dolphin/Source/Core/VideoCommon/PixelShaderGen.h
Stenzek 51724c1ccd LightingShaderGen: Always calculate lighting for both color channels
Cel-damage depends on lighting being calculated for the first channel
even though there is no color in the vertex format (defaults to the
material color). If lighting for the channel is not enabled, the vertex
will use the default color as before.

The default value of the color is determined by the number of elements in
the vertex format. This fixes the grey cubes in Super Mario Sunshine.

If the color channel count is zero, we set the color to black before the
end of the vertex shader. It's possible that this would be undefined
behavior on hardware if a vertex color index that was greater than the
channel count was used within TEV.
2020-11-20 15:54:04 -08:00

172 lines
4.3 KiB
C

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "Common/CommonTypes.h"
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/ShaderGenCommon.h"
enum class APIType;
#pragma pack(1)
struct pixel_shader_uid_data
{
// TODO: Optimize field order for easy access!
u32 num_values; // TODO: Shouldn't be a u32
u32 NumValues() const { return num_values; }
u32 pad0 : 4;
u32 useDstAlpha : 1;
u32 Pretest : 2;
u32 nIndirectStagesUsed : 4;
u32 genMode_numtexgens : 4;
u32 genMode_numtevstages : 4;
u32 genMode_numindstages : 3;
u32 alpha_test_comp0 : 3;
u32 alpha_test_comp1 : 3;
u32 alpha_test_logic : 2;
u32 alpha_test_use_zcomploc_hack : 1;
u32 fog_proj : 1;
u32 fog_fsel : 3;
u32 fog_RangeBaseEnabled : 1;
u32 ztex_op : 2;
u32 per_pixel_depth : 1;
u32 forced_early_z : 1;
u32 early_ztest : 1;
u32 late_ztest : 1;
u32 bounding_box : 1;
u32 zfreeze : 1;
u32 numColorChans : 2;
u32 rgba6_format : 1;
u32 dither : 1;
u32 uint_output : 1;
u32 blend_enable : 1; // Only used with shader_framebuffer_fetch blend
u32 blend_src_factor : 3; // Only used with shader_framebuffer_fetch blend
u32 blend_src_factor_alpha : 3; // Only used with shader_framebuffer_fetch blend
u32 blend_dst_factor : 3; // Only used with shader_framebuffer_fetch blend
u32 blend_dst_factor_alpha : 3; // Only used with shader_framebuffer_fetch blend
u32 blend_subtract : 1; // Only used with shader_framebuffer_fetch blend
u32 blend_subtract_alpha : 1; // Only used with shader_framebuffer_fetch blend
u32 texMtxInfo_n_projection : 8; // 8x1 bit
u32 tevindref_bi0 : 3;
u32 tevindref_bc0 : 3;
u32 tevindref_bi1 : 3;
u32 tevindref_bc1 : 3;
u32 tevindref_bi2 : 3;
u32 tevindref_bc3 : 3;
u32 tevindref_bi4 : 3;
u32 tevindref_bc4 : 3;
void SetTevindrefValues(int index, u32 texcoord, u32 texmap)
{
if (index == 0)
{
tevindref_bc0 = texcoord;
tevindref_bi0 = texmap;
}
else if (index == 1)
{
tevindref_bc1 = texcoord;
tevindref_bi1 = texmap;
}
else if (index == 2)
{
tevindref_bc3 = texcoord;
tevindref_bi2 = texmap;
}
else if (index == 3)
{
tevindref_bc4 = texcoord;
tevindref_bi4 = texmap;
}
}
u32 GetTevindirefCoord(int index) const
{
if (index == 0)
{
return tevindref_bc0;
}
else if (index == 1)
{
return tevindref_bc1;
}
else if (index == 2)
{
return tevindref_bc3;
}
else if (index == 3)
{
return tevindref_bc4;
}
return 0;
}
u32 GetTevindirefMap(int index) const
{
if (index == 0)
{
return tevindref_bi0;
}
else if (index == 1)
{
return tevindref_bi1;
}
else if (index == 2)
{
return tevindref_bi2;
}
else if (index == 3)
{
return tevindref_bi4;
}
return 0;
}
struct
{
// TODO: Can save a lot space by removing the padding bits
u32 cc : 24;
u32 ac : 24; // tswap and rswap are left blank (encoded into the tevksel fields below)
u32 tevorders_texmap : 3;
u32 tevorders_texcoord : 3;
u32 tevorders_enable : 1;
u32 tevorders_colorchan : 3;
u32 pad1 : 6;
// TODO: Clean up the swapXY mess
u32 hasindstage : 1;
u32 tevind : 21;
u32 tevksel_swap1a : 2;
u32 tevksel_swap2a : 2;
u32 tevksel_swap1b : 2;
u32 tevksel_swap2b : 2;
u32 pad2 : 2;
u32 tevksel_swap1c : 2;
u32 tevksel_swap2c : 2;
u32 tevksel_swap1d : 2;
u32 tevksel_swap2d : 2;
u32 tevksel_kc : 5;
u32 tevksel_ka : 5;
u32 pad3 : 14;
} stagehash[16];
LightingUidData lighting;
};
#pragma pack()
using PixelShaderUid = ShaderUid<pixel_shader_uid_data>;
ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& host_config,
const pixel_shader_uid_data* uid_data);
void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type, u32 num_texgens,
const ShaderHostConfig& host_config, bool bounding_box);
void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& host_config,
PixelShaderUid* uid);
PixelShaderUid GetPixelShaderUid();