ppsspp/GPU/Directx9/PixelShaderGeneratorDX9.cpp

767 lines
26 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <cstdio>
#include "Core/Reporting.h"
#include "Core/Config.h"
#include "GPU/Common/GPUStateUtils.h"
#include "GPU/Directx9/helper/global.h"
#include "GPU/Directx9/PixelShaderGeneratorDX9.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#define WRITE p+=sprintf
// #define DEBUG_SHADER
namespace DX9 {
const bool nonAlphaSrcFactors[16] = {
true, // GE_SRCBLEND_DSTCOLOR,
true, // GE_SRCBLEND_INVDSTCOLOR,
false, // GE_SRCBLEND_SRCALPHA,
false, // GE_SRCBLEND_INVSRCALPHA,
true, // GE_SRCBLEND_DSTALPHA,
true, // GE_SRCBLEND_INVDSTALPHA,
false, // GE_SRCBLEND_DOUBLESRCALPHA,
false, // GE_SRCBLEND_DOUBLEINVSRCALPHA,
true, // GE_SRCBLEND_DOUBLEDSTALPHA,
true, // GE_SRCBLEND_DOUBLEINVDSTALPHA,
true, // GE_SRCBLEND_FIXA,
};
const bool nonAlphaDestFactors[16] = {
true, // GE_DSTBLEND_SRCCOLOR,
true, // GE_DSTBLEND_INVSRCCOLOR,
false, // GE_DSTBLEND_SRCALPHA,
false, // GE_DSTBLEND_INVSRCALPHA,
true, // GE_DSTBLEND_DSTALPHA,
true, // GE_DSTBLEND_INVDSTALPHA,
false, // GE_DSTBLEND_DOUBLESRCALPHA,
false, // GE_DSTBLEND_DOUBLEINVSRCALPHA,
true, // GE_DSTBLEND_DOUBLEDSTALPHA,
true, // GE_DSTBLEND_DOUBLEINVDSTALPHA,
true, // GE_DSTBLEND_FIXB,
};
ReplaceAlphaType ReplaceAlphaWithStencil(ReplaceBlendType replaceBlend) {
if (!gstate.isStencilTestEnabled() || gstate.isModeClear()) {
return REPLACE_ALPHA_NO;
}
if (replaceBlend != REPLACE_BLEND_NO && replaceBlend != REPLACE_BLEND_COPY_FBO) {
if (nonAlphaSrcFactors[gstate.getBlendFuncA()] && nonAlphaDestFactors[gstate.getBlendFuncB()]) {
return REPLACE_ALPHA_YES;
} else {
// TODO
#if 0
if (pD3DdeviceEx) {
return REPLACE_ALPHA_DUALSOURCE;
} else {
#else
{
#endif
return REPLACE_ALPHA_NO;
}
}
}
return REPLACE_ALPHA_YES;
}
StencilValueType ReplaceAlphaWithStencilType() {
switch (gstate.FrameBufFormat()) {
case GE_FORMAT_565:
// There's never a stencil value. Maybe the right alpha is 1?
return STENCIL_VALUE_ONE;
case GE_FORMAT_5551:
switch (gstate.getStencilOpZPass()) {
// Technically, this should only ever use zero/one.
case GE_STENCILOP_REPLACE:
return (gstate.getStencilTestRef() & 0x80) != 0 ? STENCIL_VALUE_ONE : STENCIL_VALUE_ZERO;
// Decrementing always zeros, since there's only one bit.
case GE_STENCILOP_DECR:
case GE_STENCILOP_ZERO:
return STENCIL_VALUE_ZERO;
// Incrementing always fills, since there's only one bit.
case GE_STENCILOP_INCR:
return STENCIL_VALUE_ONE;
case GE_STENCILOP_INVERT:
return STENCIL_VALUE_INVERT;
case GE_STENCILOP_KEEP:
return STENCIL_VALUE_KEEP;
}
break;
case GE_FORMAT_4444:
case GE_FORMAT_8888:
case GE_FORMAT_INVALID:
switch (gstate.getStencilOpZPass()) {
case GE_STENCILOP_REPLACE:
return STENCIL_VALUE_UNIFORM;
case GE_STENCILOP_ZERO:
return STENCIL_VALUE_ZERO;
case GE_STENCILOP_DECR:
return gstate.FrameBufFormat() == GE_FORMAT_4444 ? STENCIL_VALUE_DECR_4 : STENCIL_VALUE_DECR_8;
case GE_STENCILOP_INCR:
return gstate.FrameBufFormat() == GE_FORMAT_4444 ? STENCIL_VALUE_INCR_4 : STENCIL_VALUE_INCR_8;
case GE_STENCILOP_INVERT:
return STENCIL_VALUE_INVERT;
case GE_STENCILOP_KEEP:
return STENCIL_VALUE_KEEP;
}
break;
}
return STENCIL_VALUE_KEEP;
}
ReplaceBlendType ReplaceBlendWithShader(bool allowShaderBlend) {
if (!gstate.isAlphaBlendEnabled() || gstate.isModeClear()) {
return REPLACE_BLEND_NO;
}
GEBlendSrcFactor funcA = gstate.getBlendFuncA();
GEBlendDstFactor funcB = gstate.getBlendFuncB();
GEBlendMode eq = gstate.getBlendEq();
// Let's get the non-factor modes out of the way first.
switch (eq) {
case GE_BLENDMODE_ABSDIFF:
return !allowShaderBlend ? REPLACE_BLEND_STANDARD : REPLACE_BLEND_COPY_FBO;
case GE_BLENDMODE_MIN:
case GE_BLENDMODE_MAX:
return REPLACE_BLEND_STANDARD;
default:
break;
}
switch (funcA) {
case GE_SRCBLEND_DOUBLESRCALPHA:
case GE_SRCBLEND_DOUBLEINVSRCALPHA:
// 2x alpha in the source function and not in the dest = source color doubling.
// Even dest alpha is safe, since we're moving the * 2.0 into the src color.
switch (funcB) {
case GE_DSTBLEND_SRCCOLOR:
case GE_DSTBLEND_INVSRCCOLOR:
// Can't double, we need the source color to be correct.
return !allowShaderBlend ? REPLACE_BLEND_2X_ALPHA : REPLACE_BLEND_COPY_FBO;
case GE_DSTBLEND_DOUBLEDSTALPHA:
case GE_DSTBLEND_DOUBLEINVDSTALPHA:
return !allowShaderBlend ? REPLACE_BLEND_2X_ALPHA : REPLACE_BLEND_COPY_FBO;
case GE_DSTBLEND_DOUBLESRCALPHA:
case GE_DSTBLEND_DOUBLEINVSRCALPHA:
// We can't technically do this correctly (due to clamping) without reading the dst color.
// Using a copy isn't accurate either, though, when there's overlap.
return REPLACE_BLEND_PRE_SRC_2X_ALPHA;
default:
// TODO: Could use vertexFullAlpha, but it's not calculated yet.
return REPLACE_BLEND_PRE_SRC;
}
case GE_SRCBLEND_DOUBLEDSTALPHA:
case GE_SRCBLEND_DOUBLEINVDSTALPHA:
switch (funcB) {
case GE_DSTBLEND_SRCCOLOR:
case GE_DSTBLEND_INVSRCCOLOR:
// Can't double, we need the source color to be correct.
return !allowShaderBlend ? REPLACE_BLEND_STANDARD : REPLACE_BLEND_COPY_FBO;
case GE_DSTBLEND_DOUBLEDSTALPHA:
case GE_DSTBLEND_DOUBLEINVDSTALPHA:
case GE_DSTBLEND_DOUBLESRCALPHA:
case GE_DSTBLEND_DOUBLEINVSRCALPHA:
return !allowShaderBlend ? REPLACE_BLEND_2X_SRC : REPLACE_BLEND_COPY_FBO;
default:
// We can't technically do this correctly (due to clamping) without reading the dst alpha.
return !allowShaderBlend ? REPLACE_BLEND_2X_SRC : REPLACE_BLEND_COPY_FBO;
}
case GE_SRCBLEND_FIXA:
switch (funcB) {
case GE_DSTBLEND_DOUBLESRCALPHA:
case GE_DSTBLEND_DOUBLEINVSRCALPHA:
// Can't safely double alpha, will clamp.
return !allowShaderBlend ? REPLACE_BLEND_2X_ALPHA : REPLACE_BLEND_COPY_FBO;
case GE_DSTBLEND_DOUBLEDSTALPHA:
case GE_DSTBLEND_DOUBLEINVDSTALPHA:
return !allowShaderBlend ? REPLACE_BLEND_STANDARD : REPLACE_BLEND_COPY_FBO;
case GE_DSTBLEND_FIXB:
if (gstate.getFixA() == 0xFFFFFF && gstate.getFixB() == 0x000000) {
// Some games specify this. Some cards may prefer blending off entirely.
return REPLACE_BLEND_NO;
} else if (gstate.getFixA() == 0xFFFFFF || gstate.getFixA() == 0x000000 || gstate.getFixB() == 0xFFFFFF || gstate.getFixB() == 0x000000) {
return REPLACE_BLEND_STANDARD;
} else {
return REPLACE_BLEND_PRE_SRC;
}
default:
return REPLACE_BLEND_STANDARD;
}
default:
switch (funcB) {
case GE_DSTBLEND_DOUBLESRCALPHA:
case GE_DSTBLEND_DOUBLEINVSRCALPHA:
if (funcA == GE_SRCBLEND_SRCALPHA || funcA == GE_SRCBLEND_INVSRCALPHA) {
// Can't safely double alpha, will clamp. However, a copy may easily be worse due to overlap.
return REPLACE_BLEND_PRE_SRC_2X_ALPHA;
} else {
// This means dst alpha/color is used in the src factor.
// Unfortunately, copying here causes overlap problems in Silent Hill games (it seems?)
// We will just hope that doubling alpha for the dst factor will not clamp too badly.
return REPLACE_BLEND_2X_ALPHA;
}
case GE_DSTBLEND_DOUBLEDSTALPHA:
case GE_DSTBLEND_DOUBLEINVDSTALPHA:
return !allowShaderBlend ? REPLACE_BLEND_STANDARD : REPLACE_BLEND_COPY_FBO;
default:
return REPLACE_BLEND_STANDARD;
}
}
}
static bool CanDoubleSrcBlendMode() {
if (!gstate.isAlphaBlendEnabled()) {
return false;
}
int funcA = gstate.getBlendFuncA();
int funcB = gstate.getBlendFuncB();
if (funcA != GE_SRCBLEND_DOUBLESRCALPHA) {
funcB = funcA;
funcA = gstate.getBlendFuncB();
}
if (funcA != GE_SRCBLEND_DOUBLESRCALPHA) {
return false;
}
// One side should be doubled. Let's check the other side.
// LittleBigPlanet, for example, uses 2.0 * src, 1.0 - src, which can't double.
switch (funcB) {
case GE_DSTBLEND_SRCALPHA:
case GE_DSTBLEND_INVSRCALPHA:
return false;
default:
return true;
}
}
enum LogicOpReplaceType {
LOGICOPTYPE_NORMAL,
LOGICOPTYPE_ONE,
LOGICOPTYPE_INVERT,
};
static inline LogicOpReplaceType ReplaceLogicOpType() {
if (gstate.isLogicOpEnabled()) {
switch (gstate.getLogicOp()) {
case GE_LOGIC_COPY_INVERTED:
case GE_LOGIC_AND_INVERTED:
case GE_LOGIC_OR_INVERTED:
case GE_LOGIC_NOR:
case GE_LOGIC_NAND:
case GE_LOGIC_EQUIV:
return LOGICOPTYPE_INVERT;
case GE_LOGIC_INVERTED:
return LOGICOPTYPE_ONE;
case GE_LOGIC_SET:
return LOGICOPTYPE_ONE;
default:
return LOGICOPTYPE_NORMAL;
}
}
return LOGICOPTYPE_NORMAL;
}
// 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 ComputeFragmentShaderIDDX9(ShaderID *id) {
int id0 = 0;
int id1 = 0;
if (gstate.isModeClear()) {
// We only need one clear shader, so let's ignore the rest of the bits.
id0 = 1;
} else {
bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !gstate.isModeThrough();
bool enableFog = gstate.isFogEnabled() && !gstate.isModeThrough();
bool enableAlphaTest = gstate.isAlphaTestEnabled() && !IsAlphaTestTriviallyTrue() && !g_Config.bDisableAlphaTest;
bool enableColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue();
bool enableColorDoubling = gstate.isColorDoublingEnabled();
bool doTextureProjection = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX;
bool doTextureAlpha = gstate.isTextureAlphaUsed();
ReplaceBlendType replaceBlend = ReplaceBlendWithShader(gstate_c.allowShaderBlend);
ReplaceAlphaType stencilToAlpha = ReplaceAlphaWithStencil(replaceBlend);
// All texfuncs except replace are the same for RGB as for RGBA with full alpha.
if (gstate_c.textureFullAlpha && gstate.getTextureFunction() != GE_TEXFUNC_REPLACE)
doTextureAlpha = false;
// id0 |= (gstate.isModeClear() & 1);
if (gstate.isTextureMapEnabled()) {
id0 |= 1 << 1;
id0 |= gstate.getTextureFunction() << 2;
id0 |= (doTextureAlpha & 1) << 5; // rgb or rgba
id0 |= (gstate_c.flipTexture & 1) << 6;
if (gstate_c.needShaderTexClamp) {
bool textureAtOffset = gstate_c.curTextureXOffset != 0 || gstate_c.curTextureYOffset != 0;
// 3 bits total.
id0 |= 1 << 7;
id0 |= gstate.isTexCoordClampedS() << 8;
id0 |= gstate.isTexCoordClampedT() << 9;
id0 |= (textureAtOffset & 1) << 10;
}
}
id0 |= (lmode & 1) << 11;
#if !defined(DX9_USE_HW_ALPHA_TEST)
if (enableAlphaTest) {
// 5 bits total.
id0 |= 1 << 12;
id0 |= gstate.getAlphaTestFunction() << 13;
id0 |= (IsAlphaTestAgainstZero() & 1) << 16;
}
#endif
if (enableColorTest) {
// 4 bits total.
id0 |= 1 << 17;
id0 |= gstate.getColorTestFunction() << 18;
id0 |= (IsColorTestAgainstZero() & 1) << 20;
}
id0 |= (enableFog & 1) << 21;
id0 |= (doTextureProjection & 1) << 22;
id0 |= (enableColorDoubling & 1) << 23;
// 2 bits
id0 |= (stencilToAlpha) << 24;
if (stencilToAlpha != REPLACE_ALPHA_NO) {
// 4 bits
id0 |= ReplaceAlphaWithStencilType() << 26;
}
if (enableAlphaTest)
gpuStats.numAlphaTestedDraws++;
else
gpuStats.numNonAlphaTestedDraws++;
// 2 bits.
id0 |= ReplaceLogicOpType() << 30;
// 3 bits.
id1 |= replaceBlend << 0;
if (replaceBlend > REPLACE_BLEND_STANDARD) {
// 11 bits total.
id1 |= gstate.getBlendEq() << 3;
id1 |= gstate.getBlendFuncA() << 6;
id1 |= gstate.getBlendFuncB() << 10;
}
// TODO: Flat shading?
id1 |= (gstate_c.bgraTexture & 1) << 15;
}
id->d[0] = id0;
id->d[1] = id1;
}
// Missing: Z depth range
// Also, logic ops etc, of course. Urgh.
void GenerateFragmentShaderDX9(char *buffer) {
char *p = buffer;
bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !gstate.isModeThrough();
bool doTexture = gstate.isTextureMapEnabled() && !gstate.isModeClear();
bool enableFog = gstate.isFogEnabled() && !gstate.isModeThrough() && !gstate.isModeClear();
bool enableAlphaTest = gstate.isAlphaTestEnabled() && !IsAlphaTestTriviallyTrue() && !gstate.isModeClear() && !g_Config.bDisableAlphaTest;
bool alphaTestAgainstZero = IsAlphaTestAgainstZero();
bool enableColorTest = gstate.isColorTestEnabled() && !IsColorTestTriviallyTrue() && !gstate.isModeClear();
bool colorTestAgainstZero = IsColorTestAgainstZero();
bool enableColorDoubling = gstate.isColorDoublingEnabled() && gstate.isTextureMapEnabled();
bool doTextureProjection = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX;
bool doTextureAlpha = gstate.isTextureAlphaUsed();
bool textureAtOffset = gstate_c.curTextureXOffset != 0 || gstate_c.curTextureYOffset != 0;
ReplaceBlendType replaceBlend = ReplaceBlendWithShader(gstate_c.allowShaderBlend);
ReplaceAlphaType stencilToAlpha = ReplaceAlphaWithStencil(replaceBlend);
if (gstate_c.textureFullAlpha && gstate.getTextureFunction() != GE_TEXFUNC_REPLACE)
doTextureAlpha = false;
if (doTexture)
WRITE(p, "sampler tex : register(s0);\n");
if (!gstate.isModeClear() && replaceBlend > REPLACE_BLEND_STANDARD) {
if (replaceBlend == REPLACE_BLEND_COPY_FBO) {
WRITE(p, "float2 u_fbotexSize : register(c%i);\n", CONST_PS_FBOTEXSIZE);
WRITE(p, "sampler fbotex : register(s1);\n");
}
if (gstate.getBlendFuncA() == GE_SRCBLEND_FIXA) {
WRITE(p, "float3 u_blendFixA : register(c%i);\n", CONST_PS_BLENDFIXA);
}
if (gstate.getBlendFuncB() == GE_DSTBLEND_FIXB) {
WRITE(p, "float3 u_blendFixB : register(c%i);\n", CONST_PS_BLENDFIXB);
}
}
if (gstate_c.needShaderTexClamp && doTexture) {
WRITE(p, "float4 u_texclamp : register(c%i);\n", CONST_PS_TEXCLAMP);
if (textureAtOffset) {
WRITE(p, "float2 u_texclampoff : register(c%i);\n", CONST_PS_TEXCLAMPOFF);
}
}
if (enableAlphaTest || enableColorTest) {
WRITE(p, "float4 u_alphacolorref : register(c%i);\n", CONST_PS_ALPHACOLORREF);
WRITE(p, "float4 u_alphacolormask : register(c%i);\n", CONST_PS_ALPHACOLORMASK);
}
if (stencilToAlpha && ReplaceAlphaWithStencilType() == STENCIL_VALUE_UNIFORM) {
WRITE(p, "float u_stencilReplaceValue : register(c%i);\n", CONST_PS_STENCILREPLACE);
}
if (gstate.isTextureMapEnabled() && gstate.getTextureFunction() == GE_TEXFUNC_BLEND) {
WRITE(p, "float3 u_texenv : register(c%i);\n", CONST_PS_TEXENV);
}
if (enableFog) {
WRITE(p, "float3 u_fogcolor : register(c%i);\n", CONST_PS_FOGCOLOR);
}
if (enableAlphaTest) {
WRITE(p, "float roundAndScaleTo255f(float x) { return floor(x * 255.0f + 0.5f); }\n");
}
if (enableColorTest) {
WRITE(p, "float3 roundAndScaleTo255v(float3 x) { return floor(x * 255.0f + 0.5f); }\n");
}
WRITE(p, "struct PS_IN {\n");
if (doTexture) {
if (doTextureProjection)
WRITE(p, " float3 v_texcoord: TEXCOORD0;\n");
else
WRITE(p, " float2 v_texcoord: TEXCOORD0;\n");
}
WRITE(p, " float4 v_color0: COLOR0;\n");
if (lmode) {
WRITE(p, " float3 v_color1: COLOR1;\n");
}
if (enableFog) {
WRITE(p, " float2 v_fogdepth: TEXCOORD1;\n");
}
WRITE(p, "};\n");
WRITE(p, "float4 main( PS_IN In ) : COLOR\n");
WRITE(p, "{\n");
if (gstate.isModeClear()) {
// Clear mode does not allow any fancy shading.
WRITE(p, " float4 v = In.v_color0;\n");
} else {
const char *secondary = "";
// Secondary color for specular on top of texture
if (lmode) {
WRITE(p, " float4 s = float4(In.v_color1, 0);\n");
secondary = " + s";
} else {
secondary = "";
}
if (gstate.isTextureMapEnabled()) {
const char *texcoord = "In.v_texcoord";
// TODO: Not sure the right way to do this for projection.
if (gstate_c.needShaderTexClamp) {
// We may be clamping inside a larger surface (tex = 64x64, buffer=480x272).
// We may also be wrapping in such a surface, or either one in a too-small surface.
// Obviously, clamping to a smaller surface won't work. But better to clamp to something.
std::string ucoord = "In.v_texcoord.x";
std::string vcoord = "In.v_texcoord.y";
if (doTextureProjection) {
ucoord += " / In.v_texcoord.z";
vcoord = "(In.v_texcoord.y / In.v_texcoord.z)";
// Vertex texcoords are NOT flipped when projecting despite gstate_c.flipTexture.
} else if (gstate_c.flipTexture) {
vcoord = "1.0 - " + vcoord;
}
if (gstate.isTexCoordClampedS()) {
ucoord = "clamp(" + ucoord + ", u_texclamp.z, u_texclamp.x - u_texclamp.z)";
} else {
ucoord = "fmod(" + ucoord + ", u_texclamp.x)";
}
if (gstate.isTexCoordClampedT()) {
vcoord = "clamp(" + vcoord + ", u_texclamp.w, u_texclamp.y - u_texclamp.w)";
} else {
vcoord = "fmod(" + vcoord + ", u_texclamp.y)";
}
if (textureAtOffset) {
ucoord = "(" + ucoord + " + u_texclampoff.x)";
vcoord = "(" + vcoord + " + u_texclampoff.y)";
}
if (gstate_c.flipTexture) {
vcoord = "1.0 - " + vcoord;
}
WRITE(p, " float2 fixedcoord = float2(%s, %s);\n", ucoord.c_str(), vcoord.c_str());
texcoord = "fixedcoord";
// We already projected it.
doTextureProjection = false;
} else if (doTextureProjection && gstate_c.flipTexture) {
// Since we need to flip v, we project manually.
WRITE(p, " float2 fixedcoord = float2(v_texcoord.x / v_texcoord.z, 1.0 - (v_texcoord.y / v_texcoord.z));\n");
texcoord = "fixedcoord";
doTextureProjection = false;
}
if (doTextureProjection) {
WRITE(p, " float4 t = tex2Dproj(tex, float4(In.v_texcoord.x, In.v_texcoord.y, 0, In.v_texcoord.z))%s;\n", gstate_c.bgraTexture ? ".bgra" : "");
} else {
WRITE(p, " float4 t = tex2D(tex, %s.xy)%s;\n", texcoord, gstate_c.bgraTexture ? ".bgra" : "");
}
WRITE(p, " float4 p = In.v_color0;\n");
if (doTextureAlpha) { // texfmt == RGBA
switch (gstate.getTextureFunction()) {
case GE_TEXFUNC_MODULATE:
WRITE(p, " float4 v = p * t%s;\n", secondary); break;
case GE_TEXFUNC_DECAL:
WRITE(p, " float4 v = float4(lerp(p.rgb, t.rgb, t.a), p.a)%s;\n", secondary); break;
case GE_TEXFUNC_BLEND:
WRITE(p, " float4 v = float4(lerp(p.rgb, u_texenv.rgb, t.rgb), p.a * t.a)%s;\n", secondary); break;
case GE_TEXFUNC_REPLACE:
WRITE(p, " float4 v = t%s;\n", secondary); break;
case GE_TEXFUNC_ADD:
case GE_TEXFUNC_UNKNOWN1:
case GE_TEXFUNC_UNKNOWN2:
case GE_TEXFUNC_UNKNOWN3:
WRITE(p, " float4 v = float4(p.rgb + t.rgb, p.a * t.a)%s;\n", secondary); break;
default:
WRITE(p, " float4 v = p;\n"); break;
}
} else { // texfmt == RGB
switch (gstate.getTextureFunction()) {
case GE_TEXFUNC_MODULATE:
WRITE(p, " float4 v = float4(t.rgb * p.rgb, p.a)%s;\n", secondary); break;
case GE_TEXFUNC_DECAL:
WRITE(p, " float4 v = float4(t.rgb, p.a)%s;\n", secondary); break;
case GE_TEXFUNC_BLEND:
WRITE(p, " float4 v = float4(lerp(p.rgb, u_texenv.rgb, t.rgb), p.a)%s;\n", secondary); break;
case GE_TEXFUNC_REPLACE:
WRITE(p, " float4 v = float4(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, " float4 v = float4(p.rgb + t.rgb, p.a)%s;\n", secondary); break;
default:
WRITE(p, " float4 v = p;\n"); break;
}
}
} else {
// No texture mapping
WRITE(p, " float4 v = In.v_color0 %s;\n", secondary);
}
#if !defined(DX9_USE_HW_ALPHA_TEST)
if (enableAlphaTest) {
if (alphaTestAgainstZero) {
GEComparison alphaTestFunc = gstate.getAlphaTestFunction();
// 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, " clip(v.a - 0.002);\n");
} else if (alphaTestFunc != GE_COMP_NEVER) {
// Anything else is a test for == 0. Happens sometimes, actually...
WRITE(p, " clip(-v.a + 0.002);\n");
} 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, " clip(-1);\n");
}
} else {
GEComparison alphaTestFunc = gstate.getAlphaTestFunction();
const char *alphaTestFuncs[] = { "#", "#", " != ", " == ", " >= ", " > ", " <= ", " < " }; // never/always don't make sense
if (alphaTestFuncs[alphaTestFunc][0] != '#') {
// TODO: Rewrite this to use clip() appropriately (like, clip(v.a - u_alphacolorref.a))
WRITE(p, " if (roundAndScaleTo255f(v.a) %s u_alphacolorref.a) clip(-1);\n", alphaTestFuncs[alphaTestFunc]);
} else {
// This means NEVER. See above.
WRITE(p, " clip(-1);\n");
}
}
}
#endif
if (enableColorTest) {
if (colorTestAgainstZero) {
GEComparison colorTestFunc = gstate.getColorTestFunction();
// When testing against 0 (common), we can avoid some math.
// 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) clip(-1);\n");
} 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) clip(-1);\n");
} 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, " clip(-1);\n");
}
} else {
GEComparison colorTestFunc = gstate.getColorTestFunction();
const char *colorTestFuncs[] = { "#", "#", " != ", " == " }; // never/always don't make sense
u32 colorTestMask = gstate.getColorTestMask();
if (colorTestFuncs[colorTestFunc][0] != '#') {
const char * test = colorTestFuncs[colorTestFunc];
WRITE(p, " float3 colortest = roundAndScaleTo255v(v.rgb);\n");
WRITE(p, " if ((colortest.r %s u_alphacolorref.r) && (colortest.g %s u_alphacolorref.g) && (colortest.b %s u_alphacolorref.b )) clip(-1);\n", test, test, test);
} else {
WRITE(p, " clip(-1);\n");
}
}
}
// Color doubling happens after the color test.
if (enableColorDoubling && replaceBlend == REPLACE_BLEND_2X_SRC) {
WRITE(p, " v.rgb = v.rgb * 4.0;\n");
} else if (enableColorDoubling || replaceBlend == REPLACE_BLEND_2X_SRC) {
WRITE(p, " v.rgb = v.rgb * 2.0;\n");
}
if (enableFog) {
WRITE(p, " float fogCoef = clamp(In.v_fogdepth.x, 0.0, 1.0);\n");
WRITE(p, " v = lerp(float4(u_fogcolor, v.a), v, fogCoef);\n");
}
if (replaceBlend == REPLACE_BLEND_PRE_SRC || replaceBlend == REPLACE_BLEND_PRE_SRC_2X_ALPHA) {
GEBlendSrcFactor funcA = gstate.getBlendFuncA();
const char *srcFactor = "ERROR";
switch (funcA) {
case GE_SRCBLEND_DSTCOLOR: srcFactor = "ERROR"; break;
case GE_SRCBLEND_INVDSTCOLOR: srcFactor = "ERROR"; break;
case GE_SRCBLEND_SRCALPHA: srcFactor = "float3(v.a, v.a, v.a)"; break;
case GE_SRCBLEND_INVSRCALPHA: srcFactor = "float3(1.0 - v.a, 1.0 - v.a, 1.0 - v.a)"; break;
case GE_SRCBLEND_DSTALPHA: srcFactor = "ERROR"; break;
case GE_SRCBLEND_INVDSTALPHA: srcFactor = "ERROR"; break;
case GE_SRCBLEND_DOUBLESRCALPHA: srcFactor = "float3(v.a * 2.0, v.a * 2.0, v.a * 2.0)"; break;
// TODO: Double inverse, or inverse double? Following softgpu for now...
case GE_SRCBLEND_DOUBLEINVSRCALPHA: srcFactor = "float3(1.0 - v.a * 2.0, 1.0 - v.a * 2.0, 1.0 - v.a * 2.0)"; break;
case GE_SRCBLEND_DOUBLEDSTALPHA: srcFactor = "ERROR"; break;
case GE_SRCBLEND_DOUBLEINVDSTALPHA: srcFactor = "ERROR"; break;
case GE_SRCBLEND_FIXA: srcFactor = "u_blendFixA"; break;
}
WRITE(p, " v.rgb = v.rgb * %s;\n", srcFactor);
}
// Can do REPLACE_BLEND_COPY_FBO in ps_2_0, but need to apply viewport in the vertex shader
// so that we can have the output position here to sample the texture at.
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, " v.a = %s;\n", replacedAlpha.c_str());
// TODO: Output the second color as well using original v.a.
break;
case REPLACE_ALPHA_YES:
WRITE(p, " v.a = %s;\n", replacedAlpha.c_str());
break;
case REPLACE_ALPHA_NO:
// Do nothing, v is already fine.
break;
}
switch (ReplaceLogicOpType()) {
case LOGICOPTYPE_ONE:
WRITE(p, " v.rgb = float3(1.0, 1.0, 1.0);\n");
break;
case LOGICOPTYPE_INVERT:
WRITE(p, " v.rgb = float3(1.0, 1.0, 1.0) - v.rgb;\n");
break;
case LOGICOPTYPE_NORMAL:
break;
}
WRITE(p, " return v;\n");
WRITE(p, "}\n");
}
};