mirror of
https://github.com/dolphin-emu/dolphin.git
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083be0832f
Our shaders must only depend on the UID, not on any global state.
511 lines
20 KiB
C++
511 lines
20 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <cmath>
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#include <cstring>
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/LightingShaderGen.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderGen.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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VertexShaderUid GetVertexShaderUid()
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{
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VertexShaderUid out;
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vertex_shader_uid_data* uid_data = out.GetUidData<vertex_shader_uid_data>();
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memset(uid_data, 0, sizeof(*uid_data));
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_assert_(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens);
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_assert_(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans);
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uid_data->numTexGens = xfmem.numTexGen.numTexGens;
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uid_data->components = VertexLoaderManager::g_current_components;
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uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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uid_data->msaa = g_ActiveConfig.iMultisamples > 1;
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uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA;
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uid_data->numColorChans = xfmem.numChan.numColorChans;
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GetLightingShaderUid(uid_data->lighting);
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// transform texcoords
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for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
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{
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auto& texinfo = uid_data->texMtxInfo[i];
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texinfo.sourcerow = xfmem.texMtxInfo[i].sourcerow;
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texinfo.texgentype = xfmem.texMtxInfo[i].texgentype;
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texinfo.inputform = xfmem.texMtxInfo[i].inputform;
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// first transformation
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switch (texinfo.texgentype)
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{
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case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
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if (uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2))
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{
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// transform the light dir into tangent space
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texinfo.embosslightshift = xfmem.texMtxInfo[i].embosslightshift;
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texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
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}
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else
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{
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texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
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}
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break;
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case XF_TEXGEN_COLOR_STRGBC0:
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case XF_TEXGEN_COLOR_STRGBC1:
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break;
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case XF_TEXGEN_REGULAR:
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default:
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uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i;
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break;
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}
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uid_data->dualTexTrans_enabled = xfmem.dualTexTrans.enabled;
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// CHECKME: does this only work for regular tex gen types?
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if (uid_data->dualTexTrans_enabled && texinfo.texgentype == XF_TEXGEN_REGULAR)
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{
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auto& postInfo = uid_data->postMtxInfo[i];
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postInfo.index = xfmem.postMtxInfo[i].index;
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postInfo.normalize = xfmem.postMtxInfo[i].normalize;
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}
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}
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return out;
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}
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ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_data* uid_data)
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{
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ShaderCode out;
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out.Write("%s", s_lighting_struct);
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// uniforms
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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out.Write("UBO_BINDING(std140, 2) uniform VSBlock {\n");
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else
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out.Write("cbuffer VSBlock {\n");
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out.Write(s_shader_uniforms);
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out.Write("};\n");
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out.Write("struct VS_OUTPUT {\n");
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GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, uid_data->pixel_lighting, "");
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out.Write("};\n");
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
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if (uid_data->components & VB_HAS_POSMTXIDX)
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out.Write("ATTRIBUTE_LOCATION(%d) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB);
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if (uid_data->components & VB_HAS_NRM0)
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out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB);
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if (uid_data->components & VB_HAS_NRM1)
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out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB);
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if (uid_data->components & VB_HAS_NRM2)
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out.Write("ATTRIBUTE_LOCATION(%d) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB);
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if (uid_data->components & VB_HAS_COL0)
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 color0;\n", SHADER_COLOR0_ATTRIB);
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if (uid_data->components & VB_HAS_COL1)
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out.Write("ATTRIBUTE_LOCATION(%d) in float4 color1;\n", SHADER_COLOR1_ATTRIB);
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for (int i = 0; i < 8; ++i)
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{
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u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
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if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx)
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{
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out.Write("ATTRIBUTE_LOCATION(%d) in float%d tex%d;\n", SHADER_TEXTURE0_ATTRIB + i,
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hastexmtx ? 3 : 2, i);
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}
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}
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// We need to always use output blocks for Vulkan, but geometry shaders are also optional.
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || api_type == APIType::Vulkan)
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{
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out.Write("VARYING_LOCATION(0) out VertexData {\n");
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GenerateVSOutputMembers(
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out, api_type, uid_data->numTexGens, uid_data->pixel_lighting,
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true));
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out.Write("} vs;\n");
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}
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else
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{
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// Let's set up attributes
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for (u32 i = 0; i < 8; ++i)
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{
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if (i < uid_data->numTexGens)
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{
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out.Write("%s out float3 uv%u;\n",
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa), i);
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}
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}
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out.Write("%s out float4 clipPos;\n",
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
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if (uid_data->pixel_lighting)
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{
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out.Write("%s out float3 Normal;\n",
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
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out.Write("%s out float3 WorldPos;\n",
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
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}
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out.Write("%s out float4 colors_0;\n",
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
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out.Write("%s out float4 colors_1;\n",
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa));
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}
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out.Write("void main()\n{\n");
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}
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else // D3D
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{
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out.Write("VS_OUTPUT main(\n");
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// inputs
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if (uid_data->components & VB_HAS_NRM0)
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out.Write(" float3 rawnorm0 : NORMAL0,\n");
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if (uid_data->components & VB_HAS_NRM1)
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out.Write(" float3 rawnorm1 : NORMAL1,\n");
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if (uid_data->components & VB_HAS_NRM2)
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out.Write(" float3 rawnorm2 : NORMAL2,\n");
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if (uid_data->components & VB_HAS_COL0)
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out.Write(" float4 color0 : COLOR0,\n");
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if (uid_data->components & VB_HAS_COL1)
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out.Write(" float4 color1 : COLOR1,\n");
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for (int i = 0; i < 8; ++i)
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{
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u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
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if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx)
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out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
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}
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if (uid_data->components & VB_HAS_POSMTXIDX)
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out.Write(" uint4 posmtx : BLENDINDICES,\n");
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out.Write(" float4 rawpos : POSITION) {\n");
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}
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out.Write("VS_OUTPUT o;\n");
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// transforms
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if (uid_data->components & VB_HAS_POSMTXIDX)
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{
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out.Write("int posidx = int(posmtx.r);\n");
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out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES
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"[posidx], rawpos), dot(" I_TRANSFORMMATRICES
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"[posidx+1], rawpos), dot(" I_TRANSFORMMATRICES "[posidx+2], rawpos), 1);\n");
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if (uid_data->components & VB_HAS_NRMALL)
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{
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out.Write("int normidx = posidx & 31;\n");
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out.Write("float3 N0 = " I_NORMALMATRICES "[normidx].xyz, N1 = " I_NORMALMATRICES
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"[normidx+1].xyz, N2 = " I_NORMALMATRICES "[normidx+2].xyz;\n");
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}
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if (uid_data->components & VB_HAS_NRM0)
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out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, "
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"rawnorm0)));\n");
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if (uid_data->components & VB_HAS_NRM1)
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out.Write(
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"float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
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if (uid_data->components & VB_HAS_NRM2)
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out.Write(
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"float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
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}
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else
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{
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out.Write("float4 pos = float4(dot(" I_POSNORMALMATRIX "[0], rawpos), dot(" I_POSNORMALMATRIX
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"[1], rawpos), dot(" I_POSNORMALMATRIX "[2], rawpos), 1.0);\n");
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if (uid_data->components & VB_HAS_NRM0)
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out.Write("float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX
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"[3].xyz, rawnorm0), dot(" I_POSNORMALMATRIX
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"[4].xyz, rawnorm0), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm0)));\n");
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if (uid_data->components & VB_HAS_NRM1)
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out.Write("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX
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"[3].xyz, rawnorm1), dot(" I_POSNORMALMATRIX
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"[4].xyz, rawnorm1), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm1));\n");
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if (uid_data->components & VB_HAS_NRM2)
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out.Write("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX
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"[3].xyz, rawnorm2), dot(" I_POSNORMALMATRIX
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"[4].xyz, rawnorm2), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm2));\n");
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}
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if (!(uid_data->components & VB_HAS_NRM0))
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out.Write("float3 _norm0 = float3(0.0, 0.0, 0.0);\n");
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out.Write("o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION
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"[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n");
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out.Write("int4 lacc;\n"
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"float3 ldir, h, cosAttn, distAttn;\n"
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"float dist, dist2, attn;\n");
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if (uid_data->numColorChans == 0)
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{
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if (uid_data->components & VB_HAS_COL0)
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out.Write("o.colors_0 = color0;\n");
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else
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out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
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}
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GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, uid_data->numColorChans,
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"color", "o.colors_");
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if (uid_data->numColorChans < 2)
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{
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if (uid_data->components & VB_HAS_COL1)
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out.Write("o.colors_1 = color1;\n");
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else
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out.Write("o.colors_1 = o.colors_0;\n");
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}
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// transform texcoords
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out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n");
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for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
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{
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auto& texinfo = uid_data->texMtxInfo[i];
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out.Write("{\n");
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out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n");
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switch (texinfo.sourcerow)
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{
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case XF_SRCGEOM_INROW:
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out.Write("coord.xyz = rawpos.xyz;\n");
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break;
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case XF_SRCNORMAL_INROW:
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if (uid_data->components & VB_HAS_NRM0)
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{
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out.Write("coord.xyz = rawnorm0.xyz;\n");
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}
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break;
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case XF_SRCCOLORS_INROW:
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_assert_(texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 ||
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texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1);
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break;
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case XF_SRCBINORMAL_T_INROW:
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if (uid_data->components & VB_HAS_NRM1)
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{
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out.Write("coord.xyz = rawnorm1.xyz;\n");
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}
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break;
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case XF_SRCBINORMAL_B_INROW:
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if (uid_data->components & VB_HAS_NRM2)
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{
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out.Write("coord.xyz = rawnorm2.xyz;\n");
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}
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break;
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default:
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_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
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if (uid_data->components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW)))
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out.Write("coord = float4(tex%d.x, tex%d.y, 1.0, 1.0);\n",
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texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
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break;
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}
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// Input form of AB11 sets z element to 1.0
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if (texinfo.inputform == XF_TEXINPUT_AB11)
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out.Write("coord.z = 1.0;\n");
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// first transformation
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switch (texinfo.texgentype)
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{
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case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
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if (uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2))
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{
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// transform the light dir into tangent space
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out.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n",
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LIGHT_POS_PARAMS(texinfo.embosslightshift));
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out.Write(
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"o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n", i,
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texinfo.embosssourceshift);
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}
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else
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{
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// The following assert was triggered in House of the Dead Overkill and Star Wars Rogue
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// Squadron 2
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//_assert_(0); // should have normals
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out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift);
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}
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break;
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case XF_TEXGEN_COLOR_STRGBC0:
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out.Write("o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
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break;
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case XF_TEXGEN_COLOR_STRGBC1:
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out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
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break;
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case XF_TEXGEN_REGULAR:
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default:
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if (uid_data->components & (VB_HAS_TEXMTXIDX0 << i))
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{
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out.Write("int tmp = int(tex%d.z);\n", i);
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if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ)
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out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES
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"[tmp]), dot(coord, " I_TRANSFORMMATRICES
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"[tmp+1]), dot(coord, " I_TRANSFORMMATRICES "[tmp+2]));\n",
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i);
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else
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out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES
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"[tmp]), dot(coord, " I_TRANSFORMMATRICES "[tmp+1]), 1);\n",
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i);
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}
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else
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{
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if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ)
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out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES
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"[%d]), dot(coord, " I_TEXMATRICES "[%d]), dot(coord, " I_TEXMATRICES
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"[%d]));\n",
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i, 3 * i, 3 * i + 1, 3 * i + 2);
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else
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out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES
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"[%d]), dot(coord, " I_TEXMATRICES "[%d]), 1);\n",
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i, 3 * i, 3 * i + 1);
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}
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break;
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}
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// CHECKME: does this only work for regular tex gen types?
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if (uid_data->dualTexTrans_enabled && texinfo.texgentype == XF_TEXGEN_REGULAR)
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{
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auto& postInfo = uid_data->postMtxInfo[i];
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out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES "[%d];\n"
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"float4 P1 = " I_POSTTRANSFORMMATRICES "[%d];\n"
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"float4 P2 = " I_POSTTRANSFORMMATRICES "[%d];\n",
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postInfo.index & 0x3f, (postInfo.index + 1) & 0x3f, (postInfo.index + 2) & 0x3f);
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if (postInfo.normalize)
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out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
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// multiply by postmatrix
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out.Write("o.tex%d.xyz = float3(dot(P0.xyz, o.tex%d.xyz) + P0.w, dot(P1.xyz, o.tex%d.xyz) + "
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"P1.w, dot(P2.xyz, o.tex%d.xyz) + P2.w);\n",
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i, i, i, i);
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}
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// When q is 0, the GameCube appears to have a special case
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// This can be seen in devkitPro's neheGX Lesson08 example for Wii
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// Makes differences in Rogue Squadron 3 (Hoth sky) and The Last Story (shadow culling)
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// TODO: check if this only affects XF_TEXGEN_REGULAR
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if (texinfo.texgentype == XF_TEXGEN_REGULAR)
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{
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out.Write("if(o.tex%d.z == 0.0f)\n", i);
|
|
out.Write(
|
|
"\to.tex%d.xy = clamp(o.tex%d.xy / 2.0f, float2(-1.0f,-1.0f), float2(1.0f,1.0f));\n", i,
|
|
i);
|
|
}
|
|
|
|
out.Write("}\n");
|
|
}
|
|
|
|
// clipPos/w needs to be done in pixel shader, not here
|
|
out.Write("o.clipPos = o.pos;\n");
|
|
|
|
if (uid_data->pixel_lighting)
|
|
{
|
|
out.Write("o.Normal = _norm0;\n");
|
|
out.Write("o.WorldPos = pos.xyz;\n");
|
|
|
|
if (uid_data->components & VB_HAS_COL0)
|
|
out.Write("o.colors_0 = color0;\n");
|
|
|
|
if (uid_data->components & VB_HAS_COL1)
|
|
out.Write("o.colors_1 = color1;\n");
|
|
}
|
|
|
|
// Write the true depth value. If the game uses depth textures, then the pixel shader will
|
|
// override it with the correct values if not then early z culling will improve speed.
|
|
if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
|
|
{
|
|
// If we can disable the incorrect depth clipping planes using depth clamping, then we can do
|
|
// our own depth clipping and calculate the depth range before the perspective divide.
|
|
|
|
// Since we're adjusting z for the depth range before the perspective divide, we have to do our
|
|
// own clipping. We want to clip so that -w <= z <= 0, which matches the console -1..0 range.
|
|
// We adjust our depth value for clipping purposes to match the perspective projection in the
|
|
// software backend, which is a hack to fix Sonic Adventure and Unleashed games.
|
|
out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n");
|
|
out.Write("o.clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w
|
|
out.Write("o.clipDist1 = -clipDepth;\n"); // Far: z > 0
|
|
|
|
// Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
|
|
// so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
|
|
// We have to handle the depth range in the vertex shader instead of after the perspective
|
|
// divide, because some games will use a depth range larger than what is allowed by the
|
|
// graphics API. These large depth ranges will still be clipped to the 0..1 range, so these
|
|
// games effectively add a depth bias to the values written to the depth buffer.
|
|
out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - "
|
|
"o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n");
|
|
}
|
|
else
|
|
{
|
|
// If we can't disable the incorrect depth clipping planes, then we need to rely on the
|
|
// graphics API to handle the depth range after the perspective divide. This can result in
|
|
// inaccurate depth values due to the missing depth bias, but that can be least corrected by
|
|
// overriding depth values in the pixel shader. We still need to take care of the reversed depth
|
|
// though, so we do that here.
|
|
out.Write("o.pos.z = -o.pos.z;\n");
|
|
}
|
|
|
|
if (!g_ActiveConfig.backend_info.bSupportsClipControl)
|
|
{
|
|
// If the graphics API doesn't support a depth range of 0..1, then we need to map z to
|
|
// the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point
|
|
// operation that can introduce a round-trip error.
|
|
out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n");
|
|
}
|
|
|
|
// The console GPU places the pixel center at 7/12 in screen space unless
|
|
// antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results
|
|
// in some primitives being placed one pixel too far to the bottom-right,
|
|
// which in turn can be critical if it happens for clear quads.
|
|
// Hence, we compensate for this pixel center difference so that primitives
|
|
// get rasterized correctly.
|
|
out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n");
|
|
|
|
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
|
|
{
|
|
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders || api_type == APIType::Vulkan)
|
|
{
|
|
AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, uid_data->pixel_lighting);
|
|
}
|
|
else
|
|
{
|
|
// TODO: Pass interface blocks between shader stages even if geometry shaders
|
|
// are not supported, however that will require at least OpenGL 3.2 support.
|
|
for (unsigned int i = 0; i < uid_data->numTexGens; ++i)
|
|
out.Write("uv%d.xyz = o.tex%d;\n", i, i);
|
|
out.Write("clipPos = o.clipPos;\n");
|
|
if (uid_data->pixel_lighting)
|
|
{
|
|
out.Write("Normal = o.Normal;\n");
|
|
out.Write("WorldPos = o.WorldPos;\n");
|
|
}
|
|
out.Write("colors_0 = o.colors_0;\n");
|
|
out.Write("colors_1 = o.colors_1;\n");
|
|
}
|
|
|
|
if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
|
|
{
|
|
out.Write("gl_ClipDistance[0] = o.clipDist0;\n");
|
|
out.Write("gl_ClipDistance[1] = o.clipDist1;\n");
|
|
}
|
|
|
|
// Vulkan NDC space has Y pointing down (right-handed NDC space).
|
|
if (api_type == APIType::Vulkan)
|
|
out.Write("gl_Position = float4(o.pos.x, -o.pos.y, o.pos.z, o.pos.w);\n");
|
|
else
|
|
out.Write("gl_Position = o.pos;\n");
|
|
}
|
|
else // D3D
|
|
{
|
|
out.Write("return o;\n");
|
|
}
|
|
out.Write("}\n");
|
|
|
|
return out;
|
|
}
|