dolphin/Source/Core/VideoCommon/VertexShaderGen.cpp
Ryan Houdek 3ab7806e24 Workaround OS X video driver bug #24983074
OS X's shader compiler has a bug with interface blocks where interface block members don't properly inherit the layout qualifier from the interface
block.
Work around this limitation by explicitly stating the layout qualifier on both the interface block and every single member inside of that block.
2016-03-09 09:11:00 -06:00

400 lines
14 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <cmath>
#include <cstring>
#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/VideoConfig.h"
template<class T>
static T GenerateVertexShader(API_TYPE api_type)
{
T out;
const u32 components = VertexLoaderManager::g_current_components;
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
vertex_shader_uid_data dummy_data;
vertex_shader_uid_data* uid_data = out.template GetUidData<vertex_shader_uid_data>();
if (uid_data != nullptr)
memset(uid_data, 0, sizeof(*uid_data));
else
uid_data = &dummy_data;
_assert_(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens);
_assert_(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans);
out.Write("%s", s_lighting_struct);
// uniforms
if (api_type == API_OPENGL)
out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
else
out.Write("cbuffer VSBlock {\n");
out.Write(s_shader_uniforms);
out.Write("};\n");
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers<T>(out, api_type, "");
out.Write("};\n");
uid_data->numTexGens = xfmem.numTexGen.numTexGens;
uid_data->components = components;
uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
if (api_type == API_OPENGL)
{
out.Write("in float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
if (components & VB_HAS_POSMTXIDX)
out.Write("in int posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
if (components & VB_HAS_NRM0)
out.Write("in float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB);
if (components & VB_HAS_NRM1)
out.Write("in float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
if (components & VB_HAS_NRM2)
out.Write("in float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
if (components & VB_HAS_COL0)
out.Write("in float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB);
if (components & VB_HAS_COL1)
out.Write("in float4 color1; // ATTR%d,\n", SHADER_COLOR1_ATTRIB);
for (int i = 0; i < 8; ++i)
{
u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i);
}
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
out.Write("// The interface block qualifier is duplicated to its member due to Apple OS X bug 24983074\n");
out.Write("out VertexData {\n");
GenerateVSOutputMembers<T>(out, api_type, "out", GetInterpolationQualifier());
out.Write("} vs;\n");
}
else
{
// Let's set up attributes
for (u32 i = 0; i < 8; ++i)
{
if (i < xfmem.numTexGen.numTexGens)
{
out.Write("%s out float3 uv%u;\n", GetInterpolationQualifier(), i);
}
}
out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier());
if (g_ActiveConfig.bEnablePixelLighting)
{
out.Write("%s out float3 Normal;\n", GetInterpolationQualifier());
out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier());
}
out.Write("%s out float4 colors_0;\n", GetInterpolationQualifier());
out.Write("%s out float4 colors_1;\n", GetInterpolationQualifier());
}
out.Write("void main()\n{\n");
}
else // D3D
{
out.Write("VS_OUTPUT main(\n");
// inputs
if (components & VB_HAS_NRM0)
out.Write(" float3 rawnorm0 : NORMAL0,\n");
if (components & VB_HAS_NRM1)
out.Write(" float3 rawnorm1 : NORMAL1,\n");
if (components & VB_HAS_NRM2)
out.Write(" float3 rawnorm2 : NORMAL2,\n");
if (components & VB_HAS_COL0)
out.Write(" float4 color0 : COLOR0,\n");
if (components & VB_HAS_COL1)
out.Write(" float4 color1 : COLOR1,\n");
for (int i = 0; i < 8; ++i)
{
u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
}
if (components & VB_HAS_POSMTXIDX)
out.Write(" int posmtx : BLENDINDICES,\n");
out.Write(" float4 rawpos : POSITION) {\n");
}
out.Write("VS_OUTPUT o;\n");
// transforms
if (components & VB_HAS_POSMTXIDX)
{
out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES"[posmtx], rawpos), dot(" I_TRANSFORMMATRICES"[posmtx+1], rawpos), dot(" I_TRANSFORMMATRICES"[posmtx+2], rawpos), 1);\n");
if (components & VB_HAS_NRMALL)
{
out.Write("int normidx = posmtx & 31;\n");
out.Write("float3 N0 = " I_NORMALMATRICES"[normidx].xyz, N1 = " I_NORMALMATRICES"[normidx+1].xyz, N2 = " I_NORMALMATRICES"[normidx+2].xyz;\n");
}
if (components & VB_HAS_NRM0)
out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n");
if (components & VB_HAS_NRM1)
out.Write("float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
if (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 (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 (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 (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 (!(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");
uid_data->numColorChans = xfmem.numChan.numColorChans;
if (xfmem.numChan.numColorChans == 0)
{
if (components & VB_HAS_COL0)
out.Write("o.colors_0 = color0;\n");
else
out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
}
GenerateLightingShader<T>(out, uid_data->lighting, components, "color", "o.colors_");
if (xfmem.numChan.numColorChans < 2)
{
if (components & VB_HAS_COL1)
out.Write("o.colors_1 = color1;\n");
else
out.Write("o.colors_1 = o.colors_0;\n");
}
// transform texcoords
out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n");
for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
{
TexMtxInfo& texinfo = xfmem.texMtxInfo[i];
out.Write("{\n");
out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n");
uid_data->texMtxInfo[i].sourcerow = xfmem.texMtxInfo[i].sourcerow;
switch (texinfo.sourcerow)
{
case XF_SRCGEOM_INROW:
// The following assert was triggered in Super Smash Bros. Project M 3.6.
//_assert_(texinfo.inputform == XF_TEXINPUT_ABC1);
out.Write("coord = rawpos;\n"); // pos.w is 1
break;
case XF_SRCNORMAL_INROW:
if (components & VB_HAS_NRM0)
{
_assert_(texinfo.inputform == XF_TEXINPUT_ABC1);
out.Write("coord = float4(rawnorm0.xyz, 1.0);\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 (components & VB_HAS_NRM1)
{
_assert_(texinfo.inputform == XF_TEXINPUT_ABC1);
out.Write("coord = float4(rawnorm1.xyz, 1.0);\n");
}
break;
case XF_SRCBINORMAL_B_INROW:
if (components & VB_HAS_NRM2)
{
_assert_(texinfo.inputform == XF_TEXINPUT_ABC1);
out.Write("coord = float4(rawnorm2.xyz, 1.0);\n");
}
break;
default:
_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
if (components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW)))
out.Write("coord = float4(tex%d.x, tex%d.y, 1.0, 1.0);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
break;
}
// first transformation
uid_data->texMtxInfo[i].texgentype = xfmem.texMtxInfo[i].texgentype;
switch (texinfo.texgentype)
{
case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
if (components & (VB_HAS_NRM1|VB_HAS_NRM2))
{
// transform the light dir into tangent space
uid_data->texMtxInfo[i].embosslightshift = xfmem.texMtxInfo[i].embosslightshift;
uid_data->texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
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
uid_data->texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift);
}
break;
case XF_TEXGEN_COLOR_STRGBC0:
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
out.Write("o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
break;
case XF_TEXGEN_COLOR_STRGBC1:
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
break;
case XF_TEXGEN_REGULAR:
default:
uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i;
if (components & (VB_HAS_TEXMTXIDX0<<i))
{
out.Write("int tmp = int(tex%d.z);\n", i);
if (texinfo.projection == 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 (texinfo.projection == 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;
}
uid_data->dualTexTrans_enabled = xfmem.dualTexTrans.enabled;
// CHECKME: does this only work for regular tex gen types?
if (xfmem.dualTexTrans.enabled && texinfo.texgentype == XF_TEXGEN_REGULAR)
{
const PostMtxInfo& postInfo = xfmem.postMtxInfo[i];
uid_data->postMtxInfo[i].index = xfmem.postMtxInfo[i].index;
int postidx = postInfo.index;
out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES"[%d];\n"
"float4 P1 = " I_POSTTRANSFORMMATRICES"[%d];\n"
"float4 P2 = " I_POSTTRANSFORMMATRICES"[%d];\n",
postidx & 0x3f, (postidx + 1) & 0x3f, (postidx + 2) & 0x3f);
uid_data->postMtxInfo[i].normalize = xfmem.postMtxInfo[i].normalize;
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);
}
out.Write("}\n");
}
// clipPos/w needs to be done in pixel shader, not here
out.Write("o.clipPos = o.pos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
{
out.Write("o.Normal = _norm0;\n");
out.Write("o.WorldPos = pos.xyz;\n");
if (components & VB_HAS_COL0)
out.Write("o.colors_0 = color0;\n");
if (components & VB_HAS_COL1)
out.Write("o.colors_1 = color1;\n");
}
//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
//if not early z culling will improve speed
if (g_ActiveConfig.backend_info.bSupportsClipControl)
{
out.Write("o.pos.z = -o.pos.z;\n");
}
else // OGL
{
// this results in a scale from -1..0 to -1..1 after perspective
// divide
out.Write("o.pos.z = o.pos.z * -2.0 - o.pos.w;\n");
// the next steps of the OGL pipeline are:
// (x_c,y_c,z_c,w_c) = o.pos //switch to OGL spec terminology
// clipping to -w_c <= (x_c,y_c,z_c) <= w_c
// (x_d,y_d,z_d) = (x_c,y_c,z_c)/w_c//perspective divide
// z_w = (f-n)/2*z_d + (n+f)/2
// z_w now contains the value to go to the 0..1 depth buffer
//trying to get the correct semantic while not using glDepthRange
//seems to get rather complicated
}
// 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 (api_type == API_OPENGL)
{
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
AssignVSOutputMembers(out, "vs", "o");
}
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 < xfmem.numTexGen.numTexGens; ++i)
out.Write("uv%d.xyz = o.tex%d;\n", i, i);
out.Write("clipPos = o.clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
{
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");
}
out.Write("gl_Position = o.pos;\n");
}
else // D3D
{
out.Write("return o;\n");
}
out.Write("}\n");
return out;
}
VertexShaderUid GetVertexShaderUid(API_TYPE api_type)
{
return GenerateVertexShader<VertexShaderUid>(api_type);
}
ShaderCode GenerateVertexShaderCode(API_TYPE api_type)
{
return GenerateVertexShader<ShaderCode>(api_type);
}