mirror of
https://github.com/dolphin-emu/dolphin
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16c7869ab2
VideoCommon: allow custom shaders to set the alpha value
2186 lines
86 KiB
C++
2186 lines
86 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/PixelShaderGen.h"
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#include <algorithm>
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#include <cmath>
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#include <cstdio>
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#include <fmt/format.h>
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "Common/EnumMap.h"
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#include "Common/Logging/Log.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/BoundingBox.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/LightingShaderGen.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h" // for texture projection mode
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// TODO: Get rid of these
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enum : u32
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{
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C_COLORMATRIX = 0, // 0
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C_COLORS = 0, // 0
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C_KCOLORS = C_COLORS + 4, // 4
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C_ALPHA = C_KCOLORS + 4, // 8
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C_TEXDIMS = C_ALPHA + 1, // 9
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C_ZBIAS = C_TEXDIMS + 8, // 17
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C_INDTEXSCALE = C_ZBIAS + 2, // 19
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C_INDTEXMTX = C_INDTEXSCALE + 2, // 21
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C_FOGCOLOR = C_INDTEXMTX + 6, // 27
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C_FOGI = C_FOGCOLOR + 1, // 28
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C_FOGF = C_FOGI + 1, // 29
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C_ZSLOPE = C_FOGF + 2, // 31
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C_EFBSCALE = C_ZSLOPE + 1, // 32
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C_PENVCONST_END = C_EFBSCALE + 1
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};
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constexpr Common::EnumMap<const char*, KonstSel::K3_A> tev_ksel_table_c{
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"255,255,255", // 1 = 0x00
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"223,223,223", // 7_8 = 0x01
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"191,191,191", // 3_4 = 0x02
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"159,159,159", // 5_8 = 0x03
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"128,128,128", // 1_2 = 0x04
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"96,96,96", // 3_8 = 0x05
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"64,64,64", // 1_4 = 0x06
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"32,32,32", // 1_8 = 0x07
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"0,0,0", // INVALID = 0x08
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"0,0,0", // INVALID = 0x09
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"0,0,0", // INVALID = 0x0a
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"0,0,0", // INVALID = 0x0b
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I_KCOLORS "[0].rgb", // K0 = 0x0C
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I_KCOLORS "[1].rgb", // K1 = 0x0D
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I_KCOLORS "[2].rgb", // K2 = 0x0E
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I_KCOLORS "[3].rgb", // K3 = 0x0F
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I_KCOLORS "[0].rrr", // K0_R = 0x10
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I_KCOLORS "[1].rrr", // K1_R = 0x11
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I_KCOLORS "[2].rrr", // K2_R = 0x12
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I_KCOLORS "[3].rrr", // K3_R = 0x13
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I_KCOLORS "[0].ggg", // K0_G = 0x14
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I_KCOLORS "[1].ggg", // K1_G = 0x15
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I_KCOLORS "[2].ggg", // K2_G = 0x16
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I_KCOLORS "[3].ggg", // K3_G = 0x17
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I_KCOLORS "[0].bbb", // K0_B = 0x18
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I_KCOLORS "[1].bbb", // K1_B = 0x19
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I_KCOLORS "[2].bbb", // K2_B = 0x1A
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I_KCOLORS "[3].bbb", // K3_B = 0x1B
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I_KCOLORS "[0].aaa", // K0_A = 0x1C
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I_KCOLORS "[1].aaa", // K1_A = 0x1D
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I_KCOLORS "[2].aaa", // K2_A = 0x1E
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I_KCOLORS "[3].aaa", // K3_A = 0x1F
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};
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constexpr Common::EnumMap<const char*, KonstSel::K3_A> tev_ksel_table_a{
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"255", // 1 = 0x00
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"223", // 7_8 = 0x01
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"191", // 3_4 = 0x02
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"159", // 5_8 = 0x03
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"128", // 1_2 = 0x04
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"96", // 3_8 = 0x05
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"64", // 1_4 = 0x06
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"32", // 1_8 = 0x07
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"0", // INVALID = 0x08
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"0", // INVALID = 0x09
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"0", // INVALID = 0x0a
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"0", // INVALID = 0x0b
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"0", // INVALID = 0x0c
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"0", // INVALID = 0x0d
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"0", // INVALID = 0x0e
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"0", // INVALID = 0x0f
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I_KCOLORS "[0].r", // K0_R = 0x10
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I_KCOLORS "[1].r", // K1_R = 0x11
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I_KCOLORS "[2].r", // K2_R = 0x12
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I_KCOLORS "[3].r", // K3_R = 0x13
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I_KCOLORS "[0].g", // K0_G = 0x14
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I_KCOLORS "[1].g", // K1_G = 0x15
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I_KCOLORS "[2].g", // K2_G = 0x16
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I_KCOLORS "[3].g", // K3_G = 0x17
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I_KCOLORS "[0].b", // K0_B = 0x18
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I_KCOLORS "[1].b", // K1_B = 0x19
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I_KCOLORS "[2].b", // K2_B = 0x1A
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I_KCOLORS "[3].b", // K3_B = 0x1B
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I_KCOLORS "[0].a", // K0_A = 0x1C
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I_KCOLORS "[1].a", // K1_A = 0x1D
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I_KCOLORS "[2].a", // K2_A = 0x1E
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I_KCOLORS "[3].a", // K3_A = 0x1F
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};
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constexpr Common::EnumMap<const char*, TevColorArg::Zero> tev_c_input_table{
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"prev.rgb", // CPREV,
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"prev.aaa", // APREV,
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"c0.rgb", // C0,
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"c0.aaa", // A0,
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"c1.rgb", // C1,
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"c1.aaa", // A1,
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"c2.rgb", // C2,
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"c2.aaa", // A2,
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"textemp.rgb", // TEXC,
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"textemp.aaa", // TEXA,
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"rastemp.rgb", // RASC,
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"rastemp.aaa", // RASA,
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"int3(255,255,255)", // ONE
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"int3(128,128,128)", // HALF
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"konsttemp.rgb", // KONST
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"int3(0,0,0)", // ZERO
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};
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constexpr Common::EnumMap<const char*, TevColorArg::Zero> tev_c_input_type{
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"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV",
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"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
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"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
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"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
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"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX",
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"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS",
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"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC",
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"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC",
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};
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constexpr Common::EnumMap<const char*, TevAlphaArg::Zero> tev_a_input_table{
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"prev.a", // APREV,
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"c0.a", // A0,
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"c1.a", // A1,
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"c2.a", // A2,
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"textemp.a", // TEXA,
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"rastemp.a", // RASA,
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"konsttemp.a", // KONST, (hw1 had quarter)
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"0", // ZERO
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};
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constexpr Common::EnumMap<const char*, TevAlphaArg::Zero> tev_a_input_type{
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"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_PREV", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
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"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_COLOR",
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"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_TEX", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_RAS",
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"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_KONST", "CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_NUMERIC",
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};
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constexpr Common::EnumMap<const char*, RasColorChan::Zero> tev_ras_table{
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"iround(col0 * 255.0)",
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"iround(col1 * 255.0)",
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"ERROR13", // 2
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"ERROR14", // 3
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"ERROR15", // 4
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"(int4(1, 1, 1, 1) * alphabump)", // bump alpha (0..248)
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"(int4(1, 1, 1, 1) * (alphabump | (alphabump >> 5)))", // normalized bump alpha (0..255)
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"int4(0, 0, 0, 0)", // zero
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};
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constexpr Common::EnumMap<const char*, TevOutput::Color2> tev_c_output_table{
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"prev.rgb",
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"c0.rgb",
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"c1.rgb",
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"c2.rgb",
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};
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constexpr Common::EnumMap<const char*, TevOutput::Color2> tev_a_output_table{
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"prev.a",
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"c0.a",
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"c1.a",
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"c2.a",
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};
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constexpr Common::EnumMap<char, ColorChannel::Alpha> rgba_swizzle{'r', 'g', 'b', 'a'};
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PixelShaderUid GetPixelShaderUid()
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{
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PixelShaderUid out;
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pixel_shader_uid_data* const uid_data = out.GetUidData();
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uid_data->useDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
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bpmem.zcontrol.pixel_format == PixelFormat::RGBA6_Z24;
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uid_data->genMode_numindstages = bpmem.genMode.numindstages;
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uid_data->genMode_numtevstages = bpmem.genMode.numtevstages;
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uid_data->genMode_numtexgens = bpmem.genMode.numtexgens;
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uid_data->bounding_box = g_ActiveConfig.bBBoxEnable && g_bounding_box->IsEnabled();
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uid_data->rgba6_format =
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bpmem.zcontrol.pixel_format == PixelFormat::RGBA6_Z24 && !g_ActiveConfig.bForceTrueColor;
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uid_data->dither = bpmem.blendmode.dither && uid_data->rgba6_format;
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uid_data->uint_output = bpmem.blendmode.UseLogicOp();
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u32 numStages = uid_data->genMode_numtevstages + 1;
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uid_data->Pretest = bpmem.alpha_test.TestResult();
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uid_data->ztest = bpmem.GetEmulatedZ();
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if (uid_data->ztest == EmulatedZ::Early &&
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(g_ActiveConfig.bFastDepthCalc ||
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bpmem.alpha_test.TestResult() == AlphaTestResult::Undetermined)
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// We can't allow early_ztest for zfreeze because depth is overridden per-pixel.
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// This means it's impossible for zcomploc to be emulated on a zfrozen polygon.
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&& !bpmem.genMode.zfreeze)
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{
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uid_data->ztest = EmulatedZ::ForcedEarly;
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}
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const bool forced_early_z = uid_data->ztest == EmulatedZ::ForcedEarly;
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const bool per_pixel_depth =
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(bpmem.ztex2.op != ZTexOp::Disabled && uid_data->ztest == EmulatedZ::Late) ||
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(!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z) ||
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(bpmem.zmode.testenable && bpmem.genMode.zfreeze);
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uid_data->per_pixel_depth = per_pixel_depth;
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if (g_ActiveConfig.bEnablePixelLighting)
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{
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uid_data->numColorChans = xfmem.numChan.numColorChans;
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GetLightingShaderUid(uid_data->lighting);
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}
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if (uid_data->genMode_numtexgens > 0)
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{
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for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
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{
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// optional perspective divides
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uid_data->texMtxInfo_n_projection |= static_cast<u32>(xfmem.texMtxInfo[i].projection.Value())
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<< i;
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}
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}
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// indirect texture map lookup
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int nIndirectStagesUsed = 0;
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for (unsigned int i = 0; i < numStages; ++i)
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{
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if (bpmem.tevind[i].IsActive())
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nIndirectStagesUsed |= 1 << bpmem.tevind[i].bt;
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}
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uid_data->nIndirectStagesUsed = nIndirectStagesUsed;
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for (u32 i = 0; i < uid_data->genMode_numindstages; ++i)
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{
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if (uid_data->nIndirectStagesUsed & (1 << i))
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uid_data->SetTevindrefValues(i, bpmem.tevindref.getTexCoord(i), bpmem.tevindref.getTexMap(i));
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}
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for (unsigned int n = 0; n < numStages; n++)
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{
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uid_data->stagehash[n].tevorders_texcoord = bpmem.tevorders[n / 2].getTexCoord(n & 1);
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uid_data->stagehash[n].tevind = bpmem.tevind[n].hex;
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TevStageCombiner::ColorCombiner& cc = bpmem.combiners[n].colorC;
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TevStageCombiner::AlphaCombiner& ac = bpmem.combiners[n].alphaC;
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uid_data->stagehash[n].cc = cc.hex & 0xFFFFFF;
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uid_data->stagehash[n].ac = ac.hex & 0xFFFFF0; // Storing rswap and tswap later
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if (cc.a == TevColorArg::RasAlpha || cc.a == TevColorArg::RasColor ||
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cc.b == TevColorArg::RasAlpha || cc.b == TevColorArg::RasColor ||
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cc.c == TevColorArg::RasAlpha || cc.c == TevColorArg::RasColor ||
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cc.d == TevColorArg::RasAlpha || cc.d == TevColorArg::RasColor ||
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ac.a == TevAlphaArg::RasAlpha || ac.b == TevAlphaArg::RasAlpha ||
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ac.c == TevAlphaArg::RasAlpha || ac.d == TevAlphaArg::RasAlpha)
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{
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const auto ras_swap_table = bpmem.tevksel.GetSwapTable(bpmem.combiners[n].alphaC.rswap);
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uid_data->stagehash[n].ras_swap_r = ras_swap_table[ColorChannel::Red];
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uid_data->stagehash[n].ras_swap_g = ras_swap_table[ColorChannel::Green];
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uid_data->stagehash[n].ras_swap_b = ras_swap_table[ColorChannel::Blue];
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uid_data->stagehash[n].ras_swap_a = ras_swap_table[ColorChannel::Alpha];
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uid_data->stagehash[n].tevorders_colorchan = bpmem.tevorders[n / 2].getColorChan(n & 1);
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}
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uid_data->stagehash[n].tevorders_enable = bpmem.tevorders[n / 2].getEnable(n & 1);
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if (uid_data->stagehash[n].tevorders_enable)
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{
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const auto tex_swap_table = bpmem.tevksel.GetSwapTable(bpmem.combiners[n].alphaC.tswap);
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uid_data->stagehash[n].tex_swap_r = tex_swap_table[ColorChannel::Red];
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uid_data->stagehash[n].tex_swap_g = tex_swap_table[ColorChannel::Green];
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uid_data->stagehash[n].tex_swap_b = tex_swap_table[ColorChannel::Blue];
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uid_data->stagehash[n].tex_swap_a = tex_swap_table[ColorChannel::Alpha];
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uid_data->stagehash[n].tevorders_texmap = bpmem.tevorders[n / 2].getTexMap(n & 1);
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}
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if (cc.a == TevColorArg::Konst || cc.b == TevColorArg::Konst || cc.c == TevColorArg::Konst ||
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cc.d == TevColorArg::Konst || ac.a == TevAlphaArg::Konst || ac.b == TevAlphaArg::Konst ||
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ac.c == TevAlphaArg::Konst || ac.d == TevAlphaArg::Konst)
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{
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uid_data->stagehash[n].tevksel_kc = bpmem.tevksel.GetKonstColor(n);
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uid_data->stagehash[n].tevksel_ka = bpmem.tevksel.GetKonstAlpha(n);
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}
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}
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#define MY_STRUCT_OFFSET(str, elem) ((u32)((u64) & (str).elem - (u64) & (str)))
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uid_data->num_values = (g_ActiveConfig.bEnablePixelLighting) ?
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sizeof(*uid_data) :
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MY_STRUCT_OFFSET(*uid_data, stagehash[numStages]);
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// NOTE: Fragment may not be discarded if alpha test always fails and early depth test is enabled
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// (in this case we need to write a depth value if depth test passes regardless of the alpha
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// testing result)
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if (uid_data->Pretest == AlphaTestResult::Undetermined ||
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(uid_data->Pretest == AlphaTestResult::Fail && uid_data->ztest == EmulatedZ::Late))
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{
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uid_data->alpha_test_comp0 = bpmem.alpha_test.comp0;
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uid_data->alpha_test_comp1 = bpmem.alpha_test.comp1;
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uid_data->alpha_test_logic = bpmem.alpha_test.logic;
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}
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uid_data->zfreeze = bpmem.genMode.zfreeze;
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uid_data->ztex_op = bpmem.ztex2.op;
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uid_data->fog_fsel = bpmem.fog.c_proj_fsel.fsel;
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uid_data->fog_proj = bpmem.fog.c_proj_fsel.proj;
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uid_data->fog_RangeBaseEnabled = bpmem.fogRange.Base.Enabled;
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return out;
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}
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void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& host_config,
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PixelShaderUid* uid)
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{
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pixel_shader_uid_data* const uid_data = uid->GetUidData();
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// OpenGL and Vulkan convert implicitly normalized color outputs to their uint representation.
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// Therefore, it is not necessary to use a uint output on these backends. We also disable the
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// uint output when logic op is not supported (i.e. driver/device does not support D3D11.1).
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if (api_type != APIType::D3D || !host_config.backend_logic_op)
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uid_data->uint_output = 0;
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// If bounding box is enabled when a UID cache is created, then later disabled, we shouldn't
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// emit the bounding box portion of the shader.
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uid_data->bounding_box &= host_config.bounding_box && host_config.backend_bbox;
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}
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void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
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const ShaderHostConfig& host_config, bool bounding_box,
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const CustomPixelShaderContents& custom_details)
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{
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// dot product for integer vectors
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out.Write("int idot(int3 x, int3 y)\n"
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"{{\n"
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"\tint3 tmp = x * y;\n"
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"\treturn tmp.x + tmp.y + tmp.z;\n"
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"}}\n");
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out.Write("int idot(int4 x, int4 y)\n"
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"{{\n"
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"\tint4 tmp = x * y;\n"
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"\treturn tmp.x + tmp.y + tmp.z + tmp.w;\n"
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"}}\n\n");
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|
|
// rounding + casting to integer at once in a single function
|
|
out.Write("int iround(float x) {{ return int (round(x)); }}\n"
|
|
"int2 iround(float2 x) {{ return int2(round(x)); }}\n"
|
|
"int3 iround(float3 x) {{ return int3(round(x)); }}\n"
|
|
"int4 iround(float4 x) {{ return int4(round(x)); }}\n\n");
|
|
|
|
out.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp[8];\n");
|
|
out.Write("\n");
|
|
|
|
out.Write("UBO_BINDING(std140, 1) uniform PSBlock {{\n");
|
|
|
|
out.Write("\tint4 " I_COLORS "[4];\n"
|
|
"\tint4 " I_KCOLORS "[4];\n"
|
|
"\tint4 " I_ALPHA ";\n"
|
|
"\tint4 " I_TEXDIMS "[8];\n"
|
|
"\tint4 " I_ZBIAS "[2];\n"
|
|
"\tint4 " I_INDTEXSCALE "[2];\n"
|
|
"\tint4 " I_INDTEXMTX "[6];\n"
|
|
"\tint4 " I_FOGCOLOR ";\n"
|
|
"\tint4 " I_FOGI ";\n"
|
|
"\tfloat4 " I_FOGF ";\n"
|
|
"\tfloat4 " I_FOGRANGE "[3];\n"
|
|
"\tfloat4 " I_ZSLOPE ";\n"
|
|
"\tfloat2 " I_EFBSCALE ";\n"
|
|
"\tuint bpmem_genmode;\n"
|
|
"\tuint bpmem_alphaTest;\n"
|
|
"\tuint bpmem_fogParam3;\n"
|
|
"\tuint bpmem_fogRangeBase;\n"
|
|
"\tuint bpmem_dstalpha;\n"
|
|
"\tuint bpmem_ztex_op;\n"
|
|
"\tbool bpmem_late_ztest;\n"
|
|
"\tbool bpmem_rgba6_format;\n"
|
|
"\tbool bpmem_dither;\n"
|
|
"\tbool bpmem_bounding_box;\n"
|
|
"\tuint4 bpmem_pack1[16];\n" // .xy - combiners, .z - tevind
|
|
"\tuint4 bpmem_pack2[8];\n" // .x - tevorder, .y - tevksel, .zw - SamplerState tm0/tm1
|
|
"\tint4 konstLookup[32];\n"
|
|
"\tbool blend_enable;\n"
|
|
"\tuint blend_src_factor;\n"
|
|
"\tuint blend_src_factor_alpha;\n"
|
|
"\tuint blend_dst_factor;\n"
|
|
"\tuint blend_dst_factor_alpha;\n"
|
|
"\tbool blend_subtract;\n"
|
|
"\tbool blend_subtract_alpha;\n"
|
|
"\tbool logic_op_enable;\n"
|
|
"\tuint logic_op_mode;\n"
|
|
"\tuint time_ms;\n"
|
|
"}};\n\n");
|
|
out.Write("#define bpmem_combiners(i) (bpmem_pack1[(i)].xy)\n"
|
|
"#define bpmem_tevind(i) (bpmem_pack1[(i)].z)\n"
|
|
"#define bpmem_iref(i) (bpmem_pack1[(i)].w)\n"
|
|
"#define bpmem_tevorder(i) (bpmem_pack2[(i)].x)\n"
|
|
"#define bpmem_tevksel(i) (bpmem_pack2[(i)].y)\n"
|
|
"#define samp_texmode0(i) (bpmem_pack2[(i)].z)\n"
|
|
"#define samp_texmode1(i) (bpmem_pack2[(i)].w)\n\n");
|
|
|
|
if (host_config.per_pixel_lighting)
|
|
{
|
|
out.Write("{}", s_lighting_struct);
|
|
|
|
out.Write("UBO_BINDING(std140, 2) uniform VSBlock {{\n");
|
|
|
|
out.Write("{}", s_shader_uniforms);
|
|
out.Write("}};\n");
|
|
}
|
|
|
|
if (!custom_details.shaders.empty() &&
|
|
!custom_details.shaders.back().material_uniform_block.empty())
|
|
{
|
|
out.Write("UBO_BINDING(std140, 3) uniform CustomShaderBlock {{\n");
|
|
out.Write("{}", custom_details.shaders.back().material_uniform_block);
|
|
out.Write("}} custom_uniforms;\n");
|
|
}
|
|
|
|
if (bounding_box)
|
|
{
|
|
out.Write("SSBO_BINDING(0) coherent buffer BBox {{\n"
|
|
" int bbox_data[4];\n"
|
|
"}};");
|
|
|
|
out.Write(R"(
|
|
#define bbox_left bbox_data[0]
|
|
#define bbox_right bbox_data[1]
|
|
#define bbox_top bbox_data[2]
|
|
#define bbox_bottom bbox_data[3]
|
|
|
|
void UpdateBoundingBoxBuffer(int2 min_pos, int2 max_pos) {{
|
|
if (bbox_left > min_pos.x)
|
|
atomicMin(bbox_left, min_pos.x);
|
|
if (bbox_right < max_pos.x)
|
|
atomicMax(bbox_right, max_pos.x);
|
|
if (bbox_top > min_pos.y)
|
|
atomicMin(bbox_top, min_pos.y);
|
|
if (bbox_bottom < max_pos.y)
|
|
atomicMax(bbox_bottom, max_pos.y);
|
|
}}
|
|
|
|
void UpdateBoundingBox(float2 rawpos) {{
|
|
// We only want to include coordinates for pixels aligned with the native resolution pixel centers.
|
|
// This makes bounding box sizes more accurate (though not perfect) at higher resolutions,
|
|
// avoiding EFB copy buffer overflow in affected games.
|
|
//
|
|
// For a more detailed explanation, see https://dolp.in/pr9801
|
|
int2 int_efb_scale = iround(1.0 / {efb_scale}.xy);
|
|
if (int(rawpos.x) % int_efb_scale.x != int_efb_scale.x >> 1 ||
|
|
int(rawpos.y) % int_efb_scale.y != int_efb_scale.y >> 1) // right shift for fast divide by two
|
|
{{
|
|
return;
|
|
}}
|
|
|
|
// The rightmost shaded pixel is not included in the right bounding box register,
|
|
// such that width = right - left + 1. This has been verified on hardware.
|
|
int2 pos = int2(rawpos * {efb_scale}.xy);
|
|
|
|
#ifdef API_OPENGL
|
|
// We need to invert the Y coordinate due to OpenGL's lower-left origin
|
|
pos.y = {efb_height} - pos.y - 1;
|
|
#endif
|
|
|
|
// The GC/Wii GPU rasterizes in 2x2 pixel groups, so bounding box values will be rounded to the
|
|
// extents of these groups, rather than the exact pixel.
|
|
int2 pos_tl = pos & ~1; // round down to even
|
|
int2 pos_br = pos | 1; // round up to odd
|
|
|
|
#if defined(SUPPORTS_SUBGROUP_REDUCTION) && !defined(BROKEN_SUBGROUP_WITH_DISCARD)
|
|
if (!IS_HELPER_INVOCATION)
|
|
{{
|
|
SUBGROUP_MIN(pos_tl);
|
|
SUBGROUP_MAX(pos_br);
|
|
if (IS_FIRST_ACTIVE_INVOCATION)
|
|
UpdateBoundingBoxBuffer(pos_tl, pos_br);
|
|
}}
|
|
#else
|
|
UpdateBoundingBoxBuffer(pos_tl, pos_br);
|
|
#endif
|
|
}}
|
|
|
|
)",
|
|
fmt::arg("efb_height", EFB_HEIGHT), fmt::arg("efb_scale", I_EFBSCALE));
|
|
}
|
|
|
|
if (host_config.manual_texture_sampling)
|
|
{
|
|
out.Write(R"(
|
|
int4 readTexture(in sampler2DArray tex, uint u, uint v, int layer, int lod) {{
|
|
return iround(texelFetch(tex, int3(u, v, layer), lod) * 255.0);
|
|
}}
|
|
|
|
int4 readTextureLinear(in sampler2DArray tex, uint2 uv1, uint2 uv2, int layer, int lod, int2 frac_uv) {{)");
|
|
|
|
out.Write(R"(
|
|
int4 result =
|
|
readTexture(tex, uv1.x, uv1.y, layer, lod) * (128 - frac_uv.x) * (128 - frac_uv.y) +
|
|
readTexture(tex, uv2.x, uv1.y, layer, lod) * ( frac_uv.x) * (128 - frac_uv.y) +
|
|
readTexture(tex, uv1.x, uv2.y, layer, lod) * (128 - frac_uv.x) * ( frac_uv.y) +
|
|
readTexture(tex, uv2.x, uv2.y, layer, lod) * ( frac_uv.x) * ( frac_uv.y);
|
|
return result >> 14;
|
|
}}
|
|
)");
|
|
|
|
if (host_config.manual_texture_sampling_custom_texture_sizes)
|
|
{
|
|
// This is slower, and doesn't result in the same odd behavior that happens on console when
|
|
// wrapping with non-power-of-2 sizes, but it's fine for custom textures to have non-console
|
|
// behavior.
|
|
out.Write(R"(
|
|
// Both GLSL and HLSL produce undefined values when the modulo operator (%) is used with a negative
|
|
// dividend and a positive divisor. We want a positive value such that SafeModulo(-1, 3) is 2.
|
|
int SafeModulo(int dividend, int divisor) {{
|
|
if (dividend >= 0) {{
|
|
return dividend % divisor;
|
|
}} else {{
|
|
// This works because ~x is the same as -x - 1.
|
|
// `~x % 5` over -5 to -1 gives 4, 3, 2, 1, 0. `4 - (~x % 5)` gives 0, 1, 2, 3, 4.
|
|
return (divisor - 1) - (~dividend % divisor);
|
|
}}
|
|
}}
|
|
|
|
uint WrapCoord(int coord, uint wrap, int size) {{
|
|
switch (wrap) {{
|
|
case {:s}:
|
|
default: // confirmed that clamp is used for invalid (3) via hardware test
|
|
return uint(clamp(coord, 0, size - 1));
|
|
case {:s}:
|
|
return uint(SafeModulo(coord, size)); // coord % size
|
|
case {:s}:
|
|
if (SafeModulo(coord, 2 * size) >= size) {{ // coord % (2 * size)
|
|
coord = ~coord;
|
|
}}
|
|
return uint(SafeModulo(coord, size)); // coord % size
|
|
}}
|
|
}}
|
|
)",
|
|
WrapMode::Clamp, WrapMode::Repeat, WrapMode::Mirror);
|
|
}
|
|
else
|
|
{
|
|
out.Write(R"(
|
|
uint WrapCoord(int coord, uint wrap, int size) {{
|
|
switch (wrap) {{
|
|
case {:s}:
|
|
default: // confirmed that clamp is used for invalid (3) via hardware test
|
|
return uint(clamp(coord, 0, size - 1));
|
|
case {:s}:
|
|
return uint(coord & (size - 1));
|
|
case {:s}:
|
|
if ((coord & size) != 0) {{
|
|
coord = ~coord;
|
|
}}
|
|
return uint(coord & (size - 1));
|
|
}}
|
|
}}
|
|
)",
|
|
WrapMode::Clamp, WrapMode::Repeat, WrapMode::Mirror);
|
|
}
|
|
}
|
|
|
|
out.Write("\nint4 sampleTexture(uint texmap, in sampler2DArray tex, int2 uv, int layer) {{\n");
|
|
|
|
if (!host_config.manual_texture_sampling)
|
|
{
|
|
out.Write(" float size_s = float(" I_TEXDIMS "[texmap].x * 128);\n"
|
|
" float size_t = float(" I_TEXDIMS "[texmap].y * 128);\n"
|
|
" float3 coords = float3(float(uv.x) / size_s, float(uv.y) / size_t, layer);\n");
|
|
if (!host_config.backend_sampler_lod_bias)
|
|
{
|
|
out.Write(" uint texmode0 = samp_texmode0(texmap);\n"
|
|
" float lod_bias = float({}) / 256.0f;\n"
|
|
" return iround(255.0 * texture(tex, coords, lod_bias));\n",
|
|
BitfieldExtract<&SamplerState::TM0::lod_bias>("texmode0"));
|
|
}
|
|
else
|
|
{
|
|
out.Write(" return iround(255.0 * texture(tex, coords));\n");
|
|
}
|
|
|
|
out.Write("}}\n");
|
|
}
|
|
else
|
|
{
|
|
out.Write(R"(
|
|
uint texmode0 = samp_texmode0(texmap);
|
|
uint texmode1 = samp_texmode1(texmap);
|
|
|
|
uint wrap_s = {};
|
|
uint wrap_t = {};
|
|
bool mag_linear = {} != 0u;
|
|
bool mipmap_linear = {} != 0u;
|
|
bool min_linear = {} != 0u;
|
|
bool diag_lod = {} != 0u;
|
|
int lod_bias = {};
|
|
// uint max_aniso = TODO;
|
|
bool lod_clamp = {} != 0u;
|
|
int min_lod = int({});
|
|
int max_lod = int({});
|
|
)",
|
|
BitfieldExtract<&SamplerState::TM0::wrap_u>("texmode0"),
|
|
BitfieldExtract<&SamplerState::TM0::wrap_v>("texmode0"),
|
|
BitfieldExtract<&SamplerState::TM0::mag_filter>("texmode0"),
|
|
BitfieldExtract<&SamplerState::TM0::mipmap_filter>("texmode0"),
|
|
BitfieldExtract<&SamplerState::TM0::min_filter>("texmode0"),
|
|
BitfieldExtract<&SamplerState::TM0::diag_lod>("texmode0"),
|
|
BitfieldExtract<&SamplerState::TM0::lod_bias>("texmode0"),
|
|
// BitfieldExtract<&SamplerState::TM0::max_aniso>("texmode0"),
|
|
BitfieldExtract<&SamplerState::TM0::lod_clamp>("texmode0"),
|
|
BitfieldExtract<&SamplerState::TM1::min_lod>("texmode1"),
|
|
BitfieldExtract<&SamplerState::TM1::max_lod>("texmode1"));
|
|
|
|
if (host_config.manual_texture_sampling_custom_texture_sizes)
|
|
{
|
|
out.Write(R"(
|
|
int native_size_s = )" I_TEXDIMS R"([texmap].x;
|
|
int native_size_t = )" I_TEXDIMS R"([texmap].y;
|
|
)");
|
|
|
|
out.Write(R"(
|
|
int3 size = textureSize(tex, 0);
|
|
int size_s = size.x;
|
|
int size_t = size.y;
|
|
int num_layers = size.z;
|
|
)");
|
|
if (g_ActiveConfig.backend_info.bSupportsTextureQueryLevels)
|
|
{
|
|
out.Write(" int number_of_levels = textureQueryLevels(tex);\n");
|
|
}
|
|
else
|
|
{
|
|
out.Write(" int number_of_levels = 256; // textureQueryLevels is not supported\n");
|
|
ERROR_LOG_FMT(VIDEO, "textureQueryLevels is not supported! Odd graphical results may "
|
|
"occur if custom textures are in use!");
|
|
}
|
|
|
|
out.Write(R"(
|
|
// Prevent out-of-bounds LOD values when using custom textures
|
|
max_lod = min(max_lod, (number_of_levels - 1) << 4);
|
|
// Rescale uv to account for the new texture size
|
|
uv.x = (uv.x * size_s) / native_size_s;
|
|
uv.y = (uv.y * size_t) / native_size_t;
|
|
// Clamp layer as well (texture() automatically clamps, but texelFetch() doesn't)
|
|
layer = clamp(layer, 0, num_layers - 1);
|
|
)");
|
|
}
|
|
else
|
|
{
|
|
out.Write(R"(
|
|
int size_s = )" I_TEXDIMS R"([texmap].x;
|
|
int size_t = )" I_TEXDIMS R"([texmap].y;
|
|
)");
|
|
}
|
|
|
|
if (g_ActiveConfig.backend_info.bSupportsCoarseDerivatives)
|
|
{
|
|
// The software renderer uses the equivalent of coarse derivatives, so use them here for
|
|
// consistency. This hasn't been hardware tested.
|
|
// Note that bSupportsCoarseDerivatives being false only means dFdxCoarse and dFdxFine don't
|
|
// exist. The GPU may still implement dFdx using coarse derivatives; we just don't have the
|
|
// ability to specifically require it.
|
|
out.Write(R"(
|
|
float2 uv_delta_x = abs(dFdxCoarse(float2(uv)));
|
|
float2 uv_delta_y = abs(dFdyCoarse(float2(uv)));
|
|
)");
|
|
}
|
|
else
|
|
{
|
|
out.Write(R"(
|
|
float2 uv_delta_x = abs(dFdx(float2(uv)));
|
|
float2 uv_delta_y = abs(dFdy(float2(uv)));
|
|
)");
|
|
}
|
|
|
|
// TODO: LOD bias is normally S2.5 (Dolphin uses S7.8 for arbitrary mipmap detection and higher
|
|
// IRs), but (at least per the software renderer) actual LOD is S28.4. How does this work?
|
|
// Also, note that we can make some assumptions due to use of a SamplerState version of the BP
|
|
// configuration, which tidies things compared to whatever nonsense games can put in.
|
|
out.Write(R"(
|
|
float2 uv_delta = diag_lod ? uv_delta_x + uv_delta_y : max(uv_delta_x, uv_delta_y);
|
|
float max_delta = max(uv_delta.x / 128.0, uv_delta.y / 128.0);
|
|
// log2(x) is undefined if x <= 0, but in practice it seems log2(0) is -infinity, which becomes INT_MIN.
|
|
// If lod_bias is negative, adding it to INT_MIN causes an underflow, resulting in a large positive value.
|
|
// Hardware testing indicates that min_lod should be used when the derivative is 0.
|
|
int lod = max_delta == 0.0 ? min_lod : int(floor(log2(max_delta) * 16.0)) + (lod_bias >> 4);
|
|
|
|
bool is_linear = (lod > 0) ? min_linear : mag_linear;
|
|
lod = clamp(lod, min_lod, max_lod);
|
|
int base_lod = lod >> 4;
|
|
int frac_lod = lod & 15;
|
|
if (!mipmap_linear && frac_lod >= 8) {{
|
|
// Round to nearest LOD in point mode
|
|
base_lod++;
|
|
}}
|
|
|
|
if (is_linear) {{
|
|
uint2 texuv1 = uint2(
|
|
WrapCoord(((uv.x >> base_lod) - 64) >> 7, wrap_s, size_s >> base_lod),
|
|
WrapCoord(((uv.y >> base_lod) - 64) >> 7, wrap_t, size_t >> base_lod));
|
|
uint2 texuv2 = uint2(
|
|
WrapCoord(((uv.x >> base_lod) + 64) >> 7, wrap_s, size_s >> base_lod),
|
|
WrapCoord(((uv.y >> base_lod) + 64) >> 7, wrap_t, size_t >> base_lod));
|
|
int2 frac_uv = int2(((uv.x >> base_lod) - 64) & 0x7f, ((uv.y >> base_lod) - 64) & 0x7f);
|
|
|
|
int4 result = readTextureLinear(tex, texuv1, texuv2, layer, base_lod, frac_uv);
|
|
|
|
if (frac_lod != 0 && mipmap_linear) {{
|
|
texuv1 = uint2(
|
|
WrapCoord(((uv.x >> (base_lod + 1)) - 64) >> 7, wrap_s, size_s >> (base_lod + 1)),
|
|
WrapCoord(((uv.y >> (base_lod + 1)) - 64) >> 7, wrap_t, size_t >> (base_lod + 1)));
|
|
texuv2 = uint2(
|
|
WrapCoord(((uv.x >> (base_lod + 1)) + 64) >> 7, wrap_s, size_s >> (base_lod + 1)),
|
|
WrapCoord(((uv.y >> (base_lod + 1)) + 64) >> 7, wrap_t, size_t >> (base_lod + 1)));
|
|
frac_uv = int2(((uv.x >> (base_lod + 1)) - 64) & 0x7f, ((uv.y >> (base_lod + 1)) - 64) & 0x7f);
|
|
|
|
result *= 16 - frac_lod;
|
|
result += readTextureLinear(tex, texuv1, texuv2, layer, base_lod + 1, frac_uv) * frac_lod;
|
|
result >>= 4;
|
|
}}
|
|
|
|
return result;
|
|
}} else {{
|
|
uint2 texuv = uint2(
|
|
WrapCoord(uv.x >> (7 + base_lod), wrap_s, size_s >> base_lod),
|
|
WrapCoord(uv.y >> (7 + base_lod), wrap_t, size_t >> base_lod));
|
|
|
|
int4 result = readTexture(tex, texuv.x, texuv.y, layer, base_lod);
|
|
|
|
if (frac_lod != 0 && mipmap_linear) {{
|
|
texuv = uint2(
|
|
WrapCoord(uv.x >> (7 + base_lod + 1), wrap_s, size_s >> (base_lod + 1)),
|
|
WrapCoord(uv.y >> (7 + base_lod + 1), wrap_t, size_t >> (base_lod + 1)));
|
|
|
|
result *= 16 - frac_lod;
|
|
result += readTexture(tex, texuv.x, texuv.y, layer, base_lod + 1) * frac_lod;
|
|
result >>= 4;
|
|
}}
|
|
return result;
|
|
}}
|
|
}}
|
|
)");
|
|
}
|
|
}
|
|
|
|
void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_stages, bool per_pixel_lighting,
|
|
const pixel_shader_uid_data* uid_data)
|
|
{
|
|
out->Write("\tCustomShaderData custom_data;\n");
|
|
|
|
if (per_pixel_lighting)
|
|
{
|
|
out->Write("\tcustom_data.position = WorldPos;\n");
|
|
out->Write("\tcustom_data.normal = Normal;\n");
|
|
}
|
|
else
|
|
{
|
|
out->Write("\tcustom_data.position = float3(0, 0, 0);\n");
|
|
out->Write("\tcustom_data.normal = float3(0, 0, 0);\n");
|
|
}
|
|
|
|
if (uid_data->genMode_numtexgens == 0) [[unlikely]]
|
|
{
|
|
out->Write("\tcustom_data.texcoord[0] = float3(0, 0, 0);\n");
|
|
}
|
|
else
|
|
{
|
|
for (u32 i = 0; i < uid_data->genMode_numtexgens; ++i)
|
|
{
|
|
out->Write("\tif (tex{0}.z == 0.0)\n", i);
|
|
out->Write("\t{{\n");
|
|
out->Write("\t\tcustom_data.texcoord[{0}] = tex{0};\n", i);
|
|
out->Write("\t}}\n");
|
|
out->Write("\telse {{\n");
|
|
out->Write("\t\tcustom_data.texcoord[{0}] = float3(tex{0}.xy / tex{0}.z, 0);\n", i);
|
|
out->Write("\t}}\n");
|
|
}
|
|
}
|
|
|
|
for (u32 i = 0; i < 8; i++)
|
|
{
|
|
// Shader compilation complains if every index isn't initialized
|
|
out->Write("\tcustom_data.texmap_to_texcoord_index[{0}] = 0;\n", i);
|
|
}
|
|
|
|
for (u32 i = 0; i < uid_data->genMode_numindstages; ++i)
|
|
{
|
|
if ((uid_data->nIndirectStagesUsed & (1U << i)) != 0)
|
|
{
|
|
u32 texcoord = uid_data->GetTevindirefCoord(i);
|
|
const u32 texmap = uid_data->GetTevindirefMap(i);
|
|
|
|
// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
|
|
// not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
|
|
// This affects the Mario portrait in Luigi's Mansion, where the developers forgot to set
|
|
// the number of tex gens to 2 (bug 11462).
|
|
if (texcoord >= uid_data->genMode_numtexgens)
|
|
texcoord = 0;
|
|
|
|
out->Write("\tcustom_data.texmap_to_texcoord_index[{}] = {};\n", texmap, texcoord);
|
|
}
|
|
}
|
|
out->Write("\tcustom_data.texcoord_count = {};\n", uid_data->genMode_numtexgens);
|
|
|
|
// Try and do a best guess on what the texcoord index is
|
|
// Note: one issue with this would be textures that are used
|
|
// multiple times in the same draw but with different texture coordinates.
|
|
// In that scenario, only the last texture coordinate would be defined.
|
|
// This issue can be seen in how Rogue Squadron 2 does bump mapping
|
|
for (u32 i = 0; i < num_stages; i++)
|
|
{
|
|
auto& tevstage = uid_data->stagehash[i];
|
|
// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
|
|
// not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
|
|
u32 texcoord = tevstage.tevorders_texcoord;
|
|
const bool has_tex_coord = texcoord < uid_data->genMode_numtexgens;
|
|
if (!has_tex_coord)
|
|
texcoord = 0;
|
|
|
|
out->Write("\tcustom_data.texmap_to_texcoord_index[{}] = {};\n", tevstage.tevorders_texmap,
|
|
texcoord);
|
|
}
|
|
|
|
if (per_pixel_lighting)
|
|
GenerateCustomLightingImplementation(out, uid_data->lighting, "colors_");
|
|
|
|
for (u32 i = 0; i < 16; i++)
|
|
{
|
|
// Shader compilation complains if every struct isn't initialized
|
|
|
|
// Color Input
|
|
for (u32 j = 0; j < 4; j++)
|
|
{
|
|
out->Write("\tcustom_data.tev_stages[{}].input_color[{}].input_type = "
|
|
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
|
|
i, j);
|
|
out->Write("\tcustom_data.tev_stages[{}].input_color[{}].value = "
|
|
"float3(0, 0, 0);\n",
|
|
i, j);
|
|
}
|
|
|
|
// Alpha Input
|
|
for (u32 j = 0; j < 4; j++)
|
|
{
|
|
out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].input_type = "
|
|
"CUSTOM_SHADER_TEV_STAGE_INPUT_TYPE_UNUSED;\n",
|
|
i, j);
|
|
out->Write("\tcustom_data.tev_stages[{}].input_alpha[{}].value = "
|
|
"float(0);\n",
|
|
i, j);
|
|
}
|
|
|
|
// Texmap
|
|
out->Write("\tcustom_data.tev_stages[{}].texmap = 0u;\n", i);
|
|
|
|
// Output
|
|
out->Write("\tcustom_data.tev_stages[{}].output_color = "
|
|
"float4(0, 0, 0, 0);\n",
|
|
i);
|
|
}
|
|
|
|
// Actual data will be filled out in the tev stage code, just set the
|
|
// stage count for now
|
|
out->Write("\tcustom_data.tev_stage_count = {};\n", num_stages);
|
|
|
|
// Time
|
|
out->Write("\tcustom_data.time_ms = time_ms;\n");
|
|
}
|
|
|
|
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
|
|
APIType api_type, bool stereo, bool has_custom_shaders);
|
|
static void WriteTevRegular(ShaderCode& out, std::string_view components, TevBias bias, TevOp op,
|
|
bool clamp, TevScale scale);
|
|
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType api_type,
|
|
bool per_pixel_depth, bool use_dual_source);
|
|
static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data);
|
|
static void WriteLogicOp(ShaderCode& out, const pixel_shader_uid_data* uid_data);
|
|
static void WriteLogicOpBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data);
|
|
static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data,
|
|
bool use_dual_source);
|
|
static void WriteBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data);
|
|
|
|
ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& host_config,
|
|
const pixel_shader_uid_data* uid_data,
|
|
const CustomPixelShaderContents& custom_details)
|
|
{
|
|
ShaderCode out;
|
|
|
|
const bool per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
|
|
const bool msaa = host_config.msaa;
|
|
const bool ssaa = host_config.ssaa;
|
|
const bool stereo = host_config.stereo;
|
|
const u32 numStages = uid_data->genMode_numtevstages + 1;
|
|
|
|
out.Write("// Pixel Shader for TEV stages\n");
|
|
out.Write("// {} TEV stages, {} texgens, {} IND stages\n", numStages,
|
|
uid_data->genMode_numtexgens, uid_data->genMode_numindstages);
|
|
|
|
// Stuff that is shared between ubershaders and pixelgen.
|
|
WriteBitfieldExtractHeader(out, api_type, host_config);
|
|
|
|
WritePixelShaderCommonHeader(out, api_type, host_config, uid_data->bounding_box, custom_details);
|
|
|
|
// Custom shader details
|
|
WriteCustomShaderStructDef(&out, uid_data->genMode_numtexgens);
|
|
for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
|
|
{
|
|
const auto& shader_details = custom_details.shaders[i];
|
|
out.Write(fmt::runtime(shader_details.custom_shader), i);
|
|
}
|
|
|
|
out.Write("\n#define sampleTextureWrapper(texmap, uv, layer) "
|
|
"sampleTexture(texmap, samp[texmap], uv, layer)\n");
|
|
|
|
if (uid_data->ztest == EmulatedZ::ForcedEarly)
|
|
{
|
|
// Zcomploc (aka early_ztest) is a way to control whether depth test is done before
|
|
// or after texturing and alpha test. PC graphics APIs used to provide no way to emulate
|
|
// this feature properly until 2012: Depth tests were always done after alpha testing.
|
|
// Most importantly, it was not possible to write to the depth buffer without also writing
|
|
// a color value (unless color writing was disabled altogether).
|
|
|
|
// OpenGL 4.2 actually provides two extensions which can force an early z test:
|
|
// * ARB_image_load_store has 'layout(early_fragment_tests)' which forces the driver to do z
|
|
// and stencil tests early.
|
|
// * ARB_conservative_depth has 'layout(depth_unchanged) which signals to the driver that it
|
|
// can make optimisations
|
|
// which assume the pixel shader won't update the depth buffer.
|
|
|
|
// early_fragment_tests is the best option, as it requires the driver to do early-z and defines
|
|
// early-z exactly as
|
|
// we expect, with discard causing the shader to exit with only the depth buffer updated.
|
|
|
|
// Conservative depth's 'depth_unchanged' only hints to the driver that an early-z optimisation
|
|
// can be made and
|
|
// doesn't define what will happen if we discard the fragment. But the way modern graphics
|
|
// hardware is implemented
|
|
// means it is not unreasonable to expect the same behaviour as early_fragment_tests.
|
|
// We can also assume that if a driver has gone out of its way to support conservative depth and
|
|
// not image_load_store
|
|
// as required by OpenGL 4.2 that it will be doing the optimisation.
|
|
// If the driver doesn't actually do an early z optimisation, ZCompLoc will be broken and depth
|
|
// will only be written
|
|
// if the alpha test passes.
|
|
|
|
// We support Conservative as a fallback, because many drivers based on Mesa haven't implemented
|
|
// all of the
|
|
// ARB_image_load_store extension yet.
|
|
|
|
// This is a #define which signals whatever early-z method the driver supports.
|
|
out.Write("FORCE_EARLY_Z; \n");
|
|
}
|
|
|
|
const bool use_framebuffer_fetch = uid_data->blend_enable || uid_data->logic_op_enable ||
|
|
uid_data->ztest == EmulatedZ::EarlyWithFBFetch;
|
|
|
|
#ifdef __APPLE__
|
|
// Framebuffer fetch is only supported by Metal, so ensure that we're running Vulkan (MoltenVK)
|
|
// if we want to use it.
|
|
if (api_type == APIType::Vulkan || api_type == APIType::Metal)
|
|
{
|
|
if (!uid_data->no_dual_src)
|
|
{
|
|
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out vec4 {};\n"
|
|
"FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out vec4 ocol1;\n",
|
|
use_framebuffer_fetch ? "real_ocol0" : "ocol0");
|
|
}
|
|
else
|
|
{
|
|
// Metal doesn't support a single unified variable for both input and output,
|
|
// so when using framebuffer fetch, we declare the input separately below.
|
|
out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 {};\n",
|
|
use_framebuffer_fetch ? "real_ocol0" : "ocol0");
|
|
}
|
|
|
|
if (use_framebuffer_fetch)
|
|
{
|
|
// Subpass inputs will be converted to framebuffer fetch by SPIRV-Cross.
|
|
out.Write("INPUT_ATTACHMENT_BINDING(0, 0, 0) uniform subpassInput in_ocol0;\n");
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
if (use_framebuffer_fetch)
|
|
{
|
|
out.Write("FRAGMENT_OUTPUT_LOCATION(0) FRAGMENT_INOUT vec4 real_ocol0;\n");
|
|
}
|
|
else
|
|
{
|
|
out.Write("FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out {} ocol0;\n",
|
|
uid_data->uint_output ? "uvec4" : "vec4");
|
|
}
|
|
|
|
if (!uid_data->no_dual_src)
|
|
{
|
|
out.Write("{} out {} ocol1;\n", "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1)",
|
|
uid_data->uint_output ? "uvec4" : "vec4");
|
|
}
|
|
}
|
|
|
|
if (uid_data->per_pixel_depth)
|
|
out.Write("#define depth gl_FragDepth\n");
|
|
|
|
if (host_config.backend_geometry_shaders)
|
|
{
|
|
out.Write("VARYING_LOCATION(0) in VertexData {{\n");
|
|
GenerateVSOutputMembers(out, api_type, uid_data->genMode_numtexgens, host_config,
|
|
GetInterpolationQualifier(msaa, ssaa, true, true), ShaderStage::Pixel);
|
|
|
|
out.Write("}};\n");
|
|
if (stereo && !host_config.backend_gl_layer_in_fs)
|
|
out.Write("flat in int layer;");
|
|
}
|
|
else
|
|
{
|
|
// Let's set up attributes
|
|
u32 counter = 0;
|
|
out.Write("VARYING_LOCATION({}) {} in float4 colors_0;\n", counter++,
|
|
GetInterpolationQualifier(msaa, ssaa));
|
|
out.Write("VARYING_LOCATION({}) {} in float4 colors_1;\n", counter++,
|
|
GetInterpolationQualifier(msaa, ssaa));
|
|
for (u32 i = 0; i < uid_data->genMode_numtexgens; ++i)
|
|
{
|
|
out.Write("VARYING_LOCATION({}) {} in float3 tex{};\n", counter++,
|
|
GetInterpolationQualifier(msaa, ssaa), i);
|
|
}
|
|
if (!host_config.fast_depth_calc)
|
|
{
|
|
out.Write("VARYING_LOCATION({}) {} in float4 clipPos;\n", counter++,
|
|
GetInterpolationQualifier(msaa, ssaa));
|
|
}
|
|
if (per_pixel_lighting)
|
|
{
|
|
out.Write("VARYING_LOCATION({}) {} in float3 Normal;\n", counter++,
|
|
GetInterpolationQualifier(msaa, ssaa));
|
|
out.Write("VARYING_LOCATION({}) {} in float3 WorldPos;\n", counter++,
|
|
GetInterpolationQualifier(msaa, ssaa));
|
|
}
|
|
}
|
|
|
|
out.Write("void main()\n{{\n");
|
|
out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
|
|
|
|
bool has_custom_shaders = false;
|
|
if (std::any_of(custom_details.shaders.begin(), custom_details.shaders.end(),
|
|
[](const std::optional<CustomPixelShader>& ps) { return ps.has_value(); }))
|
|
{
|
|
WriteCustomShaderStructImpl(&out, numStages, per_pixel_lighting, uid_data);
|
|
has_custom_shaders = true;
|
|
}
|
|
|
|
if (use_framebuffer_fetch)
|
|
{
|
|
// Store off a copy of the initial framebuffer value.
|
|
//
|
|
// If FB_FETCH_VALUE isn't defined (i.e. no special keyword for fetching from the
|
|
// framebuffer), we read from real_ocol0.
|
|
out.Write("#ifdef FB_FETCH_VALUE\n"
|
|
"\tfloat4 initial_ocol0 = FB_FETCH_VALUE;\n"
|
|
"#else\n"
|
|
"\tfloat4 initial_ocol0 = real_ocol0;\n"
|
|
"#endif\n");
|
|
|
|
// QComm's Adreno driver doesn't seem to like using the framebuffer_fetch value as an
|
|
// intermediate value with multiple reads & modifications, so we pull out the "real" output
|
|
// value above and use a temporary for calculations, then set the output value once at the
|
|
// end of the shader.
|
|
out.Write("\tfloat4 ocol0;\n");
|
|
}
|
|
|
|
if (uid_data->blend_enable)
|
|
{
|
|
out.Write("\tfloat4 ocol1;\n");
|
|
}
|
|
|
|
if (host_config.backend_geometry_shaders && stereo)
|
|
{
|
|
if (host_config.backend_gl_layer_in_fs)
|
|
out.Write("\tint layer = gl_Layer;\n");
|
|
}
|
|
else
|
|
{
|
|
out.Write("\tint layer = 0;\n");
|
|
}
|
|
|
|
out.Write("\tint4 c0 = " I_COLORS "[1], c1 = " I_COLORS "[2], c2 = " I_COLORS
|
|
"[3], prev = " I_COLORS "[0];\n"
|
|
"\tint4 rastemp = int4(0, 0, 0, 0), textemp = int4(0, 0, 0, 0), konsttemp = int4(0, 0, "
|
|
"0, 0);\n"
|
|
"\tint3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);\n"
|
|
"\tint alphabump=0;\n"
|
|
"\tint3 tevcoord=int3(0, 0, 0);\n"
|
|
"\tint2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);\n"
|
|
"\tint4 "
|
|
"tevin_a=int4(0,0,0,0),tevin_b=int4(0,0,0,0),tevin_c=int4(0,0,0,0),tevin_d=int4(0,0,0,"
|
|
"0);\n\n"); // tev combiner inputs
|
|
|
|
// On GLSL, input variables must not be assigned to.
|
|
// This is why we declare these variables locally instead.
|
|
out.Write("\tfloat4 col0 = colors_0;\n"
|
|
"\tfloat4 col1 = colors_1;\n");
|
|
|
|
if (per_pixel_lighting)
|
|
{
|
|
out.Write("\tfloat3 _normal = normalize(Normal.xyz);\n\n"
|
|
"\tfloat3 pos = WorldPos;\n");
|
|
|
|
out.Write("\tint4 lacc;\n"
|
|
"\tfloat3 ldir, h, cosAttn, distAttn;\n"
|
|
"\tfloat dist, dist2, attn;\n");
|
|
|
|
// TODO: Our current constant usage code isn't able to handle more than one buffer.
|
|
// So we can't mark the VS constant as used here. But keep them here as reference.
|
|
// out.SetConstantsUsed(C_PLIGHT_COLORS, C_PLIGHT_COLORS+7); // TODO: Can be optimized further
|
|
// out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further
|
|
// out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
|
|
GenerateLightingShaderCode(out, uid_data->lighting, "colors_", "col");
|
|
// The number of colors available to TEV is determined by numColorChans.
|
|
// Normally this is performed in the vertex shader after lighting, but with per-pixel lighting,
|
|
// we need to perform it here. (It needs to be done after lighting, as what was originally
|
|
// black might become a different color after lighting).
|
|
if (uid_data->numColorChans == 0)
|
|
out.Write("col0 = float4(0.0, 0.0, 0.0, 0.0);\n");
|
|
if (uid_data->numColorChans <= 1)
|
|
out.Write("col1 = float4(0.0, 0.0, 0.0, 0.0);\n");
|
|
}
|
|
|
|
if (uid_data->genMode_numtexgens == 0)
|
|
{
|
|
// TODO: This is a hack to ensure that shaders still compile when setting out of bounds tex
|
|
// coord indices to 0. Ideally, it shouldn't exist at all, but the exact behavior hasn't been
|
|
// tested.
|
|
out.Write("\tint2 fixpoint_uv0 = int2(0, 0);\n\n");
|
|
}
|
|
else
|
|
{
|
|
out.SetConstantsUsed(C_TEXDIMS, C_TEXDIMS + uid_data->genMode_numtexgens - 1);
|
|
for (u32 i = 0; i < uid_data->genMode_numtexgens; ++i)
|
|
{
|
|
out.Write("\tint2 fixpoint_uv{} = int2(", i);
|
|
out.Write("(tex{}.z == 0.0 ? tex{}.xy : tex{}.xy / tex{}.z)", i, i, i, i);
|
|
out.Write(" * float2(" I_TEXDIMS "[{}].zw * 128));\n", i);
|
|
// TODO: S24 overflows here?
|
|
}
|
|
}
|
|
|
|
for (u32 i = 0; i < uid_data->genMode_numindstages; ++i)
|
|
{
|
|
if ((uid_data->nIndirectStagesUsed & (1U << i)) != 0)
|
|
{
|
|
u32 texcoord = uid_data->GetTevindirefCoord(i);
|
|
const u32 texmap = uid_data->GetTevindirefMap(i);
|
|
|
|
// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
|
|
// not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
|
|
// This affects the Mario portrait in Luigi's Mansion, where the developers forgot to set
|
|
// the number of tex gens to 2 (bug 11462).
|
|
if (texcoord >= uid_data->genMode_numtexgens)
|
|
texcoord = 0;
|
|
|
|
out.SetConstantsUsed(C_INDTEXSCALE + i / 2, C_INDTEXSCALE + i / 2);
|
|
out.Write("\ttempcoord = fixpoint_uv{} >> " I_INDTEXSCALE "[{}].{};\n", texcoord, i / 2,
|
|
(i & 1) ? "zw" : "xy");
|
|
|
|
out.Write("\tint3 iindtex{0} = sampleTextureWrapper({1}u, tempcoord, layer).abg;\n", i,
|
|
texmap);
|
|
}
|
|
}
|
|
|
|
for (u32 i = 0; i < numStages; i++)
|
|
{
|
|
// Build the equation for this stage
|
|
WriteStage(out, uid_data, i, api_type, stereo, has_custom_shaders);
|
|
}
|
|
|
|
{
|
|
// The results of the last texenv stage are put onto the screen,
|
|
// regardless of the used destination register
|
|
TevStageCombiner::ColorCombiner last_cc;
|
|
TevStageCombiner::AlphaCombiner last_ac;
|
|
last_cc.hex = uid_data->stagehash[uid_data->genMode_numtevstages].cc;
|
|
last_ac.hex = uid_data->stagehash[uid_data->genMode_numtevstages].ac;
|
|
if (last_cc.dest != TevOutput::Prev)
|
|
{
|
|
out.Write("\tprev.rgb = {};\n", tev_c_output_table[last_cc.dest]);
|
|
}
|
|
if (last_ac.dest != TevOutput::Prev)
|
|
{
|
|
out.Write("\tprev.a = {};\n", tev_a_output_table[last_ac.dest]);
|
|
}
|
|
}
|
|
out.Write("\tprev = prev & 255;\n");
|
|
|
|
// NOTE: Fragment may not be discarded if alpha test always fails and early depth test is enabled
|
|
// (in this case we need to write a depth value if depth test passes regardless of the alpha
|
|
// testing result)
|
|
if (uid_data->Pretest == AlphaTestResult::Undetermined ||
|
|
(uid_data->Pretest == AlphaTestResult::Fail && uid_data->ztest == EmulatedZ::Late))
|
|
{
|
|
WriteAlphaTest(out, uid_data, api_type, uid_data->per_pixel_depth,
|
|
!uid_data->no_dual_src || uid_data->blend_enable);
|
|
}
|
|
|
|
// This situation is important for Mario Kart Wii's menus (they will render incorrectly if the
|
|
// alpha test for the FMV in the background fails, since they depend on depth for drawing a yellow
|
|
// border) and Fortune Street's gameplay (where a rectangle with an alpha value of 1 is drawn over
|
|
// the center of the screen several times, but those rectangles shouldn't be visible).
|
|
// Blending seems to result in no changes to the output with an alpha of 1, even if the input
|
|
// color is white.
|
|
// TODO: Investigate this further: we might be handling blending incorrectly in general (though
|
|
// there might not be any good way of changing blending behavior)
|
|
out.Write("\t// Hardware testing indicates that an alpha of 1 can pass an alpha test,\n"
|
|
"\t// but doesn't do anything in blending\n"
|
|
"\tif (prev.a == 1) prev.a = 0;\n");
|
|
|
|
if (uid_data->zfreeze)
|
|
{
|
|
out.SetConstantsUsed(C_ZSLOPE, C_ZSLOPE);
|
|
out.SetConstantsUsed(C_EFBSCALE, C_EFBSCALE);
|
|
|
|
out.Write("\tfloat2 screenpos = rawpos.xy * " I_EFBSCALE ".xy;\n");
|
|
|
|
// Opengl has reversed vertical screenspace coordinates
|
|
if (api_type == APIType::OpenGL)
|
|
out.Write("\tscreenpos.y = {}.0 - screenpos.y;\n", EFB_HEIGHT);
|
|
|
|
out.Write("\tint zCoord = int(" I_ZSLOPE ".z + " I_ZSLOPE ".x * screenpos.x + " I_ZSLOPE
|
|
".y * screenpos.y);\n");
|
|
}
|
|
else if (!host_config.fast_depth_calc)
|
|
{
|
|
// FastDepth means to trust the depth generated in perspective division.
|
|
// It should be correct, but it seems not to be as accurate as required. TODO: Find out why!
|
|
// For disabled FastDepth we just calculate the depth value again.
|
|
// The performance impact of this additional calculation doesn't matter, but it prevents
|
|
// the host GPU driver from performing any early depth test optimizations.
|
|
out.SetConstantsUsed(C_ZBIAS + 1, C_ZBIAS + 1);
|
|
// the screen space depth value = far z + (clip z / clip w) * z range
|
|
out.Write("\tint zCoord = " I_ZBIAS "[1].x + int((clipPos.z / clipPos.w) * float(" I_ZBIAS
|
|
"[1].y));\n");
|
|
}
|
|
else
|
|
{
|
|
if (!host_config.backend_reversed_depth_range)
|
|
out.Write("\tint zCoord = int((1.0 - rawpos.z) * 16777216.0);\n");
|
|
else
|
|
out.Write("\tint zCoord = int(rawpos.z * 16777216.0);\n");
|
|
}
|
|
out.Write("\tzCoord = clamp(zCoord, 0, 0xFFFFFF);\n");
|
|
|
|
// depth texture can safely be ignored if the result won't be written to the depth buffer
|
|
// (early_ztest) and isn't used for fog either
|
|
const bool skip_ztexture = !uid_data->per_pixel_depth && uid_data->fog_fsel == FogType::Off;
|
|
|
|
// Note: z-textures are not written to depth buffer if early depth test is used
|
|
const bool early_ztest = uid_data->ztest == EmulatedZ::Early ||
|
|
uid_data->ztest == EmulatedZ::EarlyWithFBFetch ||
|
|
uid_data->ztest == EmulatedZ::EarlyWithZComplocHack;
|
|
if (uid_data->per_pixel_depth && early_ztest)
|
|
{
|
|
if (!host_config.backend_reversed_depth_range)
|
|
out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n");
|
|
else
|
|
out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
|
|
}
|
|
|
|
// Note: depth texture output is only written to depth buffer if late depth test is used
|
|
// theoretical final depth value is used for fog calculation, though, so we have to emulate
|
|
// ztextures anyway
|
|
if (uid_data->ztex_op != ZTexOp::Disabled && !skip_ztexture)
|
|
{
|
|
// use the texture input of the last texture stage (textemp), hopefully this has been read and
|
|
// is in correct format...
|
|
out.SetConstantsUsed(C_ZBIAS, C_ZBIAS + 1);
|
|
out.Write("\tzCoord = idot(" I_ZBIAS "[0].xyzw, textemp.xyzw) + " I_ZBIAS "[1].w {};\n",
|
|
(uid_data->ztex_op == ZTexOp::Add) ? "+ zCoord" : "");
|
|
out.Write("\tzCoord = zCoord & 0xFFFFFF;\n");
|
|
}
|
|
|
|
if (uid_data->per_pixel_depth && uid_data->ztest == EmulatedZ::Late)
|
|
{
|
|
if (!host_config.backend_reversed_depth_range)
|
|
out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n");
|
|
else
|
|
out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
|
|
}
|
|
|
|
// No dithering for RGB8 mode
|
|
if (uid_data->dither)
|
|
{
|
|
// Flipper uses a standard 2x2 Bayer Matrix for 6 bit dithering
|
|
// Here the matrix is encoded into the two factor constants
|
|
out.Write("\tint2 dither = int2(rawpos.xy) & 1;\n");
|
|
out.Write("\tprev.rgb = (prev.rgb - (prev.rgb >> 6)) + abs(dither.y * 3 - dither.x * 2);\n");
|
|
}
|
|
|
|
WriteFog(out, uid_data);
|
|
|
|
for (std::size_t i = 0; i < custom_details.shaders.size(); i++)
|
|
{
|
|
const auto& shader_details = custom_details.shaders[i];
|
|
|
|
if (!shader_details.custom_shader.empty())
|
|
{
|
|
out.Write("\t{{\n");
|
|
out.Write("\t\tcustom_data.final_color = float4(prev.r / 255.0, prev.g / 255.0, prev.b "
|
|
"/ 255.0, prev.a / 255.0);\n");
|
|
out.Write("\t\tCustomShaderOutput custom_output = {}_{}(custom_data);\n",
|
|
CUSTOM_PIXELSHADER_COLOR_FUNC, i);
|
|
out.Write("\t\tprev = int4(custom_output.main_rt.r * 255, custom_output.main_rt.g * 255, "
|
|
"custom_output.main_rt.b * 255, custom_output.main_rt.a * 255);\n");
|
|
out.Write("\t}}\n\n");
|
|
}
|
|
}
|
|
|
|
if (uid_data->logic_op_enable)
|
|
WriteLogicOp(out, uid_data);
|
|
else if (uid_data->emulate_logic_op_with_blend)
|
|
WriteLogicOpBlend(out, uid_data);
|
|
|
|
// Write the color and alpha values to the framebuffer
|
|
// If using shader blend, we still use the separate alpha
|
|
const bool use_dual_source = !uid_data->no_dual_src || uid_data->blend_enable;
|
|
WriteColor(out, api_type, uid_data, use_dual_source);
|
|
|
|
if (uid_data->blend_enable)
|
|
WriteBlend(out, uid_data);
|
|
else if (use_framebuffer_fetch)
|
|
out.Write("\treal_ocol0 = ocol0;\n");
|
|
|
|
if (uid_data->bounding_box)
|
|
out.Write("\tUpdateBoundingBox(rawpos.xy);\n");
|
|
|
|
out.Write("}}\n");
|
|
|
|
return out;
|
|
}
|
|
|
|
static void WriteStage(ShaderCode& out, const pixel_shader_uid_data* uid_data, int n,
|
|
APIType api_type, bool stereo, bool has_custom_shaders)
|
|
{
|
|
using Common::EnumMap;
|
|
|
|
const auto& stage = uid_data->stagehash[n];
|
|
out.Write("\n\t// TEV stage {}\n", n);
|
|
|
|
// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does not
|
|
// exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
|
|
u32 texcoord = stage.tevorders_texcoord;
|
|
const bool has_tex_coord = texcoord < uid_data->genMode_numtexgens;
|
|
if (!has_tex_coord)
|
|
texcoord = 0;
|
|
|
|
{
|
|
const TevStageIndirect tevind{.hex = stage.tevind};
|
|
out.Write("\t// indirect op\n");
|
|
|
|
// Quirk: Referencing a stage above the number of ind stages is undefined behavior,
|
|
// and on console produces a noise pattern (details unknown).
|
|
// Instead, just skip applying the indirect operation, which is close enough.
|
|
// We need to do *something*, as there won't be an iindtex variable otherwise.
|
|
// Viewtiful Joe hits this case (bug 12525).
|
|
// Wrapping and add to previous still apply in this case (and when the stage is disabled).
|
|
const bool has_ind_stage = tevind.bt < uid_data->genMode_numindstages;
|
|
|
|
// Perform the indirect op on the incoming regular coordinates
|
|
// using iindtex{} as the offset coords
|
|
if (has_ind_stage && tevind.bs != IndTexBumpAlpha::Off)
|
|
{
|
|
static constexpr EnumMap<const char*, IndTexBumpAlpha::U> tev_ind_alpha_sel{
|
|
"",
|
|
"x",
|
|
"y",
|
|
"z",
|
|
};
|
|
|
|
// According to libogc, the bump alpha value is 5 bits, and comes from the bottom bits of the
|
|
// component byte, except in the case of ITF_8, which presumably uses the top bits with a
|
|
// mask.
|
|
// https://github.com/devkitPro/libogc/blob/bd24a9b3f59502f9b30d6bac0ae35fc485045f78/gc/ogc/gx.h#L3038-L3041
|
|
// https://github.com/devkitPro/libogc/blob/bd24a9b3f59502f9b30d6bac0ae35fc485045f78/gc/ogc/gx.h#L790-L800
|
|
|
|
static constexpr EnumMap<char, IndTexFormat::ITF_3> tev_ind_alpha_shift{
|
|
'0', // ITF_8: 0bXXXXXYYY -> 0bXXXXX000? No shift?
|
|
'5', // ITF_5: 0bIIIIIAAA -> 0bAAA00000, shift of 5
|
|
'4', // ITF_4: 0bIIIIAAAA -> 0bAAAA0000, shift of 4
|
|
'3', // ITF_3: 0bIIIAAAAA -> 0bAAAAA000, shift of 3
|
|
};
|
|
|
|
out.Write("\talphabump = (iindtex{}.{} << {}) & 248;\n", tevind.bt,
|
|
tev_ind_alpha_sel[tevind.bs], tev_ind_alpha_shift[tevind.fmt]);
|
|
}
|
|
else
|
|
{
|
|
// TODO: Should we reset alphabump to 0 here?
|
|
}
|
|
|
|
if (has_ind_stage && tevind.matrix_index != IndMtxIndex::Off)
|
|
{
|
|
// format
|
|
static constexpr EnumMap<char, IndTexFormat::ITF_3> tev_ind_fmt_shift{
|
|
'0', // ITF_8: 0bXXXXXXXX -> 0bXXXXXXXX, no shift
|
|
'3', // ITF_5: 0bIIIIIAAA -> 0b000IIIII, shift of 3
|
|
'4', // ITF_4: 0bIIIIAAAA -> 0b0000IIII, shift of 4
|
|
'5', // ITF_3: 0bIIIAAAAA -> 0b00000III, shift of 5
|
|
};
|
|
out.Write("\tint3 iindtevcrd{} = iindtex{} >> {};\n", n, tevind.bt,
|
|
tev_ind_fmt_shift[tevind.fmt]);
|
|
|
|
// bias - TODO: Check if this needs to be this complicated...
|
|
// indexed by bias
|
|
static constexpr EnumMap<const char*, IndTexBias::STU> tev_ind_bias_field{
|
|
"", "x", "y", "xy", "z", "xz", "yz", "xyz",
|
|
};
|
|
|
|
// indexed by fmt
|
|
static constexpr EnumMap<const char*, IndTexFormat::ITF_3> tev_ind_bias_add{
|
|
"-128",
|
|
"1",
|
|
"1",
|
|
"1",
|
|
};
|
|
|
|
if (tevind.bias == IndTexBias::S || tevind.bias == IndTexBias::T ||
|
|
tevind.bias == IndTexBias::U)
|
|
{
|
|
out.Write("\tiindtevcrd{}.{} += int({});\n", n, tev_ind_bias_field[tevind.bias],
|
|
tev_ind_bias_add[tevind.fmt]);
|
|
}
|
|
else if (tevind.bias == IndTexBias::ST || tevind.bias == IndTexBias::SU ||
|
|
tevind.bias == IndTexBias::TU_)
|
|
{
|
|
out.Write("\tiindtevcrd{0}.{1} += int2({2}, {2});\n", n, tev_ind_bias_field[tevind.bias],
|
|
tev_ind_bias_add[tevind.fmt]);
|
|
}
|
|
else if (tevind.bias == IndTexBias::STU)
|
|
{
|
|
out.Write("\tiindtevcrd{0}.{1} += int3({2}, {2}, {2});\n", n,
|
|
tev_ind_bias_field[tevind.bias], tev_ind_bias_add[tevind.fmt]);
|
|
}
|
|
|
|
// Multiplied by 2 because each matrix has two rows.
|
|
// Note also that the 4th column of the matrix contains the scale factor.
|
|
const u32 mtxidx = 2 * (static_cast<u32>(tevind.matrix_index.Value()) - 1);
|
|
|
|
// multiply by offset matrix and scale - calculations are likely to overflow badly,
|
|
// yet it works out since we only care about the lower 23 bits (+1 sign bit) of the result
|
|
if (tevind.matrix_id == IndMtxId::Indirect)
|
|
{
|
|
out.SetConstantsUsed(C_INDTEXMTX + mtxidx, C_INDTEXMTX + mtxidx);
|
|
|
|
out.Write("\tint2 indtevtrans{} = int2(idot(" I_INDTEXMTX
|
|
"[{}].xyz, iindtevcrd{}), idot(" I_INDTEXMTX "[{}].xyz, iindtevcrd{})) >> 3;\n",
|
|
n, mtxidx, n, mtxidx + 1, n);
|
|
|
|
// TODO: should use a shader uid branch for this for better performance
|
|
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BITWISE_OP_NEGATION))
|
|
{
|
|
out.Write("\tint indtexmtx_w_inverse_{} = -" I_INDTEXMTX "[{}].w;\n", n, mtxidx);
|
|
out.Write("\tif (" I_INDTEXMTX "[{}].w >= 0) indtevtrans{} >>= " I_INDTEXMTX "[{}].w;\n",
|
|
mtxidx, n, mtxidx);
|
|
out.Write("\telse indtevtrans{} <<= indtexmtx_w_inverse_{};\n", n, n);
|
|
}
|
|
else
|
|
{
|
|
out.Write("\tif (" I_INDTEXMTX "[{}].w >= 0) indtevtrans{} >>= " I_INDTEXMTX "[{}].w;\n",
|
|
mtxidx, n, mtxidx);
|
|
out.Write("\telse indtevtrans{} <<= (-" I_INDTEXMTX "[{}].w);\n", n, mtxidx);
|
|
}
|
|
}
|
|
else if (tevind.matrix_id == IndMtxId::S)
|
|
{
|
|
ASSERT(has_tex_coord);
|
|
out.SetConstantsUsed(C_INDTEXMTX + mtxidx, C_INDTEXMTX + mtxidx);
|
|
|
|
out.Write("\tint2 indtevtrans{} = int2(fixpoint_uv{} * iindtevcrd{}.xx) >> 8;\n", n,
|
|
texcoord, n);
|
|
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BITWISE_OP_NEGATION))
|
|
{
|
|
out.Write("\tint indtexmtx_w_inverse_{} = -" I_INDTEXMTX "[{}].w;\n", n, mtxidx);
|
|
out.Write("\tif (" I_INDTEXMTX "[{}].w >= 0) indtevtrans{} >>= " I_INDTEXMTX "[{}].w;\n",
|
|
mtxidx, n, mtxidx);
|
|
out.Write("\telse indtevtrans{} <<= (indtexmtx_w_inverse_{});\n", n, n);
|
|
}
|
|
else
|
|
{
|
|
out.Write("\tif (" I_INDTEXMTX "[{}].w >= 0) indtevtrans{} >>= " I_INDTEXMTX "[{}].w;\n",
|
|
mtxidx, n, mtxidx);
|
|
out.Write("\telse indtevtrans{} <<= (-" I_INDTEXMTX "[{}].w);\n", n, mtxidx);
|
|
}
|
|
}
|
|
else if (tevind.matrix_id == IndMtxId::T)
|
|
{
|
|
ASSERT(has_tex_coord);
|
|
out.SetConstantsUsed(C_INDTEXMTX + mtxidx, C_INDTEXMTX + mtxidx);
|
|
|
|
out.Write("\tint2 indtevtrans{} = int2(fixpoint_uv{} * iindtevcrd{}.yy) >> 8;\n", n,
|
|
texcoord, n);
|
|
|
|
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_BITWISE_OP_NEGATION))
|
|
{
|
|
out.Write("\tint indtexmtx_w_inverse_{} = -" I_INDTEXMTX "[{}].w;\n", n, mtxidx);
|
|
out.Write("\tif (" I_INDTEXMTX "[{}].w >= 0) indtevtrans{} >>= " I_INDTEXMTX "[{}].w;\n",
|
|
mtxidx, n, mtxidx);
|
|
out.Write("\telse indtevtrans{} <<= (indtexmtx_w_inverse_{});\n", n, n);
|
|
}
|
|
else
|
|
{
|
|
out.Write("\tif (" I_INDTEXMTX "[{}].w >= 0) indtevtrans{} >>= " I_INDTEXMTX "[{}].w;\n",
|
|
mtxidx, n, mtxidx);
|
|
out.Write("\telse indtevtrans{} <<= (-" I_INDTEXMTX "[{}].w);\n", n, mtxidx);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
out.Write("\tint2 indtevtrans{} = int2(0, 0);\n", n);
|
|
ASSERT(false); // Unknown value for matrix_id
|
|
}
|
|
}
|
|
else
|
|
{
|
|
out.Write("\tint2 indtevtrans{} = int2(0, 0);\n", n);
|
|
if (tevind.matrix_index == IndMtxIndex::Off)
|
|
{
|
|
// If matrix_index is Off (0), matrix_id should be Indirect (0)
|
|
ASSERT(tevind.matrix_id == IndMtxId::Indirect);
|
|
}
|
|
}
|
|
|
|
// ---------
|
|
// Wrapping
|
|
// ---------
|
|
|
|
static constexpr std::array<const char*, 5> tev_ind_wrap_start{
|
|
"(256<<7)", "(128<<7)", "(64<<7)", "(32<<7)", "(16<<7)",
|
|
};
|
|
|
|
// wrap S
|
|
if (tevind.sw == IndTexWrap::ITW_OFF)
|
|
{
|
|
out.Write("\twrappedcoord.x = fixpoint_uv{}.x;\n", texcoord);
|
|
}
|
|
else if (tevind.sw >= IndTexWrap::ITW_0) // 7 (Invalid) appears to behave the same as 6 (ITW_0)
|
|
{
|
|
out.Write("\twrappedcoord.x = 0;\n");
|
|
}
|
|
else
|
|
{
|
|
out.Write("\twrappedcoord.x = fixpoint_uv{}.x & ({} - 1);\n", texcoord,
|
|
tev_ind_wrap_start[u32(tevind.sw.Value()) - u32(IndTexWrap::ITW_256)]);
|
|
}
|
|
|
|
// wrap T
|
|
if (tevind.tw == IndTexWrap::ITW_OFF)
|
|
{
|
|
out.Write("\twrappedcoord.y = fixpoint_uv{}.y;\n", texcoord);
|
|
}
|
|
else if (tevind.tw >= IndTexWrap::ITW_0) // 7 (Invalid) appears to behave the same as 6 (ITW_0)
|
|
{
|
|
out.Write("\twrappedcoord.y = 0;\n");
|
|
}
|
|
else
|
|
{
|
|
out.Write("\twrappedcoord.y = fixpoint_uv{}.y & ({} - 1);\n", texcoord,
|
|
tev_ind_wrap_start[u32(tevind.tw.Value()) - u32(IndTexWrap::ITW_256)]);
|
|
}
|
|
|
|
if (tevind.fb_addprev) // add previous tevcoord
|
|
out.Write("\ttevcoord.xy += wrappedcoord + indtevtrans{};\n", n);
|
|
else
|
|
out.Write("\ttevcoord.xy = wrappedcoord + indtevtrans{};\n", n);
|
|
|
|
// Emulate s24 overflows
|
|
out.Write("\ttevcoord.xy = (tevcoord.xy << 8) >> 8;\n");
|
|
}
|
|
|
|
TevStageCombiner::ColorCombiner cc;
|
|
TevStageCombiner::AlphaCombiner ac;
|
|
cc.hex = stage.cc;
|
|
ac.hex = stage.ac;
|
|
|
|
if (cc.a == TevColorArg::RasAlpha || cc.a == TevColorArg::RasColor ||
|
|
cc.b == TevColorArg::RasAlpha || cc.b == TevColorArg::RasColor ||
|
|
cc.c == TevColorArg::RasAlpha || cc.c == TevColorArg::RasColor ||
|
|
cc.d == TevColorArg::RasAlpha || cc.d == TevColorArg::RasColor ||
|
|
ac.a == TevAlphaArg::RasAlpha || ac.b == TevAlphaArg::RasAlpha ||
|
|
ac.c == TevAlphaArg::RasAlpha || ac.d == TevAlphaArg::RasAlpha)
|
|
{
|
|
// Generate swizzle string to represent the Ras color channel swapping
|
|
out.Write("\trastemp = {}.{}{}{}{};\n", tev_ras_table[stage.tevorders_colorchan],
|
|
rgba_swizzle[stage.ras_swap_r], rgba_swizzle[stage.ras_swap_g],
|
|
rgba_swizzle[stage.ras_swap_b], rgba_swizzle[stage.ras_swap_a]);
|
|
}
|
|
|
|
if (stage.tevorders_enable && uid_data->genMode_numtexgens > 0)
|
|
{
|
|
// Generate swizzle string to represent the texture color channel swapping
|
|
out.Write("\ttextemp = sampleTextureWrapper({}u, tevcoord.xy, layer).{}{}{}{};\n",
|
|
stage.tevorders_texmap, rgba_swizzle[stage.tex_swap_r],
|
|
rgba_swizzle[stage.tex_swap_g], rgba_swizzle[stage.tex_swap_b],
|
|
rgba_swizzle[stage.tex_swap_a]);
|
|
}
|
|
else if (uid_data->genMode_numtexgens == 0)
|
|
{
|
|
// It seems like the result is always black when no tex coords are enabled, but further testing
|
|
// is needed.
|
|
out.Write("\ttextemp = int4(0, 0, 0, 0);\n");
|
|
}
|
|
else
|
|
{
|
|
out.Write("\ttextemp = int4(255, 255, 255, 255);\n");
|
|
}
|
|
|
|
if (cc.a == TevColorArg::Konst || cc.b == TevColorArg::Konst || cc.c == TevColorArg::Konst ||
|
|
cc.d == TevColorArg::Konst || ac.a == TevAlphaArg::Konst || ac.b == TevAlphaArg::Konst ||
|
|
ac.c == TevAlphaArg::Konst || ac.d == TevAlphaArg::Konst)
|
|
{
|
|
out.Write("\tkonsttemp = int4({}, {});\n", tev_ksel_table_c[stage.tevksel_kc],
|
|
tev_ksel_table_a[stage.tevksel_ka]);
|
|
|
|
if (u32(stage.tevksel_kc) > 7)
|
|
{
|
|
out.SetConstantsUsed(C_KCOLORS + ((u32(stage.tevksel_kc) - 0xc) % 4),
|
|
C_KCOLORS + ((u32(stage.tevksel_kc) - 0xc) % 4));
|
|
}
|
|
if (u32(stage.tevksel_ka) > 7)
|
|
{
|
|
out.SetConstantsUsed(C_KCOLORS + ((u32(stage.tevksel_ka) - 0xc) % 4),
|
|
C_KCOLORS + ((u32(stage.tevksel_ka) - 0xc) % 4));
|
|
}
|
|
}
|
|
|
|
if (cc.d == TevColorArg::Color0 || cc.d == TevColorArg::Alpha0 || ac.d == TevAlphaArg::Alpha0)
|
|
out.SetConstantsUsed(C_COLORS + 1, C_COLORS + 1);
|
|
|
|
if (cc.d == TevColorArg::Color1 || cc.d == TevColorArg::Alpha1 || ac.d == TevAlphaArg::Alpha1)
|
|
out.SetConstantsUsed(C_COLORS + 2, C_COLORS + 2);
|
|
|
|
if (cc.d == TevColorArg::Color2 || cc.d == TevColorArg::Alpha2 || ac.d == TevAlphaArg::Alpha2)
|
|
out.SetConstantsUsed(C_COLORS + 3, C_COLORS + 3);
|
|
|
|
if (cc.dest >= TevOutput::Color0)
|
|
out.SetConstantsUsed(C_COLORS + u32(cc.dest.Value()), C_COLORS + u32(cc.dest.Value()));
|
|
|
|
if (ac.dest >= TevOutput::Color0)
|
|
out.SetConstantsUsed(C_COLORS + u32(ac.dest.Value()), C_COLORS + u32(ac.dest.Value()));
|
|
|
|
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_VECTOR_BITWISE_AND))
|
|
{
|
|
out.Write("\ttevin_a = int4({} & 255, {} & 255);\n", tev_c_input_table[cc.a],
|
|
tev_a_input_table[ac.a]);
|
|
out.Write("\ttevin_b = int4({} & 255, {} & 255);\n", tev_c_input_table[cc.b],
|
|
tev_a_input_table[ac.b]);
|
|
out.Write("\ttevin_c = int4({} & 255, {} & 255);\n", tev_c_input_table[cc.c],
|
|
tev_a_input_table[ac.c]);
|
|
}
|
|
else
|
|
{
|
|
out.Write("\ttevin_a = int4({}, {})&int4(255, 255, 255, 255);\n", tev_c_input_table[cc.a],
|
|
tev_a_input_table[ac.a]);
|
|
out.Write("\ttevin_b = int4({}, {})&int4(255, 255, 255, 255);\n", tev_c_input_table[cc.b],
|
|
tev_a_input_table[ac.b]);
|
|
out.Write("\ttevin_c = int4({}, {})&int4(255, 255, 255, 255);\n", tev_c_input_table[cc.c],
|
|
tev_a_input_table[ac.c]);
|
|
}
|
|
out.Write("\ttevin_d = int4({}, {});\n", tev_c_input_table[cc.d], tev_a_input_table[ac.d]);
|
|
|
|
out.Write("\t// color combine\n");
|
|
out.Write("\t{} = clamp(", tev_c_output_table[cc.dest]);
|
|
if (cc.bias != TevBias::Compare)
|
|
{
|
|
WriteTevRegular(out, "rgb", cc.bias, cc.op, cc.clamp, cc.scale);
|
|
}
|
|
else
|
|
{
|
|
static constexpr EnumMap<const char*, TevCompareMode::RGB8> tev_rgb_comparison_gt{
|
|
"((tevin_a.r > tevin_b.r) ? tevin_c.rgb : int3(0,0,0))", // TevCompareMode::R8
|
|
"((idot(tevin_a.rgb, comp16) > idot(tevin_b.rgb, comp16)) ? tevin_c.rgb : int3(0,0,0))", // GR16
|
|
"((idot(tevin_a.rgb, comp24) > idot(tevin_b.rgb, comp24)) ? tevin_c.rgb : int3(0,0,0))", // BGR24
|
|
"(max(sign(tevin_a.rgb - tevin_b.rgb), int3(0,0,0)) * tevin_c.rgb)", // RGB8
|
|
};
|
|
|
|
static constexpr EnumMap<const char*, TevCompareMode::RGB8> tev_rgb_comparison_eq{
|
|
"((tevin_a.r == tevin_b.r) ? tevin_c.rgb : int3(0,0,0))", // TevCompareMode::R8
|
|
"((idot(tevin_a.rgb,comp16) == idot(tevin_b.rgb,comp16)) ? tevin_c.rgb : int3(0,0,0))", // GR16
|
|
"((idot(tevin_a.rgb,comp24) == idot(tevin_b.rgb,comp24)) ? tevin_c.rgb : int3(0,0,0))", // BGR24
|
|
"((int3(1,1,1) - sign(abs(tevin_a.rgb - tevin_b.rgb))) * tevin_c.rgb)" // RGB8
|
|
};
|
|
|
|
if (cc.comparison == TevComparison::EQ)
|
|
out.Write(" tevin_d.rgb + {}", tev_rgb_comparison_eq[cc.compare_mode]);
|
|
else
|
|
out.Write(" tevin_d.rgb + {}", tev_rgb_comparison_gt[cc.compare_mode]);
|
|
}
|
|
if (cc.clamp)
|
|
out.Write(", int3(0,0,0), int3(255,255,255))");
|
|
else
|
|
out.Write(", int3(-1024,-1024,-1024), int3(1023,1023,1023))");
|
|
out.Write(";\n");
|
|
|
|
out.Write("\t// alpha combine\n");
|
|
out.Write("\t{} = clamp(", tev_a_output_table[ac.dest]);
|
|
if (ac.bias != TevBias::Compare)
|
|
{
|
|
WriteTevRegular(out, "a", ac.bias, ac.op, ac.clamp, ac.scale);
|
|
}
|
|
else
|
|
{
|
|
static constexpr EnumMap<const char*, TevCompareMode::A8> tev_a_comparison_gt{
|
|
"((tevin_a.r > tevin_b.r) ? tevin_c.a : 0)", // TevCompareMode::R8
|
|
"((idot(tevin_a.rgb, comp16) > idot(tevin_b.rgb, comp16)) ? tevin_c.a : 0)", // GR16
|
|
"((idot(tevin_a.rgb, comp24) > idot(tevin_b.rgb, comp24)) ? tevin_c.a : 0)", // BGR24
|
|
"((tevin_a.a > tevin_b.a) ? tevin_c.a : 0)", // A8
|
|
};
|
|
|
|
static constexpr EnumMap<const char*, TevCompareMode::A8> tev_a_comparison_eq{
|
|
"((tevin_a.r == tevin_b.r) ? tevin_c.a : 0)", // TevCompareMode::R8
|
|
"((idot(tevin_a.rgb, comp16) == idot(tevin_b.rgb, comp16)) ? tevin_c.a : 0)", // GR16,
|
|
"((idot(tevin_a.rgb, comp24) == idot(tevin_b.rgb, comp24)) ? tevin_c.a : 0)", // BGR24,
|
|
"((tevin_a.a == tevin_b.a) ? tevin_c.a : 0)", // A8
|
|
};
|
|
|
|
if (ac.comparison == TevComparison::EQ)
|
|
out.Write(" tevin_d.a + {}", tev_a_comparison_eq[ac.compare_mode]);
|
|
else
|
|
out.Write(" tevin_d.a + {}", tev_a_comparison_gt[ac.compare_mode]);
|
|
}
|
|
if (ac.clamp)
|
|
out.Write(", 0, 255)");
|
|
else
|
|
out.Write(", -1024, 1023)");
|
|
|
|
out.Write(";\n");
|
|
|
|
if (has_custom_shaders)
|
|
{
|
|
// Color input
|
|
out.Write(
|
|
"\tcustom_data.tev_stages[{}].input_color[0].value = {} / float3(255.0, 255.0, 255.0);\n",
|
|
n, tev_c_input_table[cc.a]);
|
|
out.Write("\tcustom_data.tev_stages[{}].input_color[0].input_type = {};\n", n,
|
|
tev_c_input_type[cc.a]);
|
|
out.Write(
|
|
"\tcustom_data.tev_stages[{}].input_color[1].value = {} / float3(255.0, 255.0, 255.0);\n",
|
|
n, tev_c_input_table[cc.b]);
|
|
out.Write("\tcustom_data.tev_stages[{}].input_color[1].input_type = {};\n", n,
|
|
tev_c_input_type[cc.b]);
|
|
out.Write(
|
|
"\tcustom_data.tev_stages[{}].input_color[2].value = {} / float3(255.0, 255.0, 255.0);\n",
|
|
n, tev_c_input_table[cc.c]);
|
|
out.Write("\tcustom_data.tev_stages[{}].input_color[2].input_type = {};\n", n,
|
|
tev_c_input_type[cc.c]);
|
|
out.Write(
|
|
"\tcustom_data.tev_stages[{}].input_color[3].value = {} / float3(255.0, 255.0, 255.0);\n",
|
|
n, tev_c_input_table[cc.d]);
|
|
out.Write("\tcustom_data.tev_stages[{}].input_color[3].input_type = {};\n", n,
|
|
tev_c_input_type[cc.d]);
|
|
|
|
// Alpha input
|
|
out.Write("\tcustom_data.tev_stages[{}].input_alpha[0].value = {} / float(255.0);\n", n,
|
|
tev_a_input_table[ac.a]);
|
|
out.Write("\tcustom_data.tev_stages[{}].input_alpha[0].input_type = {};\n", n,
|
|
tev_a_input_type[ac.a]);
|
|
out.Write("\tcustom_data.tev_stages[{}].input_alpha[1].value = {} / float(255.0);\n", n,
|
|
tev_a_input_table[ac.b]);
|
|
out.Write("\tcustom_data.tev_stages[{}].input_alpha[1].input_type = {};\n", n,
|
|
tev_a_input_type[ac.b]);
|
|
out.Write("\tcustom_data.tev_stages[{}].input_alpha[2].value = {} / float(255.0);\n", n,
|
|
tev_a_input_table[ac.c]);
|
|
out.Write("\tcustom_data.tev_stages[{}].input_alpha[2].input_type = {};\n", n,
|
|
tev_a_input_type[ac.c]);
|
|
out.Write("\tcustom_data.tev_stages[{}].input_alpha[3].value = {} / float(255.0);\n", n,
|
|
tev_a_input_table[ac.d]);
|
|
out.Write("\tcustom_data.tev_stages[{}].input_alpha[3].input_type = {};\n", n,
|
|
tev_a_input_type[ac.d]);
|
|
|
|
// Texmap
|
|
out.Write("\tcustom_data.tev_stages[{}].texmap = {}u;\n", n, stage.tevorders_texmap);
|
|
|
|
// Output
|
|
out.Write("\tcustom_data.tev_stages[{}].output_color.rgb = {} / float3(255.0, 255.0, 255.0);\n",
|
|
n, tev_c_output_table[cc.dest]);
|
|
out.Write("\tcustom_data.tev_stages[{}].output_color.a = {} / float(255.0);\n", n,
|
|
tev_a_output_table[ac.dest]);
|
|
}
|
|
}
|
|
|
|
static void WriteTevRegular(ShaderCode& out, std::string_view components, TevBias bias, TevOp op,
|
|
bool clamp, TevScale scale)
|
|
{
|
|
static constexpr Common::EnumMap<const char*, TevScale::Divide2> tev_scale_table_left{
|
|
"", // Scale1
|
|
" << 1", // Scale2
|
|
" << 2", // Scale4
|
|
"", // Divide2
|
|
};
|
|
|
|
static constexpr Common::EnumMap<const char*, TevScale::Divide2> tev_scale_table_right{
|
|
"", // Scale1
|
|
"", // Scale2
|
|
"", // Scale4
|
|
" >> 1", // Divide2
|
|
};
|
|
|
|
static constexpr Common::EnumMap<const char*, TevOp::Sub> tev_lerp_bias{
|
|
" + 128",
|
|
" + 127",
|
|
};
|
|
|
|
static constexpr Common::EnumMap<const char*, TevBias::Compare> tev_bias_table{
|
|
"", // Zero,
|
|
" + 128", // AddHalf,
|
|
" - 128", // SubHalf,
|
|
"",
|
|
};
|
|
|
|
static constexpr Common::EnumMap<char, TevOp::Sub> tev_op_table{
|
|
'+', // TevOp::Add = 0,
|
|
'-', // TevOp::Sub = 1,
|
|
};
|
|
|
|
// Regular TEV stage: (d + bias + lerp(a,b,c)) * scale
|
|
// The GameCube/Wii GPU uses a very sophisticated algorithm for scale-lerping:
|
|
// - c is scaled from 0..255 to 0..256, which allows dividing the result by 256 instead of 255
|
|
// - if scale is bigger than one, it is moved inside the lerp calculation for increased accuracy
|
|
// - a rounding bias is added before dividing by 256
|
|
// TODO: Is the rounding bias still added when the scale is divide by 2? Currently we do not
|
|
// apply it.
|
|
out.Write("(((tevin_d.{}{}){})", components, tev_bias_table[bias], tev_scale_table_left[scale]);
|
|
out.Write(" {} ", tev_op_table[op]);
|
|
out.Write("(((((tevin_a.{0}<<8) + "
|
|
"(tevin_b.{0}-tevin_a.{0})*(tevin_c.{0}+(tevin_c.{0}>>7))){1}){2})>>8)",
|
|
components, tev_scale_table_left[scale],
|
|
(scale != TevScale::Divide2) ? tev_lerp_bias[op] : "");
|
|
out.Write("){}", tev_scale_table_right[scale]);
|
|
}
|
|
|
|
constexpr Common::EnumMap<const char*, CompareMode::Always> tev_alpha_funcs_table{
|
|
"(false)", // CompareMode::Never
|
|
"(prev.a < {})", // CompareMode::Less
|
|
"(prev.a == {})", // CompareMode::Equal
|
|
"(prev.a <= {})", // CompareMode::LEqual
|
|
"(prev.a > {})", // CompareMode::Greater
|
|
"(prev.a != {})", // CompareMode::NEqual
|
|
"(prev.a >= {})", // CompareMode::GEqual
|
|
"(true)" // CompareMode::Always
|
|
};
|
|
|
|
constexpr Common::EnumMap<const char*, AlphaTestOp::Xnor> tev_alpha_funclogic_table{
|
|
" && ", // and
|
|
" || ", // or
|
|
" != ", // xor
|
|
" == " // xnor
|
|
};
|
|
|
|
static void WriteAlphaTest(ShaderCode& out, const pixel_shader_uid_data* uid_data, APIType api_type,
|
|
bool per_pixel_depth, bool use_dual_source)
|
|
{
|
|
static constexpr std::array<std::string_view, 2> alpha_ref{
|
|
I_ALPHA ".r",
|
|
I_ALPHA ".g",
|
|
};
|
|
|
|
const auto write_alpha_func = [&out](CompareMode mode, std::string_view ref) {
|
|
const bool has_no_arguments = mode == CompareMode::Never || mode == CompareMode::Always;
|
|
if (has_no_arguments)
|
|
out.Write("{}", tev_alpha_funcs_table[mode]);
|
|
else
|
|
out.Write(fmt::runtime(tev_alpha_funcs_table[mode]), ref);
|
|
};
|
|
|
|
out.SetConstantsUsed(C_ALPHA, C_ALPHA);
|
|
|
|
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_NEGATED_BOOLEAN))
|
|
out.Write("\tif(( ");
|
|
else
|
|
out.Write("\tif(!( ");
|
|
|
|
// Lookup the first component from the alpha function table
|
|
write_alpha_func(uid_data->alpha_test_comp0, alpha_ref[0]);
|
|
|
|
// Lookup the logic op
|
|
out.Write("{}", tev_alpha_funclogic_table[uid_data->alpha_test_logic]);
|
|
|
|
// Lookup the second component from the alpha function table
|
|
write_alpha_func(uid_data->alpha_test_comp1, alpha_ref[1]);
|
|
|
|
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_NEGATED_BOOLEAN))
|
|
out.Write(") == false) {{\n");
|
|
else
|
|
out.Write(")) {{\n");
|
|
|
|
if (uid_data->uint_output)
|
|
out.Write("\t\tocol0 = uint4(0, 0, 0, 0);\n");
|
|
else
|
|
out.Write("\t\tocol0 = float4(0.0, 0.0, 0.0, 0.0);\n");
|
|
if (use_dual_source)
|
|
{
|
|
if (uid_data->uint_output)
|
|
out.Write("\t\tocol1 = uint4(0, 0, 0, 0);\n");
|
|
else
|
|
out.Write("\t\tocol1 = float4(0.0, 0.0, 0.0, 0.0);\n");
|
|
}
|
|
if (per_pixel_depth)
|
|
{
|
|
out.Write("\t\tdepth = {};\n",
|
|
!g_ActiveConfig.backend_info.bSupportsReversedDepthRange ? "0.0" : "1.0");
|
|
}
|
|
|
|
// ZCOMPLOC HACK:
|
|
if (uid_data->ztest != EmulatedZ::EarlyWithZComplocHack)
|
|
{
|
|
#ifdef __APPLE__
|
|
if (uid_data->ztest == EmulatedZ::EarlyWithFBFetch)
|
|
{
|
|
// Instead of using discard, fetch the framebuffer's color value and use it as the output
|
|
// for this fragment.
|
|
out.Write("\t\t{} = float4(initial_ocol0.xyz, 1.0);\n",
|
|
use_dual_source ? "real_ocol0" : "ocol0");
|
|
out.Write("\t\treturn;\n");
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
out.Write("\t\tdiscard;\n");
|
|
if (api_type == APIType::D3D)
|
|
out.Write("\t\treturn;\n");
|
|
}
|
|
}
|
|
|
|
out.Write("\t}}\n");
|
|
}
|
|
|
|
constexpr Common::EnumMap<const char*, FogType::BackwardsExpSq> tev_fog_funcs_table{
|
|
"", // No Fog
|
|
"", // ?
|
|
"", // Linear
|
|
"", // ?
|
|
"\tfog = 1.0 - exp2(-8.0 * fog);\n", // exp
|
|
"\tfog = 1.0 - exp2(-8.0 * fog * fog);\n", // exp2
|
|
"\tfog = exp2(-8.0 * (1.0 - fog));\n", // backward exp
|
|
"\tfog = 1.0 - fog;\n fog = exp2(-8.0 * fog * fog);\n" // backward exp2
|
|
};
|
|
|
|
static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data)
|
|
{
|
|
if (uid_data->fog_fsel == FogType::Off)
|
|
return; // no Fog
|
|
|
|
out.SetConstantsUsed(C_FOGCOLOR, C_FOGCOLOR);
|
|
out.SetConstantsUsed(C_FOGI, C_FOGI);
|
|
out.SetConstantsUsed(C_FOGF, C_FOGF + 1);
|
|
if (uid_data->fog_proj == FogProjection::Perspective)
|
|
{
|
|
// perspective
|
|
// ze = A/(B - (Zs >> B_SHF)
|
|
// TODO: Verify that we want to drop lower bits here! (currently taken over from software
|
|
// renderer)
|
|
// Maybe we want to use "ze = (A << B_SHF)/((B << B_SHF) - Zs)" instead?
|
|
// That's equivalent, but keeps the lower bits of Zs.
|
|
out.Write("\tfloat ze = (" I_FOGF ".x * 16777216.0) / float(" I_FOGI ".y - (zCoord >> " I_FOGI
|
|
".w));\n");
|
|
}
|
|
else
|
|
{
|
|
// orthographic
|
|
// ze = a*Zs (here, no B_SHF)
|
|
out.Write("\tfloat ze = " I_FOGF ".x * float(zCoord) / 16777216.0;\n");
|
|
}
|
|
|
|
// x_adjust = sqrt((x-center)^2 + k^2)/k
|
|
// ze *= x_adjust
|
|
if (uid_data->fog_RangeBaseEnabled)
|
|
{
|
|
out.SetConstantsUsed(C_FOGF, C_FOGF);
|
|
out.Write("\tfloat offset = (2.0 * (rawpos.x / " I_FOGF ".w)) - 1.0 - " I_FOGF ".z;\n"
|
|
"\tfloat floatindex = clamp(9.0 - abs(offset) * 9.0, 0.0, 9.0);\n"
|
|
"\tuint indexlower = uint(floatindex);\n"
|
|
"\tuint indexupper = indexlower + 1u;\n"
|
|
"\tfloat klower = " I_FOGRANGE "[indexlower >> 2u][indexlower & 3u];\n"
|
|
"\tfloat kupper = " I_FOGRANGE "[indexupper >> 2u][indexupper & 3u];\n"
|
|
"\tfloat k = lerp(klower, kupper, frac(floatindex));\n"
|
|
"\tfloat x_adjust = sqrt(offset * offset + k * k) / k;\n"
|
|
"\tze *= x_adjust;\n");
|
|
}
|
|
|
|
out.Write("\tfloat fog = clamp(ze - " I_FOGF ".y, 0.0, 1.0);\n");
|
|
|
|
if (uid_data->fog_fsel >= FogType::Exp)
|
|
{
|
|
out.Write("{}", tev_fog_funcs_table[uid_data->fog_fsel]);
|
|
}
|
|
else
|
|
{
|
|
if (uid_data->fog_fsel != FogType::Linear)
|
|
WARN_LOG_FMT(VIDEO, "Unknown Fog Type! {}", uid_data->fog_fsel);
|
|
}
|
|
|
|
out.Write("\tint ifog = iround(fog * 256.0);\n");
|
|
out.Write("\tprev.rgb = (prev.rgb * (256 - ifog) + " I_FOGCOLOR ".rgb * ifog) >> 8;\n");
|
|
}
|
|
|
|
static void WriteLogicOp(ShaderCode& out, const pixel_shader_uid_data* uid_data)
|
|
{
|
|
static constexpr std::array<const char*, 16> logic_op_mode{
|
|
"int4(0, 0, 0, 0)", // CLEAR
|
|
"prev & fb_value", // AND
|
|
"prev & ~fb_value", // AND_REVERSE
|
|
"prev", // COPY
|
|
"~prev & fb_value", // AND_INVERTED
|
|
"fb_value", // NOOP
|
|
"prev ^ fb_value", // XOR
|
|
"prev | fb_value", // OR
|
|
"~(prev | fb_value)", // NOR
|
|
"~(prev ^ fb_value)", // EQUIV
|
|
"~fb_value", // INVERT
|
|
"prev | ~fb_value", // OR_REVERSE
|
|
"~prev", // COPY_INVERTED
|
|
"~prev | fb_value", // OR_INVERTED
|
|
"~(prev & fb_value)", // NAND
|
|
"int4(255, 255, 255, 255)", // SET
|
|
};
|
|
|
|
out.Write("\tint4 fb_value = iround(initial_ocol0 * 255.0);\n");
|
|
out.Write("\tprev = ({}) & 0xff;\n", logic_op_mode[uid_data->logic_op_mode]);
|
|
}
|
|
|
|
static void WriteLogicOpBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data)
|
|
{
|
|
switch (static_cast<LogicOp>(uid_data->logic_op_mode))
|
|
{
|
|
case LogicOp::Clear:
|
|
case LogicOp::NoOp:
|
|
out.Write("\tprev = int4(0, 0, 0, 0);\n");
|
|
break;
|
|
case LogicOp::Copy:
|
|
// Do nothing!
|
|
break;
|
|
case LogicOp::CopyInverted:
|
|
out.Write("\tprev ^= 255;\n");
|
|
break;
|
|
case LogicOp::Set:
|
|
case LogicOp::Invert: // In cooperation with blend
|
|
out.Write("\tprev = int4(255, 255, 255, 255);\n");
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void WriteColor(ShaderCode& out, APIType api_type, const pixel_shader_uid_data* uid_data,
|
|
bool use_dual_source)
|
|
{
|
|
// Some backends require the shader outputs be uint when writing to a uint render target for logic
|
|
// op.
|
|
if (uid_data->uint_output)
|
|
{
|
|
if (uid_data->rgba6_format)
|
|
out.Write("\tocol0 = uint4(prev & 0xFC);\n");
|
|
else
|
|
out.Write("\tocol0 = uint4(prev);\n");
|
|
return;
|
|
}
|
|
|
|
if (uid_data->rgba6_format)
|
|
out.Write("\tocol0.rgb = float3(prev.rgb >> 2) / 63.0;\n");
|
|
else
|
|
out.Write("\tocol0.rgb = float3(prev.rgb) / 255.0;\n");
|
|
|
|
// Colors will be blended against the 8-bit alpha from ocol1 and
|
|
// the 6-bit alpha from ocol0 will be written to the framebuffer
|
|
if (uid_data->useDstAlpha)
|
|
{
|
|
out.SetConstantsUsed(C_ALPHA, C_ALPHA);
|
|
out.Write("\tocol0.a = float(" I_ALPHA ".a >> 2) / 63.0;\n");
|
|
|
|
// Use dual-source color blending to perform dst alpha in a single pass
|
|
if (use_dual_source)
|
|
out.Write("\tocol1 = float4(0.0, 0.0, 0.0, float(prev.a) / 255.0);\n");
|
|
}
|
|
else
|
|
{
|
|
out.Write("\tocol0.a = float(prev.a >> 2) / 63.0;\n");
|
|
if (use_dual_source)
|
|
out.Write("\tocol1 = float4(0.0, 0.0, 0.0, float(prev.a) / 255.0);\n");
|
|
}
|
|
}
|
|
|
|
static void WriteBlend(ShaderCode& out, const pixel_shader_uid_data* uid_data)
|
|
{
|
|
if (uid_data->blend_enable)
|
|
{
|
|
using Common::EnumMap;
|
|
static constexpr EnumMap<const char*, SrcBlendFactor::InvDstAlpha> blend_src_factor{
|
|
"float3(0,0,0);", // ZERO
|
|
"float3(1,1,1);", // ONE
|
|
"initial_ocol0.rgb;", // DSTCLR
|
|
"float3(1,1,1) - initial_ocol0.rgb;", // INVDSTCLR
|
|
"src_color.aaa;", // SRCALPHA
|
|
"float3(1,1,1) - src_color.aaa;", // INVSRCALPHA
|
|
"initial_ocol0.aaa;", // DSTALPHA
|
|
"float3(1,1,1) - initial_ocol0.aaa;", // INVDSTALPHA
|
|
};
|
|
static constexpr EnumMap<const char*, SrcBlendFactor::InvDstAlpha> blend_src_factor_alpha{
|
|
"0.0;", // ZERO
|
|
"1.0;", // ONE
|
|
"initial_ocol0.a;", // DSTCLR
|
|
"1.0 - initial_ocol0.a;", // INVDSTCLR
|
|
"src_color.a;", // SRCALPHA
|
|
"1.0 - src_color.a;", // INVSRCALPHA
|
|
"initial_ocol0.a;", // DSTALPHA
|
|
"1.0 - initial_ocol0.a;", // INVDSTALPHA
|
|
};
|
|
static constexpr EnumMap<const char*, DstBlendFactor::InvDstAlpha> blend_dst_factor{
|
|
"float3(0,0,0);", // ZERO
|
|
"float3(1,1,1);", // ONE
|
|
"ocol0.rgb;", // SRCCLR
|
|
"float3(1,1,1) - ocol0.rgb;", // INVSRCCLR
|
|
"src_color.aaa;", // SRCALHA
|
|
"float3(1,1,1) - src_color.aaa;", // INVSRCALPHA
|
|
"initial_ocol0.aaa;", // DSTALPHA
|
|
"float3(1,1,1) - initial_ocol0.aaa;", // INVDSTALPHA
|
|
};
|
|
static constexpr EnumMap<const char*, DstBlendFactor::InvDstAlpha> blend_dst_factor_alpha{
|
|
"0.0;", // ZERO
|
|
"1.0;", // ONE
|
|
"ocol0.a;", // SRCCLR
|
|
"1.0 - ocol0.a;", // INVSRCCLR
|
|
"src_color.a;", // SRCALPHA
|
|
"1.0 - src_color.a;", // INVSRCALPHA
|
|
"initial_ocol0.a;", // DSTALPHA
|
|
"1.0 - initial_ocol0.a;", // INVDSTALPHA
|
|
};
|
|
out.Write("\tfloat4 src_color = {};\n"
|
|
"\tfloat4 blend_src;",
|
|
uid_data->useDstAlpha ? "ocol1" : "ocol0");
|
|
out.Write("\tblend_src.rgb = {}\n", blend_src_factor[uid_data->blend_src_factor]);
|
|
out.Write("\tblend_src.a = {}\n", blend_src_factor_alpha[uid_data->blend_src_factor_alpha]);
|
|
out.Write("\tfloat4 blend_dst;\n");
|
|
out.Write("\tblend_dst.rgb = {}\n", blend_dst_factor[uid_data->blend_dst_factor]);
|
|
out.Write("\tblend_dst.a = {}\n", blend_dst_factor_alpha[uid_data->blend_dst_factor_alpha]);
|
|
|
|
out.Write("\tfloat4 blend_result;\n");
|
|
if (uid_data->blend_subtract)
|
|
{
|
|
out.Write("\tblend_result.rgb = initial_ocol0.rgb * blend_dst.rgb - ocol0.rgb * "
|
|
"blend_src.rgb;\n");
|
|
}
|
|
else
|
|
{
|
|
out.Write(
|
|
"\tblend_result.rgb = initial_ocol0.rgb * blend_dst.rgb + ocol0.rgb * blend_src.rgb;\n");
|
|
}
|
|
|
|
if (uid_data->blend_subtract_alpha)
|
|
out.Write("\tblend_result.a = initial_ocol0.a * blend_dst.a - ocol0.a * blend_src.a;\n");
|
|
else
|
|
out.Write("\tblend_result.a = initial_ocol0.a * blend_dst.a + ocol0.a * blend_src.a;\n");
|
|
}
|
|
else
|
|
{
|
|
out.Write("\tfloat4 blend_result = ocol0;\n");
|
|
}
|
|
|
|
out.Write("\treal_ocol0 = blend_result;\n");
|
|
}
|