dolphin/Source/Core/VideoCommon/LightingShaderGen.h
Scott Mansell 53c402dbc5 Multithreadded Shadergen: First Pass over vertex/lighting Shadergens
The only code which touches xfmem is code which writes directly into
uid_data.

All the rest now read their parameters out of uid_data.

I also simplified the lighting code so it always generated seperate
codepaths for alpha and color channels instead of trying to combine
them on the off-chance that the same equation works for all 4 channels.

As modern (post 2008) GPUs generally don't calcualte all 4 channels
in a single vector, this optimisation is pointless. The shader compiler
will undo it during the GLSL/HLSL to IR step.

Bug Fix: The about optimisation was also broken, applying the color light
         equation to the alpha light channel instead of the alpha light
	 euqation. But doesn't look like anything trigged this bug.
2016-06-26 16:13:19 +12:00

236 lines
8.7 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/XFMemory.h"
#define LIGHT_COL "%s[%d].color.%s"
#define LIGHT_COL_PARAMS(index, swizzle) (I_LIGHTS), (index), (swizzle)
#define LIGHT_COSATT "%s[%d].cosatt"
#define LIGHT_COSATT_PARAMS(index) (I_LIGHTS), (index)
#define LIGHT_DISTATT "%s[%d].distatt"
#define LIGHT_DISTATT_PARAMS(index) (I_LIGHTS), (index)
#define LIGHT_POS "%s[%d].pos"
#define LIGHT_POS_PARAMS(index) (I_LIGHTS), (index)
#define LIGHT_DIR "%s[%d].dir"
#define LIGHT_DIR_PARAMS(index) (I_LIGHTS), (index)
/**
* Common uid data used for shader generators that use lighting calculations.
*/
struct LightingUidData
{
u32 matsource : 4; // 4x1 bit
u32 enablelighting : 4; // 4x1 bit
u32 ambsource : 4; // 4x1 bit
u32 diffusefunc : 8; // 4x2 bits
u32 attnfunc : 8; // 4x2 bits
u32 light_mask : 32; // 4x8 bits
};
static const char s_lighting_struct[] = "struct Light {\n"
"\tint4 color;\n"
"\tfloat4 cosatt;\n"
"\tfloat4 distatt;\n"
"\tfloat4 pos;\n"
"\tfloat4 dir;\n"
"};\n";
template <class T>
static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index,
bool alpha)
{
const char* swizzle = alpha ? "a" : "rgb";
const char* swizzle_components = (alpha) ? "" : "3";
int attnfunc = (uid_data.attnfunc >> (2 * litchan_index)) & 0x3;
int diffusefunc = (uid_data.diffusefunc >> (2 * litchan_index)) & 0x3;
switch (attnfunc)
{
case LIGHTATTN_NONE:
case LIGHTATTN_DIR:
object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
object.Write("attn = 1.0;\n");
object.Write("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n");
break;
case LIGHTATTN_SPEC:
object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
object.Write("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR
".xyz)) : 0.0;\n",
LIGHT_DIR_PARAMS(index));
object.Write("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index));
object.Write("distAttn = %s(" LIGHT_DISTATT ".xyz);\n",
(diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index));
object.Write("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
"float3(1.0, attn, attn*attn));\n");
break;
case LIGHTATTN_SPOT:
object.Write("ldir = " LIGHT_POS ".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index));
object.Write("dist2 = dot(ldir, ldir);\n"
"dist = sqrt(dist2);\n"
"ldir = ldir / dist;\n"
"attn = max(0.0, dot(ldir, " LIGHT_DIR ".xyz));\n",
LIGHT_DIR_PARAMS(index));
// attn*attn may overflow
object.Write("attn = max(0.0, " LIGHT_COSATT ".x + " LIGHT_COSATT ".y*attn + " LIGHT_COSATT
".z*attn*attn) / dot(" LIGHT_DISTATT ".xyz, float3(1.0,dist,dist2));\n",
LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index),
LIGHT_DISTATT_PARAMS(index));
break;
}
switch (diffusefunc)
{
case LIGHTDIF_NONE:
object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL ")));\n", swizzle,
swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL ")));\n",
swizzle, swizzle_components, diffusefunc != LIGHTDIF_SIGN ? "max(0.0," : "(",
swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
break;
default:
_assert_(0);
}
object.Write("\n");
}
// vertex shader
// lights/colors
// materials name is I_MATERIALS in vs and I_PMATERIALS in ps
// inColorName is color in vs and colors_ in ps
// dest is o.colors_ in vs and colors_ in ps
template <class T>
static void GenerateLightingShader(T& object, LightingUidData& uid_data, int components,
const char* inColorName, const char* dest)
{
for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
{
const LitChannel& color = xfmem.color[j];
const LitChannel& alpha = xfmem.alpha[j];
object.Write("{\n");
uid_data.matsource |= xfmem.color[j].matsource << j;
bool colormatsource = !!(uid_data.matsource & (1 << j));
if (colormatsource) // from vertex
{
if (components & (VB_HAS_COL0 << j))
object.Write("int4 mat = int4(round(%s%d * 255.0));\n", inColorName, j);
else if (components & VB_HAS_COL0)
object.Write("int4 mat = int4(round(%s0 * 255.0));\n", inColorName);
else
object.Write("int4 mat = int4(255, 255, 255, 255);\n");
}
else // from color
{
object.Write("int4 mat = %s[%d];\n", I_MATERIALS, j + 2);
}
uid_data.enablelighting |= xfmem.color[j].enablelighting << j;
if (uid_data.enablelighting & (1 << j))
{
uid_data.ambsource |= xfmem.color[j].ambsource << j;
if (uid_data.ambsource & (1 << j)) // from vertex
{
if (components & (VB_HAS_COL0 << j))
object.Write("lacc = int4(round(%s%d * 255.0));\n", inColorName, j);
else if (components & VB_HAS_COL0)
object.Write("lacc = int4(round(%s0 * 255.0));\n", inColorName);
else
// TODO: this isn't verified. Here we want to read the ambient from the vertex,
// but the vertex itself has no color. So we don't know which value to read.
// Returning 1.0 is the same as disabled lightning, so this could be fine
object.Write("lacc = int4(255, 255, 255, 255);\n");
}
else // from color
{
object.Write("lacc = %s[%d];\n", I_MATERIALS, j);
}
}
else
{
object.Write("lacc = int4(255, 255, 255, 255);\n");
}
// check if alpha is different
uid_data.matsource |= xfmem.alpha[j].matsource << (j + 2);
bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2)));
if (alphamatsource != colormatsource)
{
if (alphamatsource) // from vertex
{
if (components & (VB_HAS_COL0 << j))
object.Write("mat.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
else if (components & VB_HAS_COL0)
object.Write("mat.w = int(round(%s0.w * 255.0));\n", inColorName);
else
object.Write("mat.w = 255;\n");
}
else // from color
{
object.Write("mat.w = %s[%d].w;\n", I_MATERIALS, j + 2);
}
}
uid_data.enablelighting |= xfmem.alpha[j].enablelighting << (j + 2);
if (uid_data.enablelighting & (1 << (j + 2)))
{
uid_data.ambsource |= xfmem.alpha[j].ambsource << (j + 2);
if (uid_data.ambsource & (1 << (j + 2))) // from vertex
{
if (components & (VB_HAS_COL0 << j))
object.Write("lacc.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
else if (components & VB_HAS_COL0)
object.Write("lacc.w = int(round(%s0.w * 255.0));\n", inColorName);
else
// TODO: The same for alpha: We want to read from vertex, but the vertex has no color
object.Write("lacc.w = 255;\n");
}
else // from color
{
object.Write("lacc.w = %s[%d].w;\n", I_MATERIALS, j);
}
}
else
{
object.Write("lacc.w = 255;\n");
}
if (uid_data.enablelighting & (1 << j)) // Color lights
{
uid_data.attnfunc |= color.attnfunc << (2 * j);
uid_data.diffusefunc |= color.diffusefunc << (2 * j);
uid_data.light_mask |= color.GetFullLightMask() << (8 * j);
for (int i = 0; i < 8; ++i)
if (uid_data.light_mask & (1 << (i + 8 * j)))
GenerateLightShader<T>(object, uid_data, i, j, false);
}
if (uid_data.enablelighting & (1 << (j + 2))) // Alpha lights
{
uid_data.attnfunc |= alpha.attnfunc << (2 * (j + 2));
uid_data.diffusefunc |= alpha.diffusefunc << (2 * (j + 2));
uid_data.light_mask |= alpha.GetFullLightMask() << (8 * (j + 2));
for (int i = 0; i < 8; ++i)
if (uid_data.light_mask & (1 << (i + 8 * (j + 2))))
GenerateLightShader<T>(object, uid_data, i, j + 2, true);
}
object.Write("lacc = clamp(lacc, 0, 255);\n");
object.Write("%s%d = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
object.Write("}\n");
}
}