// 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 #include #include "NativeVertexFormat.h" #include "BPMemory.h" #include "CPMemory.h" #include "LightingShaderGen.h" #include "VertexShaderGen.h" #include "VideoConfig.h" static char text[16768]; enum GenOutput { GO_ShaderCode, GO_ShaderUid, }; // TODO: Check if something goes wrong if the cached shaders used pixel lighting but it's disabled later?? template void GenerateVSOutputStruct(T& object, u32 components, API_TYPE api_type) { object.Write("struct VS_OUTPUT {\n"); object.Write(" float4 pos : POSITION;\n"); object.Write(" float4 colors_0 : COLOR0;\n"); object.Write(" float4 colors_1 : COLOR1;\n"); if (xfregs.numTexGen.numTexGens < 7) { for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) object.Write(" float3 tex%d : TEXCOORD%d;\n", i, i); object.Write(" float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGen.numTexGens); /// if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) /// object.Write(" 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) /// object.Write(" float4 tex%d : TEXCOORD%d;\n", i, i); /// } /// else { for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i) object.Write(" float%d tex%d : TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, i); } } object.Write("};\n"); } template void _GenerateLightShader(T& object, int index, int litchan_index, const char* lightsName, int coloralpha) { #define SetUidField(name, value) if (type == GO_ShaderUid) { object.GetUidData().name = value; }; const LitChannel& chan = (litchan_index > 1) ? xfregs.alpha[litchan_index-2] : xfregs.color[litchan_index]; const char* swizzle = "xyzw"; if (coloralpha == 1 ) swizzle = "xyz"; else if (coloralpha == 2 ) swizzle = "w"; SetUidField(lit_chans[litchan_index].attnfunc, chan.attnfunc); SetUidField(lit_chans[litchan_index].diffusefunc, chan.diffusefunc); if (!(chan.attnfunc & 1)) { // atten disabled switch (chan.diffusefunc) { case LIGHTDIF_NONE: object.Write("lacc.%s += %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle); break; case LIGHTDIF_SIGN: case LIGHTDIF_CLAMP: object.Write("ldir = normalize(%s.lights[%d].pos.xyz - pos.xyz);\n", lightsName, index); object.Write("lacc.%s += %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n", swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", lightsName, index, swizzle); break; default: _assert_(0); } } else { // spec and spot if (chan.attnfunc == 3) { // spot object.Write("ldir = %s.lights[%d].pos.xyz - pos.xyz;\n", lightsName, index); object.Write("dist2 = dot(ldir, ldir);\n" "dist = sqrt(dist2);\n" "ldir = ldir / dist;\n" "attn = max(0.0f, dot(ldir, %s.lights[%d].dir.xyz));\n", lightsName, index); object.Write("attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", lightsName, index, lightsName, index); } else if (chan.attnfunc == 1) { // specular object.Write("ldir = normalize(%s.lights[%d].pos.xyz);\n", lightsName, index); object.Write("attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s.lights[%d].dir.xyz)) : 0.0f;\n", lightsName, index); object.Write("attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1,attn,attn*attn));\n", lightsName, index, lightsName, index); } switch (chan.diffusefunc) { case LIGHTDIF_NONE: object.Write("lacc.%s += attn * %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle); break; case LIGHTDIF_SIGN: case LIGHTDIF_CLAMP: object.Write("lacc.%s += attn * %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n", swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", lightsName, 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 void _GenerateLightingShader(T& object, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest) { for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++) { const LitChannel& color = xfregs.color[j]; const LitChannel& alpha = xfregs.alpha[j]; object.Write("{\n"); SetUidField(lit_chans[j].matsource, xfregs.color[j].matsource); if (color.matsource) {// from vertex if (components & (VB_HAS_COL0 << j)) object.Write("mat = %s%d;\n", inColorName, j); else if (components & VB_HAS_COL0) object.Write("mat = %s0;\n", inColorName); else object.Write("mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n"); } else // from color object.Write("mat = %s.C%d;\n", materialsName, j+2); SetUidField(lit_chans[j].enablelighting, xfregs.color[j].enablelighting); if (color.enablelighting) { SetUidField(lit_chans[j].ambsource, xfregs.color[j].ambsource); if (color.ambsource) { // from vertex if (components & (VB_HAS_COL0<(object, i, j, lightsName, 3); } } } } // no shared lights for (int i = 0; i < 8; ++i) { if (!(mask&(1<(object, i, j, lightsName, 1); if (!(mask&(1<(object, i, j+2, lightsName, 2); } } else if (color.enablelighting || alpha.enablelighting) { // lights are disabled on one channel so process only the active ones const LitChannel& workingchannel = color.enablelighting ? color : alpha; const int lit_index = color.enablelighting ? j : (j+2); int coloralpha = color.enablelighting ? 1 : 2; SetUidField(lit_chans[lit_index].light_mask, workingchannel.GetFullLightMask()); for (int i = 0; i < 8; ++i) { if (workingchannel.GetFullLightMask() & (1<(object, i, lit_index, lightsName, coloralpha); } } object.Write("%s%d = mat * saturate(lacc);\n", dest, j); object.Write("}\n"); } } // TODO: Problem: this one uses copy constructors or sth for uids when returning... template void GenerateShader(T& out, u32 components, API_TYPE api_type) { #undef SetUidField #define SetUidField(name, value) if (type == GO_ShaderUid) {out.GetUidData().name = value; }; if (type == GO_ShaderCode) { out.SetBuffer(text); setlocale(LC_NUMERIC, "C"); // Reset locale for compilation } /// text[sizeof(text) - 1] = 0x7C; // canary 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(); out.Write("//Vertex Shader: comp:%x, \n", components); out.Write("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); GenerateVSOutputStruct(out, components, api_type); // uniforms out.Write("uniform s_" I_TRANSFORMMATRICES" " I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES); out.Write("uniform s_" I_TEXMATRICES" " I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES); out.Write("uniform s_" I_NORMALMATRICES" " I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES); out.Write("uniform s_" I_POSNORMALMATRIX" " I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX); out.Write("uniform s_" I_POSTTRANSFORMMATRICES" " I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES); out.Write("uniform s_" I_LIGHTS" " I_LIGHTS" : register(c%d);\n", C_LIGHTS); out.Write("uniform s_" I_MATERIALS" " I_MATERIALS" : register(c%d);\n", C_MATERIALS); out.Write("uniform s_" I_PROJECTION" " I_PROJECTION" : register(c%d);\n", C_PROJECTION); out.Write("uniform float4 " I_DEPTHPARAMS" : register(c%d);\n", C_DEPTHPARAMS); out.Write("VS_OUTPUT main(\n"); SetUidField(numTexGens, xfregs.numTexGen.numTexGens); SetUidField(components, components); // inputs if (components & VB_HAS_NRM0) out.Write(" float3 rawnorm0 : NORMAL0,\n"); if (components & VB_HAS_NRM1) { if (is_d3d) out.Write(" float3 rawnorm1 : NORMAL1,\n"); else out.Write(" float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB); } if (components & VB_HAS_NRM2) { if (is_d3d) out.Write(" float3 rawnorm2 : NORMAL2,\n"); else out.Write(" float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB); } if (components & VB_HAS_COL0) out.Write(" float4 color0 : COLOR0,\n"); if (components & VB_HAS_COL1) out.Write(" float4 color1 : COLOR1,\n"); for (int i = 0; i < 8; ++i) { u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<= 32 ? (posmtx-32) : posmtx;\n"); out.Write("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) out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n"); if (components & VB_HAS_NRM1) out.Write("float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"); if (components & VB_HAS_NRM2) out.Write("float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"); } else { out.Write("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) out.Write("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) out.Write("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) out.Write("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)) out.Write("float3 _norm0 = float3(0.0f, 0.0f, 0.0f);\n"); out.Write("o.pos = float4(dot(" I_PROJECTION".T0, pos), dot(" I_PROJECTION".T1, pos), dot(" I_PROJECTION".T2, pos), dot(" I_PROJECTION".T3, pos));\n"); out.Write("float4 mat, lacc;\n" "float3 ldir, h;\n" "float dist, dist2, attn;\n"); SetUidField(numColorChans, xfregs.numChan.numColorChans); if(xfregs.numChan.numColorChans == 0) { if (components & VB_HAS_COL0) out.Write("o.colors_0 = color0;\n"); else out.Write("o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n"); } // TODO: This probably isn't necessary if pixel lighting is enabled. _GenerateLightingShader(out, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_"); if(xfregs.numChan.numColorChans < 2) { if (components & VB_HAS_COL1) out.Write("o.colors_1 = color1;\n"); else out.Write("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 out.Write("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]; out.Write("{\n"); out.Write("coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n"); SetUidField(texMtxInfo[i].sourcerow, xfregs.texMtxInfo[i].sourcerow); switch (texinfo.sourcerow) { case XF_SRCGEOM_INROW: _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 ); out.Write("coord = rawpos;\n"); // pos.w is 1 break; case XF_SRCNORMAL_INROW: if (components & VB_HAS_NRM0) { _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 ); out.Write("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 ); out.Write("coord = float4(rawnorm1.xyz, 1.0f);\n"); } break; case XF_SRCBINORMAL_B_INROW: if (components & VB_HAS_NRM2) { _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 ); out.Write("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)) ) out.Write("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 SetUidField(texMtxInfo[i].texgentype, xfregs.texMtxInfo[i].texgentype); 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 SetUidField(texMtxInfo[i].embosslightshift, xfregs.texMtxInfo[i].embosslightshift); SetUidField(texMtxInfo[i].embosssourceshift, xfregs.texMtxInfo[i].embosssourceshift); out.Write("ldir = normalize(" I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift); out.Write("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 SetUidField(texMtxInfo[i].embosssourceshift, xfregs.texMtxInfo[i].embosssourceshift); out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift); } break; case XF_TEXGEN_COLOR_STRGBC0: _assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW); out.Write("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); out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i); break; case XF_TEXGEN_REGULAR: default: SetUidField(texMtxInfo[i].projection, xfregs.texMtxInfo[i].projection); if (components & (VB_HAS_TEXMTXIDX0<(object, components, api_type); } void GenerateShaderCode(ShaderCode& object, u32 components, API_TYPE api_type) { return GenerateShader(object, components, api_type); }