#include #include #include "Common/StringUtils.h" #include "Core/Config.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" #include "GPU/Common/GPUStateUtils.h" #include "GPU/Common/ShaderId.h" #include "GPU/Common/VertexDecoderCommon.h" std::string VertexShaderDesc(const ShaderID &id) { std::stringstream desc; desc << StringFromFormat("%08x:%08x ", id.d[1], id.d[0]); if (id.Bit(VS_BIT_IS_THROUGH)) desc << "THR "; if (id.Bit(VS_BIT_USE_HW_TRANSFORM)) desc << "HWX "; if (id.Bit(VS_BIT_HAS_COLOR)) desc << "C "; if (id.Bit(VS_BIT_HAS_TEXCOORD)) desc << "T "; if (id.Bit(VS_BIT_HAS_NORMAL)) desc << "N "; if (id.Bit(VS_BIT_LMODE)) desc << "LM "; if (id.Bit(VS_BIT_ENABLE_FOG)) desc << "Fog "; if (id.Bit(VS_BIT_NORM_REVERSE)) desc << "RevN "; if (id.Bit(VS_BIT_DO_TEXTURE)) desc << "Tex "; if (id.Bit(VS_BIT_DO_TEXTURE_TRANSFORM)) { int uvprojMode = id.Bits(VS_BIT_UVPROJ_MODE, 2); const char *uvprojModes[4] = { "TexProjPos ", "TexProjUV ", "TexProjNNrm ", "TexProjNrm " }; desc << uvprojModes[uvprojMode]; } int uvgMode = id.Bits(VS_BIT_UVGEN_MODE, 2); const char *uvgModes[4] = { "UV ", "UVMtx ", "UVEnv ", "UVUnk " }; int ls0 = id.Bits(VS_BIT_LS0, 2); int ls1 = id.Bits(VS_BIT_LS1, 2); if (uvgMode) desc << uvgModes[uvgMode]; // Lights if (id.Bit(VS_BIT_LIGHTING_ENABLE)) { desc << "Light: "; } for (int i = 0; i < 4; i++) { bool enabled = id.Bit(VS_BIT_LIGHT0_ENABLE + i) && id.Bit(VS_BIT_LIGHTING_ENABLE); if (enabled || (uvgMode == GE_TEXMAP_ENVIRONMENT_MAP && (ls0 == i || ls1 == i))) { desc << i << ": "; desc << "c:" << id.Bits(VS_BIT_LIGHT0_COMP + 4 * i, 2) << " t:" << id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2) << " "; } } if (id.Bits(VS_BIT_MATERIAL_UPDATE, 3)) desc << "MatUp:" << id.Bits(VS_BIT_MATERIAL_UPDATE, 3) << " "; if (id.Bit(VS_BIT_FLATSHADE)) desc << "Flat "; if (id.Bit(VS_BIT_BEZIER)) desc << "Bezier "; if (id.Bit(VS_BIT_SPLINE)) desc << "Spline "; if (id.Bit(VS_BIT_HAS_COLOR_TESS)) desc << "TessC "; if (id.Bit(VS_BIT_HAS_TEXCOORD_TESS)) desc << "TessT "; if (id.Bit(VS_BIT_NORM_REVERSE_TESS)) desc << "TessRevN "; return desc.str(); } void ComputeVertexShaderID(ShaderID *id_out, u32 vertType, bool useHWTransform) { bool isModeThrough = gstate.isModeThrough(); bool doTexture = gstate.isTextureMapEnabled() && !gstate.isModeClear(); bool doTextureTransform = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX; bool doShadeMapping = doTexture && (gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP); bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT && !gstate.isModeClear(); bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0; bool hasNormal = (vertType & GE_VTYPE_NRM_MASK) != 0; bool hasTexcoord = (vertType & GE_VTYPE_TC_MASK) != 0; bool doBezier = gstate_c.bezier; bool doSpline = gstate_c.spline; bool hasColorTess = (gstate.vertType & GE_VTYPE_COL_MASK) != 0 && (doBezier || doSpline); bool hasTexcoordTess = (gstate.vertType & GE_VTYPE_TC_MASK) != 0 && (doBezier || doSpline); bool enableFog = gstate.isFogEnabled() && !isModeThrough && !gstate.isModeClear(); bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !isModeThrough; ShaderID id; id.SetBit(VS_BIT_LMODE, lmode); id.SetBit(VS_BIT_IS_THROUGH, isModeThrough); id.SetBit(VS_BIT_ENABLE_FOG, enableFog); id.SetBit(VS_BIT_HAS_COLOR, hasColor); if (doTexture) { id.SetBit(VS_BIT_DO_TEXTURE); id.SetBit(VS_BIT_DO_TEXTURE_TRANSFORM, doTextureTransform); } if (useHWTransform) { id.SetBit(VS_BIT_USE_HW_TRANSFORM); id.SetBit(VS_BIT_HAS_NORMAL, hasNormal); // UV generation mode. doShadeMapping is implicitly stored here. id.SetBits(VS_BIT_UVGEN_MODE, 2, gstate.getUVGenMode()); // The next bits are used differently depending on UVgen mode if (doTextureTransform) { id.SetBits(VS_BIT_UVPROJ_MODE, 2, gstate.getUVProjMode()); } else if (doShadeMapping) { id.SetBits(VS_BIT_LS0, 2, gstate.getUVLS0()); id.SetBits(VS_BIT_LS1, 2, gstate.getUVLS1()); } // Okay, d[1] coming up. ============== if (gstate.isLightingEnabled() || doShadeMapping) { // doShadeMapping is stored as UVGenMode, so this is enough for isLightingEnabled. if (gstate.isLightingEnabled()) { id.SetBits(VS_BIT_MATERIAL_UPDATE, 3, gstate.getMaterialUpdate() & 7); id.SetBit(VS_BIT_LIGHTING_ENABLE); } // Light bits for (int i = 0; i < 4; i++) { bool chanEnabled = gstate.isLightChanEnabled(i) != 0 && gstate.isLightingEnabled(); id.SetBit(VS_BIT_LIGHT0_ENABLE + i, chanEnabled); if (chanEnabled || (doShadeMapping && (gstate.getUVLS0() == i || gstate.getUVLS1() == i))) { id.SetBits(VS_BIT_LIGHT0_COMP + 4 * i, 2, gstate.getLightComputation(i)); id.SetBits(VS_BIT_LIGHT0_TYPE + 4 * i, 2, gstate.getLightType(i)); } } } id.SetBit(VS_BIT_NORM_REVERSE, gstate.areNormalsReversed()); id.SetBit(VS_BIT_HAS_TEXCOORD, hasTexcoord); if (g_Config.bHardwareTessellation) { id.SetBit(VS_BIT_BEZIER, doBezier); id.SetBit(VS_BIT_SPLINE, doSpline); id.SetBit(VS_BIT_HAS_COLOR_TESS, hasColorTess); id.SetBit(VS_BIT_HAS_TEXCOORD_TESS, hasTexcoordTess); id.SetBit(VS_BIT_NORM_REVERSE_TESS, gstate.isPatchNormalsReversed()); } } id.SetBit(VS_BIT_FLATSHADE, doFlatShading); // These two bits cannot be combined, otherwise havoc occurs. We get reports that indicate this happened somehow... "ERROR: 0:14: 'u_proj' : undeclared identifier" _dbg_assert_msg_(G3D, !id.Bit(VS_BIT_USE_HW_TRANSFORM) || !id.Bit(VS_BIT_IS_THROUGH), "Can't have both THROUGH and USE_HW_TRANSFORM together!"); *id_out = id; } static const char *alphaTestFuncs[] = { "NEVER", "ALWAYS", "==", "!=", "<", "<=", ">", ">=" }; static bool MatrixNeedsProjection(const float m[12]) { return m[2] != 0.0f || m[5] != 0.0f || m[8] != 0.0f || m[11] != 1.0f; } std::string FragmentShaderDesc(const ShaderID &id) { std::stringstream desc; desc << StringFromFormat("%08x:%08x ", id.d[1], id.d[0]); if (id.Bit(FS_BIT_CLEARMODE)) desc << "Clear "; if (id.Bit(FS_BIT_DO_TEXTURE)) desc << "Tex "; if (id.Bit(FS_BIT_DO_TEXTURE_PROJ)) desc << "TexProj "; if (id.Bit(FS_BIT_TEXALPHA)) desc << "TexAlpha "; if (id.Bit(FS_BIT_TEXTURE_AT_OFFSET)) desc << "TexOffs "; if (id.Bit(FS_BIT_LMODE)) desc << "LM "; if (id.Bit(FS_BIT_ENABLE_FOG)) desc << "Fog "; if (id.Bit(FS_BIT_COLOR_DOUBLE)) desc << "2x "; if (id.Bit(FS_BIT_FLATSHADE)) desc << "Flat "; if (id.Bit(FS_BIT_BGRA_TEXTURE)) desc << "BGRA "; if (id.Bit(FS_BIT_SHADER_TEX_CLAMP)) { desc << "TClamp"; if (id.Bit(FS_BIT_CLAMP_S)) desc << "S"; if (id.Bit(FS_BIT_CLAMP_T)) desc << "T"; desc << " "; } if (id.Bits(FS_BIT_REPLACE_BLEND, 3)) { desc << "ReplaceBlend_" << id.Bits(FS_BIT_REPLACE_BLEND, 3) << "A:" << id.Bits(FS_BIT_BLENDFUNC_A, 4) << "_B:" << id.Bits(FS_BIT_BLENDFUNC_B, 4) << "_Eq:" << id.Bits(FS_BIT_BLENDEQ, 3) << " "; } switch (id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2)) { case REPLACE_ALPHA_NO: break; case REPLACE_ALPHA_YES: desc << "StenToAlpha "; break; case REPLACE_ALPHA_DUALSOURCE: desc << "StenToAlphaDual "; break; } if (id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2) != REPLACE_ALPHA_NO) { switch (id.Bits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4)) { case STENCIL_VALUE_UNIFORM: desc << "StenUniform "; break; case STENCIL_VALUE_ZERO: desc << "Sten0 "; break; case STENCIL_VALUE_ONE: desc << "Sten1 "; break; case STENCIL_VALUE_KEEP: desc << "StenKeep "; break; case STENCIL_VALUE_INVERT: desc << "StenInv "; break; case STENCIL_VALUE_INCR_4: desc << "StenIncr4 "; break; case STENCIL_VALUE_INCR_8: desc << "StenIncr8 "; break; case STENCIL_VALUE_DECR_4: desc << "StenDecr4 "; break; case STENCIL_VALUE_DECR_8: desc << "StenDecr4 "; break; default: desc << "StenUnknown"; break; } } if (id.Bit(FS_BIT_DO_TEXTURE)) { switch (id.Bits(FS_BIT_TEXFUNC, 3)) { case GE_TEXFUNC_ADD: desc << "TFuncAdd "; break; case GE_TEXFUNC_BLEND: desc << "TFuncBlend "; break; case GE_TEXFUNC_DECAL: desc << "TFuncDecal "; break; case GE_TEXFUNC_MODULATE: desc << "TFuncMod "; break; case GE_TEXFUNC_REPLACE: desc << "TFuncRepl "; break; default: desc << "TFuncUnk "; break; } } if (id.Bit(FS_BIT_ALPHA_AGAINST_ZERO)) desc << "AlphaTest0 " << alphaTestFuncs[id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3)] << " "; else if (id.Bit(FS_BIT_ALPHA_TEST)) desc << "AlphaTest " << alphaTestFuncs[id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3)] << " "; if (id.Bit(FS_BIT_COLOR_AGAINST_ZERO)) desc << "ColorTest0 " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match; else if (id.Bit(FS_BIT_COLOR_TEST)) desc << "ColorTest " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match return desc.str(); } // Here we must take all the bits of the gstate that determine what the fragment shader will // look like, and concatenate them together into an ID. void ComputeFragmentShaderID(ShaderID *id_out) { ShaderID id; if (gstate.isModeClear()) { // We only need one clear shader, so let's ignore the rest of the bits. id.SetBit(FS_BIT_CLEARMODE); } else { bool isModeThrough = gstate.isModeThrough(); bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !isModeThrough; bool enableFog = gstate.isFogEnabled() && !isModeThrough; bool enableAlphaTest = gstate.isAlphaTestEnabled() && !IsAlphaTestTriviallyTrue(); bool enableColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue(); bool enableColorDoubling = gstate.isColorDoublingEnabled() && gstate.isTextureMapEnabled(); bool doTextureProjection = (gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX && MatrixNeedsProjection(gstate.tgenMatrix)); bool doTextureAlpha = gstate.isTextureAlphaUsed(); bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT; ReplaceBlendType replaceBlend = ReplaceBlendWithShader(gstate_c.allowShaderBlend, gstate.FrameBufFormat()); ReplaceAlphaType stencilToAlpha = ReplaceAlphaWithStencil(replaceBlend); // All texfuncs except replace are the same for RGB as for RGBA with full alpha. // Note that checking this means that we must dirty the fragment shader ID whenever textureFullAlpha changes. if (gstate_c.textureFullAlpha && gstate.getTextureFunction() != GE_TEXFUNC_REPLACE) doTextureAlpha = false; if (gstate.isTextureMapEnabled()) { id.SetBit(FS_BIT_DO_TEXTURE); id.SetBits(FS_BIT_TEXFUNC, 3, gstate.getTextureFunction()); id.SetBit(FS_BIT_TEXALPHA, doTextureAlpha & 1); // rgb or rgba if (gstate_c.needShaderTexClamp) { bool textureAtOffset = gstate_c.curTextureXOffset != 0 || gstate_c.curTextureYOffset != 0; // 4 bits total. id.SetBit(FS_BIT_SHADER_TEX_CLAMP); id.SetBit(FS_BIT_CLAMP_S, gstate.isTexCoordClampedS()); id.SetBit(FS_BIT_CLAMP_T, gstate.isTexCoordClampedT()); id.SetBit(FS_BIT_TEXTURE_AT_OFFSET, textureAtOffset); } id.SetBit(FS_BIT_BGRA_TEXTURE, gstate_c.bgraTexture); } id.SetBit(FS_BIT_LMODE, lmode); if (enableAlphaTest) { // 5 bits total. id.SetBit(FS_BIT_ALPHA_TEST); id.SetBits(FS_BIT_ALPHA_TEST_FUNC, 3, gstate.getAlphaTestFunction()); id.SetBit(FS_BIT_ALPHA_AGAINST_ZERO, IsAlphaTestAgainstZero()); } if (enableColorTest) { // 4 bits total. id.SetBit(FS_BIT_COLOR_TEST); id.SetBits(FS_BIT_COLOR_TEST_FUNC, 2, gstate.getColorTestFunction()); id.SetBit(FS_BIT_COLOR_AGAINST_ZERO, IsColorTestAgainstZero()); } id.SetBit(FS_BIT_ENABLE_FOG, enableFog); id.SetBit(FS_BIT_DO_TEXTURE_PROJ, doTextureProjection); id.SetBit(FS_BIT_COLOR_DOUBLE, enableColorDoubling); // 2 bits id.SetBits(FS_BIT_STENCIL_TO_ALPHA, 2, stencilToAlpha); if (stencilToAlpha != REPLACE_ALPHA_NO) { // 4 bits id.SetBits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4, ReplaceAlphaWithStencilType()); } // 2 bits. id.SetBits(FS_BIT_REPLACE_LOGIC_OP_TYPE, 2, ReplaceLogicOpType()); // If replaceBlend == REPLACE_BLEND_STANDARD (or REPLACE_BLEND_NO) nothing is done, so we kill these bits. if (replaceBlend > REPLACE_BLEND_STANDARD) { // 3 bits. id.SetBits(FS_BIT_REPLACE_BLEND, 3, replaceBlend); // 11 bits total. id.SetBits(FS_BIT_BLENDEQ, 3, gstate.getBlendEq()); id.SetBits(FS_BIT_BLENDFUNC_A, 4, gstate.getBlendFuncA()); id.SetBits(FS_BIT_BLENDFUNC_B, 4, gstate.getBlendFuncB()); } id.SetBit(FS_BIT_FLATSHADE, doFlatShading); } *id_out = id; }