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@ -1,610 +0,0 @@
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// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <cstdio>
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#include <sstream>
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#include "Common/GPU/OpenGL/GLFeatures.h"
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#include "Common/Log.h"
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#include "Common/StringUtils.h"
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#include "Core/Reporting.h"
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#include "Core/Config.h"
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#include "GPU/Common/GPUStateUtils.h"
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#include "GPU/Common/ShaderId.h"
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#include "GPU/Vulkan/FragmentShaderGeneratorVulkan.h"
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#include "GPU/Vulkan/FramebufferManagerVulkan.h"
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#include "GPU/Vulkan/ShaderManagerVulkan.h"
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#include "GPU/Vulkan/PipelineManagerVulkan.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h"
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static const char *vulkan_glsl_preamble =
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"#version 450\n"
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"#extension GL_ARB_conservative_depth : enable\n"
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"#extension GL_ARB_shader_image_load_store : enable\n"
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"#define splat3(x) vec3(x)\n\n";
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#define WRITE p+=sprintf
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bool GenerateFragmentShaderVulkanGLSL(const FShaderID &id, char *buffer, uint32_t vulkanVendorId, std::string *errorString) {
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char *p = buffer;
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const char *lastFragData = nullptr;
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WRITE(p, "%s", vulkan_glsl_preamble);
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bool lmode = id.Bit(FS_BIT_LMODE);
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bool doTexture = id.Bit(FS_BIT_DO_TEXTURE);
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bool enableFog = id.Bit(FS_BIT_ENABLE_FOG);
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bool enableAlphaTest = id.Bit(FS_BIT_ALPHA_TEST);
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bool alphaTestAgainstZero = id.Bit(FS_BIT_ALPHA_AGAINST_ZERO);
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bool testForceToZero = id.Bit(FS_BIT_TEST_DISCARD_TO_ZERO);
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bool enableColorTest = id.Bit(FS_BIT_COLOR_TEST);
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bool colorTestAgainstZero = id.Bit(FS_BIT_COLOR_AGAINST_ZERO);
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bool enableColorDoubling = id.Bit(FS_BIT_COLOR_DOUBLE);
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bool doTextureProjection = id.Bit(FS_BIT_DO_TEXTURE_PROJ);
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bool doTextureAlpha = id.Bit(FS_BIT_TEXALPHA);
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bool doFlatShading = id.Bit(FS_BIT_FLATSHADE);
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bool shaderDepal = id.Bit(FS_BIT_SHADER_DEPAL);
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GEComparison alphaTestFunc = (GEComparison)id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3);
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GEComparison colorTestFunc = (GEComparison)id.Bits(FS_BIT_COLOR_TEST_FUNC, 2);
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bool needShaderTexClamp = id.Bit(FS_BIT_SHADER_TEX_CLAMP);
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GETexFunc texFunc = (GETexFunc)id.Bits(FS_BIT_TEXFUNC, 3);
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bool textureAtOffset = id.Bit(FS_BIT_TEXTURE_AT_OFFSET);
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ReplaceBlendType replaceBlend = static_cast<ReplaceBlendType>(id.Bits(FS_BIT_REPLACE_BLEND, 3));
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ReplaceAlphaType stencilToAlpha = static_cast<ReplaceAlphaType>(id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2));
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GEBlendSrcFactor replaceBlendFuncA = (GEBlendSrcFactor)id.Bits(FS_BIT_BLENDFUNC_A, 4);
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GEBlendDstFactor replaceBlendFuncB = (GEBlendDstFactor)id.Bits(FS_BIT_BLENDFUNC_B, 4);
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GEBlendMode replaceBlendEq = (GEBlendMode)id.Bits(FS_BIT_BLENDEQ, 3);
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StencilValueType replaceAlphaWithStencilType = (StencilValueType)id.Bits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4);
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bool isModeClear = id.Bit(FS_BIT_CLEARMODE);
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const char *shading = doFlatShading ? "flat" : "";
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bool earlyFragmentTests = ((!enableAlphaTest && !enableColorTest) || testForceToZero) && !gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT);
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bool useAdrenoBugWorkaround = id.Bit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL);
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if (earlyFragmentTests) {
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WRITE(p, "layout (early_fragment_tests) in;\n");
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} else if (useAdrenoBugWorkaround && !gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT)) {
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WRITE(p, "layout (depth_unchanged) out float gl_FragDepth;\n");
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}
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WRITE(p, "layout (std140, set = 0, binding = 3) uniform baseUBO {\n%s};\n", ub_baseStr);
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if (doTexture) {
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WRITE(p, "layout (binding = 0) uniform sampler2D tex;\n");
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}
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if (!isModeClear && replaceBlend > REPLACE_BLEND_STANDARD) {
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if (replaceBlend == REPLACE_BLEND_COPY_FBO) {
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WRITE(p, "layout (binding = 1) uniform sampler2D fbotex;\n");
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}
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}
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if (shaderDepal) {
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WRITE(p, "layout (binding = 2) uniform sampler2D pal;\n");
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}
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WRITE(p, "layout (location = 1) %s in vec4 v_color0;\n", shading);
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if (lmode)
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WRITE(p, "layout (location = 2) %s in vec3 v_color1;\n", shading);
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if (enableFog) {
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WRITE(p, "layout (location = 3) in float v_fogdepth;\n");
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}
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if (doTexture) {
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WRITE(p, "layout (location = 0) in vec3 v_texcoord;\n");
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}
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if (enableAlphaTest && !alphaTestAgainstZero) {
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WRITE(p, "int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }\n");
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}
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if (enableColorTest && !colorTestAgainstZero) {
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WRITE(p, "ivec3 roundAndScaleTo255iv(in vec3 x) { return ivec3(floor(x * 255.0 + 0.5)); }\n");
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}
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WRITE(p, "layout (location = 0, index = 0) out vec4 fragColor0;\n");
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if (stencilToAlpha == REPLACE_ALPHA_DUALSOURCE) {
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WRITE(p, "layout (location = 0, index = 1) out vec4 fragColor1;\n");
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}
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// PowerVR needs a custom modulo function. For some reason, this has far higher precision than the builtin one.
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if ((gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_BAD) && needShaderTexClamp) {
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WRITE(p, "float mymod(float a, float b) { return a - b * floor(a / b); }\n");
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}
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WRITE(p, "void main() {\n");
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if (isModeClear) {
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// Clear mode does not allow any fancy shading.
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WRITE(p, " vec4 v = v_color0;\n");
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} else {
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const char *secondary = "";
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// Secondary color for specular on top of texture
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if (lmode) {
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WRITE(p, " vec4 s = vec4(v_color1, 0.0);\n");
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secondary = " + s";
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} else {
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secondary = "";
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}
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if (doTexture) {
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const char *texcoord = "v_texcoord";
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// TODO: Not sure the right way to do this for projection.
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// This path destroys resolution on older PowerVR no matter what I do, so we disable it on SGX 540 and lesser, and live with the consequences.
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if (needShaderTexClamp && !(gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_TERRIBLE)) {
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// We may be clamping inside a larger surface (tex = 64x64, buffer=480x272).
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// We may also be wrapping in such a surface, or either one in a too-small surface.
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// Obviously, clamping to a smaller surface won't work. But better to clamp to something.
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std::string ucoord = "v_texcoord.x";
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std::string vcoord = "v_texcoord.y";
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if (doTextureProjection) {
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ucoord = "(v_texcoord.x / v_texcoord.z)";
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vcoord = "(v_texcoord.y / v_texcoord.z)";
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}
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std::string modulo = (gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_BAD) ? "mymod" : "mod";
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if (id.Bit(FS_BIT_CLAMP_S)) {
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ucoord = "clamp(" + ucoord + ", u_texclamp.z, u_texclamp.x - u_texclamp.z)";
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} else {
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ucoord = modulo + "(" + ucoord + ", u_texclamp.x)";
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}
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if (id.Bit(FS_BIT_CLAMP_T)) {
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vcoord = "clamp(" + vcoord + ", u_texclamp.w, u_texclamp.y - u_texclamp.w)";
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} else {
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vcoord = modulo + "(" + vcoord + ", u_texclamp.y)";
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}
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if (textureAtOffset) {
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ucoord = "(" + ucoord + " + u_texclampoff.x)";
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vcoord = "(" + vcoord + " + u_texclampoff.y)";
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}
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WRITE(p, " vec2 fixedcoord = vec2(%s, %s);\n", ucoord.c_str(), vcoord.c_str());
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texcoord = "fixedcoord";
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// We already projected it.
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doTextureProjection = false;
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}
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if (!shaderDepal) {
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if (doTextureProjection) {
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WRITE(p, " vec4 t = textureProj(tex, %s);\n", texcoord);
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} else {
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WRITE(p, " vec4 t = texture(tex, %s.xy);\n", texcoord);
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}
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} else {
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if (doTextureProjection) {
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// We don't use textureProj because we need to manually offset from the divided coordinate to do filtering here.
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// On older hardware it has the advantage of higher resolution math, but such old hardware can't run Vulkan.
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WRITE(p, " vec2 uv = %s.xy/%s.z;\n vec2 uv_round;\n", texcoord, texcoord);
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} else {
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WRITE(p, " vec2 uv = %s.xy;\n vec2 uv_round;\n", texcoord);
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}
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WRITE(p, " vec2 tsize = vec2(textureSize(tex, 0));\n");
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WRITE(p, " vec2 fraction;\n");
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WRITE(p, " bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0;\n");
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WRITE(p, " if (bilinear) {\n");
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WRITE(p, " uv_round = uv * tsize - vec2(0.5, 0.5);\n");
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WRITE(p, " fraction = fract(uv_round);\n");
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WRITE(p, " uv_round = (uv_round - fraction + vec2(0.5, 0.5)) / tsize;\n"); // We want to take our four point samples at pixel centers.
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WRITE(p, " } else {\n");
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WRITE(p, " uv_round = uv;\n");
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WRITE(p, " }\n");
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WRITE(p, " vec4 t = texture(tex, uv_round);\n");
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WRITE(p, " vec4 t1 = textureOffset(tex, uv_round, ivec2(1, 0));\n");
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WRITE(p, " vec4 t2 = textureOffset(tex, uv_round, ivec2(0, 1));\n");
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WRITE(p, " vec4 t3 = textureOffset(tex, uv_round, ivec2(1, 1));\n");
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WRITE(p, " uint depalMask = (u_depal_mask_shift_off_fmt & 0xFF);\n");
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WRITE(p, " uint depalShift = (u_depal_mask_shift_off_fmt >> 8) & 0xFF;\n");
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WRITE(p, " uint depalOffset = ((u_depal_mask_shift_off_fmt >> 16) & 0xFF) << 4;\n");
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WRITE(p, " uint depalFmt = (u_depal_mask_shift_off_fmt >> 24) & 0x3;\n");
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WRITE(p, " uvec4 col; uint index0; uint index1; uint index2; uint index3;\n");
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WRITE(p, " switch (depalFmt) {\n"); // We might want to include fmt in the shader ID if this is a performance issue.
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WRITE(p, " case 0:\n"); // 565
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WRITE(p, " col = uvec4(t.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
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WRITE(p, " index0 = (col.b << 11) | (col.g << 5) | (col.r);\n");
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WRITE(p, " if (bilinear) {\n");
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WRITE(p, " col = uvec4(t1.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
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WRITE(p, " index1 = (col.b << 11) | (col.g << 5) | (col.r);\n");
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WRITE(p, " col = uvec4(t2.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
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WRITE(p, " index2 = (col.b << 11) | (col.g << 5) | (col.r);\n");
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WRITE(p, " col = uvec4(t3.rgb * vec3(31.99, 63.99, 31.99), 0);\n");
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WRITE(p, " index3 = (col.b << 11) | (col.g << 5) | (col.r);\n");
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WRITE(p, " }\n");
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WRITE(p, " break;\n");
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WRITE(p, " case 1:\n"); // 5551
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WRITE(p, " col = uvec4(t.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
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WRITE(p, " index0 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
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WRITE(p, " if (bilinear) {\n");
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WRITE(p, " col = uvec4(t1.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
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WRITE(p, " index1 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
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WRITE(p, " col = uvec4(t2.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
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WRITE(p, " index2 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
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WRITE(p, " col = uvec4(t3.rgba * vec4(31.99, 31.99, 31.99, 1.0));\n");
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WRITE(p, " index3 = (col.a << 15) | (col.b << 10) | (col.g << 5) | (col.r);\n");
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WRITE(p, " }\n");
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WRITE(p, " break;\n");
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WRITE(p, " case 2:\n"); // 4444
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WRITE(p, " col = uvec4(t.rgba * 15.99);\n");
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WRITE(p, " index0 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
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WRITE(p, " if (bilinear) {\n");
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|
WRITE(p, " col = uvec4(t1.rgba * 15.99);\n");
|
|
|
|
|
WRITE(p, " index1 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
|
|
|
|
|
WRITE(p, " col = uvec4(t2.rgba * 15.99);\n");
|
|
|
|
|
WRITE(p, " index2 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
|
|
|
|
|
WRITE(p, " col = uvec4(t3.rgba * 15.99);\n");
|
|
|
|
|
WRITE(p, " index3 = (col.a << 12) | (col.b << 8) | (col.g << 4) | (col.r);\n");
|
|
|
|
|
WRITE(p, " }\n");
|
|
|
|
|
WRITE(p, " break;\n");
|
|
|
|
|
WRITE(p, " case 3:\n"); // 8888
|
|
|
|
|
WRITE(p, " col = uvec4(t.rgba * 255.99);\n");
|
|
|
|
|
WRITE(p, " index0 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
|
|
|
|
|
WRITE(p, " if (bilinear) {\n");
|
|
|
|
|
WRITE(p, " col = uvec4(t1.rgba * 255.99);\n");
|
|
|
|
|
WRITE(p, " index1 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
|
|
|
|
|
WRITE(p, " col = uvec4(t2.rgba * 255.99);\n");
|
|
|
|
|
WRITE(p, " index2 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
|
|
|
|
|
WRITE(p, " col = uvec4(t3.rgba * 255.99);\n");
|
|
|
|
|
WRITE(p, " index3 = (col.a << 24) | (col.b << 16) | (col.g << 8) | (col.r);\n");
|
|
|
|
|
WRITE(p, " }\n");
|
|
|
|
|
WRITE(p, " break;\n");
|
|
|
|
|
WRITE(p, " };\n");
|
|
|
|
|
WRITE(p, " index0 = ((index0 >> depalShift) & depalMask) | depalOffset;\n");
|
|
|
|
|
WRITE(p, " t = texelFetch(pal, ivec2(index0, 0), 0);\n");
|
|
|
|
|
WRITE(p, " if (bilinear && !(index0 == index1 && index1 == index2 && index2 == index3)) {\n");
|
|
|
|
|
WRITE(p, " index1 = ((index1 >> depalShift) & depalMask) | depalOffset;\n");
|
|
|
|
|
WRITE(p, " index2 = ((index2 >> depalShift) & depalMask) | depalOffset;\n");
|
|
|
|
|
WRITE(p, " index3 = ((index3 >> depalShift) & depalMask) | depalOffset;\n");
|
|
|
|
|
WRITE(p, " t1 = texelFetch(pal, ivec2(index1, 0), 0);\n");
|
|
|
|
|
WRITE(p, " t2 = texelFetch(pal, ivec2(index2, 0), 0);\n");
|
|
|
|
|
WRITE(p, " t3 = texelFetch(pal, ivec2(index3, 0), 0);\n");
|
|
|
|
|
WRITE(p, " t = mix(t, t1, fraction.x);\n");
|
|
|
|
|
WRITE(p, " t2 = mix(t2, t3, fraction.x);\n");
|
|
|
|
|
WRITE(p, " t = mix(t, t2, fraction.y);\n");
|
|
|
|
|
WRITE(p, " }\n");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (texFunc != GE_TEXFUNC_REPLACE || !doTextureAlpha)
|
|
|
|
|
WRITE(p, " vec4 p = v_color0;\n");
|
|
|
|
|
|
|
|
|
|
if (doTextureAlpha) { // texfmt == RGBA
|
|
|
|
|
switch (texFunc) {
|
|
|
|
|
case GE_TEXFUNC_MODULATE:
|
|
|
|
|
WRITE(p, " vec4 v = p * t%s;\n", secondary);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case GE_TEXFUNC_DECAL:
|
|
|
|
|
WRITE(p, " vec4 v = vec4(mix(p.rgb, t.rgb, t.a), p.a)%s;\n", secondary);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case GE_TEXFUNC_BLEND:
|
|
|
|
|
WRITE(p, " vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a * t.a)%s;\n", secondary);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case GE_TEXFUNC_REPLACE:
|
|
|
|
|
WRITE(p, " vec4 v = t%s;\n", secondary);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case GE_TEXFUNC_ADD:
|
|
|
|
|
case GE_TEXFUNC_UNKNOWN1:
|
|
|
|
|
case GE_TEXFUNC_UNKNOWN2:
|
|
|
|
|
case GE_TEXFUNC_UNKNOWN3:
|
|
|
|
|
WRITE(p, " vec4 v = vec4(p.rgb + t.rgb, p.a * t.a)%s;\n", secondary);
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
WRITE(p, " vec4 v = p;\n"); break;
|
|
|
|
|
}
|
|
|
|
|
} else { // texfmt == RGB
|
|
|
|
|
switch (texFunc) {
|
|
|
|
|
case GE_TEXFUNC_MODULATE:
|
|
|
|
|
WRITE(p, " vec4 v = vec4(t.rgb * p.rgb, p.a)%s;\n", secondary);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case GE_TEXFUNC_DECAL:
|
|
|
|
|
WRITE(p, " vec4 v = vec4(t.rgb, p.a)%s;\n", secondary);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case GE_TEXFUNC_BLEND:
|
|
|
|
|
WRITE(p, " vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a)%s;\n", secondary);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case GE_TEXFUNC_REPLACE:
|
|
|
|
|
WRITE(p, " vec4 v = vec4(t.rgb, p.a)%s;\n", secondary);
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case GE_TEXFUNC_ADD:
|
|
|
|
|
case GE_TEXFUNC_UNKNOWN1:
|
|
|
|
|
case GE_TEXFUNC_UNKNOWN2:
|
|
|
|
|
case GE_TEXFUNC_UNKNOWN3:
|
|
|
|
|
WRITE(p, " vec4 v = vec4(p.rgb + t.rgb, p.a)%s;\n", secondary); break;
|
|
|
|
|
default:
|
|
|
|
|
WRITE(p, " vec4 v = p;\n"); break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (enableColorDoubling) {
|
|
|
|
|
// This happens before fog is applied.
|
|
|
|
|
WRITE(p, " v.rgb = clamp(v.rgb * 2.0, 0.0, 1.0);\n");
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
// No texture mapping
|
|
|
|
|
WRITE(p, " vec4 v = v_color0 %s;\n", secondary);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (enableFog) {
|
|
|
|
|
WRITE(p, " float fogCoef = clamp(v_fogdepth, 0.0, 1.0);\n");
|
|
|
|
|
WRITE(p, " v = mix(vec4(u_fogcolor, v.a), v, fogCoef);\n");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Texture access is at half texels [0.5/256, 255.5/256], but colors are normalized [0, 255].
|
|
|
|
|
// So we have to scale to account for the difference.
|
|
|
|
|
std::string alphaTestXCoord = "0";
|
|
|
|
|
|
|
|
|
|
const char *discardStatement = testForceToZero ? "v.a = 0.0;" : "discard;";
|
|
|
|
|
if (enableAlphaTest) {
|
|
|
|
|
if (alphaTestAgainstZero) {
|
|
|
|
|
// When testing against 0 (extremely common), we can avoid some math.
|
|
|
|
|
// 0.002 is approximately half of 1.0 / 255.0.
|
|
|
|
|
if (alphaTestFunc == GE_COMP_NOTEQUAL || alphaTestFunc == GE_COMP_GREATER) {
|
|
|
|
|
WRITE(p, " if (v.a < 0.002) %s\n", discardStatement);
|
|
|
|
|
} else if (alphaTestFunc != GE_COMP_NEVER) {
|
|
|
|
|
// Anything else is a test for == 0. Happens sometimes, actually...
|
|
|
|
|
WRITE(p, " if (v.a > 0.002) %s\n", discardStatement);
|
|
|
|
|
} else {
|
|
|
|
|
// NEVER has been logged as used by games, although it makes little sense - statically failing.
|
|
|
|
|
// Maybe we could discard the drawcall, but it's pretty rare. Let's just statically discard here.
|
|
|
|
|
WRITE(p, " %s\n", discardStatement);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
const char *alphaTestFuncs[] = { "#", "#", " != ", " == ", " >= ", " > ", " <= ", " < " };
|
|
|
|
|
if (alphaTestFuncs[alphaTestFunc][0] != '#') {
|
|
|
|
|
WRITE(p, " if ((roundAndScaleTo255i(v.a) & u_alphacolormask.a) %s int(u_alphacolorref.a)) %s\n", alphaTestFuncs[alphaTestFunc], discardStatement);
|
|
|
|
|
} else {
|
|
|
|
|
// This means NEVER. See above.
|
|
|
|
|
WRITE(p, " %s\n", discardStatement);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (enableColorTest) {
|
|
|
|
|
if (colorTestAgainstZero) {
|
|
|
|
|
// When testing against 0 (common), we can avoid some math.
|
|
|
|
|
// Have my doubts that this special case is actually worth it, but whatever.
|
|
|
|
|
// 0.002 is approximately half of 1.0 / 255.0.
|
|
|
|
|
if (colorTestFunc == GE_COMP_NOTEQUAL) {
|
|
|
|
|
WRITE(p, " if (v.r < 0.002 && v.g < 0.002 && v.b < 0.002) %s\n", discardStatement);
|
|
|
|
|
} else if (colorTestFunc != GE_COMP_NEVER) {
|
|
|
|
|
// Anything else is a test for == 0.
|
|
|
|
|
WRITE(p, " if (v.r > 0.002 || v.g > 0.002 || v.b > 0.002) %s\n", discardStatement);
|
|
|
|
|
} else {
|
|
|
|
|
// NEVER has been logged as used by games, although it makes little sense - statically failing.
|
|
|
|
|
// Maybe we could discard the drawcall, but it's pretty rare. Let's just statically discard here.
|
|
|
|
|
WRITE(p, " %s\n", discardStatement);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
const char *colorTestFuncs[] = { "#", "#", " != ", " == " };
|
|
|
|
|
if (colorTestFuncs[colorTestFunc][0] != '#') {
|
|
|
|
|
WRITE(p, " ivec3 v_scaled = roundAndScaleTo255iv(v.rgb);\n");
|
|
|
|
|
WRITE(p, " if ((v_scaled & u_alphacolormask.rgb) %s (u_alphacolorref.rgb & u_alphacolormask.rgb)) %s\n", colorTestFuncs[colorTestFunc], discardStatement);
|
|
|
|
|
} else {
|
|
|
|
|
WRITE(p, " %s\n", discardStatement);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (replaceBlend == REPLACE_BLEND_2X_SRC) {
|
|
|
|
|
WRITE(p, " v.rgb = v.rgb * 2.0;\n");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (replaceBlend == REPLACE_BLEND_PRE_SRC || replaceBlend == REPLACE_BLEND_PRE_SRC_2X_ALPHA) {
|
|
|
|
|
const char *srcFactor = nullptr;
|
|
|
|
|
switch (replaceBlendFuncA) {
|
|
|
|
|
case GE_SRCBLEND_DSTCOLOR: srcFactor = "ERROR"; break;
|
|
|
|
|
case GE_SRCBLEND_INVDSTCOLOR: srcFactor = "ERROR"; break;
|
|
|
|
|
case GE_SRCBLEND_SRCALPHA: srcFactor = "vec3(v.a)"; break;
|
|
|
|
|
case GE_SRCBLEND_INVSRCALPHA: srcFactor = "vec3(1.0 - v.a)"; break;
|
|
|
|
|
case GE_SRCBLEND_DSTALPHA: srcFactor = "ERROR"; break;
|
|
|
|
|
case GE_SRCBLEND_INVDSTALPHA: srcFactor = "ERROR"; break;
|
|
|
|
|
case GE_SRCBLEND_DOUBLESRCALPHA: srcFactor = "vec3(v.a * 2.0)"; break;
|
|
|
|
|
case GE_SRCBLEND_DOUBLEINVSRCALPHA: srcFactor = "vec3(1.0 - v.a * 2.0)"; break;
|
|
|
|
|
// PRE_SRC for REPLACE_BLEND_PRE_SRC_2X_ALPHA means "double the src."
|
|
|
|
|
// It's close to the same, but clamping can still be an issue.
|
|
|
|
|
case GE_SRCBLEND_DOUBLEDSTALPHA: srcFactor = "vec3(2.0)"; break;
|
|
|
|
|
case GE_SRCBLEND_DOUBLEINVDSTALPHA: srcFactor = "ERROR"; break;
|
|
|
|
|
case GE_SRCBLEND_FIXA: srcFactor = "u_blendFixA"; break;
|
|
|
|
|
default: srcFactor = "u_blendFixA"; break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!strcmp(srcFactor, "ERROR")) {
|
|
|
|
|
*errorString = "Bad replaceblend src factor";
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
WRITE(p, " v.rgb = v.rgb * %s;\n", srcFactor);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (replaceBlend == REPLACE_BLEND_COPY_FBO) {
|
|
|
|
|
WRITE(p, " lowp vec4 destColor = texelFetch(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);\n");
|
|
|
|
|
|
|
|
|
|
const char *srcFactor = "vec3(1.0)";
|
|
|
|
|
const char *dstFactor = "vec3(0.0)";
|
|
|
|
|
|
|
|
|
|
switch (replaceBlendFuncA) {
|
|
|
|
|
case GE_SRCBLEND_DSTCOLOR: srcFactor = "destColor.rgb"; break;
|
|
|
|
|
case GE_SRCBLEND_INVDSTCOLOR: srcFactor = "(vec3(1.0) - destColor.rgb)"; break;
|
|
|
|
|
case GE_SRCBLEND_SRCALPHA: srcFactor = "vec3(v.a)"; break;
|
|
|
|
|
case GE_SRCBLEND_INVSRCALPHA: srcFactor = "vec3(1.0 - v.a)"; break;
|
|
|
|
|
case GE_SRCBLEND_DSTALPHA: srcFactor = "vec3(destColor.a)"; break;
|
|
|
|
|
case GE_SRCBLEND_INVDSTALPHA: srcFactor = "vec3(1.0 - destColor.a)"; break;
|
|
|
|
|
case GE_SRCBLEND_DOUBLESRCALPHA: srcFactor = "vec3(v.a * 2.0)"; break;
|
|
|
|
|
case GE_SRCBLEND_DOUBLEINVSRCALPHA: srcFactor = "vec3(1.0 - v.a * 2.0)"; break;
|
|
|
|
|
case GE_SRCBLEND_DOUBLEDSTALPHA: srcFactor = "vec3(destColor.a * 2.0)"; break;
|
|
|
|
|
case GE_SRCBLEND_DOUBLEINVDSTALPHA: srcFactor = "vec3(1.0 - destColor.a * 2.0)"; break;
|
|
|
|
|
case GE_SRCBLEND_FIXA: srcFactor = "u_blendFixA"; break;
|
|
|
|
|
default: srcFactor = "u_blendFixA"; break;
|
|
|
|
|
}
|
|
|
|
|
switch (replaceBlendFuncB) {
|
|
|
|
|
case GE_DSTBLEND_SRCCOLOR: dstFactor = "v.rgb"; break;
|
|
|
|
|
case GE_DSTBLEND_INVSRCCOLOR: dstFactor = "(vec3(1.0) - v.rgb)"; break;
|
|
|
|
|
case GE_DSTBLEND_SRCALPHA: dstFactor = "vec3(v.a)"; break;
|
|
|
|
|
case GE_DSTBLEND_INVSRCALPHA: dstFactor = "vec3(1.0 - v.a)"; break;
|
|
|
|
|
case GE_DSTBLEND_DSTALPHA: dstFactor = "vec3(destColor.a)"; break;
|
|
|
|
|
case GE_DSTBLEND_INVDSTALPHA: dstFactor = "vec3(1.0 - destColor.a)"; break;
|
|
|
|
|
case GE_DSTBLEND_DOUBLESRCALPHA: dstFactor = "vec3(v.a * 2.0)"; break;
|
|
|
|
|
case GE_DSTBLEND_DOUBLEINVSRCALPHA: dstFactor = "vec3(1.0 - v.a * 2.0)"; break;
|
|
|
|
|
case GE_DSTBLEND_DOUBLEDSTALPHA: dstFactor = "vec3(destColor.a * 2.0)"; break;
|
|
|
|
|
case GE_DSTBLEND_DOUBLEINVDSTALPHA: dstFactor = "vec3(1.0 - destColor.a * 2.0)"; break;
|
|
|
|
|
case GE_DSTBLEND_FIXB: dstFactor = "u_blendFixB"; break;
|
|
|
|
|
default: dstFactor = "u_blendFixB"; break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
switch (replaceBlendEq) {
|
|
|
|
|
case GE_BLENDMODE_MUL_AND_ADD:
|
|
|
|
|
WRITE(p, " v.rgb = v.rgb * %s + destColor.rgb * %s;\n", srcFactor, dstFactor);
|
|
|
|
|
break;
|
|
|
|
|
case GE_BLENDMODE_MUL_AND_SUBTRACT:
|
|
|
|
|
WRITE(p, " v.rgb = v.rgb * %s - destColor.rgb * %s;\n", srcFactor, dstFactor);
|
|
|
|
|
break;
|
|
|
|
|
case GE_BLENDMODE_MUL_AND_SUBTRACT_REVERSE:
|
|
|
|
|
WRITE(p, " v.rgb = destColor.rgb * %s - v.rgb * %s;\n", dstFactor, srcFactor);
|
|
|
|
|
break;
|
|
|
|
|
case GE_BLENDMODE_MIN:
|
|
|
|
|
WRITE(p, " v.rgb = min(v.rgb, destColor.rgb);\n");
|
|
|
|
|
break;
|
|
|
|
|
case GE_BLENDMODE_MAX:
|
|
|
|
|
WRITE(p, " v.rgb = max(v.rgb, destColor.rgb);\n");
|
|
|
|
|
break;
|
|
|
|
|
case GE_BLENDMODE_ABSDIFF:
|
|
|
|
|
WRITE(p, " v.rgb = abs(v.rgb - destColor.rgb);\n");
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
*errorString = "Bad replace blend eq";
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (replaceBlend == REPLACE_BLEND_2X_ALPHA || replaceBlend == REPLACE_BLEND_PRE_SRC_2X_ALPHA) {
|
|
|
|
|
WRITE(p, " v.a = v.a * 2.0;\n");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::string replacedAlpha = "0.0";
|
|
|
|
|
char replacedAlphaTemp[64] = "";
|
|
|
|
|
if (stencilToAlpha != REPLACE_ALPHA_NO) {
|
|
|
|
|
switch (replaceAlphaWithStencilType) {
|
|
|
|
|
case STENCIL_VALUE_UNIFORM:
|
|
|
|
|
replacedAlpha = "u_stencilReplaceValue";
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case STENCIL_VALUE_ZERO:
|
|
|
|
|
replacedAlpha = "0.0";
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case STENCIL_VALUE_ONE:
|
|
|
|
|
case STENCIL_VALUE_INVERT:
|
|
|
|
|
// In invert, we subtract by one, but we want to output one here.
|
|
|
|
|
replacedAlpha = "1.0";
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case STENCIL_VALUE_INCR_4:
|
|
|
|
|
case STENCIL_VALUE_DECR_4:
|
|
|
|
|
// We're adding/subtracting, just by the smallest value in 4-bit.
|
|
|
|
|
snprintf(replacedAlphaTemp, sizeof(replacedAlphaTemp), "%f", 1.0 / 15.0);
|
|
|
|
|
replacedAlpha = replacedAlphaTemp;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case STENCIL_VALUE_INCR_8:
|
|
|
|
|
case STENCIL_VALUE_DECR_8:
|
|
|
|
|
// We're adding/subtracting, just by the smallest value in 8-bit.
|
|
|
|
|
snprintf(replacedAlphaTemp, sizeof(replacedAlphaTemp), "%f", 1.0 / 255.0);
|
|
|
|
|
replacedAlpha = replacedAlphaTemp;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case STENCIL_VALUE_KEEP:
|
|
|
|
|
// Do nothing. We'll mask out the alpha using color mask.
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
switch (stencilToAlpha) {
|
|
|
|
|
case REPLACE_ALPHA_DUALSOURCE:
|
|
|
|
|
WRITE(p, " fragColor0 = vec4(v.rgb, %s);\n", replacedAlpha.c_str());
|
|
|
|
|
WRITE(p, " fragColor1 = vec4(0.0, 0.0, 0.0, v.a);\n");
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case REPLACE_ALPHA_YES:
|
|
|
|
|
WRITE(p, " fragColor0 = vec4(v.rgb, %s);\n", replacedAlpha.c_str());
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case REPLACE_ALPHA_NO:
|
|
|
|
|
WRITE(p, " fragColor0 = v;\n");
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
*errorString = "Bad stencil-to-alpha type, corrupt ID?";
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LogicOpReplaceType replaceLogicOpType = (LogicOpReplaceType)id.Bits(FS_BIT_REPLACE_LOGIC_OP_TYPE, 2);
|
|
|
|
|
switch (replaceLogicOpType) {
|
|
|
|
|
case LOGICOPTYPE_ONE:
|
|
|
|
|
WRITE(p, " fragColor0.rgb = vec3(1.0, 1.0, 1.0);\n");
|
|
|
|
|
break;
|
|
|
|
|
case LOGICOPTYPE_INVERT:
|
|
|
|
|
WRITE(p, " fragColor0.rgb = vec3(1.0, 1.0, 1.0) - fragColor0.rgb;\n");
|
|
|
|
|
break;
|
|
|
|
|
case LOGICOPTYPE_NORMAL:
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
*errorString = "Bad logic op type, corrupt ID?";
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT)) {
|
|
|
|
|
const double scale = DepthSliceFactor() * 65535.0;
|
|
|
|
|
|
|
|
|
|
WRITE(p, " highp float z = gl_FragCoord.z;\n");
|
|
|
|
|
if (gstate_c.Supports(GPU_SUPPORTS_ACCURATE_DEPTH)) {
|
|
|
|
|
// We center the depth with an offset, but only its fraction matters.
|
|
|
|
|
// When (DepthSliceFactor() - 1) is odd, it will be 0.5, otherwise 0.
|
|
|
|
|
if (((int)(DepthSliceFactor() - 1.0f) & 1) == 1) {
|
|
|
|
|
WRITE(p, " z = (floor((z * %f) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / %f);\n", scale, scale);
|
|
|
|
|
} else {
|
|
|
|
|
WRITE(p, " z = floor(z * %f) * (1.0 / %f);\n", scale, scale);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
WRITE(p, " z = (1.0/65535.0) * floor(z * 65535.0);\n");
|
|
|
|
|
}
|
|
|
|
|
WRITE(p, " gl_FragDepth = z;\n");
|
|
|
|
|
} else if (!earlyFragmentTests && useAdrenoBugWorkaround) {
|
|
|
|
|
// Adreno (and possibly MESA/others) apply early frag tests even with discard in the shader.
|
|
|
|
|
// Writing depth prevents the bug, even with depth_unchanged specified.
|
|
|
|
|
WRITE(p, " gl_FragDepth = gl_FragCoord.z;\n");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
WRITE(p, "}\n");
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|