From 642f2004d3be9dbacede005278c53301f2a6fb54 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Sun, 1 Nov 2020 12:23:46 +0100 Subject: [PATCH] Start working on getting tess to match --- GPU/Directx9/VertexShaderGeneratorHLSL.cpp | 12 ++--- GPU/GLES/VertexShaderGeneratorGLES.cpp | 52 ++++++++++++++++++---- 2 files changed, 50 insertions(+), 14 deletions(-) diff --git a/GPU/Directx9/VertexShaderGeneratorHLSL.cpp b/GPU/Directx9/VertexShaderGeneratorHLSL.cpp index 8369271ba4..6183b3433d 100644 --- a/GPU/Directx9/VertexShaderGeneratorHLSL.cpp +++ b/GPU/Directx9/VertexShaderGeneratorHLSL.cpp @@ -271,8 +271,8 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage const char *init[3] = { "0.0, 0.0", "0.0, 0.0, 0.0", "0.0, 0.0, 0.0, 0.0" }; for (int i = 2; i <= 4; i++) { // Define 3 types vec2, vec3, vec4 - WRITE(p, "float%d tess_sample(in float%d points[16], mat4 weights) {\n", i, i); - WRITE(p, " float%d pos = float%d(%s);\n", i, i, init[i - 2]); + WRITE(p, "vec%d tess_sample(in vec%d points[16], mat4 weights) {\n", i, i); + WRITE(p, " vec%d pos = vec%d(%s);\n", i, i, init[i - 2]); for (int v = 0; v < 4; ++v) { for (int u = 0; u < 4; ++u) { WRITE(p, " pos += weights[%i][%i] * points[%i];\n", v, u, v * 4 + u); @@ -296,8 +296,10 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage WRITE(p, "};\n"); WRITE(p, "void tessellate(in VS_IN In, out Tess tess) {\n"); - WRITE(p, " int2 point_pos = int2(In.position.z, In.normal.z)%s;\n", doBezier ? " * 3" : ""); - WRITE(p, " int2 weight_idx = int2(In.position.xy);\n"); + WRITE(p, " vec3 position = In.position;\n"); + WRITE(p, " vec3 normal = In.normal;\n"); + WRITE(p, " ivec2 point_pos = ivec2(position.z, normal.z)%s;\n", doBezier ? " * 3" : ""); + WRITE(p, " ivec2 weight_idx = ivec2(position.xy);\n"); // Load 4x4 control points WRITE(p, " vec3 _pos[16];\n"); WRITE(p, " vec2 _tex[16];\n"); @@ -305,7 +307,7 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage WRITE(p, " int index;\n"); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { - WRITE(p, " index = (%i + point_pos.y) * u_spline_counts + (%i + point_pos.x);\n", i, j); + WRITE(p, " index = (%i + point_pos.y) * int(u_spline_counts) + (%i + point_pos.x);\n", i, j); WRITE(p, " _pos[%i] = tess_data[index].pos;\n", i * 4 + j); if (doTexture && hasTexcoordTess) WRITE(p, " _tex[%i] = tess_data[index].tex;\n", i * 4 + j); diff --git a/GPU/GLES/VertexShaderGeneratorGLES.cpp b/GPU/GLES/VertexShaderGeneratorGLES.cpp index adf37fdfdb..fe32991563 100644 --- a/GPU/GLES/VertexShaderGeneratorGLES.cpp +++ b/GPU/GLES/VertexShaderGeneratorGLES.cpp @@ -138,6 +138,7 @@ const char *hlsl_preamble_vs = "#define vec2 float2\n" "#define vec3 float3\n" "#define vec4 float4\n" +"#define int2 ivec2\n" "#define mat4 float4x4\n" "#define mat3x4 float4x3\n" // note how the conventions are backwards "#define splat3(x) vec3(x, x, x)\n" @@ -207,10 +208,12 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLan // Apparently we don't support bezier/spline together with bones. bool doBezier = id.Bit(VS_BIT_BEZIER) && !enableBones && useHWTransform; bool doSpline = id.Bit(VS_BIT_SPLINE) && !enableBones && useHWTransform; - if ((doBezier || doSpline) && !hasNormal) { - // Bad usage. - *errorString = "Invalid flags - tess requires normal."; - return false; + if (doBezier || doSpline) { + if (!hasNormal) { + // Bad usage. + *errorString = "Invalid flags - tess requires normal."; + return false; + } } bool hasColorTess = id.Bit(VS_BIT_HAS_COLOR_TESS); bool hasTexcoordTess = id.Bit(VS_BIT_HAS_TEXCOORD_TESS); @@ -611,18 +614,35 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLan WRITE(p, "layout (std430, set = 0, binding = 8) readonly buffer s_tess_weights_v {\n"); WRITE(p, " TessWeight data[];\n"); WRITE(p, "} tess_weights_v;\n"); - } else { + } else if (ShaderLanguageIsOpenGL(compat.shaderLanguage)) { WRITE(p, "uniform sampler2D u_tess_points;\n"); // Control Points WRITE(p, "uniform sampler2D u_tess_weights_u;\n"); WRITE(p, "uniform sampler2D u_tess_weights_v;\n"); WRITE(p, "uniform int u_spline_counts;\n"); + } else if (compat.shaderLanguage == HLSL_D3D11) { + WRITE(p, "struct TessData {\n"); + WRITE(p, " vec3 pos; float pad1;\n"); + WRITE(p, " vec2 tex; vec2 pad2;\n"); + WRITE(p, " vec4 col;\n"); + WRITE(p, "};\n"); + WRITE(p, "StructuredBuffer tess_data : register(t0);\n"); + + WRITE(p, "struct TessWeight {\n"); + WRITE(p, " vec4 basis;\n"); + WRITE(p, " vec4 deriv;\n"); + WRITE(p, "};\n"); + WRITE(p, "StructuredBuffer tess_weights_u : register(t1);\n"); + WRITE(p, "StructuredBuffer tess_weights_v : register(t2);\n"); + } else if (compat.shaderLanguage == HLSL_D3D9) { + } + const char *init[3] = { "0.0, 0.0", "0.0, 0.0, 0.0", "0.0, 0.0, 0.0, 0.0" }; for (int i = 2; i <= 4; i++) { // Define 3 types vec2, vec3, vec4 WRITE(p, "vec%d tess_sample(in vec%d points[16], mat4 weights) {\n", i, i); - WRITE(p, " vec%d pos = vec%d(0.0);\n", i, i); + WRITE(p, " vec%d pos = vec%d(%s);\n", i, i, init[i - 2]); for (int v = 0; v < 4; ++v) { for (int u = 0; u < 4; ++u) { WRITE(p, " pos += weights[%i][%i] * points[%i];\n", v, u, v * 4 + u); @@ -632,10 +652,14 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLan WRITE(p, "}\n"); } - if (compat.glslVersionNumber < 130) { // For glsl version 1.10 + if (ShaderLanguageIsOpenGL(compat.shaderLanguage) && compat.glslVersionNumber < 130) { // For glsl version 1.10 WRITE(p, "mat4 outerProduct(vec4 u, vec4 v) {\n"); WRITE(p, " return mat4(u * v[0], u * v[1], u * v[2], u * v[3]);\n"); WRITE(p, "}\n"); + } else if (compat.shaderLanguage == HLSL_D3D9 || compat.shaderLanguage == HLSL_D3D11) { + WRITE(p, "mat4 outerProduct(vec4 u, vec4 v) {\n"); + WRITE(p, " return mul((float4x1)v, (float1x4)u);\n"); + WRITE(p, "}\n"); } WRITE(p, "struct Tess {\n"); @@ -647,7 +671,13 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLan WRITE(p, " vec3 nrm;\n"); WRITE(p, "};\n"); - WRITE(p, "void tessellate(out Tess tess) {\n"); + if (compat.shaderLanguage == HLSL_D3D9 || compat.shaderLanguage == HLSL_D3D11) { + WRITE(p, "void tessellate(in VS_IN In, out Tess tess) {\n"); + WRITE(p, " vec3 position = In.position;\n"); + WRITE(p, " vec3 normal = In.normal;\n"); + } else { + WRITE(p, "void tessellate(out Tess tess) {\n"); + } WRITE(p, " ivec2 point_pos = ivec2(position.z, normal.z)%s;\n", doBezier ? " * 3" : ""); WRITE(p, " ivec2 weight_idx = ivec2(position.xy);\n"); @@ -791,7 +821,11 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLan if (doBezier || doSpline) { // Hardware tessellation WRITE(p, " Tess tess;\n"); - WRITE(p, " tessellate(tess);\n"); + if (compat.shaderLanguage == HLSL_D3D9 || compat.shaderLanguage == HLSL_D3D11) { + WRITE(p, " tessellate(In, tess);\n"); + } else { + WRITE(p, " tessellate(tess);\n"); + } WRITE(p, " vec3 worldpos = mul(vec4(tess.pos.xyz, 1.0), u_world).xyz;\n"); if (hasNormalTess) {