dolphin/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
NeoBrainX b06f30f845 Remove the per pixel depth option.
Depth calculations are always done in the pixel shader now.

Due to the unpredictability of our zcomploc hacks this commit probably changes the behavior of some games which use zcomploc.
2013-01-08 18:16:48 +01:00

511 lines
19 KiB
C++

// 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 <math.h>
#include <locale.h>
#include "NativeVertexFormat.h"
#include "BPMemory.h"
#include "CPMemory.h"
#include "LightingShaderGen.h"
#include "VertexShaderGen.h"
#include "VideoConfig.h"
// 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)
{
memset(uid->values, 0, sizeof(uid->values));
uid->values[0] = components |
(xfregs.numTexGen.numTexGens << 23) |
(xfregs.numChan.numColorChans << 27) |
(xfregs.dualTexTrans.enabled << 29);
// TODO: If pixel lighting is enabled, do we even have to bother about storing lighting related registers here?
GetLightingShaderId(&uid->values[1]);
uid->values[2] |= (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) << 31;
u32 *pcurvalue = &uid->values[3];
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) {
TexMtxInfo tinfo = xfregs.texMtxInfo[i];
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.dualTexTrans.enabled && tinfo.texgentype == XF_TEXGEN_REGULAR) {
// rewrite normalization and post index
val |= ((u32)xfregs.postMtxInfo[i].index << 17) | ((u32)xfregs.postMtxInfo[i].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;
}
}
}
void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components)
{
// Just store all used registers here without caring whether we need all bits or less.
memset(uid->values, 0, sizeof(uid->values));
u32* ptr = uid->values;
*ptr++ = components;
*ptr++ = xfregs.numTexGen.hex;
*ptr++ = xfregs.numChan.hex;
*ptr++ = xfregs.dualTexTrans.hex;
for (int i = 0; i < 2; ++i) {
*ptr++ = xfregs.color[i].hex;
*ptr++ = xfregs.alpha[i].hex;
}
*ptr++ = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
for (unsigned int i = 0; i < 8; ++i) {
*ptr++ = xfregs.texMtxInfo[i].hex;
*ptr++ = xfregs.postMtxInfo[i].hex;
}
_assert_((ptr - uid->values) == uid->GetNumValues());
}
void ValidateVertexShaderIDs(API_TYPE api, VERTEXSHADERUIDSAFE old_id, const std::string& old_code, u32 components)
{
if (!g_ActiveConfig.bEnableShaderDebugging)
return;
VERTEXSHADERUIDSAFE new_id;
GetSafeVertexShaderId(&new_id, components);
if (!(old_id == new_id))
{
std::string new_code(GenerateVertexShaderCode(components, api));
if (old_code != new_code)
{
_assert_(old_id.GetNumValues() == new_id.GetNumValues());
char msg[8192];
char* ptr = msg;
ptr += sprintf(ptr, "Vertex shader IDs matched but unique IDs did not!\nUnique IDs (old <-> new):\n");
const int N = new_id.GetNumValues();
for (int i = 0; i < N/2; ++i)
ptr += sprintf(ptr, "%02d, %08X %08X | %08X %08X\n", 2*i, old_id.values[2*i], old_id.values[2*i+1],
new_id.values[2*i], new_id.values[2*i+1]);
if (N % 2)
ptr += sprintf(ptr, "%02d, %08X | %08X\n", N-1, old_id.values[N-1], new_id.values[N-1]);
static int num_failures = 0;
char szTemp[MAX_PATH];
sprintf(szTemp, "%svsuid_mismatch_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file(szTemp);
file << msg;
file << "\n\nOld shader code:\n" << old_code;
file << "\n\nNew shader code:\n" << new_code;
file.close();
PanicAlert("Unique pixel shader ID mismatch!\n\nReport this to the devs, along with the contents of %s.", szTemp);
}
}
}
static char text[16384];
#define WRITE p+=sprintf
char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE api_type)
{
WRITE(p, "struct VS_OUTPUT {\n");
WRITE(p, " float4 pos : POSITION;\n");
WRITE(p, " float4 colors_0 : COLOR0;\n");
WRITE(p, " float4 colors_1 : COLOR1;\n");
if (xfregs.numTexGen.numTexGens < 7) {
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " float3 tex%d : TEXCOORD%d;\n", i, i);
WRITE(p, " float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, " float4 Normal : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens + 1);
} else {
// clip position is in w of first 4 texcoords
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
for (int i = 0; i < 8; ++i)
WRITE(p, " float4 tex%d : TEXCOORD%d;\n", i, i);
}
else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " float%d tex%d : TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, i);
}
}
WRITE(p, "};\n");
return p;
}
const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
{
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
text[sizeof(text) - 1] = 0x7C; // canary
_assert_(bpmem.genMode.numtexgens == xfregs.numTexGen.numTexGens);
_assert_(bpmem.genMode.numcolchans == xfregs.numChan.numColorChans);
bool is_d3d = (api_type & API_D3D9 || api_type == API_D3D11);
u32 lightMask = 0;
if (xfregs.numChan.numColorChans > 0)
lightMask |= xfregs.color[0].GetFullLightMask() | xfregs.alpha[0].GetFullLightMask();
if (xfregs.numChan.numColorChans > 1)
lightMask |= xfregs.color[1].GetFullLightMask() | xfregs.alpha[1].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"
);
p = GenerateVSOutputStruct(p, components, api_type);
// 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 float4 " I_DEPTHPARAMS" : register(c%d);\n", C_DEPTHPARAMS);
WRITE(p, "VS_OUTPUT main(\n");
// inputs
if (components & VB_HAS_NRM0)
WRITE(p, " float3 rawnorm0 : NORMAL0,\n");
if (components & VB_HAS_NRM1) {
if (is_d3d)
WRITE(p, " float3 rawnorm1 : NORMAL1,\n");
else
WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
}
if (components & VB_HAS_NRM2) {
if (is_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<<i));
if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
WRITE(p, " float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
}
if (components & VB_HAS_POSMTXIDX) {
if (is_d3d)
{
WRITE(p, " float4 blend_indices : BLENDINDICES,\n");
}
else
WRITE(p, " float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
}
WRITE(p, " float4 rawpos : POSITION) {\n");
WRITE(p, "VS_OUTPUT o;\n");
// transforms
if (components & VB_HAS_POSMTXIDX)
{
if (api_type & API_D3D9)
{
WRITE(p, "int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n");
WRITE(p, "int posmtx = indices.x;\n");
}
else if (api_type == API_D3D11)
{
WRITE(p, "int posmtx = blend_indices.x * 255.0f;\n");
}
else
{
WRITE(p, "int posmtx = fposmtx;\n");
}
WRITE(p, "float4 pos = float4(dot(" I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot(" I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot(" I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos), 1);\n");
if (components & VB_HAS_NRMALL) {
WRITE(p, "int normidx = posmtx >= 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"
"float3 ldir, h;\n"
"float dist, dist2, attn;\n");
if(xfregs.numChan.numColorChans == 0)
{
if (components & VB_HAS_COL0)
WRITE(p, "o.colors_0 = color0;\n");
else
WRITE(p, "o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
// TODO: This probably isn't necessary if pixel lighting is enabled.
p = GenerateLightingShader(p, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
if(xfregs.numChan.numColorChans < 2)
{
if (components & VB_HAS_COL1)
WRITE(p, "o.colors_1 = color1;\n");
else
WRITE(p, "o.colors_1 = o.colors_0;\n");
}
// special case if only pos and tex coord 0 and tex coord input is AB11
// donko - this has caused problems in some games. removed for now.
bool texGenSpecialCase = false;
/*bool texGenSpecialCase =
((g_VtxDesc.Hex & 0x60600L) == g_VtxDesc.Hex) && // only pos and tex coord 0
(g_VtxDesc.Tex0Coord != NOT_PRESENT) &&
(xfregs.texcoords[0].texmtxinfo.inputform == XF_TEXINPUT_AB11);
*/
// transform texcoords
WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) {
TexMtxInfo& texinfo = xfregs.texMtxInfo[i];
WRITE(p, "{\n");
WRITE(p, "coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
switch (texinfo.sourcerow) {
case XF_SRCGEOM_INROW:
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
WRITE(p, "coord = rawpos;\n"); // pos.w is 1
break;
case XF_SRCNORMAL_INROW:
if (components & VB_HAS_NRM0) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
WRITE(p, "coord = float4(rawnorm0.xyz, 1.0f);\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 );
WRITE(p, "coord = float4(rawnorm1.xyz, 1.0f);\n");
}
break;
case XF_SRCBINORMAL_B_INROW:
if (components & VB_HAS_NRM2) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
WRITE(p, "coord = float4(rawnorm2.xyz, 1.0f);\n");
}
break;
default:
_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
WRITE(p, "coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
break;
}
// first transformation
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
WRITE(p, "ldir = normalize(" I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
}
else
{
_assert_(0); // should have normals
WRITE(p, "o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift);
}
break;
case XF_TEXGEN_COLOR_STRGBC0:
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
WRITE(p, "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);
WRITE(p, "o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
break;
case XF_TEXGEN_REGULAR:
default:
if (components & (VB_HAS_TEXMTXIDX0<<i)) {
if (texinfo.projection == XF_TEXPROJ_STQ)
WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+1].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+2].t));\n", i, i, i, i);
else {
WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, " I_TRANSFORMMATRICES".T[tex%d.z+1].t), 1);\n", i, i, i);
}
}
else {
if (texinfo.projection == XF_TEXPROJ_STQ)
WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t));\n", i, 3*i, 3*i+1, 3*i+2);
else
WRITE(p, "o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES".T[%d].t), dot(coord, " I_TEXMATRICES".T[%d].t), 1);\n", i, 3*i, 3*i+1);
}
break;
}
if (xfregs.dualTexTrans.enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types?
const PostMtxInfo& postInfo = xfregs.postMtxInfo[i];
int postidx = postInfo.index;
WRITE(p, "float4 P0 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
"float4 P1 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n"
"float4 P2 = " I_POSTTRANSFORMMATRICES".T[%d].t;\n",
postidx&0x3f, (postidx+1)&0x3f, (postidx+2)&0x3f);
if (texGenSpecialCase) {
// no normalization
// q of input is 1
// q of output is unknown
// multiply by postmatrix
WRITE(p, "o.tex%d.xyz = float3(dot(P0.xy, o.tex%d.xy) + P0.z + P0.w, dot(P1.xy, o.tex%d.xy) + P1.z + P1.w, 0.0f);\n", i, i, i);
}
else
{
if (postInfo.normalize)
WRITE(p, "o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
// multiply by postmatrix
WRITE(p, "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);
}
}
WRITE(p, "}\n");
}
// clipPos/w needs to be done in pixel shader, not here
if (xfregs.numTexGen.numTexGens < 7) {
WRITE(p, "o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);\n");
} else {
WRITE(p, "o.tex0.w = pos.x;\n");
WRITE(p, "o.tex1.w = pos.y;\n");
WRITE(p, "o.tex2.w = o.pos.z;\n");
WRITE(p, "o.tex3.w = o.pos.w;\n");
}
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
if (xfregs.numTexGen.numTexGens < 7) {
WRITE(p, "o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n");
} else {
WRITE(p, "o.tex4.w = _norm0.x;\n");
WRITE(p, "o.tex5.w = _norm0.y;\n");
WRITE(p, "o.tex6.w = _norm0.z;\n");
if (xfregs.numTexGen.numTexGens < 8)
WRITE(p, "o.tex7 = pos.xyzz;\n");
else
WRITE(p, "o.tex7.w = pos.z;\n");
}
if (components & VB_HAS_COL0)
WRITE(p, "o.colors_0 = color0;\n");
if (components & VB_HAS_COL1)
WRITE(p, "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
// TODO: Can probably be dropped?
if (is_d3d)
{
WRITE(p, "o.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n");
}
else
{
// this results in a scale from -1..0 to -1..1 after perspective
// divide
WRITE(p, "o.pos.z = o.pos.w + o.pos.z * 2.0f;\n");
// Sonic Unleashed puts its final rendering at the near or
// far plane of the viewing frustrum(actually box, they use
// orthogonal projection for that), and we end up putting it
// just beyond, and the rendering gets clipped away. (The
// primitive gets dropped)
WRITE(p, "o.pos.z = o.pos.z * 1048575.0f/1048576.0f;\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
}
if (api_type & API_D3D9)
{
// D3D9 is addressing pixel centers instead of pixel boundaries in clip space.
// Thus we need to offset the final position by half a pixel
WRITE(p, "o.pos = o.pos + float4(" I_DEPTHPARAMS".z, " I_DEPTHPARAMS".w, 0.f, 0.f);\n");
}
WRITE(p, "return o;\n}\n");
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
setlocale(LC_NUMERIC, ""); // restore locale
return text;
}