dolphin/Source/Core/VideoCommon/VertexShaderGen.cpp
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

428 lines
16 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <cmath>
#include <cstring>
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/LightingShaderGen.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderGen.h"
#include "VideoCommon/VideoConfig.h"
template <class T>
static T GenerateVertexShader(API_TYPE api_type)
{
T out;
// Non-uid template parameters will write to the dummy data (=> gets optimized out)
vertex_shader_uid_data dummy_data;
vertex_shader_uid_data* uid_data = out.template GetUidData<vertex_shader_uid_data>();
if (uid_data == nullptr)
uid_data = &dummy_data;
memset(uid_data, 0, sizeof(*uid_data));
_assert_(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens);
_assert_(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans);
out.Write("%s", s_lighting_struct);
// uniforms
if (api_type == API_OPENGL)
out.Write("layout(std140%s) uniform VSBlock {\n",
g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
else
out.Write("cbuffer VSBlock {\n");
out.Write(s_shader_uniforms);
out.Write("};\n");
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers<T>(out, api_type, "");
out.Write("};\n");
uid_data->numTexGens = xfmem.numTexGen.numTexGens;
uid_data->components = VertexLoaderManager::g_current_components;
uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
if (api_type == API_OPENGL)
{
out.Write("in float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
if (uid_data->components & VB_HAS_POSMTXIDX)
out.Write("in int posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
if (uid_data->components & VB_HAS_NRM0)
out.Write("in float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB);
if (uid_data->components & VB_HAS_NRM1)
out.Write("in float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
if (uid_data->components & VB_HAS_NRM2)
out.Write("in float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
if (uid_data->components & VB_HAS_COL0)
out.Write("in float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB);
if (uid_data->components & VB_HAS_COL1)
out.Write("in float4 color1; // ATTR%d,\n", SHADER_COLOR1_ATTRIB);
for (int i = 0; i < 8; ++i)
{
u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx)
out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i,
SHADER_TEXTURE0_ATTRIB + i);
}
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
out.Write("out VertexData {\n");
GenerateVSOutputMembers<T>(out, api_type, GetInterpolationQualifier(true, false));
out.Write("} vs;\n");
}
else
{
// Let's set up attributes
for (u32 i = 0; i < 8; ++i)
{
if (i < uid_data->numTexGens)
{
out.Write("%s out float3 uv%u;\n", GetInterpolationQualifier(), i);
}
}
out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier());
if (uid_data->pixel_lighting)
{
out.Write("%s out float3 Normal;\n", GetInterpolationQualifier());
out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier());
}
out.Write("%s out float4 colors_0;\n", GetInterpolationQualifier());
out.Write("%s out float4 colors_1;\n", GetInterpolationQualifier());
}
out.Write("void main()\n{\n");
}
else // D3D
{
out.Write("VS_OUTPUT main(\n");
// inputs
if (uid_data->components & VB_HAS_NRM0)
out.Write(" float3 rawnorm0 : NORMAL0,\n");
if (uid_data->components & VB_HAS_NRM1)
out.Write(" float3 rawnorm1 : NORMAL1,\n");
if (uid_data->components & VB_HAS_NRM2)
out.Write(" float3 rawnorm2 : NORMAL2,\n");
if (uid_data->components & VB_HAS_COL0)
out.Write(" float4 color0 : COLOR0,\n");
if (uid_data->components & VB_HAS_COL1)
out.Write(" float4 color1 : COLOR1,\n");
for (int i = 0; i < 8; ++i)
{
u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx)
out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
}
if (uid_data->components & VB_HAS_POSMTXIDX)
out.Write(" int posmtx : BLENDINDICES,\n");
out.Write(" float4 rawpos : POSITION) {\n");
}
out.Write("VS_OUTPUT o;\n");
// transforms
if (uid_data->components & VB_HAS_POSMTXIDX)
{
out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES
"[posmtx], rawpos), dot(" I_TRANSFORMMATRICES
"[posmtx+1], rawpos), dot(" I_TRANSFORMMATRICES "[posmtx+2], rawpos), 1);\n");
if (uid_data->components & VB_HAS_NRMALL)
{
out.Write("int normidx = posmtx & 31;\n");
out.Write("float3 N0 = " I_NORMALMATRICES "[normidx].xyz, N1 = " I_NORMALMATRICES
"[normidx+1].xyz, N2 = " I_NORMALMATRICES "[normidx+2].xyz;\n");
}
if (uid_data->components & VB_HAS_NRM0)
out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, "
"rawnorm0)));\n");
if (uid_data->components & VB_HAS_NRM1)
out.Write(
"float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
if (uid_data->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 "[0], rawpos), dot(" I_POSNORMALMATRIX
"[1], rawpos), dot(" I_POSNORMALMATRIX "[2], rawpos), 1.0);\n");
if (uid_data->components & VB_HAS_NRM0)
out.Write("float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX
"[3].xyz, rawnorm0), dot(" I_POSNORMALMATRIX
"[4].xyz, rawnorm0), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm0)));\n");
if (uid_data->components & VB_HAS_NRM1)
out.Write("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX
"[3].xyz, rawnorm1), dot(" I_POSNORMALMATRIX
"[4].xyz, rawnorm1), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm1));\n");
if (uid_data->components & VB_HAS_NRM2)
out.Write("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX
"[3].xyz, rawnorm2), dot(" I_POSNORMALMATRIX
"[4].xyz, rawnorm2), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm2));\n");
}
if (!(uid_data->components & VB_HAS_NRM0))
out.Write("float3 _norm0 = float3(0.0, 0.0, 0.0);\n");
out.Write("o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION
"[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n");
out.Write("int4 lacc;\n"
"float3 ldir, h, cosAttn, distAttn;\n"
"float dist, dist2, attn;\n");
uid_data->numColorChans = xfmem.numChan.numColorChans;
if (uid_data->numColorChans == 0)
{
if (uid_data->components & VB_HAS_COL0)
out.Write("o.colors_0 = color0;\n");
else
out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
}
GenerateLightingShader<T>(out, uid_data->lighting, uid_data->components, "color", "o.colors_");
if (uid_data->numColorChans < 2)
{
if (uid_data->components & VB_HAS_COL1)
out.Write("o.colors_1 = color1;\n");
else
out.Write("o.colors_1 = o.colors_0;\n");
}
// transform texcoords
out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n");
for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
{
auto& texinfo = uid_data->texMtxInfo[i];
out.Write("{\n");
out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n");
texinfo.sourcerow = xfmem.texMtxInfo[i].sourcerow;
texinfo.texgentype = xfmem.texMtxInfo[i].texgentype;
switch (texinfo.sourcerow)
{
case XF_SRCGEOM_INROW:
out.Write("coord.xyz = rawpos.xyz;\n");
break;
case XF_SRCNORMAL_INROW:
if (uid_data->components & VB_HAS_NRM0)
{
out.Write("coord.xyz = rawnorm0.xyz;\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 (uid_data->components & VB_HAS_NRM1)
{
out.Write("coord.xyz = rawnorm1.xyz;\n");
}
break;
case XF_SRCBINORMAL_B_INROW:
if (uid_data->components & VB_HAS_NRM2)
{
out.Write("coord.xyz = rawnorm2.xyz;\n");
}
break;
default:
_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
if (uid_data->components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW)))
out.Write("coord = float4(tex%d.x, tex%d.y, 1.0, 1.0);\n",
texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
break;
}
// Input form of AB11 sets z element to 1.0
uid_data->texMtxInfo[i].inputform = xfmem.texMtxInfo[i].inputform;
if (texinfo.inputform == XF_TEXINPUT_AB11)
out.Write("coord.z = 1.0;\n");
// first transformation
switch (texinfo.texgentype)
{
case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
if (uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2))
{
// transform the light dir into tangent space
texinfo.embosslightshift = xfmem.texMtxInfo[i].embosslightshift;
texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
out.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n",
LIGHT_POS_PARAMS(texinfo.embosslightshift));
out.Write(
"o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n", i,
texinfo.embosssourceshift);
}
else
{
// The following assert was triggered in House of the Dead Overkill and Star Wars Rogue
// Squadron 2
//_assert_(0); // should have normals
texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift);
}
break;
case XF_TEXGEN_COLOR_STRGBC0:
out.Write("o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
break;
case XF_TEXGEN_COLOR_STRGBC1:
out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
break;
case XF_TEXGEN_REGULAR:
default:
uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i;
if (uid_data->components & (VB_HAS_TEXMTXIDX0 << i))
{
out.Write("int tmp = int(tex%d.z);\n", i);
if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ)
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES
"[tmp]), dot(coord, " I_TRANSFORMMATRICES
"[tmp+1]), dot(coord, " I_TRANSFORMMATRICES "[tmp+2]));\n",
i);
else
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES
"[tmp]), dot(coord, " I_TRANSFORMMATRICES "[tmp+1]), 1);\n",
i);
}
else
{
if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ)
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES
"[%d]), dot(coord, " I_TEXMATRICES "[%d]), dot(coord, " I_TEXMATRICES
"[%d]));\n",
i, 3 * i, 3 * i + 1, 3 * i + 2);
else
out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES
"[%d]), dot(coord, " I_TEXMATRICES "[%d]), 1);\n",
i, 3 * i, 3 * i + 1);
}
break;
}
uid_data->dualTexTrans_enabled = xfmem.dualTexTrans.enabled;
// CHECKME: does this only work for regular tex gen types?
if (uid_data->dualTexTrans_enabled && texinfo.texgentype == XF_TEXGEN_REGULAR)
{
auto& postInfo = uid_data->postMtxInfo[i];
postInfo.index = xfmem.postMtxInfo[i].index;
out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES "[%d];\n"
"float4 P1 = " I_POSTTRANSFORMMATRICES "[%d];\n"
"float4 P2 = " I_POSTTRANSFORMMATRICES "[%d];\n",
postInfo.index & 0x3f, (postInfo.index + 1) & 0x3f, (postInfo.index + 2) & 0x3f);
postInfo.normalize = xfmem.postMtxInfo[i].normalize;
if (postInfo.normalize)
out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
// multiply by postmatrix
out.Write("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);
}
out.Write("}\n");
}
// clipPos/w needs to be done in pixel shader, not here
out.Write("o.clipPos = o.pos;\n");
if (uid_data->pixel_lighting)
{
out.Write("o.Normal = _norm0;\n");
out.Write("o.WorldPos = pos.xyz;\n");
if (uid_data->components & VB_HAS_COL0)
out.Write("o.colors_0 = color0;\n");
if (uid_data->components & VB_HAS_COL1)
out.Write("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
if (g_ActiveConfig.backend_info.bSupportsClipControl)
{
out.Write("o.pos.z = -o.pos.z;\n");
}
else // OGL
{
// this results in a scale from -1..0 to -1..1 after perspective
// divide
out.Write("o.pos.z = o.pos.z * -2.0 - o.pos.w;\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
}
// The console GPU places the pixel center at 7/12 in screen space unless
// antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results
// in some primitives being placed one pixel too far to the bottom-right,
// which in turn can be critical if it happens for clear quads.
// Hence, we compensate for this pixel center difference so that primitives
// get rasterized correctly.
out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n");
if (api_type == API_OPENGL)
{
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
AssignVSOutputMembers(out, "vs", "o");
}
else
{
// TODO: Pass interface blocks between shader stages even if geometry shaders
// are not supported, however that will require at least OpenGL 3.2 support.
for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
out.Write("uv%d.xyz = o.tex%d;\n", i, i);
out.Write("clipPos = o.clipPos;\n");
if (uid_data->pixel_lighting)
{
out.Write("Normal = o.Normal;\n");
out.Write("WorldPos = o.WorldPos;\n");
}
out.Write("colors_0 = o.colors_0;\n");
out.Write("colors_1 = o.colors_1;\n");
}
out.Write("gl_Position = o.pos;\n");
}
else // D3D
{
out.Write("return o;\n");
}
out.Write("}\n");
return out;
}
VertexShaderUid GetVertexShaderUid(API_TYPE api_type)
{
return GenerateVertexShader<VertexShaderUid>(api_type);
}
ShaderCode GenerateVertexShaderCode(API_TYPE api_type)
{
return GenerateVertexShader<ShaderCode>(api_type);
}