Start working on getting tess to match

This commit is contained in:
Henrik Rydgård 2020-11-01 12:23:46 +01:00
parent ba7c2e856b
commit 642f2004d3
2 changed files with 50 additions and 14 deletions

View File

@ -271,8 +271,8 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
const char *init[3] = { "0.0, 0.0", "0.0, 0.0, 0.0", "0.0, 0.0, 0.0, 0.0" };
for (int i = 2; i <= 4; i++) {
// Define 3 types vec2, vec3, vec4
WRITE(p, "float%d tess_sample(in float%d points[16], mat4 weights) {\n", i, i);
WRITE(p, " float%d pos = float%d(%s);\n", i, i, init[i - 2]);
WRITE(p, "vec%d tess_sample(in vec%d points[16], mat4 weights) {\n", i, i);
WRITE(p, " vec%d pos = vec%d(%s);\n", i, i, init[i - 2]);
for (int v = 0; v < 4; ++v) {
for (int u = 0; u < 4; ++u) {
WRITE(p, " pos += weights[%i][%i] * points[%i];\n", v, u, v * 4 + u);
@ -296,8 +296,10 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
WRITE(p, "};\n");
WRITE(p, "void tessellate(in VS_IN In, out Tess tess) {\n");
WRITE(p, " int2 point_pos = int2(In.position.z, In.normal.z)%s;\n", doBezier ? " * 3" : "");
WRITE(p, " int2 weight_idx = int2(In.position.xy);\n");
WRITE(p, " vec3 position = In.position;\n");
WRITE(p, " vec3 normal = In.normal;\n");
WRITE(p, " ivec2 point_pos = ivec2(position.z, normal.z)%s;\n", doBezier ? " * 3" : "");
WRITE(p, " ivec2 weight_idx = ivec2(position.xy);\n");
// Load 4x4 control points
WRITE(p, " vec3 _pos[16];\n");
WRITE(p, " vec2 _tex[16];\n");
@ -305,7 +307,7 @@ bool GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
WRITE(p, " int index;\n");
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
WRITE(p, " index = (%i + point_pos.y) * u_spline_counts + (%i + point_pos.x);\n", i, j);
WRITE(p, " index = (%i + point_pos.y) * int(u_spline_counts) + (%i + point_pos.x);\n", i, j);
WRITE(p, " _pos[%i] = tess_data[index].pos;\n", i * 4 + j);
if (doTexture && hasTexcoordTess)
WRITE(p, " _tex[%i] = tess_data[index].tex;\n", i * 4 + j);

View File

@ -138,6 +138,7 @@ const char *hlsl_preamble_vs =
"#define vec2 float2\n"
"#define vec3 float3\n"
"#define vec4 float4\n"
"#define int2 ivec2\n"
"#define mat4 float4x4\n"
"#define mat3x4 float4x3\n" // note how the conventions are backwards
"#define splat3(x) vec3(x, x, x)\n"
@ -207,10 +208,12 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLan
// Apparently we don't support bezier/spline together with bones.
bool doBezier = id.Bit(VS_BIT_BEZIER) && !enableBones && useHWTransform;
bool doSpline = id.Bit(VS_BIT_SPLINE) && !enableBones && useHWTransform;
if ((doBezier || doSpline) && !hasNormal) {
// Bad usage.
*errorString = "Invalid flags - tess requires normal.";
return false;
if (doBezier || doSpline) {
if (!hasNormal) {
// Bad usage.
*errorString = "Invalid flags - tess requires normal.";
return false;
}
}
bool hasColorTess = id.Bit(VS_BIT_HAS_COLOR_TESS);
bool hasTexcoordTess = id.Bit(VS_BIT_HAS_TEXCOORD_TESS);
@ -611,18 +614,35 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLan
WRITE(p, "layout (std430, set = 0, binding = 8) readonly buffer s_tess_weights_v {\n");
WRITE(p, " TessWeight data[];\n");
WRITE(p, "} tess_weights_v;\n");
} else {
} else if (ShaderLanguageIsOpenGL(compat.shaderLanguage)) {
WRITE(p, "uniform sampler2D u_tess_points;\n"); // Control Points
WRITE(p, "uniform sampler2D u_tess_weights_u;\n");
WRITE(p, "uniform sampler2D u_tess_weights_v;\n");
WRITE(p, "uniform int u_spline_counts;\n");
} else if (compat.shaderLanguage == HLSL_D3D11) {
WRITE(p, "struct TessData {\n");
WRITE(p, " vec3 pos; float pad1;\n");
WRITE(p, " vec2 tex; vec2 pad2;\n");
WRITE(p, " vec4 col;\n");
WRITE(p, "};\n");
WRITE(p, "StructuredBuffer<TessData> tess_data : register(t0);\n");
WRITE(p, "struct TessWeight {\n");
WRITE(p, " vec4 basis;\n");
WRITE(p, " vec4 deriv;\n");
WRITE(p, "};\n");
WRITE(p, "StructuredBuffer<TessWeight> tess_weights_u : register(t1);\n");
WRITE(p, "StructuredBuffer<TessWeight> tess_weights_v : register(t2);\n");
} else if (compat.shaderLanguage == HLSL_D3D9) {
}
const char *init[3] = { "0.0, 0.0", "0.0, 0.0, 0.0", "0.0, 0.0, 0.0, 0.0" };
for (int i = 2; i <= 4; i++) {
// Define 3 types vec2, vec3, vec4
WRITE(p, "vec%d tess_sample(in vec%d points[16], mat4 weights) {\n", i, i);
WRITE(p, " vec%d pos = vec%d(0.0);\n", i, i);
WRITE(p, " vec%d pos = vec%d(%s);\n", i, i, init[i - 2]);
for (int v = 0; v < 4; ++v) {
for (int u = 0; u < 4; ++u) {
WRITE(p, " pos += weights[%i][%i] * points[%i];\n", v, u, v * 4 + u);
@ -632,10 +652,14 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLan
WRITE(p, "}\n");
}
if (compat.glslVersionNumber < 130) { // For glsl version 1.10
if (ShaderLanguageIsOpenGL(compat.shaderLanguage) && compat.glslVersionNumber < 130) { // For glsl version 1.10
WRITE(p, "mat4 outerProduct(vec4 u, vec4 v) {\n");
WRITE(p, " return mat4(u * v[0], u * v[1], u * v[2], u * v[3]);\n");
WRITE(p, "}\n");
} else if (compat.shaderLanguage == HLSL_D3D9 || compat.shaderLanguage == HLSL_D3D11) {
WRITE(p, "mat4 outerProduct(vec4 u, vec4 v) {\n");
WRITE(p, " return mul((float4x1)v, (float1x4)u);\n");
WRITE(p, "}\n");
}
WRITE(p, "struct Tess {\n");
@ -647,7 +671,13 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLan
WRITE(p, " vec3 nrm;\n");
WRITE(p, "};\n");
WRITE(p, "void tessellate(out Tess tess) {\n");
if (compat.shaderLanguage == HLSL_D3D9 || compat.shaderLanguage == HLSL_D3D11) {
WRITE(p, "void tessellate(in VS_IN In, out Tess tess) {\n");
WRITE(p, " vec3 position = In.position;\n");
WRITE(p, " vec3 normal = In.normal;\n");
} else {
WRITE(p, "void tessellate(out Tess tess) {\n");
}
WRITE(p, " ivec2 point_pos = ivec2(position.z, normal.z)%s;\n", doBezier ? " * 3" : "");
WRITE(p, " ivec2 weight_idx = ivec2(position.xy);\n");
@ -791,7 +821,11 @@ bool GenerateVertexShaderGLSL(const VShaderID &id, char *buffer, const ShaderLan
if (doBezier || doSpline) {
// Hardware tessellation
WRITE(p, " Tess tess;\n");
WRITE(p, " tessellate(tess);\n");
if (compat.shaderLanguage == HLSL_D3D9 || compat.shaderLanguage == HLSL_D3D11) {
WRITE(p, " tessellate(In, tess);\n");
} else {
WRITE(p, " tessellate(tess);\n");
}
WRITE(p, " vec3 worldpos = mul(vec4(tess.pos.xyz, 1.0), u_world).xyz;\n");
if (hasNormalTess) {