// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "VideoCommon/BPMemory.h" #include "VideoCommon/LightingShaderGen.h" #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VertexShaderGen.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" #include "VideoCommon/XFMemory.h" VertexShaderUid GetVertexShaderUid() { VertexShaderUid out; vertex_shader_uid_data* uid_data = out.GetUidData(); memset(uid_data, 0, sizeof(*uid_data)); ASSERT(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens); ASSERT(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans); uid_data->numTexGens = xfmem.numTexGen.numTexGens; uid_data->components = VertexLoaderManager::g_current_components; uid_data->numColorChans = xfmem.numChan.numColorChans; GetLightingShaderUid(uid_data->lighting); // transform texcoords for (unsigned int i = 0; i < uid_data->numTexGens; ++i) { auto& texinfo = uid_data->texMtxInfo[i]; texinfo.sourcerow = xfmem.texMtxInfo[i].sourcerow; texinfo.texgentype = xfmem.texMtxInfo[i].texgentype; texinfo.inputform = xfmem.texMtxInfo[i].inputform; // first transformation switch (texinfo.texgentype) { case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map if (uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2)) { // transform the light dir into tangent space texinfo.embosslightshift = xfmem.texMtxInfo[i].embosslightshift; texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift; } else { texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift; } break; case XF_TEXGEN_COLOR_STRGBC0: case XF_TEXGEN_COLOR_STRGBC1: break; case XF_TEXGEN_REGULAR: default: uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i; break; } uid_data->dualTexTrans_enabled = xfmem.dualTexTrans.enabled; // CHECKME: does this only work for regular tex gen types? if (uid_data->dualTexTrans_enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) { auto& postInfo = uid_data->postMtxInfo[i]; postInfo.index = xfmem.postMtxInfo[i].index; postInfo.normalize = xfmem.postMtxInfo[i].normalize; } } return out; } ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& host_config, const vertex_shader_uid_data* uid_data) { ShaderCode out; const bool per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting; const bool msaa = host_config.msaa; const bool ssaa = host_config.ssaa; const bool vertex_rounding = host_config.vertex_rounding; out.Write("%s", s_lighting_struct); // uniforms if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n"); else out.Write("cbuffer VSBlock {\n"); out.Write(s_shader_uniforms); out.Write("};\n"); out.Write("struct VS_OUTPUT {\n"); GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, ""); out.Write("};\n"); if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawpos;\n", SHADER_POSITION_ATTRIB); if (uid_data->components & VB_HAS_POSMTXIDX) out.Write("ATTRIBUTE_LOCATION(%d) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB); if (uid_data->components & VB_HAS_NRM0) out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB); if (uid_data->components & VB_HAS_NRM1) out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB); if (uid_data->components & VB_HAS_NRM2) out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB); if (uid_data->components & VB_HAS_COL0) out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB); if (uid_data->components & VB_HAS_COL1) out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB); for (int i = 0; i < 8; ++i) { u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)); if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx) { out.Write("ATTRIBUTE_LOCATION(%d) in float%d rawtex%d;\n", SHADER_TEXTURE0_ATTRIB + i, hastexmtx ? 3 : 2, i); } } if (host_config.backend_geometry_shaders) { out.Write("VARYING_LOCATION(0) out VertexData {\n"); GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, GetInterpolationQualifier(msaa, ssaa, true, false)); out.Write("} vs;\n"); } else { // Let's set up attributes u32 counter = 0; out.Write("VARYING_LOCATION(%u) %s out float4 colors_0;\n", counter++, GetInterpolationQualifier(msaa, ssaa)); out.Write("VARYING_LOCATION(%u) %s out float4 colors_1;\n", counter++, GetInterpolationQualifier(msaa, ssaa)); for (u32 i = 0; i < uid_data->numTexGens; ++i) { out.Write("VARYING_LOCATION(%u) %s out float3 tex%u;\n", counter++, GetInterpolationQualifier(msaa, ssaa), i); } if (!host_config.fast_depth_calc) out.Write("VARYING_LOCATION(%u) %s out float4 clipPos;\n", counter++, GetInterpolationQualifier(msaa, ssaa)); if (per_pixel_lighting) { out.Write("VARYING_LOCATION(%u) %s out float3 Normal;\n", counter++, GetInterpolationQualifier(msaa, ssaa)); out.Write("VARYING_LOCATION(%u) %s out float3 WorldPos;\n", counter++, GetInterpolationQualifier(msaa, ssaa)); } } out.Write("void main()\n{\n"); } else // D3D { out.Write("VS_OUTPUT main(\n"); // inputs if (uid_data->components & VB_HAS_NRM0) out.Write(" float3 rawnorm0 : NORMAL0,\n"); if (uid_data->components & VB_HAS_NRM1) out.Write(" float3 rawnorm1 : NORMAL1,\n"); if (uid_data->components & VB_HAS_NRM2) out.Write(" float3 rawnorm2 : NORMAL2,\n"); if (uid_data->components & VB_HAS_COL0) out.Write(" float4 rawcolor0 : COLOR0,\n"); if (uid_data->components & VB_HAS_COL1) out.Write(" float4 rawcolor1 : COLOR1,\n"); for (int i = 0; i < 8; ++i) { u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)); if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx) out.Write(" float%d rawtex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i); } if (uid_data->components & VB_HAS_POSMTXIDX) out.Write(" uint4 posmtx : BLENDINDICES,\n"); out.Write(" float4 rawpos : POSITION) {\n"); } out.Write("VS_OUTPUT o;\n"); // transforms if (uid_data->components & VB_HAS_POSMTXIDX) { out.Write("int posidx = int(posmtx.r);\n"); out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES "[posidx], rawpos), dot(" I_TRANSFORMMATRICES "[posidx+1], rawpos), dot(" I_TRANSFORMMATRICES "[posidx+2], rawpos), 1);\n"); if (uid_data->components & VB_HAS_NRMALL) { out.Write("int normidx = posidx & 31;\n"); out.Write("float3 N0 = " I_NORMALMATRICES "[normidx].xyz, N1 = " I_NORMALMATRICES "[normidx+1].xyz, N2 = " I_NORMALMATRICES "[normidx+2].xyz;\n"); } if (uid_data->components & VB_HAS_NRM0) out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, " "rawnorm0)));\n"); if (uid_data->components & VB_HAS_NRM1) out.Write( "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"); if (uid_data->components & VB_HAS_NRM2) out.Write( "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"); } else { out.Write("float4 pos = float4(dot(" I_POSNORMALMATRIX "[0], rawpos), dot(" I_POSNORMALMATRIX "[1], rawpos), dot(" I_POSNORMALMATRIX "[2], rawpos), 1.0);\n"); if (uid_data->components & VB_HAS_NRM0) out.Write("float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX "[3].xyz, rawnorm0), dot(" I_POSNORMALMATRIX "[4].xyz, rawnorm0), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm0)));\n"); if (uid_data->components & VB_HAS_NRM1) out.Write("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX "[3].xyz, rawnorm1), dot(" I_POSNORMALMATRIX "[4].xyz, rawnorm1), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm1));\n"); if (uid_data->components & VB_HAS_NRM2) out.Write("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX "[3].xyz, rawnorm2), dot(" I_POSNORMALMATRIX "[4].xyz, rawnorm2), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm2));\n"); } if (!(uid_data->components & VB_HAS_NRM0)) out.Write("float3 _norm0 = float3(0.0, 0.0, 0.0);\n"); out.Write("o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION "[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n"); out.Write("int4 lacc;\n" "float3 ldir, h, cosAttn, distAttn;\n" "float dist, dist2, attn;\n"); GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, "rawcolor", "o.colors_"); // transform texcoords out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n"); for (unsigned int i = 0; i < uid_data->numTexGens; ++i) { auto& texinfo = uid_data->texMtxInfo[i]; out.Write("{\n"); out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n"); switch (texinfo.sourcerow) { case XF_SRCGEOM_INROW: out.Write("coord.xyz = rawpos.xyz;\n"); break; case XF_SRCNORMAL_INROW: if (uid_data->components & VB_HAS_NRM0) { out.Write("coord.xyz = rawnorm0.xyz;\n"); } break; case XF_SRCCOLORS_INROW: ASSERT(texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1); break; case XF_SRCBINORMAL_T_INROW: if (uid_data->components & VB_HAS_NRM1) { out.Write("coord.xyz = rawnorm1.xyz;\n"); } break; case XF_SRCBINORMAL_B_INROW: if (uid_data->components & VB_HAS_NRM2) { out.Write("coord.xyz = rawnorm2.xyz;\n"); } break; default: ASSERT(texinfo.sourcerow <= XF_SRCTEX7_INROW); if (uid_data->components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW))) out.Write("coord = float4(rawtex%d.x, rawtex%d.y, 1.0, 1.0);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW); break; } // Input form of AB11 sets z element to 1.0 if (texinfo.inputform == XF_TEXINPUT_AB11) out.Write("coord.z = 1.0;\n"); // first transformation switch (texinfo.texgentype) { case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map if (uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2)) { // transform the light dir into tangent space out.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(texinfo.embosslightshift)); out.Write( "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n", i, texinfo.embosssourceshift); } else { // The following assert was triggered in House of the Dead Overkill and Star Wars Rogue // Squadron 2 // ASSERT(0); // should have normals out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift); } break; case XF_TEXGEN_COLOR_STRGBC0: out.Write("o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i); break; case XF_TEXGEN_COLOR_STRGBC1: out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i); break; case XF_TEXGEN_REGULAR: default: if (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)) { out.Write("int tmp = int(rawtex%d.z);\n", i); if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ) out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES "[tmp]), dot(coord, " I_TRANSFORMMATRICES "[tmp+1]), dot(coord, " I_TRANSFORMMATRICES "[tmp+2]));\n", i); else out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES "[tmp]), dot(coord, " I_TRANSFORMMATRICES "[tmp+1]), 1);\n", i); } else { if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ) out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES "[%d]), dot(coord, " I_TEXMATRICES "[%d]), dot(coord, " I_TEXMATRICES "[%d]));\n", i, 3 * i, 3 * i + 1, 3 * i + 2); else out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES "[%d]), dot(coord, " I_TEXMATRICES "[%d]), 1);\n", i, 3 * i, 3 * i + 1); } break; } // CHECKME: does this only work for regular tex gen types? if (uid_data->dualTexTrans_enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) { auto& postInfo = uid_data->postMtxInfo[i]; out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES "[%d];\n" "float4 P1 = " I_POSTTRANSFORMMATRICES "[%d];\n" "float4 P2 = " I_POSTTRANSFORMMATRICES "[%d];\n", postInfo.index & 0x3f, (postInfo.index + 1) & 0x3f, (postInfo.index + 2) & 0x3f); if (postInfo.normalize) out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i); // multiply by postmatrix out.Write("o.tex%d.xyz = float3(dot(P0.xyz, o.tex%d.xyz) + P0.w, dot(P1.xyz, o.tex%d.xyz) + " "P1.w, dot(P2.xyz, o.tex%d.xyz) + P2.w);\n", i, i, i, i); } // When q is 0, the GameCube appears to have a special case // This can be seen in devkitPro's neheGX Lesson08 example for Wii // Makes differences in Rogue Squadron 3 (Hoth sky) and The Last Story (shadow culling) // TODO: check if this only affects XF_TEXGEN_REGULAR if (texinfo.texgentype == XF_TEXGEN_REGULAR) { out.Write("if(o.tex%d.z == 0.0f)\n", i); out.Write( "\to.tex%d.xy = clamp(o.tex%d.xy / 2.0f, float2(-1.0f,-1.0f), float2(1.0f,1.0f));\n", i, i); } out.Write("}\n"); } if (uid_data->numColorChans == 0) { if (uid_data->components & VB_HAS_COL0) out.Write("o.colors_0 = rawcolor0;\n"); else out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n"); } if (uid_data->numColorChans < 2) { if (uid_data->components & VB_HAS_COL1) out.Write("o.colors_1 = rawcolor1;\n"); else out.Write("o.colors_1 = o.colors_0;\n"); } // clipPos/w needs to be done in pixel shader, not here if (!host_config.fast_depth_calc) out.Write("o.clipPos = o.pos;\n"); if (per_pixel_lighting) { out.Write("o.Normal = _norm0;\n"); out.Write("o.WorldPos = pos.xyz;\n"); if (uid_data->components & VB_HAS_COL0) out.Write("o.colors_0 = rawcolor0;\n"); if (uid_data->components & VB_HAS_COL1) out.Write("o.colors_1 = rawcolor1;\n"); } // If we can disable the incorrect depth clipping planes using depth clamping, then we can do // our own depth clipping and calculate the depth range before the perspective divide if // necessary. if (host_config.backend_depth_clamp) { // Since we're adjusting z for the depth range before the perspective divide, we have to do our // own clipping. We want to clip so that -w <= z <= 0, which matches the console -1..0 range. // We adjust our depth value for clipping purposes to match the perspective projection in the // software backend, which is a hack to fix Sonic Adventure and Unleashed games. out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n"); out.Write("float clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w out.Write("float clipDist1 = -clipDepth;\n"); // Far: z > 0 if (host_config.backend_geometry_shaders) { out.Write("o.clipDist0 = clipDist0;\n"); out.Write("o.clipDist1 = clipDist1;\n"); } } // Write the true depth value. If the game uses depth textures, then the pixel shader will // override it with the correct values if not then early z culling will improve speed. // There are two different ways to do this, when the depth range is oversized, we process // the depth range in the vertex shader, if not we let the host driver handle it. // // Adjust z for the depth range. We're using an equation which incorperates a depth inversion, // so we can map the console -1..0 range to the 0..1 range used in the depth buffer. // We have to handle the depth range in the vertex shader instead of after the perspective // divide, because some games will use a depth range larger than what is allowed by the // graphics API. These large depth ranges will still be clipped to the 0..1 range, so these // games effectively add a depth bias to the values written to the depth buffer. out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - " "o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n"); if (!host_config.backend_clip_control) { // If the graphics API doesn't support a depth range of 0..1, then we need to map z to // the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point // operation that can introduce a round-trip error. out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n"); } // Correct for negative viewports by mirroring all vertices. We need to negate the height here, // since the viewport height is already negated by the render backend. out.Write("o.pos.xy *= sign(" I_PIXELCENTERCORRECTION ".xy * float2(1.0, -1.0));\n"); // The console GPU places the pixel center at 7/12 in screen space unless // antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results // in some primitives being placed one pixel too far to the bottom-right, // which in turn can be critical if it happens for clear quads. // Hence, we compensate for this pixel center difference so that primitives // get rasterized correctly. out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n"); if (vertex_rounding) { // By now our position is in clip space // however, higher resolutions than the Wii outputs // cause an additional pixel offset // due to a higher pixel density // we need to correct this by converting our // clip-space position into the Wii's screen-space // acquire the right pixel and then convert it back out.Write("if (o.pos.w == 1.0f)\n"); out.Write("{\n"); out.Write("\tfloat ss_pixel_x = ((o.pos.x + 1.0f) * (" I_VIEWPORT_SIZE ".x * 0.5f));\n"); out.Write("\tfloat ss_pixel_y = ((o.pos.y + 1.0f) * (" I_VIEWPORT_SIZE ".y * 0.5f));\n"); out.Write("\tss_pixel_x = round(ss_pixel_x);\n"); out.Write("\tss_pixel_y = round(ss_pixel_y);\n"); out.Write("\to.pos.x = ((ss_pixel_x / (" I_VIEWPORT_SIZE ".x * 0.5f)) - 1.0f);\n"); out.Write("\to.pos.y = ((ss_pixel_y / (" I_VIEWPORT_SIZE ".y * 0.5f)) - 1.0f);\n"); out.Write("}\n"); } if (api_type == APIType::OpenGL || api_type == APIType::Vulkan) { if (host_config.backend_geometry_shaders) { AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, host_config); } else { // TODO: Pass interface blocks between shader stages even if geometry shaders // are not supported, however that will require at least OpenGL 3.2 support. for (unsigned int i = 0; i < uid_data->numTexGens; ++i) out.Write("tex%d.xyz = o.tex%d;\n", i, i); if (!host_config.fast_depth_calc) out.Write("clipPos = o.clipPos;\n"); if (per_pixel_lighting) { out.Write("Normal = o.Normal;\n"); out.Write("WorldPos = o.WorldPos;\n"); } out.Write("colors_0 = o.colors_0;\n"); out.Write("colors_1 = o.colors_1;\n"); } if (host_config.backend_depth_clamp) { out.Write("gl_ClipDistance[0] = clipDist0;\n"); out.Write("gl_ClipDistance[1] = clipDist1;\n"); } // Vulkan NDC space has Y pointing down (right-handed NDC space). if (api_type == APIType::Vulkan) out.Write("gl_Position = float4(o.pos.x, -o.pos.y, o.pos.z, o.pos.w);\n"); else out.Write("gl_Position = o.pos;\n"); } else // D3D { out.Write("return o;\n"); } out.Write("}\n"); return out; }