Revert "remove numTexGens=7 hack. only cg wasn't able to handle more then 8 texcoords"

This reverts commit 4653adecf1.

Also dx9 isn't able to hanlde more than 11 varying registers.
More frustrating is the lightning issue by this commit. I don't know why it happens...
This commit is contained in:
degasus 2013-02-24 20:51:44 +01:00
parent 52dacaa3e3
commit c86b892f95
2 changed files with 163 additions and 41 deletions

View File

@ -608,20 +608,43 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
WRITE(p, "float4 colors_1 = colors_12;\n");
// compute window position if needed because binding semantic WPOS is not widely supported
// Let's set up attributes
for (int i = 0; i < numTexgen; ++i)
// Let's set up attributes
if (xfregs.numTexGen.numTexGens < 7)
{
WRITE(p, "VARYIN float3 uv%d_2;\n", i);
WRITE(p, "float3 uv%d = uv%d_2;\n", i, i);
for (int i = 0; i < 8; ++i)
{
WRITE(p, "VARYIN float3 uv%d_2;\n", i);
WRITE(p, "float3 uv%d = uv%d_2;\n", i, i);
}
WRITE(p, "VARYIN float4 clipPos_2;\n");
WRITE(p, "float4 clipPos = clipPos_2;\n");
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
WRITE(p, "VARYIN float4 Normal_2;\n");
WRITE(p, "float4 Normal = Normal_2;\n");
}
}
WRITE(p, "VARYIN float4 clipPos_2;\n");
WRITE(p, "float4 clipPos = clipPos_2;\n");
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
else
{
WRITE(p, "VARYIN float4 Normal_2;\n");
WRITE(p, "float4 Normal = Normal_2;\n");
// wpos is in w of first 4 texcoords
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
for (int i = 0; i < 8; ++i)
{
WRITE(p, "VARYIN float4 uv%d_2;\n", i);
WRITE(p, "float4 uv%d = uv%d_2;\n", i, i);
}
}
else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
{
WRITE(p, "VARYIN float%d uv%d_2;\n", i < 4 ? 4 : 3 , i);
WRITE(p, "float%d uv%d = uv%d_2;\n", i < 4 ? 4 : 3 , i, i);
}
}
WRITE(p, "float4 clipPos;\n");
}
WRITE(p, "void main()\n{\n");
}
else
@ -645,13 +668,31 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
WRITE(p, " in float4 colors_1 : COLOR1");
// compute window position if needed because binding semantic WPOS is not widely supported
for (int i = 0; i < numTexgen; ++i)
WRITE(p, ",\n in float3 uv%d : TEXCOORD%d", i, i);
WRITE(p, ",\n in float4 clipPos : TEXCOORD%d", numTexgen);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, ",\n in float4 Normal : TEXCOORD%d", numTexgen + 1);
WRITE(p, " ) {\n");
if (numTexgen < 7)
{
for (int i = 0; i < numTexgen; ++i)
WRITE(p, ",\n in float3 uv%d : TEXCOORD%d", i, i);
WRITE(p, ",\n in float4 clipPos : TEXCOORD%d", numTexgen);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, ",\n in float4 Normal : TEXCOORD%d", numTexgen + 1);
WRITE(p, " ) {\n");
}
else
{
// wpos is in w of first 4 texcoords
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
for (int i = 0; i < 8; ++i)
WRITE(p, ",\n in float4 uv%d : TEXCOORD%d", i, i);
}
else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, ",\n in float%d uv%d : TEXCOORD%d", i < 4 ? 4 : 3 , i, i);
}
WRITE(p, " ) {\n");
WRITE(p, "\tfloat4 clipPos = float4(0.0f, 0.0f, 0.0f, 0.0f);");
}
}
WRITE(p, " float4 c0 = " I_COLORS"[1], c1 = " I_COLORS"[2], c2 = " I_COLORS"[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f);\n"
@ -665,9 +706,18 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
WRITE(p,"\tfloat3 _norm0 = normalize(Normal.xyz);\n\n");
WRITE(p,"\tfloat3 pos = float3(clipPos.x,clipPos.y,Normal.w);\n");
if (xfregs.numTexGen.numTexGens < 7)
{
WRITE(p,"\tfloat3 _norm0 = normalize(Normal.xyz);\n\n");
WRITE(p,"\tfloat3 pos = float3(clipPos.x,clipPos.y,Normal.w);\n");
}
else
{
WRITE(p,"\tfloat3 _norm0 = normalize(float3(uv4.w,uv5.w,uv6.w));\n\n");
WRITE(p,"\tfloat3 pos = float3(uv0.w,uv1.w,uv7.w);\n");
}
WRITE(p, "\tfloat4 mat, lacc;\n"
"\tfloat3 ldir, h;\n"
"\tfloat dist, dist2, attn;\n");
@ -675,8 +725,11 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
p = GenerateLightingShader(p, components, I_PMATERIALS, I_PLIGHTS, "colors_", "colors_");
}
WRITE(p, "\tclipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);\n");
if (numTexgen < 7)
WRITE(p, "\tclipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w);\n");
else
WRITE(p, "\tclipPos = float4(rawpos.x, rawpos.y, uv2.w, uv3.w);\n");
// HACK to handle cases where the tex gen is not enabled
if (numTexgen == 0)
{

View File

@ -139,11 +139,25 @@ char* GenerateVSOutputStruct(char* p, u32 components, API_TYPE ApiType)
WRITE(p, " float4 colors_0 %s COLOR0;\n", ApiType == API_OPENGL ? ";//" : ":");
WRITE(p, " float4 colors_1 %s COLOR1;\n", ApiType == API_OPENGL ? ";//" : ":");
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " float3 tex%d %s TEXCOORD%d;\n", i, ApiType == API_OPENGL ? ";//" : ":", i);
WRITE(p, " float4 clipPos %s TEXCOORD%d;\n", ApiType == API_OPENGL ? ";//" : ":", xfregs.numTexGen.numTexGens);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, " float4 Normal %s TEXCOORD%d;\n", ApiType == API_OPENGL ? ";//" : ":", xfregs.numTexGen.numTexGens + 1);
if (xfregs.numTexGen.numTexGens < 7) {
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " float3 tex%d %s TEXCOORD%d;\n", i, ApiType == API_OPENGL ? ";//" : ":", i);
WRITE(p, " float4 clipPos %s TEXCOORD%d;\n", ApiType == API_OPENGL ? ";//" : ":", xfregs.numTexGen.numTexGens);
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, " float4 Normal %s TEXCOORD%d;\n", ApiType == API_OPENGL ? ";//" : ":", xfregs.numTexGen.numTexGens + 1);
} else {
// clip position is in w of first 4 texcoords
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
for (int i = 0; i < 8; ++i)
WRITE(p, " float4 tex%d %s TEXCOORD%d;\n", i, ApiType == API_OPENGL? ";//" : ":", i);
}
else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " float%d tex%d %s TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, ApiType == API_OPENGL ? ";//" : ":", i);
}
}
WRITE(p, "};\n");
return p;
@ -214,12 +228,28 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
}
// Let's set up attributes
for (int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, "VARYOUT float3 uv%d_2;\n", i);
WRITE(p, "VARYOUT float4 clipPos_2;\n");
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, "VARYOUT float4 Normal_2;\n");
if (xfregs.numTexGen.numTexGens < 7)
{
for (int i = 0; i < 8; ++i)
WRITE(p, "VARYOUT float3 uv%d_2;\n", i);
WRITE(p, "VARYOUT float4 clipPos_2;\n");
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, "VARYOUT float4 Normal_2;\n");
}
else
{
// wpos is in w of first 4 texcoords
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
for (int i = 0; i < 8; ++i)
WRITE(p, "VARYOUT float4 uv%d_2;\n", i);
}
else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, "VARYOUT float%d uv%d_2;\n", i < 4 ? 4 : 3 , i);
}
}
WRITE(p, "VARYOUT float4 colors_02;\n");
WRITE(p, "VARYOUT float4 colors_12;\n");
@ -453,11 +483,34 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
WRITE(p, "}\n");
}
WRITE(p, "o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);\n");
// clipPos/w needs to be done in pixel shader, not here
if (xfregs.numTexGen.numTexGens < 7) {
WRITE(p, "o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);\n");
} else {
WRITE(p, "o.tex0.w = pos.x;\n");
WRITE(p, "o.tex1.w = pos.y;\n");
WRITE(p, "o.tex2.w = o.pos.z;\n");
WRITE(p, "o.tex3.w = o.pos.w;\n");
}
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
WRITE(p, "o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n");
if (xfregs.numTexGen.numTexGens < 7) {
WRITE(p, "o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n");
} else {
WRITE(p, "o.tex4.w = _norm0.x;\n");
WRITE(p, "o.tex5.w = _norm0.y;\n");
WRITE(p, "o.tex6.w = _norm0.z;\n");
if (xfregs.numTexGen.numTexGens < 8)
WRITE(p, "o.tex7 = pos.xyzz;\n");
else
WRITE(p, "o.tex7.w = pos.z;\n");
}
if (components & VB_HAS_COL0)
WRITE(p, "o.colors_0 = color0;\n");
if (components & VB_HAS_COL1)
WRITE(p, "o.colors_1 = color1;\n");
}
//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
@ -505,12 +558,28 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
// Will look better when we bind uniforms in GLSL 1.3
// clipPos/w needs to be done in pixel shader, not here
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " uv%d_2.xyz = o.tex%d;\n", i, i);
WRITE(p, " clipPos_2 = o.clipPos;\n");
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, " Normal_2 = o.Normal;\n");
if (xfregs.numTexGen.numTexGens < 7) {
for (unsigned int i = 0; i < 8; ++i)
if(i < xfregs.numTexGen.numTexGens)
WRITE(p, " uv%d_2.xyz = o.tex%d;\n", i, i);
else
WRITE(p, " uv%d_2.xyz = float3(0.0f, 0.0f, 0.0f);\n", i);
WRITE(p, " clipPos_2 = o.clipPos;\n");
if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
WRITE(p, " Normal_2 = o.Normal;\n");
} else {
// clip position is in w of first 4 texcoords
if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
{
for (int i = 0; i < 8; ++i)
WRITE(p, " uv%d_2 = o.tex%d;\n", i, i);
}
else
{
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
WRITE(p, " uv%d_2%s = o.tex%d;\n", i, i < 4 ? ".xyzw" : ".xyz" , i);
}
}
WRITE(p, "colors_02 = o.colors_0;\n");
WRITE(p, "colors_12 = o.colors_1;\n");
WRITE(p, "gl_Position = o.pos;\n");