rawpos.xyz;\n");
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      break;
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    case XF_SRCNORMAL_INROW:
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      if (uid_data->components & VB_HAS_NRM0)
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      {
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        out.Write("coord.xyz = rawnorm0.xyz;\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 ||
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               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 (uid_data->components & VB_HAS_NRM1)
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      {
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        out.Write("coord.xyz = rawnorm1.xyz;\n");
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      }
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      break;
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    case XF_SRCBINORMAL_B_INROW:
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      if (uid_data->components & VB_HAS_NRM2)
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      {
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        out.Write("coord.xyz = rawnorm2.xyz;\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 (uid_data->components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW)))
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        out.Write("coord = float4(tex%d.x, tex%d.y, 1.0, 1.0);\n",
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                  texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
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      break;
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    }
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    // Input form of AB11 sets z element to 1.0
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    if (texinfo.inputform == XF_TEXINPUT_AB11)
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      out.Write("coord.z = 1.0;\n");
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    // first transformation
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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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      if (uid_data->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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        out.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n",
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                  LIGHT_POS_PARAMS(texinfo.embosslightshift));
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        out.Write(
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            "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n", i,
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            texinfo.embosssourceshift);
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      }
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      else
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      {
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        // The following assert was triggered in House of the Dead Overkill and Star Wars Rogue
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        // Squadron 2
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        //_assert_(0); // should have normals
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        out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift);
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      }
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      break;
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    case XF_TEXGEN_COLOR_STRGBC0:
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      out.Write("o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
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      break;
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    case XF_TEXGEN_COLOR_STRGBC1:
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      out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
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      break;
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    case XF_TEXGEN_REGULAR:
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    default:
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      if (uid_data->components & (VB_HAS_TEXMTXIDX0 << i))
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      {
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        out.Write("int tmp = int(tex%d.z);\n", i);
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        if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ)
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          out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES
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                    "[tmp]), dot(coord, " I_TRANSFORMMATRICES
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                    "[tmp+1]), dot(coord, " I_TRANSFORMMATRICES "[tmp+2]));\n",
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                    i);
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        else
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          out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES
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                    "[tmp]), dot(coord, " I_TRANSFORMMATRICES "[tmp+1]), 1);\n",
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                    i);
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      }
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      else
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      {
 | 
						|
        if (((uid_data->texMtxInfo_n_projection >> i) & 1) == 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;
 | 
						|
    }
 | 
						|
 | 
						|
    // 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];
 | 
						|
 | 
						|
      out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES "[%d];\n"
 | 
						|
                "float4 P1 = " I_POSTTRANSFORMMATRICES "[%d];\n"
 | 
						|
                "float4 P2 = " I_POSTTRANSFORMMATRICES "[%d];\n",
 | 
						|
                postInfo.index & 0x3f, (postInfo.index + 1) & 0x3f, (postInfo.index + 2) & 0x3f);
 | 
						|
 | 
						|
      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);
 | 
						|
    }
 | 
						|
 | 
						|
    // 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
 | 
						|
    if (texinfo.texgentype == XF_TEXGEN_REGULAR)
 | 
						|
    {
 | 
						|
      out.Write("if(o.tex%d.z == 0.0f)\n", i);
 | 
						|
      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);
 | 
						|
    }
 | 
						|
 | 
						|
    out.Write("}\n");
 | 
						|
  }
 | 
						|
 | 
						|
  // clipPos/w needs to be done in pixel shader, not here
 | 
						|
  out.Write("o.clipPos = o.pos;\n");
 | 
						|
 | 
						|
  if (uid_data->pixel_lighting)
 | 
						|
  {
 | 
						|
    out.Write("o.Normal = _norm0;\n");
 | 
						|
    out.Write("o.WorldPos = pos.xyz;\n");
 | 
						|
 | 
						|
    if (uid_data->components & VB_HAS_COL0)
 | 
						|
      out.Write("o.colors_0 = color0;\n");
 | 
						|
 | 
						|
    if (uid_data->components & VB_HAS_COL1)
 | 
						|
      out.Write("o.colors_1 = color1;\n");
 | 
						|
  }
 | 
						|
 | 
						|
  // 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.
 | 
						|
  if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
 | 
						|
  {
 | 
						|
    // If we can disable the incorrect depth clipping planes using depth clamping, then we can do
 | 
						|
    // our own depth clipping and calculate the depth range before the perspective divide.
 | 
						|
 | 
						|
    // Since we're adjusting z for the depth range before the perspective divide, we have to do our
 | 
						|
    // own clipping. We want to clip so that -w <= z <= 0, which matches the console -1..0 range.
 | 
						|
    // 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
 | 
						|
 | 
						|
    // 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");
 | 
						|
  }
 | 
						|
  else
 | 
						|
  {
 | 
						|
    // If we can't disable the incorrect depth clipping planes, then we need to rely on the
 | 
						|
    // graphics API to handle the depth range after the perspective divide. This can result in
 | 
						|
    // inaccurate depth values due to the missing depth bias, but that can be least corrected by
 | 
						|
    // overriding depth values in the pixel shader. We still need to take care of the reversed depth
 | 
						|
    // though, so we do that here.
 | 
						|
    out.Write("o.pos.z = -o.pos.z;\n");
 | 
						|
  }
 | 
						|
 | 
						|
  if (!g_ActiveConfig.backend_info.bSupportsClipControl)
 | 
						|
  {
 | 
						|
    // 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.
 | 
						|
    out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n");
 | 
						|
  }
 | 
						|
 | 
						|
  // 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");
 | 
						|
 | 
						|
  if (api_type == APIType::OpenGL)
 | 
						|
  {
 | 
						|
    if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
 | 
						|
    {
 | 
						|
      AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, uid_data->pixel_lighting);
 | 
						|
    }
 | 
						|
    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.
 | 
						|
      for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
 | 
						|
        out.Write("uv%d.xyz = o.tex%d;\n", i, i);
 | 
						|
      out.Write("clipPos = o.clipPos;\n");
 | 
						|
      if (uid_data->pixel_lighting)
 | 
						|
      {
 | 
						|
        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");
 | 
						|
    }
 | 
						|
 | 
						|
    if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
 | 
						|
    {
 | 
						|
      out.Write("gl_ClipDistance[0] = o.clipDist0;\n");
 | 
						|
      out.Write("gl_ClipDistance[1] = o.clipDist1;\n");
 | 
						|
    }
 | 
						|
    out.Write("gl_Position = o.pos;\n");
 | 
						|
  }
 | 
						|
  else  // D3D
 | 
						|
  {
 | 
						|
    out.Write("return o;\n");
 | 
						|
  }
 | 
						|
  out.Write("}\n");
 | 
						|
 | 
						|
  return out;
 | 
						|
}
 |