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144 lines
5.1 KiB
C++
144 lines
5.1 KiB
C++
#pragma once
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#include <cstdint>
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#include "ShaderCommon.h"
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#include "Common/Math/math_util.h"
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#include "GPU/GPUState.h"
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// Used by the "modern" backends that use uniform buffers. They can share this without issue.
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enum : uint64_t {
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DIRTY_BASE_UNIFORMS =
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DIRTY_WORLDMATRIX | DIRTY_PROJTHROUGHMATRIX | DIRTY_VIEWMATRIX | DIRTY_TEXMATRIX | DIRTY_ALPHACOLORREF |
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DIRTY_PROJMATRIX | DIRTY_FOGCOLOR | DIRTY_FOGCOEF | DIRTY_TEXENV | DIRTY_TEX_ALPHA_MUL | DIRTY_STENCILREPLACEVALUE |
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DIRTY_ALPHACOLORMASK | DIRTY_SHADERBLEND | DIRTY_COLORWRITEMASK | DIRTY_UVSCALEOFFSET | DIRTY_TEXCLAMP | DIRTY_MATAMBIENTALPHA |
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DIRTY_DEPAL | DIRTY_VIEWPORT_UNIFORMS | DIRTY_RASTER_OFFSET,
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DIRTY_LIGHT_UNIFORMS =
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DIRTY_LIGHT_CONTROL | DIRTY_LIGHT0 | DIRTY_LIGHT1 | DIRTY_LIGHT2 | DIRTY_LIGHT3 |
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DIRTY_MATDIFFUSE | DIRTY_MATSPECULAR | DIRTY_MATEMISSIVE | DIRTY_AMBIENT,
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};
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// Currently 480 bytes.
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// Every line here is a 4-float.
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struct alignas(16) UB_VS_FS_Base {
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float proj[16];
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float view[12];
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float world[12];
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float tex[12];
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float xywh[4]; // later, we could invert w and h here to avoid division.
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float vpScale[3]; float NaN;
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float vpOffset[3]; float padding2;
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float rasterOffset[2]; float minZmaxZ[2];
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float uvScaleOffset[4];
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float matAmbient[4];
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uint32_t padding3; uint32_t depal_mask_shift_off_fmt; // 4 params packed into one.
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uint32_t colorWriteMask; float mipBias;
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// Fragment data
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float texNoAlpha; float texMul; float padding4[2]; // this vec4 will hold ubershader stuff. We won't use integer flags in the fragment shader.
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float fogColor[3]; uint32_t alphaColorRef;
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float texEnvColor[3]; uint32_t colorTestMask;
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float texClamp[4];
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float texClampOffset[2]; float fogCoef[2];
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float blendFixA[3]; float stencilReplaceValue;
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float blendFixB[3]; float rotation;
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// VR stuff is to go here, later. For normal drawing, we can then get away
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// with just uploading the first X bytes of the struct (up to and including fogCoef).
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};
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static_assert(sizeof(UB_VS_FS_Base) <= 432, "UB_VS_FS_Base should be 432 bytes");
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static const char * const ub_baseStr =
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R"( mat4 u_proj;
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mat3x4 u_view;
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mat3x4 u_world;
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mat3x4 u_texmtx;
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vec4 u_xywh;
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vec3 u_vpScale; float u_NaN; // w = offsetX
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vec4 u_vpOffset; // w = offsetY
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vec2 u_rasterOffset; vec2 u_minZmaxZ;
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vec4 u_uvscaleoffset;
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vec4 u_matambientalpha;
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uint u_spline_counts;
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uint u_depal_mask_shift_off_fmt;
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uint u_colorWriteMask;
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float u_mipBias;
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vec2 u_texNoAlphaMul; float pad1; float pad2;
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vec3 u_fogcolor; uint u_alphacolorref;
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vec3 u_texenv; uint u_alphacolormask;
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vec4 u_texclamp;
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vec2 u_texclampoff; vec2 u_fogcoef;
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vec3 u_blendFixA; float u_stencilReplaceValue;
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vec3 u_blendFixB; float u_rotation;
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)";
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// 512 bytes. Would like to shrink more. Some colors only have 8-bit precision and we expand
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// them to float unnecessarily, could just as well expand in the shader.
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struct alignas(16) UB_VS_Lights {
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float ambientColor[4];
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float materialDiffuse[4];
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float materialSpecular[4];
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float materialEmissive[3];
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uint32_t lightControl;
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float lpos[4][4];
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float ldir[4][4];
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float latt[4][4];
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float lightAngle_SpotCoef[4][4]; // TODO: Merge with lightSpotCoef, use .xy
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float lightAmbient[4][4];
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float lightDiffuse[4][4];
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float lightSpecular[4][4];
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};
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static_assert(sizeof(UB_VS_Lights) == 512); // it's ok to optimize this, it's just an assumption check.
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static const char * const ub_vs_lightsStr =
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R"( vec4 u_ambient;
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vec3 u_matdiffuse;
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vec4 u_matspecular;
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vec3 u_matemissive;
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uint u_lightControl; // light ubershader control bits
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vec3 u_lightpos[4];
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vec3 u_lightdir[4];
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vec3 u_lightatt[4];
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vec4 u_lightangle_spotCoef[4];
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vec3 u_lightambient[4];
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vec3 u_lightdiffuse[4];
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vec3 u_lightspecular[4];
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)";
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// With some cleverness, we could get away with uploading just half this when only the four or five first
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// bones are being used. This is 384b.
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struct alignas(16) UB_VS_Bones {
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float bones[8][12];
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};
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static_assert(sizeof(UB_VS_Bones) == 384); // No way to optimize this further.
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static const char * const ub_vs_bonesStr =
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R"( mat3x4 u_bone0; mat3x4 u_bone1; mat3x4 u_bone2; mat3x4 u_bone3; mat3x4 u_bone4; mat3x4 u_bone5; mat3x4 u_bone6; mat3x4 u_bone7; mat3x4 u_bone8;
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)";
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// useBufferedRendering is only used to determine the rotation uniform.
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void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool useBufferedRendering);
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void LightUpdateUniforms(UB_VS_Lights *ub, uint64_t dirtyUniforms);
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void BoneUpdateUniforms(UB_VS_Bones *ub, uint64_t dirtyUniforms);
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uint32_t PackLightControlBits();
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uint32_t PackDepalBits();
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void UpdateFogCoef(const GEState &state, float fogCoef[2]);
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// This happens so much that I want it inline.
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inline void UpdateUVScaleOff(const GEState &state, float uvScaleOff[4]) {
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float widthFactor;
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float heightFactor;
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if (gstate_c.textureIsFramebuffer) {
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widthFactor = (float)gstate.getTextureWidth(0) / (float)gstate_c.curTextureWidth;
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heightFactor = (float)gstate.getTextureHeight(0) / (float)gstate_c.curTextureHeight;
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} else {
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widthFactor = 1.0f;
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heightFactor = 1.0f;
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}
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uvScaleOff[0] = widthFactor;
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uvScaleOff[1] = heightFactor;
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uvScaleOff[2] = 0.0f;
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uvScaleOff[3] = 0.0f;
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}
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