forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			1331 lines
		
	
	
		
			52 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1331 lines
		
	
	
		
			52 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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| 
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| #include "VideoCommon/PixelShaderGen.h"
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| 
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| #include <cmath>
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| #include <cstdio>
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| #include <cstring>
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| 
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| #include "Common/Assert.h"
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| #include "Common/CommonTypes.h"
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| #include "Common/Logging/Log.h"
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| #include "VideoCommon/BPMemory.h"
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| #include "VideoCommon/BoundingBox.h"
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| #include "VideoCommon/DriverDetails.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/VideoCommon.h"
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| #include "VideoCommon/VideoConfig.h"
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| #include "VideoCommon/XFMemory.h"  // for texture projection mode
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| 
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| // TODO: Get rid of these
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| enum : u32
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| {
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|   C_COLORMATRIX = 0,                //  0
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|   C_COLORS = 0,                     //  0
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|   C_KCOLORS = C_COLORS + 4,         //  4
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|   C_ALPHA = C_KCOLORS + 4,          //  8
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|   C_TEXDIMS = C_ALPHA + 1,          //  9
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|   C_ZBIAS = C_TEXDIMS + 8,          // 17
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|   C_INDTEXSCALE = C_ZBIAS + 2,      // 19
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|   C_INDTEXMTX = C_INDTEXSCALE + 2,  // 21
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|   C_FOGCOLOR = C_INDTEXMTX + 6,     // 27
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|   C_FOGI = C_FOGCOLOR + 1,          // 28
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|   C_FOGF = C_FOGI + 1,              // 29
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|   C_ZSLOPE = C_FOGF + 2,            // 31
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|   C_EFBSCALE = C_ZSLOPE + 1,        // 32
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|   C_PENVCONST_END = C_EFBSCALE + 1
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| };
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| 
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| static const char* tevKSelTableC[] = {
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|     "255,255,255",        // 1   = 0x00
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|     "223,223,223",        // 7_8 = 0x01
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|     "191,191,191",        // 3_4 = 0x02
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|     "159,159,159",        // 5_8 = 0x03
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|     "128,128,128",        // 1_2 = 0x04
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|     "96,96,96",           // 3_8 = 0x05
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|     "64,64,64",           // 1_4 = 0x06
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|     "32,32,32",           // 1_8 = 0x07
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|     "0,0,0",              // INVALID = 0x08
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|     "0,0,0",              // INVALID = 0x09
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|     "0,0,0",              // INVALID = 0x0a
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|     "0,0,0",              // INVALID = 0x0b
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|     I_KCOLORS "[0].rgb",  // K0 = 0x0C
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|     I_KCOLORS "[1].rgb",  // K1 = 0x0D
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|     I_KCOLORS "[2].rgb",  // K2 = 0x0E
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|     I_KCOLORS "[3].rgb",  // K3 = 0x0F
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|     I_KCOLORS "[0].rrr",  // K0_R = 0x10
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|     I_KCOLORS "[1].rrr",  // K1_R = 0x11
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|     I_KCOLORS "[2].rrr",  // K2_R = 0x12
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|     I_KCOLORS "[3].rrr",  // K3_R = 0x13
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|     I_KCOLORS "[0].ggg",  // K0_G = 0x14
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|     I_KCOLORS "[1].ggg",  // K1_G = 0x15
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|     I_KCOLORS "[2].ggg",  // K2_G = 0x16
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|     I_KCOLORS "[3].ggg",  // K3_G = 0x17
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|     I_KCOLORS "[0].bbb",  // K0_B = 0x18
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|     I_KCOLORS "[1].bbb",  // K1_B = 0x19
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|     I_KCOLORS "[2].bbb",  // K2_B = 0x1A
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|     I_KCOLORS "[3].bbb",  // K3_B = 0x1B
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|     I_KCOLORS "[0].aaa",  // K0_A = 0x1C
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|     I_KCOLORS "[1].aaa",  // K1_A = 0x1D
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|     I_KCOLORS "[2].aaa",  // K2_A = 0x1E
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|     I_KCOLORS "[3].aaa",  // K3_A = 0x1F
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| };
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| 
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| static const char* tevKSelTableA[] = {
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|     "255",              // 1   = 0x00
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|     "223",              // 7_8 = 0x01
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|     "191",              // 3_4 = 0x02
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|     "159",              // 5_8 = 0x03
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|     "128",              // 1_2 = 0x04
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|     "96",               // 3_8 = 0x05
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|     "64",               // 1_4 = 0x06
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|     "32",               // 1_8 = 0x07
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|     "0",                // INVALID = 0x08
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|     "0",                // INVALID = 0x09
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|     "0",                // INVALID = 0x0a
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|     "0",                // INVALID = 0x0b
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|     "0",                // INVALID = 0x0c
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|     "0",                // INVALID = 0x0d
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|     "0",                // INVALID = 0x0e
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|     "0",                // INVALID = 0x0f
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|     I_KCOLORS "[0].r",  // K0_R = 0x10
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|     I_KCOLORS "[1].r",  // K1_R = 0x11
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|     I_KCOLORS "[2].r",  // K2_R = 0x12
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|     I_KCOLORS "[3].r",  // K3_R = 0x13
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|     I_KCOLORS "[0].g",  // K0_G = 0x14
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|     I_KCOLORS "[1].g",  // K1_G = 0x15
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|     I_KCOLORS "[2].g",  // K2_G = 0x16
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|     I_KCOLORS "[3].g",  // K3_G = 0x17
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|     I_KCOLORS "[0].b",  // K0_B = 0x18
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|     I_KCOLORS "[1].b",  // K1_B = 0x19
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|     I_KCOLORS "[2].b",  // K2_B = 0x1A
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|     I_KCOLORS "[3].b",  // K3_B = 0x1B
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|     I_KCOLORS "[0].a",  // K0_A = 0x1C
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|     I_KCOLORS "[1].a",  // K1_A = 0x1D
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|     I_KCOLORS "[2].a",  // K2_A = 0x1E
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|     I_KCOLORS "[3].a",  // K3_A = 0x1F
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| };
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| 
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| static const char* tevCInputTable[] = {
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|     "prev.rgb",           // CPREV,
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|     "prev.aaa",           // APREV,
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|     "c0.rgb",             // C0,
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|     "c0.aaa",             // A0,
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|     "c1.rgb",             // C1,
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|     "c1.aaa",             // A1,
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|     "c2.rgb",             // C2,
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|     "c2.aaa",             // A2,
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|     "textemp.rgb",        // TEXC,
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|     "textemp.aaa",        // TEXA,
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|     "rastemp.rgb",        // RASC,
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|     "rastemp.aaa",        // RASA,
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|     "int3(255,255,255)",  // ONE
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|     "int3(128,128,128)",  // HALF
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|     "konsttemp.rgb",      // KONST
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|     "int3(0,0,0)",        // ZERO
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| };
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| 
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| static const char* tevAInputTable[] = {
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|     "prev.a",       // APREV,
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|     "c0.a",         // A0,
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|     "c1.a",         // A1,
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|     "c2.a",         // A2,
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|     "textemp.a",    // TEXA,
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|     "rastemp.a",    // RASA,
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|     "konsttemp.a",  // KONST,  (hw1 had quarter)
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|     "0",            // ZERO
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| };
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| 
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| static const char* tevRasTable[] = {
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|     "iround(col0 * 255.0)",
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|     "iround(col1 * 255.0)",
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|     "ERROR13",                                              // 2
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|     "ERROR14",                                              // 3
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|     "ERROR15",                                              // 4
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|     "(int4(1, 1, 1, 1) * alphabump)",                       // bump alpha (0..248)
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|     "(int4(1, 1, 1, 1) * (alphabump | (alphabump >> 5)))",  // normalized bump alpha (0..255)
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|     "int4(0, 0, 0, 0)",                                     // zero
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| };
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| 
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| static const char* tevCOutputTable[] = {"prev.rgb", "c0.rgb", "c1.rgb", "c2.rgb"};
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| static const char* tevAOutputTable[] = {"prev.a", "c0.a", "c1.a", "c2.a"};
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| 
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| // FIXME: Some of the video card's capabilities (BBox support, EarlyZ support, dstAlpha support)
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| // leak
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| //        into this UID; This is really unhelpful if these UIDs ever move from one machine to
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| //        another.
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| PixelShaderUid GetPixelShaderUid()
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| {
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|   PixelShaderUid out;
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|   pixel_shader_uid_data* uid_data = out.GetUidData<pixel_shader_uid_data>();
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|   memset(uid_data, 0, sizeof(*uid_data));
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| 
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|   uid_data->useDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
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|                           bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
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| 
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|   uid_data->genMode_numindstages = bpmem.genMode.numindstages;
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|   uid_data->genMode_numtevstages = bpmem.genMode.numtevstages;
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|   uid_data->genMode_numtexgens = bpmem.genMode.numtexgens;
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|   uid_data->per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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|   uid_data->bounding_box = g_ActiveConfig.backend_info.bSupportsBBox &&
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|                            g_ActiveConfig.bBBoxEnable && BoundingBox::active;
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|   uid_data->rgba6_format =
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|       bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24 && !g_ActiveConfig.bForceTrueColor;
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|   uid_data->dither = bpmem.blendmode.dither && uid_data->rgba6_format;
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| 
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|   u32 numStages = uid_data->genMode_numtevstages + 1;
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| 
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|   const bool forced_early_z =
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|       g_ActiveConfig.backend_info.bSupportsEarlyZ && bpmem.UseEarlyDepthTest() &&
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|       (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED)
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|       // We can't allow early_ztest for zfreeze because depth is overridden per-pixel.
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|       // This means it's impossible for zcomploc to be emulated on a zfrozen polygon.
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|       && !(bpmem.zmode.testenable && bpmem.genMode.zfreeze);
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|   const bool per_pixel_depth =
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|       (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) ||
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|       (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z) ||
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|       (bpmem.zmode.testenable && bpmem.genMode.zfreeze);
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| 
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|   uid_data->per_pixel_depth = per_pixel_depth;
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|   uid_data->forced_early_z = forced_early_z;
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|   uid_data->fast_depth_calc = g_ActiveConfig.bFastDepthCalc;
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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->stereo = g_ActiveConfig.iStereoMode > 0;
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| 
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|   if (!uid_data->forced_early_z && bpmem.UseEarlyDepthTest() &&
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|       (!uid_data->fast_depth_calc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED))
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|   {
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|     static bool warn_once = true;
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|     if (warn_once)
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|       WARN_LOG(VIDEO, "Early z test enabled but not possible to emulate with current "
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|                       "configuration. Make sure to enable fast depth calculations. If this message "
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|                       "still shows up your hardware isn't able to emulate the feature properly (a "
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|                       "GPU with D3D 11.0 / OGL 4.2 support is required).");
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|     warn_once = false;
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|   }
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| 
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|   if (uid_data->per_pixel_lighting)
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|   {
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|     // The lighting shader only needs the two color bits of the 23bit component bit array.
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|     uid_data->components =
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|         (VertexLoaderManager::g_current_components & (VB_HAS_COL0 | VB_HAS_COL1)) >> VB_COL_SHIFT;
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|     uid_data->numColorChans = xfmem.numChan.numColorChans;
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|     GetLightingShaderUid(uid_data->lighting);
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|   }
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| 
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|   if (uid_data->genMode_numtexgens > 0)
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|   {
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|     for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
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|     {
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|       // optional perspective divides
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|       uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i;
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|     }
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|   }
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| 
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|   // indirect texture map lookup
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|   int nIndirectStagesUsed = 0;
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|   if (uid_data->genMode_numindstages > 0)
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|   {
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|     for (unsigned int i = 0; i < numStages; ++i)
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|     {
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|       if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < uid_data->genMode_numindstages)
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|         nIndirectStagesUsed |= 1 << bpmem.tevind[i].bt;
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|     }
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|   }
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| 
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|   uid_data->nIndirectStagesUsed = nIndirectStagesUsed;
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|   for (u32 i = 0; i < uid_data->genMode_numindstages; ++i)
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|   {
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|     if (uid_data->nIndirectStagesUsed & (1 << i))
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|       uid_data->SetTevindrefValues(i, bpmem.tevindref.getTexCoord(i), bpmem.tevindref.getTexMap(i));
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|   }
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| 
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|   for (unsigned int n = 0; n < numStages; n++)
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|   {
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|     int texcoord = bpmem.tevorders[n / 2].getTexCoord(n & 1);
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|     bool bHasTexCoord = (u32)texcoord < bpmem.genMode.numtexgens;
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|     // HACK to handle cases where the tex gen is not enabled
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|     if (!bHasTexCoord)
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|       texcoord = bpmem.genMode.numtexgens;
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| 
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|     uid_data->stagehash[n].hasindstage = bpmem.tevind[n].bt < bpmem.genMode.numindstages;
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|     uid_data->stagehash[n].tevorders_texcoord = texcoord;
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|     if (uid_data->stagehash[n].hasindstage)
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|       uid_data->stagehash[n].tevind = bpmem.tevind[n].hex;
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| 
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|     TevStageCombiner::ColorCombiner& cc = bpmem.combiners[n].colorC;
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|     TevStageCombiner::AlphaCombiner& ac = bpmem.combiners[n].alphaC;
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|     uid_data->stagehash[n].cc = cc.hex & 0xFFFFFF;
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|     uid_data->stagehash[n].ac = ac.hex & 0xFFFFF0;  // Storing rswap and tswap later
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| 
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|     if (cc.a == TEVCOLORARG_RASA || cc.a == TEVCOLORARG_RASC || cc.b == TEVCOLORARG_RASA ||
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|         cc.b == TEVCOLORARG_RASC || cc.c == TEVCOLORARG_RASA || cc.c == TEVCOLORARG_RASC ||
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|         cc.d == TEVCOLORARG_RASA || cc.d == TEVCOLORARG_RASC || ac.a == TEVALPHAARG_RASA ||
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|         ac.b == TEVALPHAARG_RASA || ac.c == TEVALPHAARG_RASA || ac.d == TEVALPHAARG_RASA)
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|     {
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|       const int i = bpmem.combiners[n].alphaC.rswap;
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|       uid_data->stagehash[n].tevksel_swap1a = bpmem.tevksel[i * 2].swap1;
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|       uid_data->stagehash[n].tevksel_swap2a = bpmem.tevksel[i * 2].swap2;
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|       uid_data->stagehash[n].tevksel_swap1b = bpmem.tevksel[i * 2 + 1].swap1;
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|       uid_data->stagehash[n].tevksel_swap2b = bpmem.tevksel[i * 2 + 1].swap2;
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|       uid_data->stagehash[n].tevorders_colorchan = bpmem.tevorders[n / 2].getColorChan(n & 1);
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|     }
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| 
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|     uid_data->stagehash[n].tevorders_enable = bpmem.tevorders[n / 2].getEnable(n & 1);
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|     if (uid_data->stagehash[n].tevorders_enable)
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|     {
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|       const int i = bpmem.combiners[n].alphaC.tswap;
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|       uid_data->stagehash[n].tevksel_swap1c = bpmem.tevksel[i * 2].swap1;
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|       uid_data->stagehash[n].tevksel_swap2c = bpmem.tevksel[i * 2].swap2;
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|       uid_data->stagehash[n].tevksel_swap1d = bpmem.tevksel[i * 2 + 1].swap1;
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|       uid_data->stagehash[n].tevksel_swap2d = bpmem.tevksel[i * 2 + 1].swap2;
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|       uid_data->stagehash[n].tevorders_texmap = bpmem.tevorders[n / 2].getTexMap(n & 1);
 | |
|     }
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| 
 | |
|     if (cc.a == TEVCOLORARG_KONST || cc.b == TEVCOLORARG_KONST || cc.c == TEVCOLORARG_KONST ||
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|         cc.d == TEVCOLORARG_KONST || ac.a == TEVALPHAARG_KONST || ac.b == TEVALPHAARG_KONST ||
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|         ac.c == TEVALPHAARG_KONST || ac.d == TEVALPHAARG_KONST)
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|     {
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|       uid_data->stagehash[n].tevksel_kc = bpmem.tevksel[n / 2].getKC(n & 1);
 | |
|       uid_data->stagehash[n].tevksel_ka = bpmem.tevksel[n / 2].getKA(n & 1);
 | |
|     }
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|   }
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| 
 | |
| #define MY_STRUCT_OFFSET(str, elem) ((u32)((u64) & (str).elem - (u64) & (str)))
 | |
|   uid_data->num_values = (uid_data->per_pixel_lighting) ?
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|                              sizeof(*uid_data) :
 | |
|                              MY_STRUCT_OFFSET(*uid_data, stagehash[numStages]);
 | |
| 
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|   AlphaTest::TEST_RESULT Pretest = bpmem.alpha_test.TestResult();
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|   uid_data->Pretest = Pretest;
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|   uid_data->late_ztest = bpmem.UseLateDepthTest();
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| 
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|   // NOTE: Fragment may not be discarded if alpha test always fails and early depth test is enabled
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|   // (in this case we need to write a depth value if depth test passes regardless of the alpha
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|   // testing result)
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|   if (uid_data->Pretest == AlphaTest::UNDETERMINED ||
 | |
|       (uid_data->Pretest == AlphaTest::FAIL && uid_data->late_ztest))
 | |
|   {
 | |
|     uid_data->alpha_test_comp0 = bpmem.alpha_test.comp0;
 | |
|     uid_data->alpha_test_comp1 = bpmem.alpha_test.comp1;
 | |
|     uid_data->alpha_test_logic = bpmem.alpha_test.logic;
 | |
| 
 | |
|     // ZCOMPLOC HACK:
 | |
|     // The only way to emulate alpha test + early-z is to force early-z in the shader.
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|     // As this isn't available on all drivers and as we can't emulate this feature otherwise,
 | |
|     // we are only able to choose which one we want to respect more.
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|     // Tests seem to have proven that writing depth even when the alpha test fails is more
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|     // important that a reliable alpha test, so we just force the alpha test to always succeed.
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|     // At least this seems to be less buggy.
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|     uid_data->alpha_test_use_zcomploc_hack =
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|         bpmem.UseEarlyDepthTest() && bpmem.zmode.updateenable &&
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|         !g_ActiveConfig.backend_info.bSupportsEarlyZ && !bpmem.genMode.zfreeze;
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|   }
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| 
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|   uid_data->zfreeze = bpmem.genMode.zfreeze;
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|   uid_data->ztex_op = bpmem.ztex2.op;
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|   uid_data->early_ztest = bpmem.UseEarlyDepthTest();
 | |
|   uid_data->fog_fsel = bpmem.fog.c_proj_fsel.fsel;
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|   uid_data->fog_fsel = bpmem.fog.c_proj_fsel.fsel;
 | |
|   uid_data->fog_proj = bpmem.fog.c_proj_fsel.proj;
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|   uid_data->fog_RangeBaseEnabled = bpmem.fogRange.Base.Enabled;
 | |
| 
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|   return out;
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| }
 | |
| 
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| static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
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|                        APIType ApiType);
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| static void WriteTevRegular(ShaderCode& out, const char* components, int bias, int op, int clamp,
 | |
|                             int shift, bool alpha);
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| static void SampleTexture(ShaderCode& out, const char* texcoords, const char* texswap, int texmap,
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|                           bool stereo, APIType ApiType);
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| static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType,
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|                            bool per_pixel_depth, bool use_dual_source);
 | |
| static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data);
 | |
| static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data,
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|                        bool use_dual_source);
 | |
| 
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| ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data)
 | |
| {
 | |
|   ShaderCode out;
 | |
| 
 | |
|   u32 numStages = uid_data->genMode_numtevstages + 1;
 | |
| 
 | |
|   out.Write("//Pixel Shader for TEV stages\n");
 | |
|   out.Write("//%i TEV stages, %i texgens, %i IND stages\n", numStages, uid_data->genMode_numtexgens,
 | |
|             uid_data->genMode_numindstages);
 | |
| 
 | |
|   // dot product for integer vectors
 | |
|   out.Write("int idot(int3 x, int3 y)\n"
 | |
|             "{\n"
 | |
|             "\tint3 tmp = x * y;\n"
 | |
|             "\treturn tmp.x + tmp.y + tmp.z;\n"
 | |
|             "}\n");
 | |
| 
 | |
|   out.Write("int idot(int4 x, int4 y)\n"
 | |
|             "{\n"
 | |
|             "\tint4 tmp = x * y;\n"
 | |
|             "\treturn tmp.x + tmp.y + tmp.z + tmp.w;\n"
 | |
|             "}\n\n");
 | |
| 
 | |
|   // rounding + casting to integer at once in a single function
 | |
|   out.Write("int  iround(float  x) { return int (round(x)); }\n"
 | |
|             "int2 iround(float2 x) { return int2(round(x)); }\n"
 | |
|             "int3 iround(float3 x) { return int3(round(x)); }\n"
 | |
|             "int4 iround(float4 x) { return int4(round(x)); }\n\n");
 | |
| 
 | |
|   out.Write("int  itrunc(float  x) { return int (trunc(x)); }\n"
 | |
|             "int2 itrunc(float2 x) { return int2(trunc(x)); }\n"
 | |
|             "int3 itrunc(float3 x) { return int3(trunc(x)); }\n"
 | |
|             "int4 itrunc(float4 x) { return int4(trunc(x)); }\n\n");
 | |
| 
 | |
|   if (ApiType == APIType::OpenGL)
 | |
|   {
 | |
|     out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp[8];\n");
 | |
|   }
 | |
|   else if (ApiType == APIType::Vulkan)
 | |
|   {
 | |
|     out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n");
 | |
|     out.Write("SAMPLER_BINDING(1) uniform sampler2DArray samp1;\n");
 | |
|     out.Write("SAMPLER_BINDING(2) uniform sampler2DArray samp2;\n");
 | |
|     out.Write("SAMPLER_BINDING(3) uniform sampler2DArray samp3;\n");
 | |
|     out.Write("SAMPLER_BINDING(4) uniform sampler2DArray samp4;\n");
 | |
|     out.Write("SAMPLER_BINDING(5) uniform sampler2DArray samp5;\n");
 | |
|     out.Write("SAMPLER_BINDING(6) uniform sampler2DArray samp6;\n");
 | |
|     out.Write("SAMPLER_BINDING(7) uniform sampler2DArray samp7;\n");
 | |
|   }
 | |
|   else  // D3D
 | |
|   {
 | |
|     // Declare samplers
 | |
|     out.Write("SamplerState samp[8] : register(s0);\n");
 | |
|     out.Write("\n");
 | |
|     out.Write("Texture2DArray Tex[8] : register(t0);\n");
 | |
|   }
 | |
|   out.Write("\n");
 | |
| 
 | |
|   if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
 | |
|     out.Write("UBO_BINDING(std140, 1) uniform PSBlock {\n");
 | |
|   else
 | |
|     out.Write("cbuffer PSBlock : register(b0) {\n");
 | |
| 
 | |
|   out.Write("\tint4 " I_COLORS "[4];\n"
 | |
|             "\tint4 " I_KCOLORS "[4];\n"
 | |
|             "\tint4 " I_ALPHA ";\n"
 | |
|             "\tfloat4 " I_TEXDIMS "[8];\n"
 | |
|             "\tint4 " I_ZBIAS "[2];\n"
 | |
|             "\tint4 " I_INDTEXSCALE "[2];\n"
 | |
|             "\tint4 " I_INDTEXMTX "[6];\n"
 | |
|             "\tint4 " I_FOGCOLOR ";\n"
 | |
|             "\tint4 " I_FOGI ";\n"
 | |
|             "\tfloat4 " I_FOGF "[2];\n"
 | |
|             "\tfloat4 " I_ZSLOPE ";\n"
 | |
|             "\tfloat4 " I_EFBSCALE ";\n"
 | |
|             "};\n");
 | |
| 
 | |
|   if (uid_data->per_pixel_lighting)
 | |
|   {
 | |
|     out.Write("%s", s_lighting_struct);
 | |
| 
 | |
|     if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
 | |
|       out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n");
 | |
|     else
 | |
|       out.Write("cbuffer VSBlock : register(b1) {\n");
 | |
| 
 | |
|     out.Write(s_shader_uniforms);
 | |
|     out.Write("};\n");
 | |
|   }
 | |
| 
 | |
|   if (uid_data->bounding_box)
 | |
|   {
 | |
|     if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
 | |
|     {
 | |
|       out.Write("SSBO_BINDING(0) buffer BBox {\n"
 | |
|                 "\tint4 bbox_data;\n"
 | |
|                 "};\n");
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|       out.Write("globallycoherent RWBuffer<int> bbox_data : register(u2);\n");
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   out.Write("struct VS_OUTPUT {\n");
 | |
|   GenerateVSOutputMembers(out, ApiType, uid_data->genMode_numtexgens, uid_data->per_pixel_lighting,
 | |
|                           "");
 | |
|   out.Write("};\n");
 | |
| 
 | |
|   if (uid_data->forced_early_z)
 | |
|   {
 | |
|     // Zcomploc (aka early_ztest) is a way to control whether depth test is done before
 | |
|     // or after texturing and alpha test. PC graphics APIs used to provide no way to emulate
 | |
|     // this feature properly until 2012: Depth tests were always done after alpha testing.
 | |
|     // Most importantly, it was not possible to write to the depth buffer without also writing
 | |
|     // a color value (unless color writing was disabled altogether).
 | |
| 
 | |
|     // OpenGL 4.2 actually provides two extensions which can force an early z test:
 | |
|     //  * ARB_image_load_store has 'layout(early_fragment_tests)' which forces the driver to do z
 | |
|     //  and stencil tests early.
 | |
|     //  * ARB_conservative_depth has 'layout(depth_unchanged) which signals to the driver that it
 | |
|     //  can make optimisations
 | |
|     //    which assume the pixel shader won't update the depth buffer.
 | |
| 
 | |
|     // early_fragment_tests is the best option, as it requires the driver to do early-z and defines
 | |
|     // early-z exactly as
 | |
|     // we expect, with discard causing the shader to exit with only the depth buffer updated.
 | |
| 
 | |
|     // Conservative depth's 'depth_unchanged' only hints to the driver that an early-z optimisation
 | |
|     // can be made and
 | |
|     // doesn't define what will happen if we discard the fragment. But the way modern graphics
 | |
|     // hardware is implemented
 | |
|     // means it is not unreasonable to expect the same behaviour as early_fragment_tests.
 | |
|     // We can also assume that if a driver has gone out of its way to support conservative depth and
 | |
|     // not image_load_store
 | |
|     // as required by OpenGL 4.2 that it will be doing the optimisation.
 | |
|     // If the driver doesn't actually do an early z optimisation, ZCompLoc will be broken and depth
 | |
|     // will only be written
 | |
|     // if the alpha test passes.
 | |
| 
 | |
|     // We support Conservative as a fallback, because many drivers based on Mesa haven't implemented
 | |
|     // all of the
 | |
|     // ARB_image_load_store extension yet.
 | |
| 
 | |
|     // D3D11 also has a way to force the driver to enable early-z, so we're fine here.
 | |
|     if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
 | |
|     {
 | |
|       // This is a #define which signals whatever early-z method the driver supports.
 | |
|       out.Write("FORCE_EARLY_Z; \n");
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|       out.Write("[earlydepthstencil]\n");
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   // Only use dual-source blending when required on drivers that don't support it very well.
 | |
|   const bool use_dual_source =
 | |
|       g_ActiveConfig.backend_info.bSupportsDualSourceBlend &&
 | |
|       (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING) ||
 | |
|        uid_data->useDstAlpha);
 | |
| 
 | |
|   if (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan)
 | |
|   {
 | |
|     if (use_dual_source)
 | |
|     {
 | |
|       if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION))
 | |
|       {
 | |
|         out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
 | |
|         out.Write("FRAGMENT_OUTPUT_LOCATION(1) out vec4 ocol1;\n");
 | |
|       }
 | |
|       else
 | |
|       {
 | |
|         out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 ocol0;\n");
 | |
|         out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n");
 | |
|       }
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|       out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n");
 | |
|     }
 | |
| 
 | |
|     if (uid_data->per_pixel_depth)
 | |
|       out.Write("#define depth gl_FragDepth\n");
 | |
| 
 | |
|     // We need to always use output blocks for Vulkan, but geometry shaders are also optional.
 | |
|     if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || ApiType == APIType::Vulkan)
 | |
|     {
 | |
|       out.Write("VARYING_LOCATION(0) in VertexData {\n");
 | |
|       GenerateVSOutputMembers(
 | |
|           out, ApiType, uid_data->genMode_numtexgens, uid_data->per_pixel_lighting,
 | |
|           GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true));
 | |
| 
 | |
|       if (uid_data->stereo)
 | |
|         out.Write("\tflat int layer;\n");
 | |
| 
 | |
|       out.Write("};\n");
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|       out.Write("%s in float4 colors_0;\n",
 | |
|                 GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
 | |
|       out.Write("%s in float4 colors_1;\n",
 | |
|                 GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
 | |
|       // compute window position if needed because binding semantic WPOS is not widely supported
 | |
|       // Let's set up attributes
 | |
|       for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
 | |
|       {
 | |
|         out.Write("%s in float3 uv%d;\n", GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa),
 | |
|                   i);
 | |
|       }
 | |
|       out.Write("%s in float4 clipPos;\n",
 | |
|                 GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
 | |
|       if (uid_data->per_pixel_lighting)
 | |
|       {
 | |
|         out.Write("%s in float3 Normal;\n",
 | |
|                   GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
 | |
|         out.Write("%s in float3 WorldPos;\n",
 | |
|                   GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
 | |
|       }
 | |
|     }
 | |
| 
 | |
|     out.Write("void main()\n{\n");
 | |
| 
 | |
|     if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || ApiType == APIType::Vulkan)
 | |
|     {
 | |
|       for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
 | |
|         out.Write("\tfloat3 uv%d = tex%d;\n", i, i);
 | |
|     }
 | |
| 
 | |
|     out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
 | |
|   }
 | |
|   else  // D3D
 | |
|   {
 | |
|     out.Write("void main(\n");
 | |
|     out.Write("  out float4 ocol0 : SV_Target0,\n"
 | |
|               "  out float4 ocol1 : SV_Target1,\n%s"
 | |
|               "  in float4 rawpos : SV_Position,\n",
 | |
|               uid_data->per_pixel_depth ? "  out float depth : SV_Depth,\n" : "");
 | |
| 
 | |
|     out.Write("  in %s float4 colors_0 : COLOR0,\n",
 | |
|               GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
 | |
|     out.Write("  in %s float4 colors_1 : COLOR1\n",
 | |
|               GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
 | |
| 
 | |
|     // compute window position if needed because binding semantic WPOS is not widely supported
 | |
|     for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
 | |
|       out.Write(",\n  in %s float3 uv%d : TEXCOORD%d",
 | |
|                 GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa), i, i);
 | |
|     out.Write(",\n  in %s float4 clipPos : TEXCOORD%d",
 | |
|               GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa),
 | |
|               uid_data->genMode_numtexgens);
 | |
|     if (uid_data->per_pixel_lighting)
 | |
|     {
 | |
|       out.Write(",\n  in %s float3 Normal : TEXCOORD%d",
 | |
|                 GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa),
 | |
|                 uid_data->genMode_numtexgens + 1);
 | |
|       out.Write(",\n  in %s float3 WorldPos : TEXCOORD%d",
 | |
|                 GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa),
 | |
|                 uid_data->genMode_numtexgens + 2);
 | |
|     }
 | |
|     if (uid_data->stereo)
 | |
|       out.Write(",\n  in uint layer : SV_RenderTargetArrayIndex\n");
 | |
|     out.Write("        ) {\n");
 | |
|   }
 | |
| 
 | |
|   out.Write("\tint4 c0 = " I_COLORS "[1], c1 = " I_COLORS "[2], c2 = " I_COLORS
 | |
|             "[3], prev = " I_COLORS "[0];\n"
 | |
|             "\tint4 rastemp = int4(0, 0, 0, 0), textemp = int4(0, 0, 0, 0), konsttemp = int4(0, 0, "
 | |
|             "0, 0);\n"
 | |
|             "\tint3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);\n"
 | |
|             "\tint alphabump=0;\n"
 | |
|             "\tint3 tevcoord=int3(0, 0, 0);\n"
 | |
|             "\tint2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);\n"
 | |
|             "\tint4 "
 | |
|             "tevin_a=int4(0,0,0,0),tevin_b=int4(0,0,0,0),tevin_c=int4(0,0,0,0),tevin_d=int4(0,0,0,"
 | |
|             "0);\n\n");  // tev combiner inputs
 | |
| 
 | |
|   // On GLSL, input variables must not be assigned to.
 | |
|   // This is why we declare these variables locally instead.
 | |
|   out.Write("\tfloat4 col0 = colors_0;\n");
 | |
|   out.Write("\tfloat4 col1 = colors_1;\n");
 | |
| 
 | |
|   if (uid_data->per_pixel_lighting)
 | |
|   {
 | |
|     out.Write("\tfloat3 _norm0 = normalize(Normal.xyz);\n\n");
 | |
|     out.Write("\tfloat3 pos = WorldPos;\n");
 | |
| 
 | |
|     out.Write("\tint4 lacc;\n"
 | |
|               "\tfloat3 ldir, h, cosAttn, distAttn;\n"
 | |
|               "\tfloat dist, dist2, attn;\n");
 | |
| 
 | |
|     // TODO: Our current constant usage code isn't able to handle more than one buffer.
 | |
|     //       So we can't mark the VS constant as used here. But keep them here as reference.
 | |
|     // out.SetConstantsUsed(C_PLIGHT_COLORS, C_PLIGHT_COLORS+7); // TODO: Can be optimized further
 | |
|     // out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further
 | |
|     // out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
 | |
|     GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components << VB_COL_SHIFT,
 | |
|                                uid_data->numColorChans, "colors_", "col");
 | |
|   }
 | |
| 
 | |
|   // HACK to handle cases where the tex gen is not enabled
 | |
|   if (uid_data->genMode_numtexgens == 0)
 | |
|   {
 | |
|     out.Write("\tint2 fixpoint_uv0 = int2(0, 0);\n\n");
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     out.SetConstantsUsed(C_TEXDIMS, C_TEXDIMS + uid_data->genMode_numtexgens - 1);
 | |
|     for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
 | |
|     {
 | |
|       out.Write("\tint2 fixpoint_uv%d = itrunc(", i);
 | |
|       out.Write("(uv%d.z == 0.0 ? uv%d.xy : uv%d.xy / uv%d.z)", i, i, i, i);
 | |
|       out.Write(" * " I_TEXDIMS "[%d].zw);\n", i);
 | |
|       // TODO: S24 overflows here?
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   for (u32 i = 0; i < uid_data->genMode_numindstages; ++i)
 | |
|   {
 | |
|     if (uid_data->nIndirectStagesUsed & (1 << i))
 | |
|     {
 | |
|       unsigned int texcoord = uid_data->GetTevindirefCoord(i);
 | |
|       unsigned int texmap = uid_data->GetTevindirefMap(i);
 | |
| 
 | |
|       if (texcoord < uid_data->genMode_numtexgens)
 | |
|       {
 | |
|         out.SetConstantsUsed(C_INDTEXSCALE + i / 2, C_INDTEXSCALE + i / 2);
 | |
|         out.Write("\ttempcoord = fixpoint_uv%d >> " I_INDTEXSCALE "[%d].%s;\n", texcoord, i / 2,
 | |
|                   (i & 1) ? "zw" : "xy");
 | |
|       }
 | |
|       else
 | |
|         out.Write("\ttempcoord = int2(0, 0);\n");
 | |
| 
 | |
|       out.Write("\tint3 iindtex%d = ", i);
 | |
|       SampleTexture(out, "float2(tempcoord)", "abg", texmap, uid_data->stereo, ApiType);
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   for (unsigned int i = 0; i < numStages; i++)
 | |
|     WriteStage(out, uid_data, i, ApiType);  // build the equation for this stage
 | |
| 
 | |
|   {
 | |
|     // The results of the last texenv stage are put onto the screen,
 | |
|     // regardless of the used destination register
 | |
|     TevStageCombiner::ColorCombiner last_cc;
 | |
|     TevStageCombiner::AlphaCombiner last_ac;
 | |
|     last_cc.hex = uid_data->stagehash[uid_data->genMode_numtevstages].cc;
 | |
|     last_ac.hex = uid_data->stagehash[uid_data->genMode_numtevstages].ac;
 | |
|     if (last_cc.dest != 0)
 | |
|     {
 | |
|       out.Write("\tprev.rgb = %s;\n", tevCOutputTable[last_cc.dest]);
 | |
|     }
 | |
|     if (last_ac.dest != 0)
 | |
|     {
 | |
|       out.Write("\tprev.a = %s;\n", tevAOutputTable[last_ac.dest]);
 | |
|     }
 | |
|   }
 | |
|   out.Write("\tprev = prev & 255;\n");
 | |
| 
 | |
|   // NOTE: Fragment may not be discarded if alpha test always fails and early depth test is enabled
 | |
|   // (in this case we need to write a depth value if depth test passes regardless of the alpha
 | |
|   // testing result)
 | |
|   if (uid_data->Pretest == AlphaTest::UNDETERMINED ||
 | |
|       (uid_data->Pretest == AlphaTest::FAIL && uid_data->late_ztest))
 | |
|     WriteAlphaTest(out, uid_data, ApiType, uid_data->per_pixel_depth, use_dual_source);
 | |
| 
 | |
|   if (uid_data->zfreeze)
 | |
|   {
 | |
|     out.SetConstantsUsed(C_ZSLOPE, C_ZSLOPE);
 | |
|     out.SetConstantsUsed(C_EFBSCALE, C_EFBSCALE);
 | |
| 
 | |
|     out.Write("\tfloat2 screenpos = rawpos.xy * " I_EFBSCALE ".xy;\n");
 | |
| 
 | |
|     // Opengl has reversed vertical screenspace coordinates
 | |
|     if (ApiType == APIType::OpenGL)
 | |
|       out.Write("\tscreenpos.y = %i.0 - screenpos.y;\n", EFB_HEIGHT);
 | |
| 
 | |
|     out.Write("\tint zCoord = int(" I_ZSLOPE ".z + " I_ZSLOPE ".x * screenpos.x + " I_ZSLOPE
 | |
|               ".y * screenpos.y);\n");
 | |
|   }
 | |
|   else if (!uid_data->fast_depth_calc)
 | |
|   {
 | |
|     // FastDepth means to trust the depth generated in perspective division.
 | |
|     // It should be correct, but it seems not to be as accurate as required. TODO: Find out why!
 | |
|     // For disabled FastDepth we just calculate the depth value again.
 | |
|     // The performance impact of this additional calculation doesn't matter, but it prevents
 | |
|     // the host GPU driver from performing any early depth test optimizations.
 | |
|     out.SetConstantsUsed(C_ZBIAS + 1, C_ZBIAS + 1);
 | |
|     // the screen space depth value = far z + (clip z / clip w) * z range
 | |
|     out.Write("\tint zCoord = " I_ZBIAS "[1].x + int((clipPos.z / clipPos.w) * float(" I_ZBIAS
 | |
|               "[1].y));\n");
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     if (ApiType == APIType::D3D || ApiType == APIType::Vulkan)
 | |
|       out.Write("\tint zCoord = int((1.0 - rawpos.z) * 16777216.0);\n");
 | |
|     else
 | |
|       out.Write("\tint zCoord = int(rawpos.z * 16777216.0);\n");
 | |
|   }
 | |
|   out.Write("\tzCoord = clamp(zCoord, 0, 0xFFFFFF);\n");
 | |
| 
 | |
|   // depth texture can safely be ignored if the result won't be written to the depth buffer
 | |
|   // (early_ztest) and isn't used for fog either
 | |
|   const bool skip_ztexture = !uid_data->per_pixel_depth && !uid_data->fog_fsel;
 | |
| 
 | |
|   // Note: z-textures are not written to depth buffer if early depth test is used
 | |
|   if (uid_data->per_pixel_depth && uid_data->early_ztest)
 | |
|   {
 | |
|     if (ApiType == APIType::D3D || ApiType == APIType::Vulkan)
 | |
|       out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n");
 | |
|     else
 | |
|       out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
 | |
|   }
 | |
| 
 | |
|   // Note: depth texture output is only written to depth buffer if late depth test is used
 | |
|   // theoretical final depth value is used for fog calculation, though, so we have to emulate
 | |
|   // ztextures anyway
 | |
|   if (uid_data->ztex_op != ZTEXTURE_DISABLE && !skip_ztexture)
 | |
|   {
 | |
|     // use the texture input of the last texture stage (textemp), hopefully this has been read and
 | |
|     // is in correct format...
 | |
|     out.SetConstantsUsed(C_ZBIAS, C_ZBIAS + 1);
 | |
|     out.Write("\tzCoord = idot(" I_ZBIAS "[0].xyzw, textemp.xyzw) + " I_ZBIAS "[1].w %s;\n",
 | |
|               (uid_data->ztex_op == ZTEXTURE_ADD) ? "+ zCoord" : "");
 | |
|     out.Write("\tzCoord = zCoord & 0xFFFFFF;\n");
 | |
|   }
 | |
| 
 | |
|   if (uid_data->per_pixel_depth && uid_data->late_ztest)
 | |
|   {
 | |
|     if (ApiType == APIType::D3D || ApiType == APIType::Vulkan)
 | |
|       out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n");
 | |
|     else
 | |
|       out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
 | |
|   }
 | |
| 
 | |
|   // No dithering for RGB8 mode
 | |
|   if (uid_data->dither)
 | |
|   {
 | |
|     // Flipper uses a standard 2x2 Bayer Matrix for 6 bit dithering
 | |
|     // Here the matrix is encoded into the two factor constants
 | |
|     out.Write("\tint2 dither = int2(rawpos.xy) & 1;\n");
 | |
|     out.Write("\tprev.rgb = (prev.rgb - (prev.rgb >> 6)) + abs(dither.y * 3 - dither.x * 2);\n");
 | |
|   }
 | |
| 
 | |
|   WriteFog(out, uid_data);
 | |
| 
 | |
|   // Write the color and alpha values to the framebuffer
 | |
|   WriteColor(out, uid_data, use_dual_source);
 | |
| 
 | |
|   if (uid_data->bounding_box)
 | |
|   {
 | |
|     const char* atomic_op =
 | |
|         (ApiType == APIType::OpenGL || ApiType == APIType::Vulkan) ? "atomic" : "Interlocked";
 | |
|     out.Write("\tif(bbox_data[0] > int(rawpos.x)) %sMin(bbox_data[0], int(rawpos.x));\n"
 | |
|               "\tif(bbox_data[1] < int(rawpos.x)) %sMax(bbox_data[1], int(rawpos.x));\n"
 | |
|               "\tif(bbox_data[2] > int(rawpos.y)) %sMin(bbox_data[2], int(rawpos.y));\n"
 | |
|               "\tif(bbox_data[3] < int(rawpos.y)) %sMax(bbox_data[3], int(rawpos.y));\n",
 | |
|               atomic_op, atomic_op, atomic_op, atomic_op);
 | |
|   }
 | |
| 
 | |
|   out.Write("}\n");
 | |
| 
 | |
|   return out;
 | |
| }
 | |
| 
 | |
| static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
 | |
|                        APIType ApiType)
 | |
| {
 | |
|   auto& stage = uid_data->stagehash[n];
 | |
|   out.Write("\n\t// TEV stage %d\n", n);
 | |
| 
 | |
|   // HACK to handle cases where the tex gen is not enabled
 | |
|   u32 texcoord = stage.tevorders_texcoord;
 | |
|   bool bHasTexCoord = texcoord < uid_data->genMode_numtexgens;
 | |
|   if (!bHasTexCoord)
 | |
|     texcoord = 0;
 | |
| 
 | |
|   if (stage.hasindstage)
 | |
|   {
 | |
|     TevStageIndirect tevind;
 | |
|     tevind.hex = stage.tevind;
 | |
| 
 | |
|     out.Write("\t// indirect op\n");
 | |
|     // perform the indirect op on the incoming regular coordinates using iindtex%d as the offset
 | |
|     // coords
 | |
|     if (tevind.bs != ITBA_OFF)
 | |
|     {
 | |
|       const char* tevIndAlphaSel[] = {"", "x", "y", "z"};
 | |
|       const char* tevIndAlphaMask[] = {"248", "224", "240",
 | |
|                                        "248"};  // 0b11111000, 0b11100000, 0b11110000, 0b11111000
 | |
|       out.Write("alphabump = iindtex%d.%s & %s;\n", tevind.bt, tevIndAlphaSel[tevind.bs],
 | |
|                 tevIndAlphaMask[tevind.fmt]);
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|       // TODO: Should we reset alphabump to 0 here?
 | |
|     }
 | |
| 
 | |
|     if (tevind.mid != 0)
 | |
|     {
 | |
|       // format
 | |
|       const char* tevIndFmtMask[] = {"255", "31", "15", "7"};
 | |
|       out.Write("\tint3 iindtevcrd%d = iindtex%d & %s;\n", n, tevind.bt, tevIndFmtMask[tevind.fmt]);
 | |
| 
 | |
|       // bias - TODO: Check if this needs to be this complicated..
 | |
|       const char* tevIndBiasField[] = {"",  "x",  "y",  "xy",
 | |
|                                        "z", "xz", "yz", "xyz"};  // indexed by bias
 | |
|       const char* tevIndBiasAdd[] = {"-128", "1", "1", "1"};     // indexed by fmt
 | |
|       if (tevind.bias == ITB_S || tevind.bias == ITB_T || tevind.bias == ITB_U)
 | |
|         out.Write("\tiindtevcrd%d.%s += int(%s);\n", n, tevIndBiasField[tevind.bias],
 | |
|                   tevIndBiasAdd[tevind.fmt]);
 | |
|       else if (tevind.bias == ITB_ST || tevind.bias == ITB_SU || tevind.bias == ITB_TU)
 | |
|         out.Write("\tiindtevcrd%d.%s += int2(%s, %s);\n", n, tevIndBiasField[tevind.bias],
 | |
|                   tevIndBiasAdd[tevind.fmt], tevIndBiasAdd[tevind.fmt]);
 | |
|       else if (tevind.bias == ITB_STU)
 | |
|         out.Write("\tiindtevcrd%d.%s += int3(%s, %s, %s);\n", n, tevIndBiasField[tevind.bias],
 | |
|                   tevIndBiasAdd[tevind.fmt], tevIndBiasAdd[tevind.fmt], tevIndBiasAdd[tevind.fmt]);
 | |
| 
 | |
|       // multiply by offset matrix and scale - calculations are likely to overflow badly,
 | |
|       // yet it works out since we only care about the lower 23 bits (+1 sign bit) of the result
 | |
|       if (tevind.mid <= 3)
 | |
|       {
 | |
|         int mtxidx = 2 * (tevind.mid - 1);
 | |
|         out.SetConstantsUsed(C_INDTEXMTX + mtxidx, C_INDTEXMTX + mtxidx);
 | |
| 
 | |
|         out.Write("\tint2 indtevtrans%d = int2(idot(" I_INDTEXMTX
 | |
|                   "[%d].xyz, iindtevcrd%d), idot(" I_INDTEXMTX "[%d].xyz, iindtevcrd%d)) >> 3;\n",
 | |
|                   n, mtxidx, n, mtxidx + 1, n);
 | |
| 
 | |
|         // TODO: should use a shader uid branch for this for better performance
 | |
|         out.Write("\tif (" I_INDTEXMTX "[%d].w >= 0) indtevtrans%d >>= " I_INDTEXMTX "[%d].w;\n",
 | |
|                   mtxidx, n, mtxidx);
 | |
|         out.Write("\telse indtevtrans%d <<= (-" I_INDTEXMTX "[%d].w);\n", n, mtxidx);
 | |
|       }
 | |
|       else if (tevind.mid <= 7 && bHasTexCoord)
 | |
|       {  // s matrix
 | |
|         _assert_(tevind.mid >= 5);
 | |
|         int mtxidx = 2 * (tevind.mid - 5);
 | |
|         out.SetConstantsUsed(C_INDTEXMTX + mtxidx, C_INDTEXMTX + mtxidx);
 | |
| 
 | |
|         out.Write("\tint2 indtevtrans%d = int2(fixpoint_uv%d * iindtevcrd%d.xx) >> 8;\n", n,
 | |
|                   texcoord, n);
 | |
| 
 | |
|         out.Write("\tif (" I_INDTEXMTX "[%d].w >= 0) indtevtrans%d >>= " I_INDTEXMTX "[%d].w;\n",
 | |
|                   mtxidx, n, mtxidx);
 | |
|         out.Write("\telse indtevtrans%d <<= (-" I_INDTEXMTX "[%d].w);\n", n, mtxidx);
 | |
|       }
 | |
|       else if (tevind.mid <= 11 && bHasTexCoord)
 | |
|       {  // t matrix
 | |
|         _assert_(tevind.mid >= 9);
 | |
|         int mtxidx = 2 * (tevind.mid - 9);
 | |
|         out.SetConstantsUsed(C_INDTEXMTX + mtxidx, C_INDTEXMTX + mtxidx);
 | |
| 
 | |
|         out.Write("\tint2 indtevtrans%d = int2(fixpoint_uv%d * iindtevcrd%d.yy) >> 8;\n", n,
 | |
|                   texcoord, n);
 | |
| 
 | |
|         out.Write("\tif (" I_INDTEXMTX "[%d].w >= 0) indtevtrans%d >>= " I_INDTEXMTX "[%d].w;\n",
 | |
|                   mtxidx, n, mtxidx);
 | |
|         out.Write("\telse indtevtrans%d <<= (-" I_INDTEXMTX "[%d].w);\n", n, mtxidx);
 | |
|       }
 | |
|       else
 | |
|       {
 | |
|         out.Write("\tint2 indtevtrans%d = int2(0, 0);\n", n);
 | |
|       }
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|       out.Write("\tint2 indtevtrans%d = int2(0, 0);\n", n);
 | |
|     }
 | |
| 
 | |
|     // ---------
 | |
|     // Wrapping
 | |
|     // ---------
 | |
|     const char* tevIndWrapStart[] = {
 | |
|         "0",       "(256<<7)", "(128<<7)", "(64<<7)",
 | |
|         "(32<<7)", "(16<<7)",  "1"};  // TODO: Should the last one be 1 or (1<<7)?
 | |
| 
 | |
|     // wrap S
 | |
|     if (tevind.sw == ITW_OFF)
 | |
|       out.Write("\twrappedcoord.x = fixpoint_uv%d.x;\n", texcoord);
 | |
|     else if (tevind.sw == ITW_0)
 | |
|       out.Write("\twrappedcoord.x = 0;\n");
 | |
|     else
 | |
|       out.Write("\twrappedcoord.x = fixpoint_uv%d.x & (%s - 1);\n", texcoord,
 | |
|                 tevIndWrapStart[tevind.sw]);
 | |
| 
 | |
|     // wrap T
 | |
|     if (tevind.tw == ITW_OFF)
 | |
|       out.Write("\twrappedcoord.y = fixpoint_uv%d.y;\n", texcoord);
 | |
|     else if (tevind.tw == ITW_0)
 | |
|       out.Write("\twrappedcoord.y = 0;\n");
 | |
|     else
 | |
|       out.Write("\twrappedcoord.y = fixpoint_uv%d.y & (%s - 1);\n", texcoord,
 | |
|                 tevIndWrapStart[tevind.tw]);
 | |
| 
 | |
|     if (tevind.fb_addprev)  // add previous tevcoord
 | |
|       out.Write("\ttevcoord.xy += wrappedcoord + indtevtrans%d;\n", n);
 | |
|     else
 | |
|       out.Write("\ttevcoord.xy = wrappedcoord + indtevtrans%d;\n", n);
 | |
| 
 | |
|     // Emulate s24 overflows
 | |
|     out.Write("\ttevcoord.xy = (tevcoord.xy << 8) >> 8;\n");
 | |
|   }
 | |
| 
 | |
|   TevStageCombiner::ColorCombiner cc;
 | |
|   TevStageCombiner::AlphaCombiner ac;
 | |
|   cc.hex = stage.cc;
 | |
|   ac.hex = stage.ac;
 | |
| 
 | |
|   if (cc.a == TEVCOLORARG_RASA || cc.a == TEVCOLORARG_RASC || cc.b == TEVCOLORARG_RASA ||
 | |
|       cc.b == TEVCOLORARG_RASC || cc.c == TEVCOLORARG_RASA || cc.c == TEVCOLORARG_RASC ||
 | |
|       cc.d == TEVCOLORARG_RASA || cc.d == TEVCOLORARG_RASC || ac.a == TEVALPHAARG_RASA ||
 | |
|       ac.b == TEVALPHAARG_RASA || ac.c == TEVALPHAARG_RASA || ac.d == TEVALPHAARG_RASA)
 | |
|   {
 | |
|     // Generate swizzle string to represent the Ras color channel swapping
 | |
|     char rasswap[5] = {"rgba"[stage.tevksel_swap1a], "rgba"[stage.tevksel_swap2a],
 | |
|                        "rgba"[stage.tevksel_swap1b], "rgba"[stage.tevksel_swap2b], '\0'};
 | |
| 
 | |
|     out.Write("\trastemp = %s.%s;\n", tevRasTable[stage.tevorders_colorchan], rasswap);
 | |
|   }
 | |
| 
 | |
|   if (stage.tevorders_enable)
 | |
|   {
 | |
|     // Generate swizzle string to represent the texture color channel swapping
 | |
|     char texswap[5] = {"rgba"[stage.tevksel_swap1c], "rgba"[stage.tevksel_swap2c],
 | |
|                        "rgba"[stage.tevksel_swap1d], "rgba"[stage.tevksel_swap2d], '\0'};
 | |
| 
 | |
|     if (!stage.hasindstage)
 | |
|     {
 | |
|       // calc tevcord
 | |
|       if (bHasTexCoord)
 | |
|         out.Write("\ttevcoord.xy = fixpoint_uv%d;\n", texcoord);
 | |
|       else
 | |
|         out.Write("\ttevcoord.xy = int2(0, 0);\n");
 | |
|     }
 | |
|     out.Write("\ttextemp = ");
 | |
|     SampleTexture(out, "float2(tevcoord.xy)", texswap, stage.tevorders_texmap, uid_data->stereo,
 | |
|                   ApiType);
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     out.Write("\ttextemp = int4(255, 255, 255, 255);\n");
 | |
|   }
 | |
| 
 | |
|   if (cc.a == TEVCOLORARG_KONST || cc.b == TEVCOLORARG_KONST || cc.c == TEVCOLORARG_KONST ||
 | |
|       cc.d == TEVCOLORARG_KONST || ac.a == TEVALPHAARG_KONST || ac.b == TEVALPHAARG_KONST ||
 | |
|       ac.c == TEVALPHAARG_KONST || ac.d == TEVALPHAARG_KONST)
 | |
|   {
 | |
|     out.Write("\tkonsttemp = int4(%s, %s);\n", tevKSelTableC[stage.tevksel_kc],
 | |
|               tevKSelTableA[stage.tevksel_ka]);
 | |
| 
 | |
|     if (stage.tevksel_kc > 7)
 | |
|       out.SetConstantsUsed(C_KCOLORS + ((stage.tevksel_kc - 0xc) % 4),
 | |
|                            C_KCOLORS + ((stage.tevksel_kc - 0xc) % 4));
 | |
|     if (stage.tevksel_ka > 7)
 | |
|       out.SetConstantsUsed(C_KCOLORS + ((stage.tevksel_ka - 0xc) % 4),
 | |
|                            C_KCOLORS + ((stage.tevksel_ka - 0xc) % 4));
 | |
|   }
 | |
| 
 | |
|   if (cc.d == TEVCOLORARG_C0 || cc.d == TEVCOLORARG_A0 || ac.d == TEVALPHAARG_A0)
 | |
|     out.SetConstantsUsed(C_COLORS + 1, C_COLORS + 1);
 | |
| 
 | |
|   if (cc.d == TEVCOLORARG_C1 || cc.d == TEVCOLORARG_A1 || ac.d == TEVALPHAARG_A1)
 | |
|     out.SetConstantsUsed(C_COLORS + 2, C_COLORS + 2);
 | |
| 
 | |
|   if (cc.d == TEVCOLORARG_C2 || cc.d == TEVCOLORARG_A2 || ac.d == TEVALPHAARG_A2)
 | |
|     out.SetConstantsUsed(C_COLORS + 3, C_COLORS + 3);
 | |
| 
 | |
|   if (cc.dest >= GX_TEVREG0)
 | |
|     out.SetConstantsUsed(C_COLORS + cc.dest, C_COLORS + cc.dest);
 | |
| 
 | |
|   if (ac.dest >= GX_TEVREG0)
 | |
|     out.SetConstantsUsed(C_COLORS + ac.dest, C_COLORS + ac.dest);
 | |
| 
 | |
|   out.Write("\ttevin_a = int4(%s, %s)&int4(255, 255, 255, 255);\n", tevCInputTable[cc.a],
 | |
|             tevAInputTable[ac.a]);
 | |
|   out.Write("\ttevin_b = int4(%s, %s)&int4(255, 255, 255, 255);\n", tevCInputTable[cc.b],
 | |
|             tevAInputTable[ac.b]);
 | |
|   out.Write("\ttevin_c = int4(%s, %s)&int4(255, 255, 255, 255);\n", tevCInputTable[cc.c],
 | |
|             tevAInputTable[ac.c]);
 | |
|   out.Write("\ttevin_d = int4(%s, %s);\n", tevCInputTable[cc.d], tevAInputTable[ac.d]);
 | |
| 
 | |
|   out.Write("\t// color combine\n");
 | |
|   out.Write("\t%s = clamp(", tevCOutputTable[cc.dest]);
 | |
|   if (cc.bias != TEVBIAS_COMPARE)
 | |
|   {
 | |
|     WriteTevRegular(out, "rgb", cc.bias, cc.op, cc.clamp, cc.shift, false);
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     const char* function_table[] = {
 | |
|         "((tevin_a.r > tevin_b.r) ? tevin_c.rgb : int3(0,0,0))",   // TEVCMP_R8_GT
 | |
|         "((tevin_a.r == tevin_b.r) ? tevin_c.rgb : int3(0,0,0))",  // TEVCMP_R8_EQ
 | |
|         "((idot(tevin_a.rgb, comp16) >  idot(tevin_b.rgb, comp16)) ? tevin_c.rgb : "
 | |
|         "int3(0,0,0))",  // TEVCMP_GR16_GT
 | |
|         "((idot(tevin_a.rgb, comp16) == idot(tevin_b.rgb, comp16)) ? tevin_c.rgb : "
 | |
|         "int3(0,0,0))",  // TEVCMP_GR16_EQ
 | |
|         "((idot(tevin_a.rgb, comp24) >  idot(tevin_b.rgb, comp24)) ? tevin_c.rgb : "
 | |
|         "int3(0,0,0))",  // TEVCMP_BGR24_GT
 | |
|         "((idot(tevin_a.rgb, comp24) == idot(tevin_b.rgb, comp24)) ? tevin_c.rgb : "
 | |
|         "int3(0,0,0))",                                                         // TEVCMP_BGR24_EQ
 | |
|         "(max(sign(tevin_a.rgb - tevin_b.rgb), int3(0,0,0)) * tevin_c.rgb)",    // TEVCMP_RGB8_GT
 | |
|         "((int3(1,1,1) - sign(abs(tevin_a.rgb - tevin_b.rgb))) * tevin_c.rgb)"  // TEVCMP_RGB8_EQ
 | |
|     };
 | |
| 
 | |
|     int mode = (cc.shift << 1) | cc.op;
 | |
|     out.Write("   tevin_d.rgb + ");
 | |
|     out.Write("%s", function_table[mode]);
 | |
|   }
 | |
|   if (cc.clamp)
 | |
|     out.Write(", int3(0,0,0), int3(255,255,255))");
 | |
|   else
 | |
|     out.Write(", int3(-1024,-1024,-1024), int3(1023,1023,1023))");
 | |
|   out.Write(";\n");
 | |
| 
 | |
|   out.Write("\t// alpha combine\n");
 | |
|   out.Write("\t%s = clamp(", tevAOutputTable[ac.dest]);
 | |
|   if (ac.bias != TEVBIAS_COMPARE)
 | |
|   {
 | |
|     WriteTevRegular(out, "a", ac.bias, ac.op, ac.clamp, ac.shift, true);
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     const char* function_table[] = {
 | |
|         "((tevin_a.r > tevin_b.r) ? tevin_c.a : 0)",   // TEVCMP_R8_GT
 | |
|         "((tevin_a.r == tevin_b.r) ? tevin_c.a : 0)",  // TEVCMP_R8_EQ
 | |
|         "((idot(tevin_a.rgb, comp16) >  idot(tevin_b.rgb, comp16)) ? tevin_c.a : 0)",  // TEVCMP_GR16_GT
 | |
|         "((idot(tevin_a.rgb, comp16) == idot(tevin_b.rgb, comp16)) ? tevin_c.a : 0)",  // TEVCMP_GR16_EQ
 | |
|         "((idot(tevin_a.rgb, comp24) >  idot(tevin_b.rgb, comp24)) ? tevin_c.a : 0)",  // TEVCMP_BGR24_GT
 | |
|         "((idot(tevin_a.rgb, comp24) == idot(tevin_b.rgb, comp24)) ? tevin_c.a : 0)",  // TEVCMP_BGR24_EQ
 | |
|         "((tevin_a.a >  tevin_b.a) ? tevin_c.a : 0)",  // TEVCMP_A8_GT
 | |
|         "((tevin_a.a == tevin_b.a) ? tevin_c.a : 0)"   // TEVCMP_A8_EQ
 | |
|     };
 | |
| 
 | |
|     int mode = (ac.shift << 1) | ac.op;
 | |
|     out.Write("   tevin_d.a + ");
 | |
|     out.Write("%s", function_table[mode]);
 | |
|   }
 | |
|   if (ac.clamp)
 | |
|     out.Write(", 0, 255)");
 | |
|   else
 | |
|     out.Write(", -1024, 1023)");
 | |
| 
 | |
|   out.Write(";\n");
 | |
| }
 | |
| 
 | |
| static void WriteTevRegular(ShaderCode& out, const char* components, int bias, int op, int clamp,
 | |
|                             int shift, bool alpha)
 | |
| {
 | |
|   const char* tevScaleTableLeft[] = {
 | |
|       "",       // SCALE_1
 | |
|       " << 1",  // SCALE_2
 | |
|       " << 2",  // SCALE_4
 | |
|       "",       // DIVIDE_2
 | |
|   };
 | |
| 
 | |
|   const char* tevScaleTableRight[] = {
 | |
|       "",       // SCALE_1
 | |
|       "",       // SCALE_2
 | |
|       "",       // SCALE_4
 | |
|       " >> 1",  // DIVIDE_2
 | |
|   };
 | |
| 
 | |
|   const char* tevLerpBias[] =  // indexed by 2*op+(shift==3)
 | |
|       {
 | |
|           "", " + 128", "", " + 127",
 | |
|       };
 | |
| 
 | |
|   const char* tevBiasTable[] = {
 | |
|       "",        // ZERO,
 | |
|       " + 128",  // ADDHALF,
 | |
|       " - 128",  // SUBHALF,
 | |
|       "",
 | |
|   };
 | |
| 
 | |
|   const char* tevOpTable[] = {
 | |
|       "+",  // TEVOP_ADD = 0,
 | |
|       "-",  // TEVOP_SUB = 1,
 | |
|   };
 | |
| 
 | |
|   // Regular TEV stage: (d + bias + lerp(a,b,c)) * scale
 | |
|   // The GameCube/Wii GPU uses a very sophisticated algorithm for scale-lerping:
 | |
|   // - c is scaled from 0..255 to 0..256, which allows dividing the result by 256 instead of 255
 | |
|   // - if scale is bigger than one, it is moved inside the lerp calculation for increased accuracy
 | |
|   // - a rounding bias is added before dividing by 256
 | |
|   out.Write("(((tevin_d.%s%s)%s)", components, tevBiasTable[bias], tevScaleTableLeft[shift]);
 | |
|   out.Write(" %s ", tevOpTable[op]);
 | |
|   out.Write("(((((tevin_a.%s<<8) + (tevin_b.%s-tevin_a.%s)*(tevin_c.%s+(tevin_c.%s>>7)))%s)%s)>>8)",
 | |
|             components, components, components, components, components, tevScaleTableLeft[shift],
 | |
|             tevLerpBias[2 * op + ((shift == 3) == alpha)]);
 | |
|   out.Write(")%s", tevScaleTableRight[shift]);
 | |
| }
 | |
| 
 | |
| static void SampleTexture(ShaderCode& out, const char* texcoords, const char* texswap, int texmap,
 | |
|                           bool stereo, APIType ApiType)
 | |
| {
 | |
|   out.SetConstantsUsed(C_TEXDIMS + texmap, C_TEXDIMS + texmap);
 | |
| 
 | |
|   if (ApiType == APIType::D3D)
 | |
|   {
 | |
|     out.Write("iround(255.0 * Tex[%d].Sample(samp[%d], float3(%s.xy * " I_TEXDIMS
 | |
|               "[%d].xy, %s))).%s;\n",
 | |
|               texmap, texmap, texcoords, texmap, stereo ? "layer" : "0.0", texswap);
 | |
|   }
 | |
|   else if (ApiType == APIType::Vulkan)
 | |
|   {
 | |
|     out.Write("iround(255.0 * texture(samp%d, float3(%s.xy * " I_TEXDIMS "[%d].xy, %s))).%s;\n",
 | |
|               texmap, texcoords, texmap, stereo ? "layer" : "0.0", texswap);
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     out.Write("iround(255.0 * texture(samp[%d], float3(%s.xy * " I_TEXDIMS "[%d].xy, %s))).%s;\n",
 | |
|               texmap, texcoords, texmap, stereo ? "layer" : "0.0", texswap);
 | |
|   }
 | |
| }
 | |
| 
 | |
| static const char* tevAlphaFuncsTable[] = {
 | |
|     "(false)",         // NEVER
 | |
|     "(prev.a <  %s)",  // LESS
 | |
|     "(prev.a == %s)",  // EQUAL
 | |
|     "(prev.a <= %s)",  // LEQUAL
 | |
|     "(prev.a >  %s)",  // GREATER
 | |
|     "(prev.a != %s)",  // NEQUAL
 | |
|     "(prev.a >= %s)",  // GEQUAL
 | |
|     "(true)"           // ALWAYS
 | |
| };
 | |
| 
 | |
| static const char* tevAlphaFunclogicTable[] = {
 | |
|     " && ",  // and
 | |
|     " || ",  // or
 | |
|     " != ",  // xor
 | |
|     " == "   // xnor
 | |
| };
 | |
| 
 | |
| static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType ApiType,
 | |
|                            bool per_pixel_depth, bool use_dual_source)
 | |
| {
 | |
|   static const char* alphaRef[2] = {I_ALPHA ".r", I_ALPHA ".g"};
 | |
| 
 | |
|   out.SetConstantsUsed(C_ALPHA, C_ALPHA);
 | |
| 
 | |
|   if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_NEGATED_BOOLEAN))
 | |
|     out.Write("\tif(( ");
 | |
|   else
 | |
|     out.Write("\tif(!( ");
 | |
| 
 | |
|   // Lookup the first component from the alpha function table
 | |
|   int compindex = uid_data->alpha_test_comp0;
 | |
|   out.Write(tevAlphaFuncsTable[compindex], alphaRef[0]);
 | |
| 
 | |
|   out.Write("%s", tevAlphaFunclogicTable[uid_data->alpha_test_logic]);  // lookup the logic op
 | |
| 
 | |
|   // Lookup the second component from the alpha function table
 | |
|   compindex = uid_data->alpha_test_comp1;
 | |
|   out.Write(tevAlphaFuncsTable[compindex], alphaRef[1]);
 | |
| 
 | |
|   if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_NEGATED_BOOLEAN))
 | |
|     out.Write(") == false) {\n");
 | |
|   else
 | |
|     out.Write(")) {\n");
 | |
| 
 | |
|   out.Write("\t\tocol0 = float4(0.0, 0.0, 0.0, 0.0);\n");
 | |
|   if (use_dual_source)
 | |
|     out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n");
 | |
|   if (per_pixel_depth)
 | |
|   {
 | |
|     out.Write("\t\tdepth = %s;\n",
 | |
|               (ApiType == APIType::D3D || ApiType == APIType::Vulkan) ? "0.0" : "1.0");
 | |
|   }
 | |
| 
 | |
|   // ZCOMPLOC HACK:
 | |
|   if (!uid_data->alpha_test_use_zcomploc_hack)
 | |
|   {
 | |
|     out.Write("\t\tdiscard;\n");
 | |
|     if (ApiType != APIType::D3D)
 | |
|       out.Write("\t\treturn;\n");
 | |
|   }
 | |
| 
 | |
|   out.Write("\t}\n");
 | |
| }
 | |
| 
 | |
| static const char* tevFogFuncsTable[] = {
 | |
|     "",                                                       // No Fog
 | |
|     "",                                                       // ?
 | |
|     "",                                                       // Linear
 | |
|     "",                                                       // ?
 | |
|     "\tfog = 1.0 - exp2(-8.0 * fog);\n",                      // exp
 | |
|     "\tfog = 1.0 - exp2(-8.0 * fog * fog);\n",                // exp2
 | |
|     "\tfog = exp2(-8.0 * (1.0 - fog));\n",                    // backward exp
 | |
|     "\tfog = 1.0 - fog;\n   fog = exp2(-8.0 * fog * fog);\n"  // backward exp2
 | |
| };
 | |
| 
 | |
| static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data)
 | |
| {
 | |
|   if (uid_data->fog_fsel == 0)
 | |
|     return;  // no Fog
 | |
| 
 | |
|   out.SetConstantsUsed(C_FOGCOLOR, C_FOGCOLOR);
 | |
|   out.SetConstantsUsed(C_FOGI, C_FOGI);
 | |
|   out.SetConstantsUsed(C_FOGF, C_FOGF + 1);
 | |
|   if (uid_data->fog_proj == 0)
 | |
|   {
 | |
|     // perspective
 | |
|     // ze = A/(B - (Zs >> B_SHF)
 | |
|     // TODO: Verify that we want to drop lower bits here! (currently taken over from software
 | |
|     // renderer)
 | |
|     //       Maybe we want to use "ze = (A << B_SHF)/((B << B_SHF) - Zs)" instead?
 | |
|     //       That's equivalent, but keeps the lower bits of Zs.
 | |
|     out.Write("\tfloat ze = (" I_FOGF "[1].x * 16777216.0) / float(" I_FOGI
 | |
|               ".y - (zCoord >> " I_FOGI ".w));\n");
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     // orthographic
 | |
|     // ze = a*Zs    (here, no B_SHF)
 | |
|     out.Write("\tfloat ze = " I_FOGF "[1].x * float(zCoord) / 16777216.0;\n");
 | |
|   }
 | |
| 
 | |
|   // x_adjust = sqrt((x-center)^2 + k^2)/k
 | |
|   // ze *= x_adjust
 | |
|   // TODO Instead of this theoretical calculation, we should use the
 | |
|   //      coefficient table given in the fog range BP registers!
 | |
|   if (uid_data->fog_RangeBaseEnabled)
 | |
|   {
 | |
|     out.SetConstantsUsed(C_FOGF, C_FOGF);
 | |
|     out.Write("\tfloat x_adjust = (2.0 * (rawpos.x / " I_FOGF "[0].y)) - 1.0 - " I_FOGF "[0].x;\n");
 | |
|     out.Write("\tx_adjust = sqrt(x_adjust * x_adjust + " I_FOGF "[0].z * " I_FOGF "[0].z) / " I_FOGF
 | |
|               "[0].z;\n");
 | |
|     out.Write("\tze *= x_adjust;\n");
 | |
|   }
 | |
| 
 | |
|   out.Write("\tfloat fog = clamp(ze - " I_FOGF "[1].z, 0.0, 1.0);\n");
 | |
| 
 | |
|   if (uid_data->fog_fsel > 3)
 | |
|   {
 | |
|     out.Write("%s", tevFogFuncsTable[uid_data->fog_fsel]);
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     if (uid_data->fog_fsel != 2)
 | |
|       WARN_LOG(VIDEO, "Unknown Fog Type! %08x", uid_data->fog_fsel);
 | |
|   }
 | |
| 
 | |
|   out.Write("\tint ifog = iround(fog * 256.0);\n");
 | |
|   out.Write("\tprev.rgb = (prev.rgb * (256 - ifog) + " I_FOGCOLOR ".rgb * ifog) >> 8;\n");
 | |
| }
 | |
| 
 | |
| static void WriteColor(ShaderCode& out, const pixel_shader_uid_data* uid_data, bool use_dual_source)
 | |
| {
 | |
|   if (uid_data->rgba6_format)
 | |
|     out.Write("\tocol0.rgb = float3(prev.rgb >> 2) / 63.0;\n");
 | |
|   else
 | |
|     out.Write("\tocol0.rgb = float3(prev.rgb) / 255.0;\n");
 | |
| 
 | |
|   // Colors will be blended against the 8-bit alpha from ocol1 and
 | |
|   // the 6-bit alpha from ocol0 will be written to the framebuffer
 | |
|   if (!uid_data->useDstAlpha)
 | |
|   {
 | |
|     out.Write("\tocol0.a = float(prev.a >> 2) / 63.0;\n");
 | |
|     if (use_dual_source)
 | |
|       out.Write("\tocol1.a = float(prev.a) / 255.0;\n");
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     out.SetConstantsUsed(C_ALPHA, C_ALPHA);
 | |
|     out.Write("\tocol0.a = float(" I_ALPHA ".a >> 2) / 63.0;\n");
 | |
| 
 | |
|     // Use dual-source color blending to perform dst alpha in a single pass
 | |
|     if (use_dual_source)
 | |
|     {
 | |
|       if (uid_data->useDstAlpha)
 | |
|         out.Write("\tocol1.a = float(prev.a) / 255.0;\n");
 | |
|       else
 | |
|         out.Write("\tocol1.a = float(" I_ALPHA ".a) / 255.0;\n");
 | |
|     }
 | |
|   }
 | |
| }
 |