Files
ppsspp/GPU/Directx9/VertexShaderGenerator.cpp
T
2013-09-12 09:37:19 +02:00

252 lines
9.0 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 <stdio.h>
#include <locale.h>
#if defined(_WIN32) && defined(_DEBUG)
#include "Common/CommonWindows.h"
#endif
#include "base/stringutil.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "Core/Config.h"
#include "GPU/Directx9/VertexShaderGenerator.h"
#undef WRITE
#define WRITE p+=sprintf
bool CanUseHardwareTransform(int prim) {
if (!g_Config.bHardwareTransform)
return false;
return !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES;
}
int TranslateNumBones(int bones) {
if (!bones) return 0;
if (bones < 4) return 4;
// if (bones < 8) return 8; I get drawing problems in FF:CC with this!
return bones;
}
// prim so we can special case for RECTANGLES :(
void ComputeVertexShaderID(VertexShaderID *id, int prim, bool useHWTransform) {
const u32 vertType = gstate.vertType;
int doTexture = gstate.isTextureMapEnabled() && !gstate.isModeClear();
bool doTextureProjection = gstate.getUVGenMode() == 1;
bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0;
bool hasNormal = (vertType & GE_VTYPE_NRM_MASK) != 0;
bool hasBones = (vertType & GE_VTYPE_WEIGHT_MASK) != 0;
bool enableFog = gstate.isFogEnabled() && !gstate.isModeThrough() && !gstate.isModeClear();
bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled();
memset(id->d, 0, sizeof(id->d));
id->d[0] = lmode & 1;
id->d[0] |= ((int)gstate.isModeThrough()) << 1;
id->d[0] |= ((int)enableFog) << 2;
id->d[0] |= doTexture << 3;
id->d[0] |= (hasColor & 1) << 4;
if (doTexture) {
id->d[0] |= (gstate_c.flipTexture & 1) << 5;
id->d[0] |= (doTextureProjection & 1) << 6;
}
if (useHWTransform) {
id->d[0] |= 1 << 8;
id->d[0] |= (hasNormal & 1) << 9;
// UV generation mode
id->d[0] |= gstate.getUVGenMode() << 16;
// The next bits are used differently depending on UVgen mode
if (gstate.getUVGenMode() == 1) {
id->d[0] |= gstate.getUVProjMode() << 18;
} else if (gstate.getUVGenMode() == 2) {
id->d[0] |= gstate.getUVLS0() << 18;
id->d[0] |= gstate.getUVLS1() << 20;
}
// Bones
if (hasBones)
id->d[0] |= (TranslateNumBones(gstate.getNumBoneWeights()) - 1) << 22;
// Okay, d[1] coming up. ==============
if (gstate.isLightingEnabled() || gstate.getUVGenMode() == 2) {
// Light bits
for (int i = 0; i < 4; i++) {
id->d[1] |= gstate.getLightComputation(i) << (i * 4);
id->d[1] |= gstate.getLightType(i) << (i * 4 + 2);
}
id->d[1] |= (gstate.materialupdate & 7) << 16;
for (int i = 0; i < 4; i++) {
id->d[1] |= (gstate.isLightChanEnabled(i) & 1) << (20 + i);
}
}
id->d[1] |= gstate.isLightingEnabled() << 24;
id->d[1] |= ((vertType & GE_VTYPE_WEIGHT_MASK) >> GE_VTYPE_WEIGHT_SHIFT) << 25;
}
}
static const char * const boneWeightAttrDecl[8] = {
"attribute mediump float a_w1;\n",
"attribute mediump vec2 a_w1;\n",
"attribute mediump vec3 a_w1;\n",
"attribute mediump vec4 a_w1;\n",
"attribute mediump vec4 a_w1;\nattribute mediump float a_w2;\n",
"attribute mediump vec4 a_w1;\nattribute mediump vec2 a_w2;\n",
"attribute mediump vec4 a_w1;\nattribute mediump vec3 a_w2;\n",
"attribute mediump vec4 a_w1;\nattribute mediump vec4 a_w2;\n",
};
enum DoLightComputation {
LIGHT_OFF,
LIGHT_SHADE,
LIGHT_FULL,
};
#if 0 // used for debugging
void GenerateVertexShader(int prim, char *buffer, bool useHWTransform) {
const char * vscode =
" float4x4 u_proj : register(c0); "
" "
" struct VS_IN "
" "
" { "
" float4 ObjPos : POSITION; "
" float3 Uv : TEXCOORD0; "
" float4 C1 : COLOR0; " // Vertex color
" float4 C2 : COLOR1; " // Vertex color
" }; "
" "
" struct VS_OUT "
" { "
" float4 ObjPos : POSITION; "
" float4 Uv : TEXCOORD0; "
" float4 C1 : COLOR0; " // Vertex color
" float4 C2 : COLOR1; " // Vertex color
" }; "
" "
" VS_OUT main( VS_IN In ) "
" { "
" VS_OUT Out; "
" Out.ObjPos = mul( float4(In.ObjPos.xyz, 1), u_proj ); " // Transform vertex into
" Out.Uv = float4(In.Uv.xy, 0, In.Uv.z); "
" Out.C1 = In.C1; "
" Out.C2 = In.C2; "
" return Out; " // Transfer color
" } ";
strcpy(buffer, vscode);
}
#else
void GenerateVertexShader(int prim, char *buffer, bool useHWTransform) {
char *p = buffer;
const u32 vertType = gstate.vertType;
int lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled();
int doTexture = gstate.isTextureMapEnabled() && !gstate.isModeClear();
bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0 || !useHWTransform;
bool hasNormal = (vertType & GE_VTYPE_NRM_MASK) != 0 && useHWTransform;
bool enableFog = gstate.isFogEnabled() && !gstate.isModeThrough() && !gstate.isModeClear();
bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
bool flipV = gstate_c.flipTexture;
bool doTextureProjection = gstate.getUVGenMode() == 1;
DoLightComputation doLight[4] = {LIGHT_OFF, LIGHT_OFF, LIGHT_OFF, LIGHT_OFF};
if (useHWTransform) {
int shadeLight0 = gstate.getUVGenMode() == 2 ? gstate.getUVLS0() : -1;
int shadeLight1 = gstate.getUVGenMode() == 2 ? gstate.getUVLS1() : -1;
for (int i = 0; i < 4; i++) {
if (i == shadeLight0 || i == shadeLight1)
doLight[i] = LIGHT_SHADE;
if (gstate.isLightingEnabled() && gstate.isLightChanEnabled(i))
doLight[i] = LIGHT_FULL;
}
}
if (gstate.isModeThrough()) {
WRITE(p, "float4x4 u_proj_through;\n");
} else {
WRITE(p, "float4x4 u_proj;\n");
// Add all the uniforms we'll need to transform properly.
}
if (useHWTransform || !hasColor)
WRITE(p, "float4 u_matambientalpha;\n"); // matambient + matalpha
WRITE(p, " struct VS_IN ");
WRITE(p, " ");
WRITE(p, " { ");
WRITE(p, " float4 ObjPos : POSITION; ");
WRITE(p, " float3 Uv : TEXCOORD0; ");
WRITE(p, " float4 C1 : COLOR0; ");
WRITE(p, " float4 C2 : COLOR1; ");
WRITE(p, " }; ");
WRITE(p, " ");
WRITE(p, " struct VS_OUT ");
WRITE(p, " { ");
WRITE(p, " float4 ObjPos : POSITION; ");
WRITE(p, " float4 Uv : TEXCOORD0; ");
WRITE(p, " float4 C1 : COLOR0; ");
WRITE(p, " float4 C2 : COLOR1; ");
if (enableFog) {
WRITE(p, "float v_fogdepth:FOG;\n");
}
WRITE(p, " }; ");
WRITE(p, " ");
WRITE(p, " VS_OUT main( VS_IN In ) ");
WRITE(p, " { ");
WRITE(p, " VS_OUT Out; ");
if (1) {
// Simple pass-through of vertex data to fragment shader
if (gstate.isModeThrough()) {
WRITE(p, "Out.ObjPos = mul( float4(In.ObjPos.xyz, 1), u_proj_through );");
//WRITE(p, "Out.ObjPos.z = ((1+Out.ObjPos.z)/2);"); // Dx z versus opengl z
} else {
//WRITE(p, " Out.ObjPos = mul( u_proj, float4(In.ObjPos.xyz, 1) );");
WRITE(p, "Out.ObjPos = mul( float4(In.ObjPos.xyz, 1), u_proj );");
//WRITE(p, "Out.ObjPos.z = ((1+Out.ObjPos.z)/2);"); // Dx z versus opengl z
}
//WRITE(p, "Out.Uv = In.Uv;");
WRITE(p, "Out.Uv = float4(In.Uv.xy, 0, In.Uv.z);");
if (hasColor) {
WRITE(p, "Out.C1 = In.C1;");
WRITE(p, "Out.C2 = In.C2;");
} else {
WRITE(p, " Out.C1 = u_matambientalpha;\n");
WRITE(p, " Out.C2 = float4(0,0,0,0);\n");
}
if (enableFog) {
WRITE(p, " Out.v_fogdepth = In.ObjPos.w;\n");
}
WRITE(p, " return Out; ");
}
WRITE(p, "}\n");
}
#endif