mirror of
https://github.com/hrydgard/ppsspp.git
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289 lines
12 KiB
C++
289 lines
12 KiB
C++
#include <string>
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#include <sstream>
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#include "Common/StringUtils.h"
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#include "Core/Config.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.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/Common/VertexDecoderCommon.h"
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std::string VertexShaderDesc(const ShaderID &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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if (id.Bit(VS_BIT_USE_HW_TRANSFORM)) desc << "HWX ";
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if (id.Bit(VS_BIT_HAS_COLOR)) desc << "C ";
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if (id.Bit(VS_BIT_HAS_TEXCOORD)) desc << "T ";
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if (id.Bit(VS_BIT_HAS_NORMAL)) desc << "N ";
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if (id.Bit(VS_BIT_LMODE)) desc << "LM ";
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if (id.Bit(VS_BIT_ENABLE_FOG)) desc << "Fog ";
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if (id.Bit(VS_BIT_NORM_REVERSE)) desc << "RevN ";
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if (id.Bit(VS_BIT_DO_TEXTURE)) desc << "Tex ";
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if (id.Bit(VS_BIT_DO_TEXTURE_PROJ)) desc << "TexProj ";
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if (id.Bit(VS_BIT_FLIP_TEXTURE)) desc << "Flip ";
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int uvgMode = id.Bits(VS_BIT_UVGEN_MODE, 2);
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const char *uvgModes[4] = { "UV ", "UVMtx ", "UVEnv ", "UVUnk " };
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int ls0 = id.Bits(VS_BIT_LS0, 2);
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int ls1 = id.Bits(VS_BIT_LS1, 2);
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if (uvgMode) desc << uvgModes[uvgMode];
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if (id.Bit(VS_BIT_ENABLE_BONES)) desc << "Bones:" << (id.Bits(VS_BIT_BONES, 3) + 1) << " ";
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// Lights
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if (id.Bit(VS_BIT_LIGHTING_ENABLE)) {
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desc << "Light: ";
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for (int i = 0; i < 4; i++) {
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if (id.Bit(VS_BIT_LIGHT0_ENABLE + i) || (uvgMode == GE_TEXMAP_ENVIRONMENT_MAP && (ls0 == i || ls1 == i))) {
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desc << i << ": ";
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desc << "c:" << id.Bits(VS_BIT_LIGHT0_COMP + 4 * i, 2) << " t:" << id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2) << " ";
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}
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}
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}
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if (id.Bits(VS_BIT_MATERIAL_UPDATE, 3)) desc << "MatUp:" << id.Bits(VS_BIT_MATERIAL_UPDATE, 3) << " ";
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if (id.Bits(VS_BIT_WEIGHT_FMTSCALE, 2)) desc << "WScale " << id.Bits(VS_BIT_WEIGHT_FMTSCALE, 2) << " ";
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if (id.Bits(VS_BIT_TEXCOORD_FMTSCALE, 2)) desc << "TCScale " << id.Bits(VS_BIT_TEXCOORD_FMTSCALE, 2) << " ";
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if (id.Bit(VS_BIT_FLATSHADE)) desc << "Flat ";
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// TODO: More...
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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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bool doTexture = gstate.isTextureMapEnabled() && !gstate.isModeClear();
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bool doTextureProjection = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX;
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bool doShadeMapping = doTexture && (gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP);
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bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT && !gstate.isModeClear();
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bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0;
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bool hasNormal = (vertType & GE_VTYPE_NRM_MASK) != 0;
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bool hasTexcoord = (vertType & GE_VTYPE_TC_MASK) != 0;
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bool enableFog = gstate.isFogEnabled() && !gstate.isModeThrough() && !gstate.isModeClear();
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bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled();
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// lmode: && !isModeThrough!?
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ShaderID id;
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id.SetBit(VS_BIT_LMODE, lmode);
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id.SetBit(VS_BIT_IS_THROUGH, gstate.isModeThrough());
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id.SetBit(VS_BIT_ENABLE_FOG, enableFog);
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id.SetBit(VS_BIT_HAS_COLOR, hasColor);
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if (doTexture) {
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id.SetBit(VS_BIT_DO_TEXTURE);
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id.SetBit(VS_BIT_FLIP_TEXTURE, gstate_c.flipTexture);
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id.SetBit(VS_BIT_DO_TEXTURE_PROJ, doTextureProjection);
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}
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if (useHWTransform) {
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id.SetBit(VS_BIT_USE_HW_TRANSFORM);
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id.SetBit(VS_BIT_HAS_NORMAL, hasNormal);
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// UV generation mode. doShadeMapping is implicitly stored here.
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id.SetBits(VS_BIT_UVGEN_MODE, 2, gstate.getUVGenMode());
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// The next bits are used differently depending on UVgen mode
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if (doTextureProjection) {
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id.SetBits(VS_BIT_UVPROJ_MODE, 2, gstate.getUVProjMode());
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} else if (doShadeMapping) {
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id.SetBits(VS_BIT_LS0, 2, gstate.getUVLS0());
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id.SetBits(VS_BIT_LS1, 2, gstate.getUVLS1());
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}
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// Bones.
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bool enableBones = vertTypeIsSkinningEnabled(vertType);
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id.SetBit(VS_BIT_ENABLE_BONES, enableBones);
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if (enableBones) {
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id.SetBits(VS_BIT_BONES, 3, TranslateNumBones(vertTypeGetNumBoneWeights(vertType)) - 1);
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// 2 bits. We should probably send in the weight scalefactor as a uniform instead,
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// or simply preconvert all weights to floats.
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id.SetBits(VS_BIT_WEIGHT_FMTSCALE, 2, (vertType & GE_VTYPE_WEIGHT_MASK) >> GE_VTYPE_WEIGHT_SHIFT);
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}
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// Okay, d[1] coming up. ==============
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if (gstate.isLightingEnabled() || doShadeMapping) {
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// doShadeMapping is stored as UVGenMode, so this is enough for isLightingEnabled.
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if (gstate.isLightingEnabled())
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id.SetBit(VS_BIT_LIGHTING_ENABLE);
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// Light bits
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for (int i = 0; i < 4; i++) {
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id.SetBit(VS_BIT_LIGHT0_ENABLE + i, gstate.isLightChanEnabled(i) != 0);
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if (gstate.isLightChanEnabled(i) || (doShadeMapping && (gstate.getUVLS0() == i || gstate.getUVLS1() == i))) {
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id.SetBits(VS_BIT_LIGHT0_COMP + 4 * i, 2, gstate.getLightComputation(i));
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id.SetBits(VS_BIT_LIGHT0_TYPE + 4 * i, 2, gstate.getLightType(i));
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}
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}
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id.SetBits(VS_BIT_MATERIAL_UPDATE, 3, gstate.getMaterialUpdate() & 7);
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}
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id.SetBit(VS_BIT_NORM_REVERSE, gstate.areNormalsReversed());
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if (doTextureProjection && gstate.getUVProjMode() == GE_PROJMAP_UV) {
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id.SetBits(VS_BIT_TEXCOORD_FMTSCALE, 2, (vertType & GE_VTYPE_TC_MASK) >> GE_VTYPE_TC_SHIFT); // two bits
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} else {
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id.SetBit(VS_BIT_HAS_TEXCOORD, hasTexcoord);
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}
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}
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id.SetBit(VS_BIT_FLATSHADE, doFlatShading);
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*id_out = id;
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}
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static const char *alphaTestFuncs[] = { "NEVER", "ALWAYS", "==", "!=", "<", "<=", ">", ">=" };
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std::string FragmentShaderDesc(const ShaderID &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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if (id.Bit(FS_BIT_DO_TEXTURE)) desc << "Tex ";
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if (id.Bit(FS_BIT_DO_TEXTURE_PROJ)) desc << "TexProj ";
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if (id.Bit(FS_BIT_FLIP_TEXTURE)) desc << "Flip ";
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if (id.Bit(FS_BIT_TEXALPHA)) desc << "TexAlpha ";
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if (id.Bit(FS_BIT_TEXTURE_AT_OFFSET)) desc << "TexOffs ";
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if (id.Bit(FS_BIT_LMODE)) desc << "LM ";
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if (id.Bit(FS_BIT_ENABLE_FOG)) desc << "Fog ";
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if (id.Bit(FS_BIT_COLOR_DOUBLE)) desc << "2x ";
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if (id.Bit(FS_BIT_FLATSHADE)) desc << "Flat ";
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if (id.Bit(FS_BIT_BGRA_TEXTURE)) desc << "BGRA ";
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if (id.Bit(FS_BIT_SHADER_TEX_CLAMP)) {
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desc << "TClamp";
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if (id.Bit(FS_BIT_CLAMP_S)) desc << "S";
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if (id.Bit(FS_BIT_CLAMP_T)) desc << "T";
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desc << " ";
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}
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if (id.Bits(FS_BIT_REPLACE_BLEND, 3)) {
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desc << "ReplaceBlend_" << id.Bits(FS_BIT_REPLACE_BLEND, 3) << ":" << id.Bits(38, 4) << "_B:" << id.Bits(42, 4) << "_Eq:" << id.Bits(35, 3) << " ";
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}
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switch (id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2)) {
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case REPLACE_ALPHA_NO: break;
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case REPLACE_ALPHA_YES: desc << "StenToAlpha "; break;
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case REPLACE_ALPHA_DUALSOURCE: desc << "StenToAlphaDual "; break;
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}
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if (id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2) != REPLACE_ALPHA_NO) {
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switch (id.Bits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4)) {
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case STENCIL_VALUE_UNIFORM: desc << "StenUniform "; break;
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case STENCIL_VALUE_ZERO: desc << "Sten0 "; break;
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case STENCIL_VALUE_ONE: desc << "Sten1 "; break;
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case STENCIL_VALUE_KEEP: desc << "StenKeep "; break;
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case STENCIL_VALUE_INVERT: desc << "StenInv "; break;
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case STENCIL_VALUE_INCR_4: desc << "StenIncr4 "; break;
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case STENCIL_VALUE_INCR_8: desc << "StenIncr8 "; break;
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case STENCIL_VALUE_DECR_4: desc << "StenDecr4 "; break;
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case STENCIL_VALUE_DECR_8: desc << "StenDecr4 "; break;
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default: desc << "StenUnknown"; break;
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}
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}
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if (id.Bit(FS_BIT_DO_TEXTURE)) {
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switch (id.Bits(FS_BIT_TEXFUNC, 3)) {
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case GE_TEXFUNC_ADD: desc << "TFuncAdd "; break;
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case GE_TEXFUNC_BLEND: desc << "TFuncBlend "; break;
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case GE_TEXFUNC_DECAL: desc << "TFuncDecal "; break;
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case GE_TEXFUNC_MODULATE: desc << "TFuncMod "; break;
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case GE_TEXFUNC_REPLACE: desc << "TFuncRepl "; break;
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default: desc << "TFuncUnk "; break;
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}
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}
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if (id.Bit(FS_BIT_ALPHA_AGAINST_ZERO)) desc << "AlphaTest0 " << alphaTestFuncs[id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3)] << " ";
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else if (id.Bit(FS_BIT_ALPHA_TEST)) desc << "AlphaTest " << alphaTestFuncs[id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3)] << " ";
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if (id.Bit(FS_BIT_COLOR_AGAINST_ZERO)) desc << "ColorTest0 " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match;
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else if (id.Bit(FS_BIT_COLOR_TEST)) desc << "ColorTest " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match
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return desc.str();
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}
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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, uint32_t vertType) {
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ShaderID 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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} else {
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bool isModeThrough = gstate.isModeThrough();
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bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !isModeThrough;
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bool enableFog = gstate.isFogEnabled() && !isModeThrough;
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bool enableAlphaTest = gstate.isAlphaTestEnabled() && !IsAlphaTestTriviallyTrue() && !g_Config.bDisableAlphaTest;
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bool enableColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue();
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bool enableColorDoubling = gstate.isColorDoublingEnabled() && gstate.isTextureMapEnabled();
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bool doTextureProjection = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX;
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bool doTextureAlpha = gstate.isTextureAlphaUsed();
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bool doFlatShading = gstate.getShadeMode() == GE_SHADE_FLAT;
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ReplaceBlendType replaceBlend = ReplaceBlendWithShader(gstate_c.allowShaderBlend);
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ReplaceAlphaType stencilToAlpha = ReplaceAlphaWithStencil(replaceBlend);
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// All texfuncs except replace are the same for RGB as for RGBA with full alpha.
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if (gstate_c.textureFullAlpha && gstate.getTextureFunction() != GE_TEXFUNC_REPLACE)
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doTextureAlpha = false;
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if (gstate.isTextureMapEnabled()) {
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id.SetBit(FS_BIT_DO_TEXTURE);
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id.SetBits(FS_BIT_TEXFUNC, 3, gstate.getTextureFunction());
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id.SetBit(FS_BIT_TEXALPHA, doTextureAlpha & 1); // rgb or rgba
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id.SetBit(FS_BIT_FLIP_TEXTURE, gstate_c.flipTexture);
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if (gstate_c.needShaderTexClamp) {
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bool textureAtOffset = gstate_c.curTextureXOffset != 0 || gstate_c.curTextureYOffset != 0;
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// 4 bits total.
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id.SetBit(FS_BIT_SHADER_TEX_CLAMP);
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id.SetBit(FS_BIT_CLAMP_S, gstate.isTexCoordClampedS());
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id.SetBit(FS_BIT_CLAMP_T, gstate.isTexCoordClampedT());
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id.SetBit(FS_BIT_TEXTURE_AT_OFFSET, textureAtOffset);
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}
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id.SetBit(FS_BIT_BGRA_TEXTURE, gstate_c.bgraTexture);
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}
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id.SetBit(FS_BIT_LMODE, lmode);
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#if !defined(DX9_USE_HW_ALPHA_TEST)
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if (enableAlphaTest) {
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// 5 bits total.
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id.SetBit(FS_BIT_ALPHA_TEST);
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id.SetBits(FS_BIT_ALPHA_TEST_FUNC, 3, gstate.getAlphaTestFunction());
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id.SetBit(FS_BIT_ALPHA_AGAINST_ZERO, IsAlphaTestAgainstZero());
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}
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#endif
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if (enableColorTest) {
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// 4 bits total.
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id.SetBit(FS_BIT_COLOR_TEST);
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id.SetBits(FS_BIT_COLOR_TEST_FUNC, 2, gstate.getColorTestFunction());
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id.SetBit(FS_BIT_COLOR_AGAINST_ZERO, IsColorTestAgainstZero());
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}
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id.SetBit(FS_BIT_ENABLE_FOG, enableFog);
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id.SetBit(FS_BIT_DO_TEXTURE_PROJ, doTextureProjection);
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id.SetBit(FS_BIT_COLOR_DOUBLE, enableColorDoubling);
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// 2 bits
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id.SetBits(FS_BIT_STENCIL_TO_ALPHA, 2, stencilToAlpha);
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if (stencilToAlpha != REPLACE_ALPHA_NO) {
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// 4 bits
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id.SetBits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4, ReplaceAlphaWithStencilType());
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}
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if (enableAlphaTest)
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gpuStats.numAlphaTestedDraws++;
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else
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gpuStats.numNonAlphaTestedDraws++;
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// 2 bits.
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id.SetBits(FS_BIT_REPLACE_LOGIC_OP_TYPE, 2, ReplaceLogicOpType());
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// If replaceBlend == REPLACE_BLEND_STANDARD (or REPLACE_BLEND_NO) nothing is done, so we kill these bits.
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if (replaceBlend > REPLACE_BLEND_STANDARD) {
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// 3 bits.
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id.SetBits(FS_BIT_REPLACE_BLEND, 3, replaceBlend);
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// 11 bits total.
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id.SetBits(FS_BIT_BLENDEQ, 3, gstate.getBlendEq());
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id.SetBits(FS_BIT_BLENDFUNC_A, 4, gstate.getBlendFuncA());
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id.SetBits(FS_BIT_BLENDFUNC_B, 4, gstate.getBlendFuncB());
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}
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id.SetBit(FS_BIT_FLATSHADE, doFlatShading);
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}
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*id_out = id;
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}
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