Files
ppsspp/GPU/Vulkan/FragmentShaderGeneratorVulkan.cpp
T
Henrik Rydgård 0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00

599 lines
25 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <cstdio>
#include <sstream>
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Common/Log.h"
#include "Common/StringUtils.h"
#include "Core/Reporting.h"
#include "Core/Config.h"
#include "GPU/Common/GPUStateUtils.h"
#include "GPU/Common/ShaderId.h"
#include "GPU/Vulkan/FragmentShaderGeneratorVulkan.h"
#include "GPU/Vulkan/FramebufferManagerVulkan.h"
#include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Vulkan/PipelineManagerVulkan.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
static const char *vulkan_glsl_preamble =
"#version 450\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"#extension GL_ARB_conservative_depth : enable\n"
"#extension GL_ARB_shader_image_load_store : enable\n\n";
#define WRITE p+=sprintf
// Missing: Z depth range
bool GenerateVulkanGLSLFragmentShader(const FShaderID &id, char *buffer, uint32_t vulkanVendorId) {
char *p = buffer;
const char *lastFragData = nullptr;
WRITE(p, "%s", vulkan_glsl_preamble);
bool lmode = id.Bit(FS_BIT_LMODE);
bool doTexture = id.Bit(FS_BIT_DO_TEXTURE);
bool enableFog = id.Bit(FS_BIT_ENABLE_FOG);
bool enableAlphaTest = id.Bit(FS_BIT_ALPHA_TEST);
bool alphaTestAgainstZero = id.Bit(FS_BIT_ALPHA_AGAINST_ZERO);
bool testForceToZero = id.Bit(FS_BIT_TEST_DISCARD_TO_ZERO);
bool enableColorTest = id.Bit(FS_BIT_COLOR_TEST);
bool colorTestAgainstZero = id.Bit(FS_BIT_COLOR_AGAINST_ZERO);
bool enableColorDoubling = id.Bit(FS_BIT_COLOR_DOUBLE);
bool doTextureProjection = id.Bit(FS_BIT_DO_TEXTURE_PROJ);
bool doTextureAlpha = id.Bit(FS_BIT_TEXALPHA);
bool doFlatShading = id.Bit(FS_BIT_FLATSHADE);
bool shaderDepal = id.Bit(FS_BIT_SHADER_DEPAL);
GEComparison alphaTestFunc = (GEComparison)id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3);
GEComparison colorTestFunc = (GEComparison)id.Bits(FS_BIT_COLOR_TEST_FUNC, 2);
bool needShaderTexClamp = id.Bit(FS_BIT_SHADER_TEX_CLAMP);
GETexFunc texFunc = (GETexFunc)id.Bits(FS_BIT_TEXFUNC, 3);
bool textureAtOffset = id.Bit(FS_BIT_TEXTURE_AT_OFFSET);
ReplaceBlendType replaceBlend = static_cast<ReplaceBlendType>(id.Bits(FS_BIT_REPLACE_BLEND, 3));
ReplaceAlphaType stencilToAlpha = static_cast<ReplaceAlphaType>(id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2));
GEBlendSrcFactor replaceBlendFuncA = (GEBlendSrcFactor)id.Bits(FS_BIT_BLENDFUNC_A, 4);
GEBlendDstFactor replaceBlendFuncB = (GEBlendDstFactor)id.Bits(FS_BIT_BLENDFUNC_B, 4);
GEBlendMode replaceBlendEq = (GEBlendMode)id.Bits(FS_BIT_BLENDEQ, 3);
StencilValueType replaceAlphaWithStencilType = (StencilValueType)id.Bits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4);
bool isModeClear = id.Bit(FS_BIT_CLEARMODE);
const char *shading = doFlatShading ? "flat" : "";
bool earlyFragmentTests = ((!enableAlphaTest && !enableColorTest) || testForceToZero) && !gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT);
bool useAdrenoBugWorkaround = id.Bit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL);
if (earlyFragmentTests) {
WRITE(p, "layout (early_fragment_tests) in;\n");
} else if (useAdrenoBugWorkaround && !gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT)) {
WRITE(p, "layout (depth_unchanged) out float gl_FragDepth;\n");
}
WRITE(p, "layout (std140, set = 0, binding = 3) uniform baseUBO {\n%s} base;\n", ub_baseStr);
if (doTexture) {
WRITE(p, "layout (binding = 0) uniform sampler2D tex;\n");
}
if (!isModeClear && replaceBlend > REPLACE_BLEND_STANDARD) {
if (replaceBlend == REPLACE_BLEND_COPY_FBO) {
WRITE(p, "layout (binding = 1) uniform sampler2D fbotex;\n");
}
}
if (shaderDepal) {
WRITE(p, "layout (binding = 2) uniform sampler2D pal;\n");
}
WRITE(p, "layout (location = 1) %s in vec4 v_color0;\n", shading);
if (lmode)
WRITE(p, "layout (location = 2) %s in vec3 v_color1;\n", shading);
if (enableFog) {
WRITE(p, "layout (location = 3) in float v_fogdepth;\n");
}
if (doTexture) {
WRITE(p, "layout (location = 0) in vec3 v_texcoord;\n");
}
if (enableAlphaTest && !alphaTestAgainstZero) {
WRITE(p, "int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }\n");
}
if (enableColorTest && !colorTestAgainstZero) {
WRITE(p, "ivec3 roundAndScaleTo255iv(in vec3 x) { return ivec3(floor(x * 255.0 + 0.5)); }\n");
}
WRITE(p, "layout (location = 0, index = 0) out vec4 fragColor0;\n");
if (stencilToAlpha == REPLACE_ALPHA_DUALSOURCE) {
WRITE(p, "layout (location = 0, index = 1) out vec4 fragColor1;\n");
}
// PowerVR needs a custom modulo function. For some reason, this has far higher precision than the builtin one.
if ((gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_BAD) && needShaderTexClamp) {
WRITE(p, "float mymod(float a, float b) { return a - b * floor(a / b); }\n");
}
WRITE(p, "void main() {\n");
if (isModeClear) {
// Clear mode does not allow any fancy shading.
WRITE(p, " vec4 v = v_color0;\n");
} else {
const char *secondary = "";
// Secondary color for specular on top of texture
if (lmode) {
WRITE(p, " vec4 s = vec4(v_color1, 0.0);\n");
secondary = " + s";
} else {
secondary = "";
}
if (doTexture) {
const char *texcoord = "v_texcoord";
// TODO: Not sure the right way to do this for projection.
// This path destroys resolution on older PowerVR no matter what I do, so we disable it on SGX 540 and lesser, and live with the consequences.
if (needShaderTexClamp && !(gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_TERRIBLE)) {
// We may be clamping inside a larger surface (tex = 64x64, buffer=480x272).
// We may also be wrapping in such a surface, or either one in a too-small surface.
// Obviously, clamping to a smaller surface won't work. But better to clamp to something.
std::string ucoord = "v_texcoord.x";
std::string vcoord = "v_texcoord.y";
if (doTextureProjection) {
ucoord = "(v_texcoord.x / v_texcoord.z)";
vcoord = "(v_texcoord.y / v_texcoord.z)";
}
std::string modulo = (gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_BAD) ? "mymod" : "mod";
if (id.Bit(FS_BIT_CLAMP_S)) {
ucoord = "clamp(" + ucoord + ", base.texclamp.z, base.texclamp.x - base.texclamp.z)";
} else {
ucoord = modulo + "(" + ucoord + ", base.texclamp.x)";
}
if (id.Bit(FS_BIT_CLAMP_T)) {
vcoord = "clamp(" + vcoord + ", base.texclamp.w, base.texclamp.y - base.texclamp.w)";
} else {
vcoord = modulo + "(" + vcoord + ", base.texclamp.y)";
}
if (textureAtOffset) {
ucoord = "(" + ucoord + " + base.texclampoff.x)";
vcoord = "(" + vcoord + " + base.texclampoff.y)";
}
WRITE(p, " vec2 fixedcoord = vec2(%s, %s);\n", ucoord.c_str(), vcoord.c_str());
texcoord = "fixedcoord";
// We already projected it.
doTextureProjection = false;
}
if (!shaderDepal) {
if (doTextureProjection) {
WRITE(p, " vec4 t = textureProj(tex, %s);\n", texcoord);
} else {
WRITE(p, " vec4 t = texture(tex, %s.xy);\n", texcoord);
}
} else {
if (doTextureProjection) {
// We don't use textureProj because we need to manually offset from the divided coordinate to do filtering here.
// On older hardware it has the advantage of higher resolution math, but such old hardware can't run Vulkan.
WRITE(p, " vec2 uv = %s.xy/%s.z;\n vec2 uv_round;\n", texcoord, texcoord);
} else {
WRITE(p, " vec2 uv = %s.xy;\n vec2 uv_round;\n", texcoord);
}
WRITE(p, " vec2 tsize = textureSize(tex, 0);\n");
WRITE(p, " vec2 fraction;\n");
WRITE(p, " bool bilinear = (base.depal_mask_shift_off_fmt >> 31) != 0;\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " uv_round = uv * tsize - vec2(0.5, 0.5);\n");
WRITE(p, " fraction = fract(uv_round);\n");
WRITE(p, " uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize;\n"); // We want to take our four point samples at pixel centers.
WRITE(p, " } else {\n");
WRITE(p, " uv_round = uv;\n");
WRITE(p, " }\n");
WRITE(p, " vec4 t = texture(tex, uv_round);\n");
WRITE(p, " vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0));\n");
WRITE(p, " vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1));\n");
WRITE(p, " vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1));\n");
WRITE(p, " uint depalMask = (base.depal_mask_shift_off_fmt & 0xFF);\n");
WRITE(p, " uint depalShift = (base.depal_mask_shift_off_fmt >> 8) & 0xFF;\n");
WRITE(p, " uint depalOffset = ((base.depal_mask_shift_off_fmt >> 16) & 0xFF) << 4;\n");
WRITE(p, " uint depalFmt = (base.depal_mask_shift_off_fmt >> 24) & 0x3;\n");
WRITE(p, " uvec4 col; uint index0; uint index1; uint index2; uint index3;\n");
WRITE(p, " switch (depalFmt) {\n"); // We might want to include fmt in the shader ID if this is a performance issue.
WRITE(p, " case 0:\n"); // 565
WRITE(p, " col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index0 = (col.b << 11) | (col.g << 5) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index1 = (col.b << 11) | (col.g << 5) | (col.r);\n");
WRITE(p, " col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index2 = (col.b << 11) | (col.g << 5) | (col.r);\n");
WRITE(p, " col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
WRITE(p, " index3 = (col.b << 11) | (col.g << 5) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " case 1:\n"); // 5551
WRITE(p, " col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
WRITE(p, " col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
WRITE(p, " col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
WRITE(p, " index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " case 2:\n"); // 4444
WRITE(p, " col = uvec4(t.rgba * 15.99);\n");
WRITE(p, " index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = uvec4(t1.rgba * 15.99);\n");
WRITE(p, " index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
WRITE(p, " col = uvec4(t2.rgba * 15.99);\n");
WRITE(p, " index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
WRITE(p, " col = uvec4(t3.rgba * 15.99);\n");
WRITE(p, " index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " case 3:\n"); // 8888
WRITE(p, " col = uvec4(t.rgba * 255.99);\n");
WRITE(p, " index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
WRITE(p, " if (bilinear) {\n");
WRITE(p, " col = uvec4(t1.rgba * 255.99);\n");
WRITE(p, " index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
WRITE(p, " col = uvec4(t2.rgba * 255.99);\n");
WRITE(p, " index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
WRITE(p, " col = uvec4(t3.rgba * 255.99);\n");
WRITE(p, " index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
WRITE(p, " }\n");
WRITE(p, " break;\n");
WRITE(p, " };\n");
WRITE(p, " index0 = ((index0 >> depalShift) & depalMask) | depalOffset;\n");
WRITE(p, " t = texelFetch(pal, ivec2(index0, 0), 0);\n");
WRITE(p, " if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) {\n");
WRITE(p, " index1 = ((index1 >> depalShift) & depalMask) | depalOffset;\n");
WRITE(p, " index2 = ((index2 >> depalShift) & depalMask) | depalOffset;\n");
WRITE(p, " index3 = ((index3 >> depalShift) & depalMask) | depalOffset;\n");
WRITE(p, " t1 = texelFetch(pal, ivec2(index1, 0), 0);\n");
WRITE(p, " t2 = texelFetch(pal, ivec2(index2, 0), 0);\n");
WRITE(p, " t3 = texelFetch(pal, ivec2(index3, 0), 0);\n");
WRITE(p, " t = mix(t, t1, fraction.x);\n");
WRITE(p, " t2 = mix(t2, t3, fraction.x);\n");
WRITE(p, " t = mix(t, t2, fraction.y);\n");
WRITE(p, " }\n");
}
if (texFunc != GE_TEXFUNC_REPLACE || !doTextureAlpha)
WRITE(p, " vec4 p = v_color0;\n");
if (doTextureAlpha) { // texfmt == RGBA
switch (texFunc) {
case GE_TEXFUNC_MODULATE:
WRITE(p, " vec4 v = p * t%s;\n", secondary);
break;
case GE_TEXFUNC_DECAL:
WRITE(p, " vec4 v = vec4(mix(p.rgb, t.rgb, t.a), p.a)%s;\n", secondary);
break;
case GE_TEXFUNC_BLEND:
WRITE(p, " vec4 v = vec4(mix(p.rgb, base.texenv.rgb, t.rgb), p.a * t.a)%s;\n", secondary);
break;
case GE_TEXFUNC_REPLACE:
WRITE(p, " vec4 v = t%s;\n", secondary);
break;
case GE_TEXFUNC_ADD:
case GE_TEXFUNC_UNKNOWN1:
case GE_TEXFUNC_UNKNOWN2:
case GE_TEXFUNC_UNKNOWN3:
WRITE(p, " vec4 v = vec4(p.rgb + t.rgb, p.a * t.a)%s;\n", secondary);
break;
default:
WRITE(p, " vec4 v = p;\n"); break;
}
} else { // texfmt == RGB
switch (texFunc) {
case GE_TEXFUNC_MODULATE:
WRITE(p, " vec4 v = vec4(t.rgb * p.rgb, p.a)%s;\n", secondary);
break;
case GE_TEXFUNC_DECAL:
WRITE(p, " vec4 v = vec4(t.rgb, p.a)%s;\n", secondary);
break;
case GE_TEXFUNC_BLEND:
WRITE(p, " vec4 v = vec4(mix(p.rgb, base.texenv.rgb, t.rgb), p.a)%s;\n", secondary);
break;
case GE_TEXFUNC_REPLACE:
WRITE(p, " vec4 v = vec4(t.rgb, p.a)%s;\n", secondary);
break;
case GE_TEXFUNC_ADD:
case GE_TEXFUNC_UNKNOWN1:
case GE_TEXFUNC_UNKNOWN2:
case GE_TEXFUNC_UNKNOWN3:
WRITE(p, " vec4 v = vec4(p.rgb + t.rgb, p.a)%s;\n", secondary); break;
default:
WRITE(p, " vec4 v = p;\n"); break;
}
}
if (enableColorDoubling) {
// This happens before fog is applied.
WRITE(p, " v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);\n");
}
} else {
// No texture mapping
WRITE(p, " vec4 v = v_color0 %s;\n", secondary);
}
// Texture access is at half texels [0.5/256, 255.5/256], but colors are normalized [0, 255].
// So we have to scale to account for the difference.
std::string alphaTestXCoord = "0";
const char *discardStatement = testForceToZero ? "v.a = 0.0;" : "discard;";
if (enableAlphaTest) {
if (alphaTestAgainstZero) {
// When testing against 0 (extremely common), we can avoid some math.
// 0.002 is approximately half of 1.0 / 255.0.
if (alphaTestFunc == GE_COMP_NOTEQUAL || alphaTestFunc == GE_COMP_GREATER) {
WRITE(p, " if (v.a < 0.002) %s\n", discardStatement);
} else if (alphaTestFunc != GE_COMP_NEVER) {
// Anything else is a test for == 0. Happens sometimes, actually...
WRITE(p, " if (v.a > 0.002) %s\n", discardStatement);
} else {
// NEVER has been logged as used by games, although it makes little sense - statically failing.
// Maybe we could discard the drawcall, but it's pretty rare. Let's just statically discard here.
WRITE(p, " %s\n", discardStatement);
}
} else {
const char *alphaTestFuncs[] = { "#", "#", " != ", " == ", " >= ", " > ", " <= ", " < " };
if (alphaTestFuncs[alphaTestFunc][0] != '#') {
WRITE(p, " if ((roundAndScaleTo255i(v.a) & base.alphacolormask.a) %s base.alphacolorref.a) %s\n", alphaTestFuncs[alphaTestFunc], discardStatement);
} else {
// This means NEVER. See above.
WRITE(p, " %s\n", discardStatement);
}
}
}
if (enableFog) {
WRITE(p, " float fogCoef = clamp(v_fogdepth, 0.0, 1.0);\n");
WRITE(p, " v = mix(vec4(base.fogcolor, v.a), v, fogCoef);\n");
// WRITE(p, " v.x = v_depth;\n");
}
if (enableColorTest) {
if (colorTestAgainstZero) {
// When testing against 0 (common), we can avoid some math.
// Have my doubts that this special case is actually worth it, but whatever.
// 0.002 is approximately half of 1.0 / 255.0.
if (colorTestFunc == GE_COMP_NOTEQUAL) {
WRITE(p, " if (v.r + v.g + v.b < 0.002) %s\n", discardStatement);
} else if (colorTestFunc != GE_COMP_NEVER) {
// Anything else is a test for == 0.
WRITE(p, " if (v.r + v.g + v.b > 0.002) %s\n", discardStatement);
} else {
// NEVER has been logged as used by games, although it makes little sense - statically failing.
// Maybe we could discard the drawcall, but it's pretty rare. Let's just statically discard here.
WRITE(p, " %s\n", discardStatement);
}
} else {
const char *colorTestFuncs[] = { "#", "#", " != ", " == " };
if (colorTestFuncs[colorTestFunc][0] != '#') {
WRITE(p, " ivec3 v_scaled = roundAndScaleTo255iv(v.rgb);\n");
WRITE(p, " if ((v_scaled & base.alphacolormask.rgb) %s (base.alphacolorref.rgb & base.alphacolormask.rgb)) %s\n", colorTestFuncs[colorTestFunc], discardStatement);
} else {
WRITE(p, " %s\n", discardStatement);
}
}
}
if (replaceBlend == REPLACE_BLEND_2X_SRC) {
WRITE(p, " v.rgb = v.rgb * 2.0;\n");
}
if (replaceBlend == REPLACE_BLEND_PRE_SRC || replaceBlend == REPLACE_BLEND_PRE_SRC_2X_ALPHA) {
const char *srcFactor = "ERROR";
switch (replaceBlendFuncA) {
case GE_SRCBLEND_DSTCOLOR: srcFactor = "ERROR"; break;
case GE_SRCBLEND_INVDSTCOLOR: srcFactor = "ERROR"; break;
case GE_SRCBLEND_SRCALPHA: srcFactor = "vec3(v.a)"; break;
case GE_SRCBLEND_INVSRCALPHA: srcFactor = "vec3(1.0 - v.a)"; break;
case GE_SRCBLEND_DSTALPHA: srcFactor = "ERROR"; break;
case GE_SRCBLEND_INVDSTALPHA: srcFactor = "ERROR"; break;
case GE_SRCBLEND_DOUBLESRCALPHA: srcFactor = "vec3(v.a * 2.0)"; break;
case GE_SRCBLEND_DOUBLEINVSRCALPHA: srcFactor = "vec3(1.0 - v.a * 2.0)"; break;
case GE_SRCBLEND_DOUBLEDSTALPHA: srcFactor = "ERROR"; break;
case GE_SRCBLEND_DOUBLEINVDSTALPHA: srcFactor = "ERROR"; break;
case GE_SRCBLEND_FIXA: srcFactor = "base.blendFixA"; break;
}
WRITE(p, " v.rgb = v.rgb * %s;\n", srcFactor);
}
if (replaceBlend == REPLACE_BLEND_COPY_FBO) {
WRITE(p, " lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);\n");
const char *srcFactor = "vec3(1.0)";
const char *dstFactor = "vec3(0.0)";
switch (replaceBlendFuncA) {
case GE_SRCBLEND_DSTCOLOR: srcFactor = "destColor.rgb"; break;
case GE_SRCBLEND_INVDSTCOLOR: srcFactor = "(vec3(1.0) - destColor.rgb)"; break;
case GE_SRCBLEND_SRCALPHA: srcFactor = "vec3(v.a)"; break;
case GE_SRCBLEND_INVSRCALPHA: srcFactor = "vec3(1.0 - v.a)"; break;
case GE_SRCBLEND_DSTALPHA: srcFactor = "vec3(destColor.a)"; break;
case GE_SRCBLEND_INVDSTALPHA: srcFactor = "vec3(1.0 - destColor.a)"; break;
case GE_SRCBLEND_DOUBLESRCALPHA: srcFactor = "vec3(v.a * 2.0)"; break;
case GE_SRCBLEND_DOUBLEINVSRCALPHA: srcFactor = "vec3(1.0 - v.a * 2.0)"; break;
case GE_SRCBLEND_DOUBLEDSTALPHA: srcFactor = "vec3(destColor.a * 2.0)"; break;
case GE_SRCBLEND_DOUBLEINVDSTALPHA: srcFactor = "vec3(1.0 - destColor.a * 2.0)"; break;
case GE_SRCBLEND_FIXA: srcFactor = "base.blendFixA"; break;
}
switch (replaceBlendFuncB) {
case GE_DSTBLEND_SRCCOLOR: dstFactor = "v.rgb"; break;
case GE_DSTBLEND_INVSRCCOLOR: dstFactor = "(vec3(1.0) - v.rgb)"; break;
case GE_DSTBLEND_SRCALPHA: dstFactor = "vec3(v.a)"; break;
case GE_DSTBLEND_INVSRCALPHA: dstFactor = "vec3(1.0 - v.a)"; break;
case GE_DSTBLEND_DSTALPHA: dstFactor = "vec3(destColor.a)"; break;
case GE_DSTBLEND_INVDSTALPHA: dstFactor = "vec3(1.0 - destColor.a)"; break;
case GE_DSTBLEND_DOUBLESRCALPHA: dstFactor = "vec3(v.a * 2.0)"; break;
case GE_DSTBLEND_DOUBLEINVSRCALPHA: dstFactor = "vec3(1.0 - v.a * 2.0)"; break;
case GE_DSTBLEND_DOUBLEDSTALPHA: dstFactor = "vec3(destColor.a * 2.0)"; break;
case GE_DSTBLEND_DOUBLEINVDSTALPHA: dstFactor = "vec3(1.0 - destColor.a * 2.0)"; break;
case GE_DSTBLEND_FIXB: dstFactor = "base.blendFixB"; break;
}
switch (replaceBlendEq) {
case GE_BLENDMODE_MUL_AND_ADD:
WRITE(p, " v.rgb = v.rgb * %s + destColor.rgb * %s;\n", srcFactor, dstFactor);
break;
case GE_BLENDMODE_MUL_AND_SUBTRACT:
WRITE(p, " v.rgb = v.rgb * %s - destColor.rgb * %s;\n", srcFactor, dstFactor);
break;
case GE_BLENDMODE_MUL_AND_SUBTRACT_REVERSE:
WRITE(p, " v.rgb = destColor.rgb * %s - v.rgb * %s;\n", dstFactor, srcFactor);
break;
case GE_BLENDMODE_MIN:
WRITE(p, " v.rgb = min(v.rgb, destColor.rgb);\n");
break;
case GE_BLENDMODE_MAX:
WRITE(p, " v.rgb = max(v.rgb, destColor.rgb);\n");
break;
case GE_BLENDMODE_ABSDIFF:
WRITE(p, " v.rgb = abs(v.rgb - destColor.rgb);\n");
break;
}
}
if (replaceBlend == REPLACE_BLEND_2X_ALPHA || replaceBlend == REPLACE_BLEND_PRE_SRC_2X_ALPHA) {
WRITE(p, " v.a = v.a * 2.0;\n");
}
}
std::string replacedAlpha = "0.0";
char replacedAlphaTemp[64] = "";
if (stencilToAlpha != REPLACE_ALPHA_NO) {
switch (replaceAlphaWithStencilType) {
case STENCIL_VALUE_UNIFORM:
replacedAlpha = "base.stencilReplace";
break;
case STENCIL_VALUE_ZERO:
replacedAlpha = "0.0";
break;
case STENCIL_VALUE_ONE:
case STENCIL_VALUE_INVERT:
// In invert, we subtract by one, but we want to output one here.
replacedAlpha = "1.0";
break;
case STENCIL_VALUE_INCR_4:
case STENCIL_VALUE_DECR_4:
// We're adding/subtracting, just by the smallest value in 4-bit.
snprintf(replacedAlphaTemp, sizeof(replacedAlphaTemp), "%f", 1.0 / 15.0);
replacedAlpha = replacedAlphaTemp;
break;
case STENCIL_VALUE_INCR_8:
case STENCIL_VALUE_DECR_8:
// We're adding/subtracting, just by the smallest value in 8-bit.
snprintf(replacedAlphaTemp, sizeof(replacedAlphaTemp), "%f", 1.0 / 255.0);
replacedAlpha = replacedAlphaTemp;
break;
case STENCIL_VALUE_KEEP:
// Do nothing. We'll mask out the alpha using color mask.
break;
}
}
switch (stencilToAlpha) {
case REPLACE_ALPHA_DUALSOURCE:
WRITE(p, " fragColor0 = vec4(v.rgb, %s);\n", replacedAlpha.c_str());
WRITE(p, " fragColor1 = vec4(0.0, 0.0, 0.0, v.a);\n");
break;
case REPLACE_ALPHA_YES:
WRITE(p, " fragColor0 = vec4(v.rgb, %s);\n", replacedAlpha.c_str());
break;
case REPLACE_ALPHA_NO:
WRITE(p, " fragColor0 = v;\n");
break;
default:
ERROR_LOG(G3D, "Bad stencil-to-alpha type, corrupt ID?");
return false;
}
LogicOpReplaceType replaceLogicOpType = (LogicOpReplaceType)id.Bits(FS_BIT_REPLACE_LOGIC_OP_TYPE, 2);
switch (replaceLogicOpType) {
case LOGICOPTYPE_ONE:
WRITE(p, " fragColor0.rgb = vec3(1.0, 1.0, 1.0);\n");
break;
case LOGICOPTYPE_INVERT:
WRITE(p, " fragColor0.rgb = vec3(1.0, 1.0, 1.0) - fragColor0.rgb;\n");
break;
case LOGICOPTYPE_NORMAL:
break;
default:
ERROR_LOG(G3D, "Bad logic op type, corrupt ID?");
return false;
}
if (gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT)) {
const double scale = DepthSliceFactor() * 65535.0;
WRITE(p, " highp float z = gl_FragCoord.z;\n");
if (gstate_c.Supports(GPU_SUPPORTS_ACCURATE_DEPTH)) {
// We center the depth with an offset, but only its fraction matters.
// When (DepthSliceFactor() - 1) is odd, it will be 0.5, otherwise 0.
if (((int)(DepthSliceFactor() - 1.0f) & 1) == 1) {
WRITE(p, " z = (floor((z * %f) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / %f);\n", scale, scale);
} else {
WRITE(p, " z = floor(z * %f) * (1.0 / %f);\n", scale, scale);
}
} else {
WRITE(p, " z = (1.0/65535.0) * floor(z * 65535.0);\n");
}
WRITE(p, " gl_FragDepth = z;\n");
} else if (!earlyFragmentTests && useAdrenoBugWorkaround) {
// Adreno (and possibly MESA/others) apply early frag tests even with discard in the shader.
// Writing depth prevents the bug, even with depth_unchanged specified.
WRITE(p, " gl_FragDepth = gl_FragCoord.z;\n");
}
WRITE(p, "}\n");
return true;
}