// Copyright (C) 2003-2008 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 "Profiler.h" #include "NativeVertexFormat.h" #include "BPMemory.h" #include "VertexShader.h" static char text[16384]; #define WRITE p+=sprintf #define LIGHTS_POS "" char *GenerateLightShader(char* p, int index, const LitChannel& chan, const char* dest, int coloralpha); char *GenerateVertexShader(u32 components, bool has_zbuffer_target) { text[sizeof(text) - 1] = 0x7C; // canary DVSTARTPROFILE(); _assert_( bpmem.genMode.numtexgens == xfregs.numTexGens); _assert_( bpmem.genMode.numcolchans == xfregs.nNumChans); u32 lightMask = 0; if (xfregs.nNumChans > 0) lightMask |= xfregs.colChans[0].color.GetFullLightMask() | xfregs.colChans[0].alpha.GetFullLightMask(); if (xfregs.nNumChans > 1) lightMask |= xfregs.colChans[1].color.GetFullLightMask() | xfregs.colChans[1].alpha.GetFullLightMask(); bool bOutputZ = bpmem.ztex2.op==ZTEXTURE_ADD || has_zbuffer_target; int ztexcoord = -1; char *p = text; WRITE(p, "//Vertex Shader: comp:%x, \n", components); WRITE(p, "typedef struct {\n" " float4 T0, T1, T2;\n" " float4 N0, N1, N2;\n" "} s_"I_POSNORMALMATRIX";\n\n" "typedef struct {\n" " float4 t;\n" "} FLT4;\n" "typedef struct {\n" " FLT4 T[24];\n" "} s_"I_TEXMATRICES";\n\n" "typedef struct {\n" " FLT4 T[64];\n" "} s_"I_TRANSFORMMATRICES";\n\n" "typedef struct {\n" " FLT4 T[32];\n" "} s_"I_NORMALMATRICES";\n\n" "typedef struct {\n" " FLT4 T[64];\n" "} s_"I_POSTTRANSFORMMATRICES";\n\n" "typedef struct {\n" " float4 col;\n" " float4 cosatt;\n" " float4 distatt;\n" " float4 pos;\n" " float4 dir;\n" "} Light;\n\n" "typedef struct {\n" " Light lights[8];\n" "} s_"I_LIGHTS";\n\n" "typedef struct {\n" " float4 C0, C1, C2, C3;\n" "} s_"I_MATERIALS";\n\n" "typedef struct {\n" " float4 T0,T1,T2,T3;\n" "} s_"I_PROJECTION";\n" "typedef struct {\n" " float4 params;\n" // a, b, c, b_shift "} s_"I_FOGPARAMS";\n\n"); WRITE(p, "struct VS_OUTPUT {\n"); WRITE(p, " float4 pos : POSITION;\n"); WRITE(p, " float4 colors[2] : COLOR0;\n"); // if outputting Z, embed the Z coordinate in the w component of a texture coordinate // if number of tex gens occupies all the texture coordinates, use the last tex coord // otherwise use the next available tex coord for (int i = 0; i < xfregs.numTexGens; ++i) { WRITE(p, " float%d tex%d : TEXCOORD%d;\n", (i==(xfregs.numTexGens-1)&&bOutputZ)?4:3, i, i); } if (bOutputZ && xfregs.numTexGens == 0) { ztexcoord = 0; WRITE(p, " float4 tex%d : TEXCOORD%d;\n", ztexcoord, ztexcoord); } else if (bOutputZ) ztexcoord = xfregs.numTexGens - 1; WRITE(p, "};\n"); WRITE(p, "\n"); // uniforms // bool bTexMtx = ((components & VB_HAS_TEXMTXIDXALL)<<VB_HAS_UVTEXMTXSHIFT)!=0; unused TODO: keep? 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 s_"I_FOGPARAMS" "I_FOGPARAMS" : register(c%d);\n", C_FOGPARAMS); WRITE(p, "VS_OUTPUT main(\n"); // inputs if (components & VB_HAS_NRM0) WRITE(p, " float3 rawnorm0 : NORMAL,\n"); if (components & VB_HAS_NRM1) WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB); if (components & VB_HAS_NRM2) 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) WRITE(p, " half posmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB); WRITE(p, " float4 rawpos : POSITION) {\n"); WRITE(p, "VS_OUTPUT o;\n"); // transforms if (components & VB_HAS_POSMTXIDX) { 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, "half3 _norm0 = half3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0));\n" "half3 norm0 = normalize(_norm0);\n"); if (components & VB_HAS_NRM1) WRITE(p, "half3 _norm1 = half3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"); //"half3 norm1 = normalize(_norm1);\n"); if (components & VB_HAS_NRM2) WRITE(p, "half3 _norm2 = half3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"); //"half3 norm2 = normalize(_norm2);\n"); } else { WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX".T0, rawpos), dot("I_POSNORMALMATRIX".T1, rawpos), dot("I_POSNORMALMATRIX".T2, rawpos), 1);\n"); if (components & VB_HAS_NRM0) WRITE(p, "half3 _norm0 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm0));\n" "half3 norm0 = normalize(_norm0);\n"); if (components & VB_HAS_NRM1) WRITE(p, "half3 _norm1 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n"); //"half3 norm1 = normalize(_norm1);\n"); if (components & VB_HAS_NRM2) WRITE(p, "half3 _norm2 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n"); //"half3 norm2 = normalize(_norm2);\n"); } if (!(components & VB_HAS_NRM0)) WRITE(p, "half3 _norm0 = half3(0,0,0), norm0= half3(0,0,0);\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, "half4 mat, lacc;\n" "half3 ldir, h;\n" "half dist, dist2, attn;\n"); // lights/colors for (int j = 0; j < xfregs.nNumChans; j++) { // bool bColorAlphaSame = xfregs.colChans[j].color.hex == xfregs.colChans[j].alpha.hex; unused const LitChannel& color = xfregs.colChans[j].color; const LitChannel& alpha = xfregs.colChans[j].alpha; WRITE(p, "{\n"); if (color.matsource) {// from vertex if (components & (VB_HAS_COL0<<j) ) WRITE(p, "mat = color%d;\n", j); else WRITE(p, "mat = half4(1,1,1,1);\n"); } else // from color WRITE(p, "mat = "I_MATERIALS".C%d;\n", j+2); if (color.enablelighting) { if (color.ambsource) {// from vertex if (components & (VB_HAS_COL0<<j) ) WRITE(p, "lacc = color%d;\n", j); else WRITE(p, "lacc = half4(0.0f,0.0f,0.0f,0.0f);\n"); } else // from color WRITE(p, "lacc = "I_MATERIALS".C%d;\n", j); } // check if alpha is different if (alpha.matsource != color.matsource) { if (alpha.matsource) {// from vertex if (components & (VB_HAS_COL0<<j) ) WRITE(p, "mat.w = color%d.w;\n", j); else WRITE(p, "mat.w = 1;\n"); } else // from color WRITE(p, "mat.w = "I_MATERIALS".C%d.w;\n", j+2); } if (alpha.enablelighting && alpha.ambsource != color.ambsource) { if (alpha.ambsource) {// from vertex if (components & (VB_HAS_COL0<<j) ) WRITE(p, "lacc.w = color%d.w;\n", j); else WRITE(p, "lacc.w = 0;\n"); } else // from color WRITE(p, "lacc.w = "I_MATERIALS".C%d.w;\n", j); } if (color.enablelighting && alpha.enablelighting && (color.GetFullLightMask() != alpha.GetFullLightMask() || color.lightparams != alpha.lightparams)) { // both have lighting, except not using the same lights int mask = 0; // holds already computed lights if (color.lightparams == alpha.lightparams && (color.GetFullLightMask() & alpha.GetFullLightMask())) { // if lights are shared, compute those first mask = color.GetFullLightMask() & alpha.GetFullLightMask(); for (int i = 0; i < 8; ++i) { if (mask&(1<<i)) p = GenerateLightShader(p, i, color, "lacc", 3); } } // no shared lights for (int i = 0; i < 8; ++i) { if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)) ) p = GenerateLightShader(p, i, color, "lacc", 1); if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)) ) p = GenerateLightShader(p, i, alpha, "lacc", 2); } } else if (color.enablelighting || alpha.enablelighting) { // either one is enabled int coloralpha = (int)color.enablelighting|((int)alpha.enablelighting<<1); for (int i = 0; i < 8; ++i) { if (color.GetFullLightMask() & (1<<i) ) p = GenerateLightShader(p, i, color.enablelighting?color:alpha, "lacc", coloralpha); } } if (color.enablelighting != alpha.enablelighting) { if (color.enablelighting ) WRITE(p, "o.colors[%d].xyz = mat.xyz * clamp(lacc.xyz,float3(0.0f,0.0f,0.0f),float3(1.0f,1.0f,1.0f));\n" "o.colors[%d].w = mat.w;\n", j, j); else WRITE(p, "o.colors[%d].xyz = mat.xyz;\n" "o.colors[%d].w = mat.w * clamp(lacc.w,0.0f,1.0f);\n", j, j); } else { if (alpha.enablelighting ) WRITE(p, "o.colors[%d] = mat * clamp(lacc,float4(0.0f,0.0f,0.0f,0.0f), float4(1.0f,1.0f,1.0f,1.0f));\n", j); else WRITE(p, "o.colors[%d] = mat;\n", j); } WRITE(p, "}\n"); } // zero left over channels for (int i = xfregs.nNumChans; i < 2; ++i) WRITE(p, "o.colors[%d] = 0;\n", i); // transform texcoords for (int i = 0; i < xfregs.numTexGens; ++i) { TexMtxInfo& texinfo = xfregs.texcoords[i].texmtxinfo; WRITE(p, "{\n"); switch (texinfo.sourcerow) { case XF_SRCGEOM_INROW: _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 ); WRITE(p, "float4 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, "float4 coord = float4(rawnorm0.xyz, 1.0);\n"); } else WRITE(p, "float4 coord = 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 ); WRITE(p, "float4 coord = float4(rawnorm1.xyz, 1.0);\n"); } else WRITE(p, "float4 coord = 0;\n"); break; case XF_SRCBINORMAL_B_INROW: if (components & VB_HAS_NRM2) { _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 ); WRITE(p, "float4 coord = float4(rawnorm2.xyz, 1.0);\n"); } else WRITE(p, "float4 coord = 0;\n"); break; default: _assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW); if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) ) WRITE(p, "float4 coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW); else WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n"); break; } // firs transformation switch (texinfo.texgentype) { case XF_TEXGEN_REGULAR: 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; 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 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; } if(xfregs.bEnableDualTexTransform && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types? if (xfregs.texcoords[i].postmtxinfo.normalize) WRITE(p, "o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i); //multiply by postmatrix int postidx = xfregs.texcoords[i].postmtxinfo.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); 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"); } if (ztexcoord >= 0 ) WRITE(p, "o.tex%d.w = o.pos.z/o.pos.w;\n", ztexcoord); // if (bpmem.fog.c_proj_fsel.fsel != 0) { // switch (bpmem.fog.c_proj_fsel.fsel) { // case 1: // linear // break; // case 4: // exp // break; // case 5: // exp2 // break; // case 6: // backward exp // break; // case 7: // backward exp2 // break; // } // // WRITE(p, "o.fog = o.pos.z/o.pos.w;\n"); // } WRITE(p, "return o;\n}\n"); if (text[sizeof(text) - 1] != 0x7C) PanicAlert("VertexShader generator - buffer too small, canary has been eaten!"); return text; } // coloralpha - 1 if color, 2 if alpha char* GenerateLightShader(char* p, int index, const LitChannel& chan, const char* dest, int coloralpha) { const char* swizzle = "xyzw"; if (coloralpha == 1 ) swizzle = "xyz"; else if (coloralpha == 2 ) swizzle = "w"; if (!(chan.attnfunc & 1)) { // atten disabled switch (chan.diffusefunc) { case LIGHTDIF_NONE: WRITE(p, "%s.%s += "I_LIGHTS".lights[%d].col.%s;\n", dest, swizzle, index, swizzle); break; case LIGHTDIF_SIGN: case LIGHTDIF_CLAMP: WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", index); WRITE(p, "%s.%s += %sdot(ldir, norm0)) * "I_LIGHTS".lights[%d].col.%s;\n", dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle); break; default: _assert_(0); } } else { // spec and spot WRITE(p, "ldir = "I_LIGHTS".lights[%d].pos.xyz - pos.xyz;\n", index); if (chan.attnfunc == 3) { // spot WRITE(p, "dist2 = dot(ldir, ldir);\n" "dist = sqrt(dist2);\n" "ldir = ldir / dist;\n" "attn = max(0.0f, dot(ldir, "I_LIGHTS".lights[%d].dir.xyz));\n",index); WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, half3(1, attn, attn*attn))) / dot("I_LIGHTS".lights[%d].distatt.xyz, half3(1,dist,dist2));\n", index, index); } else if (chan.attnfunc == 1) { // specular WRITE(p, "attn = dot(norm0, "I_LIGHTS".lights[%d].pos.xyz) > 0 ? max(0.0f, dot(norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0;\n", index, index); WRITE(p, "ldir = half3(1,attn,attn*attn);\n"); WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, ldir)) / dot("I_LIGHTS".lights[%d].distatt.xyz, ldir);\n", index, index); } switch (chan.diffusefunc) { case LIGHTDIF_NONE: WRITE(p, "%s.%s += attn * "I_LIGHTS".lights[%d].col.%s;\n", dest, swizzle, index, swizzle); break; case LIGHTDIF_SIGN: case LIGHTDIF_CLAMP: WRITE(p, "%s.%s += attn * %sdot(ldir, norm0)) * "I_LIGHTS".lights[%d].col.%s;\n", dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle); break; default: _assert_(0); } } WRITE(p, "\n"); return p; }