ppsspp/GPU/GLES/FragmentShaderGeneratorGLES.cpp

698 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 <sstream>
#include "Common/StringUtils.h"
#include "base/logging.h"
#include "gfx_es2/gpu_features.h"
#include "Core/Reporting.h"
#include "Core/Config.h"
#include "GPU/Common/GPUStateUtils.h"
#include "GPU/Common/ShaderId.h"
#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
#include "GPU/GLES/FramebufferManagerGLES.h"
#include "GPU/GLES/ShaderManagerGLES.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#define WRITE p+=sprintf
// #define DEBUG_SHADER
// Missing: Z depth range
bool GenerateFragmentShader(const ShaderID &id, char *buffer) {
char *p = buffer;
// In GLSL ES 3.0, you use "in" variables instead of varying.
bool glslES30 = false;
const char *varying = "varying";
const char *fragColor0 = "gl_FragColor";
const char *fragColor1 = "fragColor1";
const char *texture = "texture2D";
const char *texelFetch = NULL;
bool highpFog = false;
bool highpTexcoord = false;
bool bitwiseOps = false;
const char *lastFragData = nullptr;
ReplaceAlphaType stencilToAlpha = static_cast<ReplaceAlphaType>(id.Bits(FS_BIT_STENCIL_TO_ALPHA, 2));
if (gl_extensions.IsGLES) {
// ES doesn't support dual source alpha :(
if (gstate_c.featureFlags & GPU_SUPPORTS_GLSL_ES_300) {
WRITE(p, "#version 300 es\n"); // GLSL ES 3.0
fragColor0 = "fragColor0";
texture = "texture";
glslES30 = true;
bitwiseOps = true;
texelFetch = "texelFetch";
if (stencilToAlpha == REPLACE_ALPHA_DUALSOURCE && gl_extensions.EXT_blend_func_extended) {
WRITE(p, "#extension GL_EXT_blend_func_extended : require\n");
}
} else {
WRITE(p, "#version 100\n"); // GLSL ES 1.0
if (gl_extensions.EXT_gpu_shader4) {
WRITE(p, "#extension GL_EXT_gpu_shader4 : enable\n");
bitwiseOps = true;
texelFetch = "texelFetch2D";
}
if (gl_extensions.EXT_blend_func_extended) {
// Oldy moldy GLES, so use the fixed output name.
fragColor1 = "gl_SecondaryFragColorEXT";
if (stencilToAlpha == REPLACE_ALPHA_DUALSOURCE && gl_extensions.EXT_blend_func_extended) {
WRITE(p, "#extension GL_EXT_blend_func_extended : require\n");
}
}
}
// PowerVR needs highp to do the fog in MHU correctly.
// Others don't, and some can't handle highp in the fragment shader.
highpFog = (gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_BAD) ? true : false;
highpTexcoord = highpFog;
if (gstate_c.featureFlags & GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH) {
if ((gstate_c.featureFlags & GPU_SUPPORTS_GLSL_ES_300) != 0 && gl_extensions.EXT_shader_framebuffer_fetch) {
WRITE(p, "#extension GL_EXT_shader_framebuffer_fetch : require\n");
lastFragData = "fragColor0";
} else if (gl_extensions.EXT_shader_framebuffer_fetch) {
WRITE(p, "#extension GL_EXT_shader_framebuffer_fetch : require\n");
lastFragData = "gl_LastFragData[0]";
} else if (gl_extensions.NV_shader_framebuffer_fetch) {
// GL_NV_shader_framebuffer_fetch is available on mobile platform and ES 2.0 only but not on desktop.
WRITE(p, "#extension GL_NV_shader_framebuffer_fetch : require\n");
lastFragData = "gl_LastFragData[0]";
} else if (gl_extensions.ARM_shader_framebuffer_fetch) {
WRITE(p, "#extension GL_ARM_shader_framebuffer_fetch : require\n");
lastFragData = "gl_LastFragColorARM";
}
}
WRITE(p, "precision lowp float;\n");
} else {
if (!gl_extensions.ForceGL2 || gl_extensions.IsCoreContext) {
if (gl_extensions.VersionGEThan(3, 3, 0)) {
fragColor0 = "fragColor0";
texture = "texture";
glslES30 = true;
bitwiseOps = true;
texelFetch = "texelFetch";
WRITE(p, "#version 330\n");
} else if (gl_extensions.VersionGEThan(3, 0, 0)) {
fragColor0 = "fragColor0";
bitwiseOps = true;
texelFetch = "texelFetch";
WRITE(p, "#version 130\n");
if (gl_extensions.EXT_gpu_shader4) {
WRITE(p, "#extension GL_EXT_gpu_shader4 : enable\n");
}
} else {
WRITE(p, "#version 110\n");
if (gl_extensions.EXT_gpu_shader4) {
WRITE(p, "#extension GL_EXT_gpu_shader4 : enable\n");
bitwiseOps = true;
texelFetch = "texelFetch2D";
}
}
}
// We remove these everywhere - GL4, GL3, Mac-forced-GL2, etc.
WRITE(p, "#define lowp\n");
WRITE(p, "#define mediump\n");
WRITE(p, "#define highp\n");
}
if (glslES30 || gl_extensions.IsCoreContext) {
varying = "in";
}
bool lmode = id.Bit(FS_BIT_LMODE);
bool doTexture = id.Bit(FS_BIT_DO_TEXTURE);
bool enableFog = id.Bit(FS_BIT_ENABLE_FOG);
bool enableAlphaTest = id.Bit(FS_BIT_ALPHA_TEST);
bool alphaTestAgainstZero = id.Bit(FS_BIT_ALPHA_AGAINST_ZERO);
bool enableColorTest = id.Bit(FS_BIT_COLOR_TEST);
bool colorTestAgainstZero = id.Bit(FS_BIT_COLOR_AGAINST_ZERO);
bool enableColorDoubling = id.Bit(FS_BIT_COLOR_DOUBLE);
bool doTextureProjection = id.Bit(FS_BIT_DO_TEXTURE_PROJ);
bool doTextureAlpha = id.Bit(FS_BIT_TEXALPHA);
bool doFlatShading = id.Bit(FS_BIT_FLATSHADE);
GEComparison alphaTestFunc = (GEComparison)id.Bits(FS_BIT_ALPHA_TEST_FUNC, 3);
GEComparison colorTestFunc = (GEComparison)id.Bits(FS_BIT_COLOR_TEST_FUNC, 2);
bool needShaderTexClamp = id.Bit(FS_BIT_SHADER_TEX_CLAMP);
GETexFunc texFunc = (GETexFunc)id.Bits(FS_BIT_TEXFUNC, 3);
bool textureAtOffset = id.Bit(FS_BIT_TEXTURE_AT_OFFSET);
ReplaceBlendType replaceBlend = static_cast<ReplaceBlendType>(id.Bits(FS_BIT_REPLACE_BLEND, 3));
GEBlendSrcFactor replaceBlendFuncA = (GEBlendSrcFactor)id.Bits(FS_BIT_BLENDFUNC_A, 4);
GEBlendDstFactor replaceBlendFuncB = (GEBlendDstFactor)id.Bits(FS_BIT_BLENDFUNC_B, 4);
GEBlendMode replaceBlendEq = (GEBlendMode)id.Bits(FS_BIT_BLENDEQ, 3);
bool isModeClear = id.Bit(FS_BIT_CLEARMODE);
const char *shading = "";
if (glslES30)
shading = doFlatShading ? "flat" : "";
if (doTexture)
WRITE(p, "uniform sampler2D tex;\n");
if (!isModeClear && replaceBlend > REPLACE_BLEND_STANDARD) {
if (!gstate_c.Supports(GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH) && replaceBlend == REPLACE_BLEND_COPY_FBO) {
if (!texelFetch) {
WRITE(p, "uniform vec2 u_fbotexSize;\n");
}
WRITE(p, "uniform sampler2D fbotex;\n");
}
if (replaceBlendFuncA >= GE_SRCBLEND_FIXA) {
WRITE(p, "uniform vec3 u_blendFixA;\n");
}
if (replaceBlendFuncB >= GE_DSTBLEND_FIXB) {
WRITE(p, "uniform vec3 u_blendFixB;\n");
}
}
if (needShaderTexClamp && doTexture) {
WRITE(p, "uniform vec4 u_texclamp;\n");
if (id.Bit(FS_BIT_TEXTURE_AT_OFFSET)) {
WRITE(p, "uniform vec2 u_texclampoff;\n");
}
}
if (enableAlphaTest || enableColorTest) {
if (g_Config.bFragmentTestCache) {
WRITE(p, "uniform sampler2D testtex;\n");
} else {
WRITE(p, "uniform vec4 u_alphacolorref;\n");
if (bitwiseOps && ((enableColorTest && !colorTestAgainstZero) || (enableAlphaTest && !alphaTestAgainstZero))) {
WRITE(p, "uniform ivec4 u_alphacolormask;\n");
}
}
}
StencilValueType replaceAlphaWithStencilType = (StencilValueType)id.Bits(FS_BIT_REPLACE_ALPHA_WITH_STENCIL_TYPE, 4);
if (stencilToAlpha && replaceAlphaWithStencilType == STENCIL_VALUE_UNIFORM) {
WRITE(p, "uniform float u_stencilReplaceValue;\n");
}
if (doTexture && texFunc == GE_TEXFUNC_BLEND)
WRITE(p, "uniform vec3 u_texenv;\n");
WRITE(p, "%s %s vec4 v_color0;\n", shading, varying);
if (lmode)
WRITE(p, "%s %s vec3 v_color1;\n", shading, varying);
if (enableFog) {
WRITE(p, "uniform vec3 u_fogcolor;\n");
WRITE(p, "%s %s float v_fogdepth;\n", varying, highpFog ? "highp" : "mediump");
}
if (doTexture) {
WRITE(p, "%s %s vec3 v_texcoord;\n", varying, highpTexcoord ? "highp" : "mediump");
}
if (!g_Config.bFragmentTestCache) {
if (enableAlphaTest && !alphaTestAgainstZero) {
if (bitwiseOps) {
WRITE(p, "int roundAndScaleTo255i(in float x) { return int(floor(x * 255.0 + 0.5)); }\n");
} else if (gl_extensions.gpuVendor == GPU_VENDOR_POWERVR) {
WRITE(p, "float roundTo255thf(in mediump float x) { mediump float y = x + (0.5/255.0); return y - fract(y * 255.0) * (1.0 / 255.0); }\n");
} else {
WRITE(p, "float roundAndScaleTo255f(in float x) { return floor(x * 255.0 + 0.5); }\n");
}
}
if (enableColorTest && !colorTestAgainstZero) {
if (bitwiseOps) {
WRITE(p, "ivec3 roundAndScaleTo255iv(in vec3 x) { return ivec3(floor(x * 255.0 + 0.5)); }\n");
} else if (gl_extensions.gpuVendor == GPU_VENDOR_POWERVR) {
WRITE(p, "vec3 roundTo255thv(in vec3 x) { vec3 y = x + (0.5/255.0); return y - fract(y * 255.0) * (1.0 / 255.0); }\n");
} else {
WRITE(p, "vec3 roundAndScaleTo255v(in vec3 x) { return floor(x * 255.0 + 0.5); }\n");
}
}
}
if (!strcmp(fragColor0, "fragColor0")) {
const char *qualifierColor0 = "out";
if (lastFragData && !strcmp(lastFragData, fragColor0)) {
qualifierColor0 = "inout";
}
// Output the output color definitions.
if (stencilToAlpha == REPLACE_ALPHA_DUALSOURCE) {
WRITE(p, "%s vec4 fragColor0;\n", qualifierColor0);
WRITE(p, "out vec4 fragColor1;\n");
} else {
WRITE(p, "%s vec4 fragColor0;\n", qualifierColor0);
}
}
// PowerVR needs a custom modulo function. For some reason, this has far higher precision than the builtin one.
if ((gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_BAD) && needShaderTexClamp) {
WRITE(p, "float mymod(float a, float b) { return a - b * floor(a / b); }\n");
}
WRITE(p, "void main() {\n");
if (isModeClear) {
// Clear mode does not allow any fancy shading.
WRITE(p, " vec4 v = v_color0;\n");
} else {
const char *secondary = "";
// Secondary color for specular on top of texture
if (lmode) {
WRITE(p, " vec4 s = vec4(v_color1, 0.0);\n");
secondary = " + s";
} else {
secondary = "";
}
if (doTexture) {
const char *texcoord = "v_texcoord";
// TODO: Not sure the right way to do this for projection.
// This path destroys resolution on older PowerVR no matter what I do, so we disable it on SGX 540 and lesser, and live with the consequences.
if (needShaderTexClamp && !(gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_TERRIBLE)) {
// 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 = "v_texcoord.x";
std::string vcoord = "v_texcoord.y";
if (doTextureProjection) {
ucoord = "(v_texcoord.x / v_texcoord.z)";
vcoord = "(v_texcoord.y / v_texcoord.z)";
}
std::string modulo = (gl_extensions.bugs & BUG_PVR_SHADER_PRECISION_BAD) ? "mymod" : "mod";
if (id.Bit(FS_BIT_CLAMP_S)) {
ucoord = "clamp(" + ucoord + ", u_texclamp.z, u_texclamp.x - u_texclamp.z)";
} else {
ucoord = modulo + "(" + ucoord + ", u_texclamp.x)";
}
if (id.Bit(FS_BIT_CLAMP_T)) {
vcoord = "clamp(" + vcoord + ", u_texclamp.w, u_texclamp.y - u_texclamp.w)";
} else {
vcoord = modulo + "(" + vcoord + ", u_texclamp.y)";
}
if (textureAtOffset) {
ucoord = "(" + ucoord + " + u_texclampoff.x)";
vcoord = "(" + vcoord + " + u_texclampoff.y)";
}
WRITE(p, " vec2 fixedcoord = vec2(%s, %s);\n", ucoord.c_str(), vcoord.c_str());
texcoord = "fixedcoord";
// We already projected it.
doTextureProjection = false;
}
if (doTextureProjection) {
WRITE(p, " vec4 t = %sProj(tex, %s);\n", texture, texcoord);
} else {
WRITE(p, " vec4 t = %s(tex, %s.xy);\n", texture, texcoord);
}
WRITE(p, " vec4 p = v_color0;\n");
if (doTextureAlpha) { // texfmt == RGBA
switch (texFunc) {
case GE_TEXFUNC_MODULATE:
WRITE(p, " vec4 v = p * t%s;\n", secondary);
break;
case GE_TEXFUNC_DECAL:
WRITE(p, " vec4 v = vec4(mix(p.rgb, t.rgb, t.a), p.a)%s;\n", secondary);
break;
case GE_TEXFUNC_BLEND:
WRITE(p, " vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a * t.a)%s;\n", secondary);
break;
case GE_TEXFUNC_REPLACE:
WRITE(p, " vec4 v = t%s;\n", secondary);
break;
case GE_TEXFUNC_ADD:
case GE_TEXFUNC_UNKNOWN1:
case GE_TEXFUNC_UNKNOWN2:
case GE_TEXFUNC_UNKNOWN3:
WRITE(p, " vec4 v = vec4(p.rgb + t.rgb, p.a * t.a)%s;\n", secondary);
break;
default:
WRITE(p, " vec4 v = p;\n"); break;
}
} else { // texfmt == RGB
switch (texFunc) {
case GE_TEXFUNC_MODULATE:
WRITE(p, " vec4 v = vec4(t.rgb * p.rgb, p.a)%s;\n", secondary);
break;
case GE_TEXFUNC_DECAL:
WRITE(p, " vec4 v = vec4(t.rgb, p.a)%s;\n", secondary);
break;
case GE_TEXFUNC_BLEND:
WRITE(p, " vec4 v = vec4(mix(p.rgb, u_texenv.rgb, t.rgb), p.a)%s;\n", secondary);
break;
case GE_TEXFUNC_REPLACE:
WRITE(p, " vec4 v = vec4(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, " vec4 v = vec4(p.rgb + t.rgb, p.a)%s;\n", secondary); break;
default:
WRITE(p, " vec4 v = p;\n"); break;
}
}
} else {
// No texture mapping
WRITE(p, " vec4 v = v_color0 %s;\n", secondary);
}
// Texture access is at half texels [0.5/256, 255.5/256], but colors are normalized [0, 255].
// So we have to scale to account for the difference.
std::string alphaTestXCoord = "0";
if (g_Config.bFragmentTestCache) {
if (enableColorTest && !colorTestAgainstZero) {
WRITE(p, " vec4 vScale256 = v * %f + %f;\n", 255.0 / 256.0, 0.5 / 256.0);
alphaTestXCoord = "vScale256.a";
} else if (enableAlphaTest && !alphaTestAgainstZero) {
char temp[64];
snprintf(temp, sizeof(temp), "v.a * %f + %f", 255.0 / 256.0, 0.5 / 256.0);
alphaTestXCoord = temp;
}
}
if (enableAlphaTest) {
if (alphaTestAgainstZero) {
// 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, " if (v.a < 0.002) discard;\n");
} else if (alphaTestFunc != GE_COMP_NEVER) {
// Anything else is a test for == 0. Happens sometimes, actually...
WRITE(p, " if (v.a > 0.002) discard;\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, " discard;\n");
}
} else if (g_Config.bFragmentTestCache) {
WRITE(p, " float aResult = %s(testtex, vec2(%s, 0)).a;\n", texture, alphaTestXCoord.c_str());
WRITE(p, " if (aResult < 0.5) discard;\n");
} else {
const char *alphaTestFuncs[] = { "#", "#", " != ", " == ", " >= ", " > ", " <= ", " < " };
if (alphaTestFuncs[alphaTestFunc][0] != '#') {
if (bitwiseOps) {
WRITE(p, " if ((roundAndScaleTo255i(v.a) & u_alphacolormask.a) %s int(u_alphacolorref.a)) discard;\n", alphaTestFuncs[alphaTestFunc]);
} else if (gl_extensions.gpuVendor == GPU_VENDOR_POWERVR) {
// Work around bad PVR driver problem where equality check + discard just doesn't work.
if (alphaTestFunc != GE_COMP_NOTEQUAL) {
WRITE(p, " if (roundTo255thf(v.a) %s u_alphacolorref.a) discard;\n", alphaTestFuncs[alphaTestFunc]);
}
} else {
WRITE(p, " if (roundAndScaleTo255f(v.a) %s u_alphacolorref.a) discard;\n", alphaTestFuncs[alphaTestFunc]);
}
} else {
// This means NEVER. See above.
WRITE(p, " discard;\n");
}
}
}
if (enableColorTest) {
if (colorTestAgainstZero) {
// 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) discard;\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) discard;\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, " discard;\n");
}
} else if (g_Config.bFragmentTestCache) {
WRITE(p, " float rResult = %s(testtex, vec2(vScale256.r, 0)).r;\n", texture);
WRITE(p, " float gResult = %s(testtex, vec2(vScale256.g, 0)).g;\n", texture);
WRITE(p, " float bResult = %s(testtex, vec2(vScale256.b, 0)).b;\n", texture);
if (colorTestFunc == GE_COMP_EQUAL) {
// Equal means all parts must be equal.
WRITE(p, " if (rResult < 0.5 || gResult < 0.5 || bResult < 0.5) discard;\n");
} else {
// Not equal means any part must be not equal.
WRITE(p, " if (rResult < 0.5 && gResult < 0.5 && bResult < 0.5) discard;\n");
}
} else {
const char *colorTestFuncs[] = { "#", "#", " != ", " == " };
if (colorTestFuncs[colorTestFunc][0] != '#') {
if (bitwiseOps) {
// Apparently GLES3 does not support vector bitwise ops.
WRITE(p, " ivec3 v_scaled = roundAndScaleTo255iv(v.rgb);\n");
const char *maskedFragColor = "ivec3(v_scaled.r & u_alphacolormask.r, v_scaled.g & u_alphacolormask.g, v_scaled.b & u_alphacolormask.b)";
const char *maskedColorRef = "ivec3(int(u_alphacolorref.r) & u_alphacolormask.r, int(u_alphacolorref.g) & u_alphacolormask.g, int(u_alphacolorref.b) & u_alphacolormask.b)";
WRITE(p, " if (%s %s %s) discard;\n", maskedFragColor, colorTestFuncs[colorTestFunc], maskedColorRef);
} else if (gl_extensions.gpuVendor == GPU_VENDOR_POWERVR) {
WRITE(p, " if (roundTo255thv(v.rgb) %s u_alphacolorref.rgb) discard;\n", colorTestFuncs[colorTestFunc]);
} else {
WRITE(p, " if (roundAndScaleTo255v(v.rgb) %s u_alphacolorref.rgb) discard;\n", colorTestFuncs[colorTestFunc]);
}
} else {
WRITE(p, " discard;\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(v_fogdepth, 0.0, 1.0);\n");
WRITE(p, " v = mix(vec4(u_fogcolor, v.a), v, fogCoef);\n");
// WRITE(p, " v.x = v_depth;\n");
}
if (replaceBlend == REPLACE_BLEND_PRE_SRC || replaceBlend == REPLACE_BLEND_PRE_SRC_2X_ALPHA) {
const char *srcFactor = "ERROR";
switch (replaceBlendFuncA) {
case GE_SRCBLEND_DSTCOLOR: srcFactor = "ERROR"; break;
case GE_SRCBLEND_INVDSTCOLOR: srcFactor = "ERROR"; break;
case GE_SRCBLEND_SRCALPHA: srcFactor = "vec3(v.a)"; break;
case GE_SRCBLEND_INVSRCALPHA: srcFactor = "vec3(1.0 - v.a)"; break;
case GE_SRCBLEND_DSTALPHA: srcFactor = "ERROR"; break;
case GE_SRCBLEND_INVDSTALPHA: srcFactor = "ERROR"; break;
case GE_SRCBLEND_DOUBLESRCALPHA: srcFactor = "vec3(v.a * 2.0)"; break;
case GE_SRCBLEND_DOUBLEINVSRCALPHA: srcFactor = "vec3(1.0 - v.a * 2.0)"; break;
// PRE_SRC for REPLACE_BLEND_PRE_SRC_2X_ALPHA means "double the src."
// It's close to the same, but clamping can still be an issue.
case GE_SRCBLEND_DOUBLEDSTALPHA: srcFactor = "vec3(2.0)"; break;
case GE_SRCBLEND_DOUBLEINVDSTALPHA: srcFactor = "ERROR"; break;
case GE_SRCBLEND_FIXA: srcFactor = "u_blendFixA"; break;
default: srcFactor = "u_blendFixA"; break;
}
WRITE(p, " v.rgb = v.rgb * %s;\n", srcFactor);
}
if (replaceBlend == REPLACE_BLEND_COPY_FBO) {
// If we have NV_shader_framebuffer_fetch / EXT_shader_framebuffer_fetch, we skip the blit.
// We can just read the prev value more directly.
if (gstate_c.featureFlags & GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH) {
WRITE(p, " lowp vec4 destColor = %s;\n", lastFragData);
} else if (!texelFetch) {
WRITE(p, " lowp vec4 destColor = %s(fbotex, gl_FragCoord.xy * u_fbotexSize.xy);\n", texture);
} else {
WRITE(p, " lowp vec4 destColor = %s(fbotex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);\n", texelFetch);
}
const char *srcFactor = "vec3(1.0)";
const char *dstFactor = "vec3(0.0)";
switch (replaceBlendFuncA) {
case GE_SRCBLEND_DSTCOLOR: srcFactor = "destColor.rgb"; break;
case GE_SRCBLEND_INVDSTCOLOR: srcFactor = "(vec3(1.0) - destColor.rgb)"; break;
case GE_SRCBLEND_SRCALPHA: srcFactor = "vec3(v.a)"; break;
case GE_SRCBLEND_INVSRCALPHA: srcFactor = "vec3(1.0 - v.a)"; break;
case GE_SRCBLEND_DSTALPHA: srcFactor = "vec3(destColor.a)"; break;
case GE_SRCBLEND_INVDSTALPHA: srcFactor = "vec3(1.0 - destColor.a)"; break;
case GE_SRCBLEND_DOUBLESRCALPHA: srcFactor = "vec3(v.a * 2.0)"; break;
case GE_SRCBLEND_DOUBLEINVSRCALPHA: srcFactor = "vec3(1.0 - v.a * 2.0)"; break;
case GE_SRCBLEND_DOUBLEDSTALPHA: srcFactor = "vec3(destColor.a * 2.0)"; break;
case GE_SRCBLEND_DOUBLEINVDSTALPHA: srcFactor = "vec3(1.0 - destColor.a * 2.0)"; break;
case GE_SRCBLEND_FIXA: srcFactor = "u_blendFixA"; break;
default: srcFactor = "u_blendFixA"; break;
}
switch (replaceBlendFuncB) {
case GE_DSTBLEND_SRCCOLOR: dstFactor = "v.rgb"; break;
case GE_DSTBLEND_INVSRCCOLOR: dstFactor = "(vec3(1.0) - v.rgb)"; break;
case GE_DSTBLEND_SRCALPHA: dstFactor = "vec3(v.a)"; break;
case GE_DSTBLEND_INVSRCALPHA: dstFactor = "vec3(1.0 - v.a)"; break;
case GE_DSTBLEND_DSTALPHA: dstFactor = "vec3(destColor.a)"; break;
case GE_DSTBLEND_INVDSTALPHA: dstFactor = "vec3(1.0 - destColor.a)"; break;
case GE_DSTBLEND_DOUBLESRCALPHA: dstFactor = "vec3(v.a * 2.0)"; break;
case GE_DSTBLEND_DOUBLEINVSRCALPHA: dstFactor = "vec3(1.0 - v.a * 2.0)"; break;
case GE_DSTBLEND_DOUBLEDSTALPHA: dstFactor = "vec3(destColor.a * 2.0)"; break;
case GE_DSTBLEND_DOUBLEINVDSTALPHA: dstFactor = "vec3(1.0 - destColor.a * 2.0)"; break;
case GE_DSTBLEND_FIXB: dstFactor = "u_blendFixB"; break;
default: srcFactor = "u_blendFixB"; break;
}
switch (replaceBlendEq) {
case GE_BLENDMODE_MUL_AND_ADD:
WRITE(p, " v.rgb = v.rgb * %s + destColor.rgb * %s;\n", srcFactor, dstFactor);
break;
case GE_BLENDMODE_MUL_AND_SUBTRACT:
WRITE(p, " v.rgb = v.rgb * %s - destColor.rgb * %s;\n", srcFactor, dstFactor);
break;
case GE_BLENDMODE_MUL_AND_SUBTRACT_REVERSE:
WRITE(p, " v.rgb = destColor.rgb * %s - v.rgb * %s;\n", dstFactor, srcFactor);
break;
case GE_BLENDMODE_MIN:
WRITE(p, " v.rgb = min(v.rgb, destColor.rgb);\n");
break;
case GE_BLENDMODE_MAX:
WRITE(p, " v.rgb = max(v.rgb, destColor.rgb);\n");
break;
case GE_BLENDMODE_ABSDIFF:
WRITE(p, " v.rgb = abs(v.rgb - destColor.rgb);\n");
break;
}
}
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, " %s = vec4(v.rgb, %s);\n", fragColor0, replacedAlpha.c_str());
WRITE(p, " %s = vec4(0.0, 0.0, 0.0, v.a);\n", fragColor1);
break;
case REPLACE_ALPHA_YES:
WRITE(p, " %s = vec4(v.rgb, %s);\n", fragColor0, replacedAlpha.c_str());
break;
case REPLACE_ALPHA_NO:
WRITE(p, " %s = v;\n", fragColor0);
break;
default:
ERROR_LOG(G3D, "Bad stencil-to-alpha type, corrupt ID?");
return false;
}
LogicOpReplaceType replaceLogicOpType = (LogicOpReplaceType)id.Bits(FS_BIT_REPLACE_LOGIC_OP_TYPE, 2);
switch (replaceLogicOpType) {
case LOGICOPTYPE_ONE:
WRITE(p, " %s.rgb = vec3(1.0, 1.0, 1.0);\n", fragColor0);
break;
case LOGICOPTYPE_INVERT:
WRITE(p, " %s.rgb = vec3(1.0, 1.0, 1.0) - %s.rgb;\n", fragColor0, fragColor0);
break;
case LOGICOPTYPE_NORMAL:
break;
default:
ERROR_LOG(G3D, "Bad logic op type, corrupt ID?");
return false;
}
#ifdef DEBUG_SHADER
if (doTexture) {
WRITE(p, " %s = texture2D(tex, v_texcoord.xy);\n", fragColor0);
WRITE(p, " %s += vec4(0.3,0,0.3,0.3);\n", fragColor0);
} else {
WRITE(p, " %s = vec4(1,0,1,1);\n", fragColor0);
}
#endif
if (gstate_c.Supports(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT)) {
const double scale = DepthSliceFactor() * 65535.0;
WRITE(p, " highp float z = gl_FragCoord.z;\n");
if (gstate_c.Supports(GPU_SUPPORTS_ACCURATE_DEPTH)) {
// We center the depth with an offset, but only its fraction matters.
// When (DepthSliceFactor() - 1) is odd, it will be 0.5, otherwise 0.
if (((int)(DepthSliceFactor() - 1.0f) & 1) == 1) {
WRITE(p, " z = (floor((z * %f) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / %f);\n", scale, scale);
} else {
WRITE(p, " z = floor(z * %f) * (1.0 / %f);\n", scale, scale);
}
} else {
WRITE(p, " z = (1.0/65535.0) * floor(z * 65535.0);\n");
}
WRITE(p, " gl_FragDepth = z;\n");
}
WRITE(p, "}\n");
return true;
}