// Copyright (C) 2003 Dolphin 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. // 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 SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include #include #include "Profiler.h" #include "NativeVertexFormat.h" #include "BPMemory.h" #include "CPMemory.h" #include "VertexShaderGen.h" VERTEXSHADERUID last_vertex_shader_uid; // Mash together all the inputs that contribute to the code of a generated vertex shader into // a unique identifier, basically containing all the bits. Yup, it's a lot .... void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components) { uid->values[0] = components | (xfregs.numTexGens << 23) | (xfregs.nNumChans << 27) | ((u32)xfregs.bEnableDualTexTransform << 29); for (int i = 0; i < 2; ++i) { uid->values[1+i] = xfregs.colChans[i].color.enablelighting ? (u32)xfregs.colChans[i].color.hex : (u32)xfregs.colChans[i].color.matsource; uid->values[1+i] |= (xfregs.colChans[i].alpha.enablelighting ? (u32)xfregs.colChans[i].alpha.hex : (u32)xfregs.colChans[i].alpha.matsource) << 15; } // fog uid->values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel & 3) << 30); uid->values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel >> 2) << 30); u32 *pcurvalue = &uid->values[3]; for (int i = 0; i < xfregs.numTexGens; ++i) { TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo; if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP) tinfo.hex &= 0x7ff; if (tinfo.texgentype != XF_TEXGEN_REGULAR) tinfo.projection = 0; u32 val = ((tinfo.hex >> 1) & 0x1ffff); if (xfregs.bEnableDualTexTransform && tinfo.texgentype == XF_TEXGEN_REGULAR) { // rewrite normalization and post index val |= ((u32)xfregs.texcoords[i].postmtxinfo.index << 17) | ((u32)xfregs.texcoords[i].postmtxinfo.normalize << 23); } switch (i & 3) { case 0: pcurvalue[0] |= val; break; case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break; case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break; case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break; } } } static char text[16384]; #define WRITE p+=sprintf #define LIGHTS_POS "" char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char *dest, int coloralpha); const char *GenerateVertexShaderCode(u32 components, bool D3D) { setlocale(LC_NUMERIC, "C"); // Reset locale for compilation text[sizeof(text) - 1] = 0x7C; // canary DVSTARTPROFILE(); _assert_(bpmem.genMode.numtexgens == xfregs.numTexGens); _assert_(bpmem.genMode.numcolchans == xfregs.nNumChans); u32 lightMask = 0; if (xfregs.nNumChans > 0) lightMask |= xfregs.colChans[0].color.GetFullLightMask() | xfregs.colChans[0].alpha.GetFullLightMask(); if (xfregs.nNumChans > 1) lightMask |= xfregs.colChans[1].color.GetFullLightMask() | xfregs.colChans[1].alpha.GetFullLightMask(); char *p = text; WRITE(p, "//Vertex Shader: comp:%x, \n", components); WRITE(p, "typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_"I_POSNORMALMATRIX";\n" "typedef struct { float4 t; } FLT4;\n" "typedef struct { FLT4 T[24]; } s_"I_TEXMATRICES";\n" "typedef struct { FLT4 T[64]; } s_"I_TRANSFORMMATRICES";\n" "typedef struct { FLT4 T[32]; } s_"I_NORMALMATRICES";\n" "typedef struct { FLT4 T[64]; } s_"I_POSTTRANSFORMMATRICES";\n" "typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n" "typedef struct { Light lights[8]; } s_"I_LIGHTS";\n" "typedef struct { float4 C0,C1,C2,C3; } s_"I_MATERIALS";\n" "typedef struct { float4 T0,T1,T2,T3; } s_"I_PROJECTION";\n" "typedef struct { float4 params; } s_"I_FOGPARAMS";\n"); // a, b, c, b_shift WRITE(p, "struct VS_OUTPUT {\n"); WRITE(p, " float4 pos : POSITION;\n"); WRITE(p, " float4 colors[2] : COLOR0;\n"); if (xfregs.numTexGens < 7) { for (int i = 0; i < xfregs.numTexGens; ++i) WRITE(p, " float3 tex%d : TEXCOORD%d;\n", i, i); WRITE(p, " float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGens); } else { // clip position is in w of first 4 texcoords for (int i = 0; i < xfregs.numTexGens; ++i) WRITE(p, " float%d tex%d : TEXCOORD%d;\n", i<4?4:3, i, i); } WRITE(p, "};\n"); // uniforms WRITE(p, "uniform s_"I_TRANSFORMMATRICES" "I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES); WRITE(p, "uniform s_"I_TEXMATRICES" "I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES); // also using tex matrices WRITE(p, "uniform s_"I_NORMALMATRICES" "I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES); WRITE(p, "uniform s_"I_POSNORMALMATRIX" "I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX); WRITE(p, "uniform s_"I_POSTTRANSFORMMATRICES" "I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES); WRITE(p, "uniform s_"I_LIGHTS" "I_LIGHTS" : register(c%d);\n", C_LIGHTS); WRITE(p, "uniform s_"I_MATERIALS" "I_MATERIALS" : register(c%d);\n", C_MATERIALS); WRITE(p, "uniform s_"I_PROJECTION" "I_PROJECTION" : register(c%d);\n", C_PROJECTION); WRITE(p, "uniform s_"I_FOGPARAMS" "I_FOGPARAMS" : register(c%d);\n", C_FOGPARAMS); WRITE(p, "VS_OUTPUT main(\n"); // inputs if (components & VB_HAS_NRM0) WRITE(p, " float3 rawnorm0 : NORMAL0,\n"); if (components & VB_HAS_NRM1) { if (D3D) WRITE(p, " float3 rawnorm1 : NORMAL1,\n"); else WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB); } if (components & VB_HAS_NRM2) { if (D3D) WRITE(p, " float3 rawnorm2 : NORMAL2,\n"); else WRITE(p, " float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB); } if (components & VB_HAS_COL0) WRITE(p, " float4 color0 : COLOR0,\n"); if (components & VB_HAS_COL1) WRITE(p, " float4 color1 : COLOR1,\n"); for (int i = 0; i < 8; ++i) { u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<= 32 ? (posmtx-32) : posmtx;\n"); WRITE(p, "float3 N0 = "I_NORMALMATRICES".T[normidx].t.xyz, N1 = "I_NORMALMATRICES".T[normidx+1].t.xyz, N2 = "I_NORMALMATRICES".T[normidx+2].t.xyz;\n"); } if (components & VB_HAS_NRM0) WRITE(p, "float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n"); if (components & VB_HAS_NRM1) WRITE(p, "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"); if (components & VB_HAS_NRM2) WRITE(p, "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"); } else { WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX".T0, rawpos), dot("I_POSNORMALMATRIX".T1, rawpos), dot("I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n"); if (components & VB_HAS_NRM0) WRITE(p, "float3 _norm0 = normalize(float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm0)));\n"); if (components & VB_HAS_NRM1) WRITE(p, "float3 _norm1 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n"); if (components & VB_HAS_NRM2) WRITE(p, "float3 _norm2 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n"); } if (!(components & VB_HAS_NRM0)) WRITE(p, "float3 _norm0 = float3(0.0f,0.0f,0.0f);\n"); WRITE(p, "o.pos = float4(dot("I_PROJECTION".T0, pos), dot("I_PROJECTION".T1, pos), dot("I_PROJECTION".T2, pos), dot("I_PROJECTION".T3, pos));\n"); WRITE(p, "float4 mat,lacc;\n" // = half4(1,1,1,1), lacc = half4(0,0,0,0);\n" "float3 ldir, h;\n" "float dist, dist2, attn;\n"); // lights/colors for (int j = 0; j < xfregs.nNumChans; j++) { // bool bColorAlphaSame = xfregs.colChans[j].color.hex == xfregs.colChans[j].alpha.hex; unused const LitChannel& color = xfregs.colChans[j].color; const LitChannel& alpha = xfregs.colChans[j].alpha; WRITE(p, "{\n"); WRITE(p, "lacc = float4(1.0f,1.0f,1.0f,1.0f);\n"); if (color.matsource) {// from vertex if (components & (VB_HAS_COL0 << j)) WRITE(p, "mat = color%d;\n", j); else WRITE(p, "mat = float4(1.0f,1.0f,1.0f,1.0f);\n"); } else // from color WRITE(p, "mat = "I_MATERIALS".C%d;\n", j+2); if (color.enablelighting) { if (color.ambsource) { // from vertex if (components & (VB_HAS_COL0< 0.0f) ? max(0.0f, dot(_norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0.0f;\n", index, index); WRITE(p, "ldir = float3(1,attn,attn*attn);\n"); WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, ldir)) / dot("I_LIGHTS".lights[%d].distatt.xyz, ldir);\n", index, index); } switch (chan.diffusefunc) { case LIGHTDIF_NONE: WRITE(p, "%s.%s += attn * "I_LIGHTS".lights[%d].col.%s;\n", dest, swizzle, index, swizzle); break; case LIGHTDIF_SIGN: case LIGHTDIF_CLAMP: WRITE(p, "%s.%s += attn * %sdot(ldir, _norm0)) * "I_LIGHTS".lights[%d].col.%s;\n", dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle); break; default: _assert_(0); } } WRITE(p, "\n"); setlocale(LC_NUMERIC, ""); // restore locale return p; }