diff --git a/Source/Core/VideoCommon/CMakeLists.txt b/Source/Core/VideoCommon/CMakeLists.txt index 23074412bc..38829432f9 100644 --- a/Source/Core/VideoCommon/CMakeLists.txt +++ b/Source/Core/VideoCommon/CMakeLists.txt @@ -15,6 +15,7 @@ set(SRCS AsyncRequests.cpp HiresTextures.cpp ImageWrite.cpp IndexGenerator.cpp + LightingShaderGen.cpp MainBase.cpp OnScreenDisplay.cpp OpcodeDecoding.cpp diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp index f3562254b9..7a0c87799d 100644 --- a/Source/Core/VideoCommon/GeometryShaderGen.cpp +++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp @@ -182,7 +182,7 @@ ShaderCode GenerateGeometryShaderCode(API_TYPE ApiType, const geometry_shader_ui } else { - out.Write("\tVS_OUTPUT center = o[0];\n", uid_data->numTexGens, uid_data->pixel_lighting); + out.Write("\tVS_OUTPUT center = o[0];\n"); } // Offset from center to upper right vertex diff --git a/Source/Core/VideoCommon/LightingShaderGen.cpp b/Source/Core/VideoCommon/LightingShaderGen.cpp new file mode 100644 index 0000000000..051d4ddae7 --- /dev/null +++ b/Source/Core/VideoCommon/LightingShaderGen.cpp @@ -0,0 +1,203 @@ +// Copyright 2016 Dolphin Emulator Project +// Licensed under GPLv2+ +// Refer to the license.txt file included. + +#include + +static void GenerateLightShader(ShaderCode& object, const 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 +void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, + int components, const char* inColorName, const char* dest) +{ + for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++) + { + object.Write("{\n"); + + 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); + } + + if (uid_data.enablelighting & (1 << 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 + 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); + } + } + + if (uid_data.enablelighting & (1 << (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 + { + for (int i = 0; i < 8; ++i) + if (uid_data.light_mask & (1 << (i + 8 * j))) + GenerateLightShader(object, uid_data, i, j, false); + } + if (uid_data.enablelighting & (1 << (j + 2))) // Alpha lights + { + for (int i = 0; i < 8; ++i) + if (uid_data.light_mask & (1 << (i + 8 * (j + 2)))) + GenerateLightShader(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"); + } +} + +void GetLightingShaderUid(LightingUidData& uid_data) +{ + for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++) + { + uid_data.matsource |= xfmem.color[j].matsource << j; + uid_data.matsource |= xfmem.alpha[j].matsource << (j + 2); + uid_data.enablelighting |= xfmem.color[j].enablelighting << j; + uid_data.enablelighting |= xfmem.alpha[j].enablelighting << (j + 2); + + if (uid_data.enablelighting & (1 << j)) // Color lights + { + uid_data.ambsource |= xfmem.color[j].ambsource << j; + uid_data.attnfunc |= xfmem.color[j].attnfunc << (2 * j); + uid_data.diffusefunc |= xfmem.color[j].diffusefunc << (2 * j); + uid_data.light_mask |= xfmem.color[j].GetFullLightMask() << (8 * j); + } + if (uid_data.enablelighting & (1 << (j + 2))) // Alpha lights + { + uid_data.ambsource |= xfmem.alpha[j].ambsource << (j + 2); + uid_data.attnfunc |= xfmem.alpha[j].attnfunc << (2 * (j + 2)); + uid_data.diffusefunc |= xfmem.alpha[j].diffusefunc << (2 * (j + 2)); + uid_data.light_mask |= xfmem.alpha[j].GetFullLightMask() << (8 * (j + 2)); + } + } +} \ No newline at end of file diff --git a/Source/Core/VideoCommon/LightingShaderGen.h b/Source/Core/VideoCommon/LightingShaderGen.h index 8cabb7fc57..d8a8f183d0 100644 --- a/Source/Core/VideoCommon/LightingShaderGen.h +++ b/Source/Core/VideoCommon/LightingShaderGen.h @@ -46,200 +46,6 @@ static const char s_lighting_struct[] = "struct Light {\n" "\tfloat4 dir;\n" "};\n"; -static void GenerateLightShader(ShaderCode& object, const 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 -static void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, - int components, const char* inColorName, const char* dest) -{ - for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++) - { - object.Write("{\n"); - - 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); - } - - if (uid_data.enablelighting & (1 << 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 - 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); - } - } - - if (uid_data.enablelighting & (1 << (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 - { - for (int i = 0; i < 8; ++i) - if (uid_data.light_mask & (1 << (i + 8 * j))) - GenerateLightShader(object, uid_data, i, j, false); - } - if (uid_data.enablelighting & (1 << (j + 2))) // Alpha lights - { - for (int i = 0; i < 8; ++i) - if (uid_data.light_mask & (1 << (i + 8 * (j + 2)))) - GenerateLightShader(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"); - } -} - -static void GetLightingShaderUid(LightingUidData& uid_data) -{ - for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++) - { - uid_data.matsource |= xfmem.color[j].matsource << j; - uid_data.matsource |= xfmem.alpha[j].matsource << (j + 2); - uid_data.enablelighting |= xfmem.color[j].enablelighting << j; - uid_data.enablelighting |= xfmem.alpha[j].enablelighting << (j + 2); - - if (uid_data.enablelighting & (1 << j)) // Color lights - { - uid_data.ambsource |= xfmem.color[j].ambsource << j; - uid_data.attnfunc |= xfmem.color[j].attnfunc << (2 * j); - uid_data.diffusefunc |= xfmem.color[j].diffusefunc << (2 * j); - uid_data.light_mask |= xfmem.color[j].GetFullLightMask() << (8 * j); - } - if (uid_data.enablelighting & (1 << (j + 2))) // Alpha lights - { - uid_data.ambsource |= xfmem.alpha[j].ambsource << (j + 2); - uid_data.attnfunc |= xfmem.alpha[j].attnfunc << (2 * (j + 2)); - uid_data.diffusefunc |= xfmem.alpha[j].diffusefunc << (2 * (j + 2)); - uid_data.light_mask |= xfmem.alpha[j].GetFullLightMask() << (8 * (j + 2)); - } - } -} +void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components, + const char* inColorName, const char* dest); +void GetLightingShaderUid(LightingUidData& uid_data); diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index a94cd02c15..61802c2718 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -1016,10 +1016,10 @@ static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, i if (cc.d == TEVCOLORARG_C2 || cc.d == TEVCOLORARG_A2 || ac.d == TEVALPHAARG_A2) out.SetConstantsUsed(C_COLORS + 3, C_COLORS + 3); - if (cc.dest >= GX_TEVREG0 && cc.dest <= GX_TEVREG2) + if (cc.dest >= GX_TEVREG0) out.SetConstantsUsed(C_COLORS + cc.dest, C_COLORS + cc.dest); - if (ac.dest >= GX_TEVREG0 && ac.dest <= GX_TEVREG2) + if (ac.dest >= GX_TEVREG0) out.SetConstantsUsed(C_COLORS + ac.dest, C_COLORS + ac.dest); out.Write("\ttevin_a = int4(%s, %s)&int4(255, 255, 255, 255);\n", tevCInputTable[cc.a], diff --git a/Source/Core/VideoCommon/VideoCommon.vcxproj b/Source/Core/VideoCommon/VideoCommon.vcxproj index 4bf4c4dde7..205f225101 100644 --- a/Source/Core/VideoCommon/VideoCommon.vcxproj +++ b/Source/Core/VideoCommon/VideoCommon.vcxproj @@ -1,4 +1,4 @@ - + @@ -80,6 +80,7 @@ + diff --git a/Source/Core/VideoCommon/VideoCommon.vcxproj.filters b/Source/Core/VideoCommon/VideoCommon.vcxproj.filters index 0926ec0dc0..32e0a870cf 100644 --- a/Source/Core/VideoCommon/VideoCommon.vcxproj.filters +++ b/Source/Core/VideoCommon/VideoCommon.vcxproj.filters @@ -1,4 +1,4 @@ - + @@ -158,6 +158,9 @@ Shader Managers + + Shader Generators +