Files
ppsspp/GPU/Directx9/VertexShaderGeneratorHLSL.cpp
T
Henrik Rydgård 5ee9cfef0d Remove support for D3D11_level_9 (previously only really used for Windows Phone, probably).
Can always fall back to D3D9, which is not going away anytime soon and
still needs to be there. One less HLSL variant to care about.
2020-10-29 00:52:19 +01:00

737 lines
27 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 <locale.h>
#include "Common/StringUtils.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "Core/Config.h"
#include "GPU/Directx9/VertexShaderGeneratorHLSL.h"
#include "GPU/Common/VertexDecoderCommon.h"
#include "GPU/Common/ShaderUniforms.h"
#undef WRITE
#define WRITE p+=sprintf
static const char * const boneWeightAttrDecl[9] = {
"#ERROR#",
"float a_w1:TEXCOORD1;\n",
"float2 a_w1:TEXCOORD1;\n",
"float3 a_w1:TEXCOORD1;\n",
"float4 a_w1:TEXCOORD1;\n",
"float4 a_w1:TEXCOORD1;\n float a_w2:TEXCOORD2;\n",
"float4 a_w1:TEXCOORD1;\n float2 a_w2:TEXCOORD2;\n",
"float4 a_w1:TEXCOORD1;\n float3 a_w2:TEXCOORD2;\n",
"float4 a_w1:TEXCOORD1;\n float4 a_w2:TEXCOORD2;\n",
};
bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage lang, std::string *errorString) {
char *p = buffer;
bool isModeThrough = id.Bit(VS_BIT_IS_THROUGH);
bool lmode = id.Bit(VS_BIT_LMODE);
bool doTexture = id.Bit(VS_BIT_DO_TEXTURE);
bool doTextureTransform = id.Bit(VS_BIT_DO_TEXTURE_TRANSFORM);
GETexMapMode uvGenMode = static_cast<GETexMapMode>(id.Bits(VS_BIT_UVGEN_MODE, 2));
// this is only valid for some settings of uvGenMode
GETexProjMapMode uvProjMode = static_cast<GETexProjMapMode>(id.Bits(VS_BIT_UVPROJ_MODE, 2));
bool doShadeMapping = uvGenMode == GE_TEXMAP_ENVIRONMENT_MAP;
bool doFlatShading = id.Bit(VS_BIT_FLATSHADE);
bool useHWTransform = id.Bit(VS_BIT_USE_HW_TRANSFORM);
bool hasColor = id.Bit(VS_BIT_HAS_COLOR) || !useHWTransform;
bool hasNormal = id.Bit(VS_BIT_HAS_NORMAL) && useHWTransform;
bool hasTexcoord = id.Bit(VS_BIT_HAS_TEXCOORD) || !useHWTransform;
bool enableFog = id.Bit(VS_BIT_ENABLE_FOG);
bool flipNormal = id.Bit(VS_BIT_NORM_REVERSE);
int ls0 = id.Bits(VS_BIT_LS0, 2);
int ls1 = id.Bits(VS_BIT_LS1, 2);
bool enableBones = id.Bit(VS_BIT_ENABLE_BONES);
bool enableLighting = id.Bit(VS_BIT_LIGHTING_ENABLE);
int matUpdate = id.Bits(VS_BIT_MATERIAL_UPDATE, 3);
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;
}
bool hasColorTess = id.Bit(VS_BIT_HAS_COLOR_TESS);
bool hasTexcoordTess = id.Bit(VS_BIT_HAS_TEXCOORD_TESS);
bool hasNormalTess = id.Bit(VS_BIT_HAS_NORMAL_TESS);
bool flipNormalTess = id.Bit(VS_BIT_NORM_REVERSE_TESS);
DoLightComputation doLight[4] = { LIGHT_OFF, LIGHT_OFF, LIGHT_OFF, LIGHT_OFF };
if (useHWTransform) {
int shadeLight0 = doShadeMapping ? ls0 : -1;
int shadeLight1 = doShadeMapping ? ls1 : -1;
for (int i = 0; i < 4; i++) {
if (i == shadeLight0 || i == shadeLight1)
doLight[i] = LIGHT_SHADE;
if (enableLighting && id.Bit(VS_BIT_LIGHT0_ENABLE + i))
doLight[i] = LIGHT_FULL;
}
}
int numBoneWeights = 0;
int boneWeightScale = id.Bits(VS_BIT_WEIGHT_FMTSCALE, 2);
if (enableBones) {
numBoneWeights = 1 + id.Bits(VS_BIT_BONES, 3);
}
// Output some compatibility defines
WRITE(p, "#define vec2 float2\n");
WRITE(p, "#define vec3 float3\n");
WRITE(p, "#define vec4 float4\n");
WRITE(p, "#define splat3(x) float3(x, x, x)\n");
if (lang == HLSL_DX9) {
WRITE(p, "#pragma warning( disable : 3571 )\n");
if (isModeThrough) {
WRITE(p, "float4x4 u_proj_through : register(c%i);\n", CONST_VS_PROJ_THROUGH);
} else {
WRITE(p, "float4x4 u_proj : register(c%i);\n", CONST_VS_PROJ);
// Add all the uniforms we'll need to transform properly.
}
if (enableFog) {
WRITE(p, "float2 u_fogcoef : register(c%i);\n", CONST_VS_FOGCOEF);
}
if (useHWTransform || !hasColor)
WRITE(p, "float4 u_matambientalpha : register(c%i);\n", CONST_VS_MATAMBIENTALPHA); // matambient + matalpha
if (useHWTransform) {
// When transforming by hardware, we need a great deal more uniforms...
WRITE(p, "float4x3 u_world : register(c%i);\n", CONST_VS_WORLD);
WRITE(p, "float4x3 u_view : register(c%i);\n", CONST_VS_VIEW);
if (doTextureTransform)
WRITE(p, "float4x3 u_texmtx : register(c%i);\n", CONST_VS_TEXMTX);
if (enableBones) {
#ifdef USE_BONE_ARRAY
WRITE(p, "float4x3 u_bone[%i] : register(c%i);\n", numBones, CONST_VS_BONE0);
#else
for (int i = 0; i < numBoneWeights; i++) {
WRITE(p, "float4x3 u_bone%i : register(c%i);\n", i, CONST_VS_BONE0 + i * 3);
}
#endif
}
if (doTexture) {
WRITE(p, "float4 u_uvscaleoffset : register(c%i);\n", CONST_VS_UVSCALEOFFSET);
}
for (int i = 0; i < 4; i++) {
if (doLight[i] != LIGHT_OFF) {
// This is needed for shade mapping
WRITE(p, "float3 u_lightpos%i : register(c%i);\n", i, CONST_VS_LIGHTPOS + i);
}
if (doLight[i] == LIGHT_FULL) {
GELightType type = static_cast<GELightType>(id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2));
GELightComputation comp = static_cast<GELightComputation>(id.Bits(VS_BIT_LIGHT0_COMP + 4 * i, 2));
if (type != GE_LIGHTTYPE_DIRECTIONAL)
WRITE(p, "float3 u_lightatt%i : register(c%i);\n", i, CONST_VS_LIGHTATT + i);
if (type == GE_LIGHTTYPE_SPOT || type == GE_LIGHTTYPE_UNKNOWN) {
WRITE(p, "float3 u_lightdir%i : register(c%i);\n", i, CONST_VS_LIGHTDIR + i);
WRITE(p, "float4 u_lightangle_spotCoef%i : register(c%i);\n", i, CONST_VS_LIGHTANGLE_SPOTCOEF + i);
}
WRITE(p, "float3 u_lightambient%i : register(c%i);\n", i, CONST_VS_LIGHTAMBIENT + i);
WRITE(p, "float3 u_lightdiffuse%i : register(c%i);\n", i, CONST_VS_LIGHTDIFFUSE + i);
if (comp == GE_LIGHTCOMP_BOTH) {
WRITE(p, "float3 u_lightspecular%i : register(c%i);\n", i, CONST_VS_LIGHTSPECULAR + i);
}
}
}
if (enableLighting) {
WRITE(p, "float4 u_ambient : register(c%i);\n", CONST_VS_AMBIENT);
if ((matUpdate & 2) == 0 || !hasColor)
WRITE(p, "float3 u_matdiffuse : register(c%i);\n", CONST_VS_MATDIFFUSE);
// if ((matUpdate & 4) == 0)
WRITE(p, "float4 u_matspecular : register(c%i);\n", CONST_VS_MATSPECULAR); // Specular coef is contained in alpha
WRITE(p, "float3 u_matemissive : register(c%i);\n", CONST_VS_MATEMISSIVE);
}
}
if (!isModeThrough && gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
WRITE(p, "float4 u_depthRange : register(c%i);\n", CONST_VS_DEPTHRANGE);
}
if (!isModeThrough) {
WRITE(p, "float4 u_cullRangeMin : register(c%i);\n", CONST_VS_CULLRANGEMIN);
WRITE(p, "float4 u_cullRangeMax : register(c%i);\n", CONST_VS_CULLRANGEMAX);
}
} else {
WRITE(p, "cbuffer base : register(b0) {\n%s};\n", cb_baseStr);
WRITE(p, "cbuffer lights: register(b1) {\n%s};\n", cb_vs_lightsStr);
WRITE(p, "cbuffer bones : register(b2) {\n%s};\n", cb_vs_bonesStr);
}
bool scaleUV = !isModeThrough && (uvGenMode == GE_TEXMAP_TEXTURE_COORDS || uvGenMode == GE_TEXMAP_UNKNOWN);
// And the "varyings".
bool texCoordInVec3 = false;
if (useHWTransform) {
WRITE(p, "struct VS_IN { \n");
if ((doSpline || doBezier) && lang == HLSL_D3D11) {
WRITE(p, " uint instanceId : SV_InstanceID;\n");
}
if (enableBones) {
WRITE(p, " %s", boneWeightAttrDecl[numBoneWeights]);
}
if (doTexture && hasTexcoord) {
WRITE(p, " float2 texcoord : TEXCOORD0;\n");
}
if (hasColor) {
WRITE(p, " float4 color0 : COLOR0;\n");
}
if (hasNormal) {
WRITE(p, " float3 normal : NORMAL;\n");
}
WRITE(p, " float3 position : POSITION;\n");
WRITE(p, "};\n");
} else {
WRITE(p, "struct VS_IN {\n");
WRITE(p, " float4 position : POSITION;\n");
if (doTexture && hasTexcoord) {
if (doTextureTransform && !isModeThrough) {
texCoordInVec3 = true;
WRITE(p, " float3 texcoord : TEXCOORD0;\n");
}
else
WRITE(p, " float2 texcoord : TEXCOORD0;\n");
}
if (hasColor) {
WRITE(p, " float4 color0 : COLOR0;\n");
}
// only software transform supplies color1 as vertex data
if (lmode) {
WRITE(p, " float4 color1 : COLOR1;\n");
}
WRITE(p, "};\n");
}
WRITE(p, "struct VS_OUT {\n");
if (doTexture) {
WRITE(p, " float3 v_texcoord : TEXCOORD0;\n");
}
const char *colorInterpolation = doFlatShading && lang == HLSL_D3D11 ? "nointerpolation " : "";
WRITE(p, " %sfloat4 v_color0 : COLOR0;\n", colorInterpolation);
if (lmode)
WRITE(p, " float3 v_color1 : COLOR1;\n");
if (enableFog) {
WRITE(p, " float v_fogdepth: TEXCOORD1;\n");
}
if (lang == HLSL_DX9) {
WRITE(p, " float4 gl_Position : POSITION;\n");
} else {
WRITE(p, " float4 gl_Position : SV_Position;\n");
}
WRITE(p, "};\n");
// Confirmed: Through mode gets through exactly the same in GL and D3D in Phantasy Star: Text is 38023.0 in the test scene.
if (!isModeThrough && gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
// Apply the projection and viewport to get the Z buffer value, floor to integer, undo the viewport and projection.
// The Z range in D3D is different but we compensate for that using parameters.
WRITE(p, "\nfloat4 depthRoundZVP(float4 v) {\n");
WRITE(p, " float z = v.z / v.w;\n");
WRITE(p, " z = (z * u_depthRange.x + u_depthRange.y);\n");
WRITE(p, " z = floor(z);\n");
WRITE(p, " z = (z - u_depthRange.z) * u_depthRange.w;\n");
WRITE(p, " return float4(v.x, v.y, z * v.w, v.w);\n");
WRITE(p, "}\n\n");
}
// Hardware tessellation
if (doSpline || doBezier) {
if (lang == HLSL_D3D11) {
WRITE(p, "struct TessData {\n");
WRITE(p, " float3 pos; float pad1;\n");
WRITE(p, " float2 tex; float2 pad2;\n");
WRITE(p, " float4 col;\n");
WRITE(p, "};\n");
WRITE(p, "StructuredBuffer<TessData> tess_data : register(t0);\n");
WRITE(p, "struct TessWeight {\n");
WRITE(p, " float4 basis;\n");
WRITE(p, " float4 deriv;\n");
WRITE(p, "};\n");
WRITE(p, "StructuredBuffer<TessWeight> tess_weights_u : register(t1);\n");
WRITE(p, "StructuredBuffer<TessWeight> 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++) {
// Define 3 types float2, float3, float4
WRITE(p, "float%d tess_sample(in float%d points[16], float4x4 weights) {\n", i, i);
WRITE(p, " float%d pos = float%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);
}
}
WRITE(p, " return pos;\n");
WRITE(p, "}\n");
}
WRITE(p, "float4x4 outerProduct(float4 u, float4 v) {\n");
WRITE(p, " return mul((float4x1)v, (float1x4)u);\n");
WRITE(p, "}\n");
WRITE(p, "struct Tess {\n");
WRITE(p, " float3 pos;\n");
if (doTexture)
WRITE(p, " float2 tex;\n");
WRITE(p, " float4 col;\n");
if (hasNormalTess)
WRITE(p, " float3 nrm;\n");
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");
// Load 4x4 control points
WRITE(p, " float3 _pos[16];\n");
WRITE(p, " float2 _tex[16];\n");
WRITE(p, " float4 _col[16];\n");
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, " _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);
if (hasColorTess)
WRITE(p, " _col[%i] = tess_data[index].col;\n", i * 4 + j);
}
}
// Basis polynomials as weight coefficients
WRITE(p, " float4 basis_u = tess_weights_u[weight_idx.x].basis;\n");
WRITE(p, " float4 basis_v = tess_weights_v[weight_idx.y].basis;\n");
WRITE(p, " float4x4 basis = outerProduct(basis_u, basis_v);\n");
// Tessellate
WRITE(p, " tess.pos = tess_sample(_pos, basis);\n");
if (doTexture) {
if (hasTexcoordTess)
WRITE(p, " tess.tex = tess_sample(_tex, basis);\n");
else
WRITE(p, " tess.tex = In.normal.xy;\n");
}
if (hasColorTess)
WRITE(p, " tess.col = tess_sample(_col, basis);\n");
else
WRITE(p, " tess.col = u_matambientalpha;\n");
if (hasNormalTess) {
// Derivatives as weight coefficients
WRITE(p, " float4 deriv_u = tess_weights_u[weight_idx.x].deriv;\n");
WRITE(p, " float4 deriv_v = tess_weights_v[weight_idx.y].deriv;\n");
WRITE(p, " float3 du = tess_sample(_pos, outerProduct(deriv_u, basis_v));\n");
WRITE(p, " float3 dv = tess_sample(_pos, outerProduct(basis_u, deriv_v));\n");
WRITE(p, " tess.nrm = normalize(cross(du, dv));\n");
}
WRITE(p, "}\n");
}
WRITE(p, "VS_OUT main(VS_IN In) {\n");
WRITE(p, " VS_OUT Out;\n");
if (!useHWTransform) {
// Simple pass-through of vertex data to fragment shader
if (doTexture) {
if (texCoordInVec3) {
WRITE(p, " Out.v_texcoord = In.texcoord;\n");
} else {
WRITE(p, " Out.v_texcoord = float3(In.texcoord, 1.0);\n");
}
}
if (hasColor) {
WRITE(p, " Out.v_color0 = In.color0;\n");
if (lmode)
WRITE(p, " Out.v_color1 = In.color1.rgb;\n");
} else {
WRITE(p, " Out.v_color0 = In.u_matambientalpha;\n");
if (lmode)
WRITE(p, " Out.v_color1 = float3(0.0);\n");
}
if (enableFog) {
WRITE(p, " Out.v_fogdepth = In.position.w;\n");
}
if (lang == HLSL_D3D11) {
if (isModeThrough) {
WRITE(p, " float4 outPos = mul(u_proj_through, float4(In.position.xyz, 1.0));\n");
} else {
if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
WRITE(p, " float4 outPos = depthRoundZVP(mul(u_proj, float4(In.position.xyz, 1.0)));\n");
} else {
WRITE(p, " float4 outPos = mul(u_proj, float4(In.position.xyz, 1.0));\n");
}
}
} else {
if (isModeThrough) {
WRITE(p, " float4 outPos = mul(float4(In.position.xyz, 1.0), u_proj_through);\n");
} else {
if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
WRITE(p, " float4 outPos = depthRoundZVP(mul(float4(In.position.xyz, 1.0), u_proj));\n");
} else {
WRITE(p, " float4 outPos = mul(float4(In.position.xyz, 1.0), u_proj);\n");
}
}
}
} else {
// Step 1: World Transform / Skinning
if (!enableBones) {
if (doSpline || doBezier) {
// Hardware tessellation
WRITE(p, " Tess tess;\n");
WRITE(p, " tessellate(In, tess);\n");
WRITE(p, " float3 worldpos = mul(float4(tess.pos.xyz, 1.0), u_world);\n");
if (hasNormalTess)
WRITE(p, " float3 worldnormal = normalize(mul(float4(%stess.nrm, 0.0), u_world));\n", flipNormalTess ? "-" : "");
else
WRITE(p, " float3 worldnormal = float3(0.0, 0.0, 1.0);\n");
} else {
// No skinning, just standard T&L.
WRITE(p, " float3 worldpos = mul(float4(In.position.xyz, 1.0), u_world);\n");
if (hasNormal)
WRITE(p, " float3 worldnormal = normalize(mul(float4(%sIn.normal, 0.0), u_world));\n", flipNormal ? "-" : "");
else
WRITE(p, " float3 worldnormal = float3(0.0, 0.0, 1.0);\n");
}
} else {
static const char * const boneWeightAttr[8] = {
"a_w1.x", "a_w1.y", "a_w1.z", "a_w1.w",
"a_w2.x", "a_w2.y", "a_w2.z", "a_w2.w",
};
if (lang == HLSL_D3D11) {
if (numBoneWeights == 1)
WRITE(p, " float4x3 skinMatrix = mul(In.a_w1, u_bone[0])");
else
WRITE(p, " float4x3 skinMatrix = mul(In.a_w1.x, u_bone[0])");
for (int i = 1; i < numBoneWeights; i++) {
const char *weightAttr = boneWeightAttr[i];
// workaround for "cant do .x of scalar" issue
if (numBoneWeights == 1 && i == 0) weightAttr = "a_w1";
if (numBoneWeights == 5 && i == 4) weightAttr = "a_w2";
WRITE(p, " + mul(In.%s, u_bone[%i])", weightAttr, i);
}
} else {
if (numBoneWeights == 1)
WRITE(p, " float4x3 skinMatrix = mul(In.a_w1, u_bone0)");
else
WRITE(p, " float4x3 skinMatrix = mul(In.a_w1.x, u_bone0)");
for (int i = 1; i < numBoneWeights; i++) {
const char *weightAttr = boneWeightAttr[i];
// workaround for "cant do .x of scalar" issue
if (numBoneWeights == 1 && i == 0) weightAttr = "a_w1";
if (numBoneWeights == 5 && i == 4) weightAttr = "a_w2";
WRITE(p, " + mul(In.%s, u_bone%i)", weightAttr, i);
}
}
WRITE(p, ";\n");
// Trying to simplify this results in bugs in LBP...
WRITE(p, " float3 skinnedpos = mul(float4(In.position.xyz, 1.0), skinMatrix);\n");
WRITE(p, " float3 worldpos = mul(float4(skinnedpos, 1.0), u_world);\n");
if (hasNormal) {
WRITE(p, " float3 skinnednormal = mul(float4(%sIn.normal, 0.0), skinMatrix);\n", flipNormal ? "-" : "");
} else {
WRITE(p, " float3 skinnednormal = mul(float4(0.0, 0.0, %s1.0, 0.0), skinMatrix);\n", flipNormal ? "-" : "");
}
WRITE(p, " float3 worldnormal = normalize(mul(float4(skinnednormal, 0.0), u_world));\n");
}
WRITE(p, " float4 viewPos = float4(mul(float4(worldpos, 1.0), u_view), 1.0);\n");
if (lang == HLSL_D3D11) {
// Final view and projection transforms.
if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
WRITE(p, " float4 outPos = depthRoundZVP(mul(u_proj, viewPos));\n");
} else {
WRITE(p, " float4 outPos = mul(u_proj, viewPos);\n");
}
} else {
// Final view and projection transforms.
if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
WRITE(p, " float4 outPos = depthRoundZVP(mul(viewPos, u_proj));\n");
} else {
WRITE(p, " float4 outPos = mul(viewPos, u_proj);\n");
}
}
// TODO: Declare variables for dots for shade mapping if needed.
const char *ambientStr = (matUpdate & 1) && hasColor ? "In.color0" : "u_matambientalpha";
const char *diffuseStr = (matUpdate & 2) && hasColor ? "In.color0.rgb" : "u_matdiffuse";
const char *specularStr = (matUpdate & 4) && hasColor ? "In.color0.rgb" : "u_matspecular.rgb";
if (doBezier || doSpline) {
// TODO: Probably, should use hasColorTess but FF4 has a problem with drawing the background.
ambientStr = (matUpdate & 1) && hasColor ? "tess.col" : "u_matambientalpha";
diffuseStr = (matUpdate & 2) && hasColor ? "tess.col.rgb" : "u_matdiffuse";
specularStr = (matUpdate & 4) && hasColor ? "tess.col.rgb" : "u_matspecular.rgb";
}
bool diffuseIsZero = true;
bool specularIsZero = true;
bool distanceNeeded = false;
bool anySpots = false;
if (enableLighting) {
WRITE(p, " float4 lightSum0 = u_ambient * %s + float4(u_matemissive, 0.0);\n", ambientStr);
for (int i = 0; i < 4; i++) {
GELightType type = static_cast<GELightType>(id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2));
GELightComputation comp = static_cast<GELightComputation>(id.Bits(VS_BIT_LIGHT0_COMP + 4 * i, 2));
if (doLight[i] != LIGHT_FULL)
continue;
diffuseIsZero = false;
if (comp == GE_LIGHTCOMP_BOTH)
specularIsZero = false;
if (type != GE_LIGHTTYPE_DIRECTIONAL)
distanceNeeded = true;
if (type == GE_LIGHTTYPE_SPOT || type == GE_LIGHTTYPE_UNKNOWN)
anySpots = true;
}
if (!specularIsZero) {
WRITE(p, " float3 lightSum1 = 0;\n");
}
if (!diffuseIsZero) {
WRITE(p, " float3 toLight;\n");
WRITE(p, " float3 diffuse;\n");
}
if (distanceNeeded) {
WRITE(p, " float distance;\n");
WRITE(p, " float lightScale;\n");
}
WRITE(p, " float ldot;\n");
if (anySpots) {
WRITE(p, " float angle;\n");
}
}
// Calculate lights if needed. If shade mapping is enabled, lights may need to be
// at least partially calculated.
for (int i = 0; i < 4; i++) {
if (doLight[i] != LIGHT_FULL)
continue;
GELightType type = static_cast<GELightType>(id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2));
GELightComputation comp = static_cast<GELightComputation>(id.Bits(VS_BIT_LIGHT0_COMP + 4 * i, 2));
if (type == GE_LIGHTTYPE_DIRECTIONAL) {
// We prenormalize light positions for directional lights.
WRITE(p, " toLight = u_lightpos%i;\n", i);
} else {
WRITE(p, " toLight = u_lightpos%i - worldpos;\n", i);
WRITE(p, " distance = length(toLight);\n");
WRITE(p, " toLight /= distance;\n");
}
bool doSpecular = comp == GE_LIGHTCOMP_BOTH;
bool poweredDiffuse = comp == GE_LIGHTCOMP_ONLYPOWDIFFUSE;
WRITE(p, " ldot = dot(toLight, worldnormal);\n");
if (poweredDiffuse) {
// pow(0.0, 0.0) may be undefined, but the PSP seems to treat it as 1.0.
// Seen in Tales of the World: Radiant Mythology (#2424.)
WRITE(p, " if (u_matspecular.a <= 0.0) {\n");
WRITE(p, " ldot = 1.0;\n");
WRITE(p, " } else {\n");
WRITE(p, " ldot = pow(max(ldot, 0.0), u_matspecular.a);\n");
WRITE(p, " }\n");
}
const char *timesLightScale = " * lightScale";
// Attenuation
switch (type) {
case GE_LIGHTTYPE_DIRECTIONAL:
timesLightScale = "";
break;
case GE_LIGHTTYPE_POINT:
WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, float3(1.0, distance, distance*distance)), 0.0, 1.0);\n", i);
break;
case GE_LIGHTTYPE_SPOT:
case GE_LIGHTTYPE_UNKNOWN:
WRITE(p, " angle = length(u_lightdir%i) == 0.0 ? 0.0 : dot(normalize(u_lightdir%i), toLight);\n", i, i);
WRITE(p, " if (angle >= u_lightangle_spotCoef%i.x) {\n", i);
WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, float3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef%i.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef%i.y));\n", i, i, i);
WRITE(p, " } else {\n");
WRITE(p, " lightScale = 0.0;\n");
WRITE(p, " }\n");
break;
default:
// ILLEGAL
break;
}
WRITE(p, " diffuse = (u_lightdiffuse%i * %s) * max(ldot, 0.0);\n", i, diffuseStr);
if (doSpecular) {
WRITE(p, " if (ldot >= 0.0) {\n");
WRITE(p, " ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);\n");
WRITE(p, " if (u_matspecular.a <= 0.0) {\n");
WRITE(p, " ldot = 1.0;\n");
WRITE(p, " } else {\n");
WRITE(p, " ldot = pow(max(ldot, 0.0), u_matspecular.a);\n");
WRITE(p, " }\n");
WRITE(p, " if (ldot > 0.0)\n");
WRITE(p, " lightSum1 += u_lightspecular%i * %s * ldot %s;\n", i, specularStr, timesLightScale);
WRITE(p, " }\n");
}
WRITE(p, " lightSum0.rgb += (u_lightambient%i * %s.rgb + diffuse)%s;\n", i, ambientStr, timesLightScale);
}
if (enableLighting) {
// Sum up ambient, emissive here.
if (lmode) {
WRITE(p, " Out.v_color0 = clamp(lightSum0, 0.0, 1.0);\n");
// v_color1 only exists when lmode = 1.
if (specularIsZero) {
WRITE(p, " Out.v_color1 = float3(0, 0, 0);\n");
} else {
WRITE(p, " Out.v_color1 = clamp(lightSum1, 0.0, 1.0);\n");
}
} else {
if (specularIsZero) {
WRITE(p, " Out.v_color0 = clamp(lightSum0, 0.0, 1.0);\n");
} else {
WRITE(p, " Out.v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + float4(lightSum1, 0.0), 0.0, 1.0);\n");
}
}
} else {
// Lighting doesn't affect color.
if (hasColor) {
if (doBezier || doSpline)
WRITE(p, " Out.v_color0 = tess.col;\n");
else
WRITE(p, " Out.v_color0 = In.color0;\n");
} else {
WRITE(p, " Out.v_color0 = u_matambientalpha;\n");
}
if (lmode)
WRITE(p, " Out.v_color1 = splat3(0.0);\n");
}
// Step 3: UV generation
if (doTexture) {
switch (uvGenMode) {
case GE_TEXMAP_TEXTURE_COORDS: // Scale-offset. Easy.
case GE_TEXMAP_UNKNOWN: // Not sure what this is, but Riviera uses it. Treating as coords works.
if (scaleUV) {
if (hasTexcoord) {
if (doBezier || doSpline)
WRITE(p, " Out.v_texcoord = float3(tess.tex.xy * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0);\n");
else
WRITE(p, " Out.v_texcoord = float3(In.texcoord.xy * u_uvscaleoffset.xy, 0.0);\n");
} else {
WRITE(p, " Out.v_texcoord = splat3(0.0);\n");
}
} else {
if (hasTexcoord) {
WRITE(p, " Out.v_texcoord = float3(In.texcoord.xy * u_uvscaleoffset.xy + u_uvscaleoffset.zw, 0.0);\n");
} else {
WRITE(p, " Out.v_texcoord = float3(u_uvscaleoffset.zw, 0.0);\n");
}
}
break;
case GE_TEXMAP_TEXTURE_MATRIX: // Projection mapping.
{
std::string temp_tc;
switch (uvProjMode) {
case GE_PROJMAP_POSITION: // Use model space XYZ as source
temp_tc = "float4(In.position.xyz, 1.0)";
break;
case GE_PROJMAP_UV: // Use unscaled UV as source
{
if (hasTexcoord) {
temp_tc = StringFromFormat("float4(In.texcoord.xy, 0.0, 1.0)");
} else {
temp_tc = "float4(0.0, 0.0, 0.0, 1.0)";
}
}
break;
case GE_PROJMAP_NORMALIZED_NORMAL: // Use normalized transformed normal as source
if (hasNormal)
temp_tc = flipNormal ? "float4(normalize(-In.normal), 1.0)" : "float4(normalize(In.normal), 1.0)";
else
temp_tc = "float4(0.0, 0.0, 1.0, 1.0)";
break;
case GE_PROJMAP_NORMAL: // Use non-normalized transformed normal as source
if (hasNormal)
temp_tc = flipNormal ? "float4(-In.normal, 1.0)" : "float4(In.normal, 1.0)";
else
temp_tc = "float4(0.0, 0.0, 1.0, 1.0)";
break;
}
// Transform by texture matrix. XYZ as we are doing projection mapping.
WRITE(p, " Out.v_texcoord.xyz = mul(%s, u_texmtx) * float3(u_uvscaleoffset.xy, 1.0);\n", temp_tc.c_str());
}
break;
case GE_TEXMAP_ENVIRONMENT_MAP: // Shade mapping - use dots from light sources.
{
std::string lightFactor0 = StringFromFormat("(length(u_lightpos%i) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos%i), worldnormal))", ls0, ls0);
std::string lightFactor1 = StringFromFormat("(length(u_lightpos%i) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos%i), worldnormal))", ls1, ls1);
WRITE(p, " Out.v_texcoord = float3(u_uvscaleoffset.xy * float2(1.0 + %s, 1.0 + %s) * 0.5, 1.0);\n", lightFactor0.c_str(), lightFactor1.c_str());
}
break;
default:
// Should be unreachable.
_assert_(false);
return false;
}
}
// Compute fogdepth
if (enableFog) {
WRITE(p, " Out.v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;\n");
}
}
if (!isModeThrough && gstate_c.Supports(GPU_SUPPORTS_VS_RANGE_CULLING)) {
WRITE(p, " float3 projPos = outPos.xyz / outPos.w;\n");
// Vertex range culling doesn't happen when depth is clamped, so only do this if in range.
WRITE(p, " if (u_cullRangeMin.w <= 0.0 || (projPos.z >= u_cullRangeMin.z && projPos.z <= u_cullRangeMax.z)) {\n");
const char *outMin = "projPos.x < u_cullRangeMin.x || projPos.y < u_cullRangeMin.y || projPos.z < u_cullRangeMin.z";
const char *outMax = "projPos.x > u_cullRangeMax.x || projPos.y > u_cullRangeMax.y || projPos.z > u_cullRangeMax.z";
WRITE(p, " if (%s || %s) {\n", outMin, outMax);
WRITE(p, " outPos.w = u_cullRangeMax.w;\n");
WRITE(p, " }\n");
WRITE(p, " }\n");
}
WRITE(p, " Out.gl_Position = outPos;\n");
WRITE(p, " return Out;\n");
WRITE(p, "}\n");
return true;
}