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@ -11,7 +11,7 @@
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#include "GPU/Common/ShaderId.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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std::string VertexShaderDesc(const ShaderID &id) {
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std::string VertexShaderDesc(const VShaderID &id) {
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std::stringstream desc;
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desc << StringFromFormat("%08x:%08x ", id.d[1], id.d[0]);
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if (id.Bit(VS_BIT_IS_THROUGH)) desc << "THR ";
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@ -60,7 +60,7 @@ std::string VertexShaderDesc(const ShaderID &id) {
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return desc.str();
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}
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void ComputeVertexShaderID(ShaderID *id_out, u32 vertType, bool useHWTransform) {
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void ComputeVertexShaderID(VShaderID *id_out, u32 vertType, bool useHWTransform) {
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bool isModeThrough = (vertType & GE_VTYPE_THROUGH) != 0;
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bool doTexture = gstate.isTextureMapEnabled() && !gstate.isModeClear();
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bool doTextureTransform = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX;
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@ -81,7 +81,7 @@ void ComputeVertexShaderID(ShaderID *id_out, u32 vertType, bool useHWTransform)
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bool enableFog = gstate.isFogEnabled() && !isModeThrough && !gstate.isModeClear();
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bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !isModeThrough;
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ShaderID id;
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VShaderID id;
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id.SetBit(VS_BIT_LMODE, lmode);
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id.SetBit(VS_BIT_IS_THROUGH, isModeThrough);
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id.SetBit(VS_BIT_ENABLE_FOG, enableFog);
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@ -160,7 +160,7 @@ static bool MatrixNeedsProjection(const float m[12]) {
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return m[2] != 0.0f || m[5] != 0.0f || m[8] != 0.0f || m[11] != 1.0f;
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}
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std::string FragmentShaderDesc(const ShaderID &id) {
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std::string FragmentShaderDesc(const FShaderID &id) {
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std::stringstream desc;
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desc << StringFromFormat("%08x:%08x ", id.d[1], id.d[0]);
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if (id.Bit(FS_BIT_CLEARMODE)) desc << "Clear ";
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@ -226,8 +226,8 @@ std::string FragmentShaderDesc(const ShaderID &id) {
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// Here we must take all the bits of the gstate that determine what the fragment shader will
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// look like, and concatenate them together into an ID.
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void ComputeFragmentShaderID(ShaderID *id_out, const Draw::Bugs &bugs) {
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ShaderID id;
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void ComputeFragmentShaderID(FShaderID *id_out, const Draw::Bugs &bugs) {
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FShaderID id;
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if (gstate.isModeClear()) {
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// We only need one clear shader, so let's ignore the rest of the bits.
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id.SetBit(FS_BIT_CLEARMODE);
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@ -8,7 +8,7 @@
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// TODO: There will be additional bits, indicating that groups of these will be
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// sent to the shader and processed there. This will cut down the number of shaders ("ubershader approach")
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// This is probably only really worth doing for lighting and bones.
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enum {
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enum VShaderBit : uint8_t {
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VS_BIT_LMODE = 0,
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VS_BIT_IS_THROUGH = 1,
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VS_BIT_ENABLE_FOG = 2,
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@ -55,9 +55,12 @@ enum {
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// No more free
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};
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static inline VShaderBit operator +(VShaderBit bit, int i) {
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return VShaderBit((int)bit + i);
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}
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// Local
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enum {
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enum FShaderBit : uint8_t {
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FS_BIT_CLEARMODE = 0,
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FS_BIT_DO_TEXTURE = 1,
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FS_BIT_TEXFUNC = 2, // 3 bits
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@ -91,6 +94,10 @@ enum {
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// 50+ are free.
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};
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static inline FShaderBit operator +(FShaderBit bit, int i) {
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return FShaderBit((int)bit + i);
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}
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struct ShaderID {
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ShaderID() {
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clear();
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@ -126,6 +133,20 @@ struct ShaderID {
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bool operator != (const ShaderID &other) const {
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return !(*this == other);
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}
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uint32_t Word(int word) const {
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return d[word];
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}
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void ToString(std::string *dest) const {
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dest->resize(sizeof(d));
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memcpy(&(*dest)[0], d, sizeof(d));
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}
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void FromString(std::string src) {
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memcpy(d, &(src)[0], sizeof(d));
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}
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protected:
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bool Bit(int bit) const {
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return (d[bit >> 5] >> (bit & 31)) & 1;
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}
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@ -134,9 +155,6 @@ struct ShaderID {
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const int mask = (1 << count) - 1;
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return (d[bit >> 5] >> (bit & 31)) & mask;
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}
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uint32_t Word(int word) const {
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return d[word];
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}
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void SetBit(int bit, bool value = true) {
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if (value) {
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d[bit >> 5] |= 1 << (bit & 31);
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@ -148,14 +166,6 @@ struct ShaderID {
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d[bit >> 5] |= (value & mask) << (bit & 31);
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}
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}
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void ToString(std::string *dest) const {
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dest->resize(sizeof(d));
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memcpy(&(*dest)[0], d, sizeof(d));
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}
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void FromString(std::string src) {
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memcpy(d, &(src)[0], sizeof(d));
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}
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};
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struct VShaderID : ShaderID {
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@ -165,6 +175,22 @@ struct VShaderID : ShaderID {
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explicit VShaderID(ShaderID &src) {
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memcpy(d, src.d, sizeof(d));
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}
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bool Bit(VShaderBit bit) const {
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return ShaderID::Bit((int)bit);
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}
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int Bits(VShaderBit bit, int count) const {
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return ShaderID::Bits((int)bit, count);
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}
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void SetBit(VShaderBit bit, bool value = true) {
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ShaderID::SetBit((int)bit, value);
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}
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void SetBits(VShaderBit bit, int count, int value) {
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ShaderID::SetBits((int)bit, count, value);
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}
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};
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struct FShaderID : ShaderID {
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@ -174,6 +200,22 @@ struct FShaderID : ShaderID {
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explicit FShaderID(ShaderID &src) {
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memcpy(d, src.d, sizeof(d));
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}
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bool Bit(FShaderBit bit) const {
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return ShaderID::Bit((int)bit);
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}
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int Bits(FShaderBit bit, int count) const {
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return ShaderID::Bits((int)bit, count);
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}
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void SetBit(FShaderBit bit, bool value = true) {
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ShaderID::SetBit((int)bit, value);
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}
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void SetBits(FShaderBit bit, int count, int value) {
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ShaderID::SetBits((int)bit, count, value);
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}
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};
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namespace Draw {
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@ -181,10 +223,10 @@ class Bugs;
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}
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void ComputeVertexShaderID(ShaderID *id, uint32_t vertexType, bool useHWTransform);
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void ComputeVertexShaderID(VShaderID *id, uint32_t vertexType, bool useHWTransform);
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// Generates a compact string that describes the shader. Useful in a list to get an overview
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// of the current flora of shaders.
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std::string VertexShaderDesc(const ShaderID &id);
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std::string VertexShaderDesc(const VShaderID &id);
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void ComputeFragmentShaderID(ShaderID *id, const Draw::Bugs &bugs);
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std::string FragmentShaderDesc(const ShaderID &id);
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void ComputeFragmentShaderID(FShaderID *id, const Draw::Bugs &bugs);
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std::string FragmentShaderDesc(const FShaderID &id);
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@ -762,7 +762,7 @@ std::string Shader::GetShaderString(DebugShaderStringType type, ShaderID id) con
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case SHADER_STRING_SOURCE_CODE:
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return source_;
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case SHADER_STRING_SHORT_DESC:
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return isFragment_ ? FragmentShaderDesc(id) : VertexShaderDesc(id);
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return isFragment_ ? FragmentShaderDesc(FShaderID(id)) : VertexShaderDesc(VShaderID(id));
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default:
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return "N/A";
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}
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