From f1dbd25de923e5eefbeddbba4a2c745e1b5116db Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Sun, 1 Nov 2020 12:37:19 +0100 Subject: [PATCH] Fix remaining differences between generated shaders --- GPU/Directx9/VertexShaderGeneratorHLSL.cpp | 50 ++++++++++++---------- GPU/GLES/VertexShaderGeneratorGLES.cpp | 48 +++++++++++---------- 2 files changed, 53 insertions(+), 45 deletions(-) diff --git a/GPU/Directx9/VertexShaderGeneratorHLSL.cpp b/GPU/Directx9/VertexShaderGeneratorHLSL.cpp index 6183b3433d..0c603ada48 100644 --- a/GPU/Directx9/VertexShaderGeneratorHLSL.cpp +++ b/GPU/Directx9/VertexShaderGeneratorHLSL.cpp @@ -65,10 +65,16 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage 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; + } + if (lang == HLSL_D3D9) { + *errorString = "D3D9: Tess not supported"; + return false; + } } bool hasColorTess = id.Bit(VS_BIT_HAS_COLOR_TESS); bool hasTexcoordTess = id.Bit(VS_BIT_HAS_TEXCOORD_TESS); @@ -252,21 +258,19 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage // Hardware tessellation if (doSpline || doBezier) { - if (lang == 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 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"); - } + 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"); 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++) { @@ -308,9 +312,9 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; 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); + WRITE(p, " _pos[%i] = tess_data[index].pos.xyz;\n", i * 4 + j); if (doTexture && hasTexcoordTess) - WRITE(p, " _tex[%i] = tess_data[index].tex;\n", i * 4 + j); + WRITE(p, " _tex[%i] = tess_data[index].tex.xy;\n", i * 4 + j); if (hasColorTess) WRITE(p, " _col[%i] = tess_data[index].col;\n", i * 4 + j); } @@ -327,7 +331,7 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage if (hasTexcoordTess) WRITE(p, " tess.tex = tess_sample(_tex, basis);\n"); else - WRITE(p, " tess.tex = In.normal.xy;\n"); + WRITE(p, " tess.tex = normal.xy;\n"); } if (hasColorTess) WRITE(p, " tess.col = tess_sample(_col, basis);\n"); @@ -388,7 +392,7 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage } else { WRITE(p, " Out.v_color0 = u_matambientalpha;\n"); if (lmode) - WRITE(p, " Out.v_color1 = vec3(0.0);\n"); + WRITE(p, " Out.v_color1 = splat3(0.0);\n"); } if (enableFog) { WRITE(p, " Out.v_fogdepth = position.w;\n"); @@ -412,7 +416,7 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage WRITE(p, " vec3 worldpos = mul(vec4(tess.pos.xyz, 1.0), u_world).xyz;\n"); if (hasNormalTess) - WRITE(p, " vec3 worldnormal = normalize(mul(vec4(%stess.nrm, 0.0), u_world)).xyz;\n", flipNormalTess ? "-" : ""); + WRITE(p, " mediump vec3 worldnormal = normalize(mul(vec4(%stess.nrm, 0.0), u_world).xyz);\n", flipNormalTess ? "-" : ""); else WRITE(p, " mediump vec3 worldnormal = vec3(0.0, 0.0, 1.0);\n"); } else { diff --git a/GPU/GLES/VertexShaderGeneratorGLES.cpp b/GPU/GLES/VertexShaderGeneratorGLES.cpp index fe32991563..a026ccf469 100644 --- a/GPU/GLES/VertexShaderGeneratorGLES.cpp +++ b/GPU/GLES/VertexShaderGeneratorGLES.cpp @@ -138,7 +138,7 @@ const char *hlsl_preamble_vs = "#define vec2 float2\n" "#define vec3 float3\n" "#define vec4 float4\n" -"#define int2 ivec2\n" +"#define ivec2 int2\n" "#define mat4 float4x4\n" "#define mat3x4 float4x3\n" // note how the conventions are backwards "#define splat3(x) vec3(x, x, x)\n" @@ -214,6 +214,10 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLan *errorString = "Invalid flags - tess requires normal."; return false; } + if (compat.shaderLanguage == HLSL_D3D9 || compat.texelFetch == nullptr) { + *errorString = "Tess not supported on this shader language version"; + return false; + } } bool hasColorTess = id.Bit(VS_BIT_HAS_COLOR_TESS); bool hasTexcoordTess = id.Bit(VS_BIT_HAS_TEXCOORD_TESS); @@ -299,9 +303,9 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLan } else { WRITE(p, "#pragma warning( disable : 3571 )\n"); if (isModeThrough) { - WRITE(p, "float4x4 u_proj_through : register(c%i);\n", CONST_VS_PROJ_THROUGH); + WRITE(p, "mat4 u_proj_through : register(c%i);\n", CONST_VS_PROJ_THROUGH); } else { - WRITE(p, "float4x4 u_proj : register(c%i);\n", CONST_VS_PROJ); + WRITE(p, "mat4 u_proj : register(c%i);\n", CONST_VS_PROJ); // Add all the uniforms we'll need to transform properly. } @@ -597,23 +601,23 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLan if (compat.shaderLanguage == GLSL_VULKAN) { WRITE(p, "struct TessData {\n"); WRITE(p, " vec4 pos;\n"); - WRITE(p, " vec4 uv;\n"); - WRITE(p, " vec4 color;\n"); + WRITE(p, " vec4 tex;\n"); + WRITE(p, " vec4 col;\n"); WRITE(p, "};\n"); WRITE(p, "layout (std430, set = 0, binding = 6) readonly buffer s_tess_data {\n"); - WRITE(p, " TessData data[];\n"); - WRITE(p, "} tess_data;\n"); + WRITE(p, " TessData tess_data[];\n"); + WRITE(p, "};\n"); WRITE(p, "struct TessWeight {\n"); WRITE(p, " vec4 basis;\n"); WRITE(p, " vec4 deriv;\n"); WRITE(p, "};\n"); WRITE(p, "layout (std430, set = 0, binding = 7) readonly buffer s_tess_weights_u {\n"); - WRITE(p, " TessWeight data[];\n"); - WRITE(p, "} tess_weights_u;\n"); + WRITE(p, " TessWeight tess_weights_u[];\n"); + WRITE(p, "};\n"); 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"); + WRITE(p, " TessWeight tess_weights_v[];\n"); + WRITE(p, "};\n"); } else if (ShaderLanguageIsOpenGL(compat.shaderLanguage)) { WRITE(p, "uniform sampler2D u_tess_points;\n"); // Control Points WRITE(p, "uniform sampler2D u_tess_weights_u;\n"); @@ -690,17 +694,17 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLan for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; 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.data[index].pos.xyz;\n", i * 4 + j); + WRITE(p, " _pos[%i] = tess_data[index].pos.xyz;\n", i * 4 + j); if (doTexture && hasTexcoordTess) - WRITE(p, " _tex[%i] = tess_data.data[index].uv.xy;\n", i * 4 + j); + WRITE(p, " _tex[%i] = tess_data[index].tex.xy;\n", i * 4 + j); if (hasColorTess) - WRITE(p, " _col[%i] = tess_data.data[index].color;\n", i * 4 + j); + WRITE(p, " _col[%i] = tess_data[index].col;\n", i * 4 + j); } } // Basis polynomials as weight coefficients - WRITE(p, " vec4 basis_u = tess_weights_u.data[weight_idx.x].basis;\n"); - WRITE(p, " vec4 basis_v = tess_weights_v.data[weight_idx.y].basis;\n"); + WRITE(p, " vec4 basis_u = tess_weights_u[weight_idx.x].basis;\n"); + WRITE(p, " vec4 basis_v = tess_weights_v[weight_idx.y].basis;\n"); WRITE(p, " mat4 basis = outerProduct(basis_u, basis_v);\n"); } else { @@ -738,8 +742,8 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLan if (hasNormalTess) { if (compat.coefsFromBuffers) { // Derivatives as weight coefficients - WRITE(p, " vec4 deriv_u = tess_weights_u.data[weight_idx.x].deriv;\n"); - WRITE(p, " vec4 deriv_v = tess_weights_v.data[weight_idx.y].deriv;\n"); + WRITE(p, " vec4 deriv_u = tess_weights_u[weight_idx.x].deriv;\n"); + WRITE(p, " vec4 deriv_v = tess_weights_v[weight_idx.y].deriv;\n"); } else { // Derivatives as weight coefficients WRITE(p, " vec4 deriv_u = %s(u_tess_weights_u, %s, 0);\n", compat.texelFetch, "ivec2(weight_idx.x * 2 + 1, 0)"); @@ -800,7 +804,7 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLan } else { WRITE(p, " %sv_color0 = u_matambientalpha;\n", compat.vsOutPrefix); if (lmode) - WRITE(p, " %sv_color1 = vec3(0.0);\n", compat.vsOutPrefix); + WRITE(p, " %sv_color1 = splat3(0.0);\n", compat.vsOutPrefix); } if (enableFog) { WRITE(p, " %sv_fogdepth = position.w;\n", compat.vsOutPrefix); @@ -1018,7 +1022,7 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLan WRITE(p, " %sv_color0 = clamp(lightSum0, 0.0, 1.0);\n", compat.vsOutPrefix); // v_color1 only exists when lmode = 1. if (specularIsZero) { - WRITE(p, " %sv_color1 = vec3(0.0);\n", compat.vsOutPrefix); + WRITE(p, " %sv_color1 = splat3(0.0);\n", compat.vsOutPrefix); } else { WRITE(p, " %sv_color1 = clamp(lightSum1, 0.0, 1.0);\n", compat.vsOutPrefix); } @@ -1040,7 +1044,7 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLan WRITE(p, " %sv_color0 = u_matambientalpha;\n", compat.vsOutPrefix); } if (lmode) - WRITE(p, " %sv_color1 = vec3(0.0);\n", compat.vsOutPrefix); + WRITE(p, " %sv_color1 = splat3(0.0);\n", compat.vsOutPrefix); } bool scaleUV = !isModeThrough && (uvGenMode == GE_TEXMAP_TEXTURE_COORDS || uvGenMode == GE_TEXMAP_UNKNOWN); @@ -1057,7 +1061,7 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLan else WRITE(p, " %sv_texcoord = vec3(texcoord.xy * u_uvscaleoffset.xy, 0.0);\n", compat.vsOutPrefix); } else { - WRITE(p, " %sv_texcoord = vec3(0.0);\n", compat.vsOutPrefix); + WRITE(p, " %sv_texcoord = splat3(0.0);\n", compat.vsOutPrefix); } } else { if (hasTexcoord) {