mirror of
https://github.com/libretro/ppsspp.git
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195 lines
6.5 KiB
C++
195 lines
6.5 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#if defined(USING_GLES2)
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#define GLSL_ES_1_0
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#else
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#define GLSL_1_3
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// SDL 1.2 on Apple does not have support for OpenGL 3 and hence needs
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// special treatment in the shader generator.
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#if defined(__APPLE__)
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#define FORCE_OPENGL_2_0
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#endif
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#endif
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#include "FragmentShaderGenerator.h"
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#include "../ge_constants.h"
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#include "../GPUState.h"
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#include <cstdio>
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#define WRITE p+=sprintf
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// GL_NV_shader_framebuffer_fetch looks interesting....
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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(FragmentShaderID *id)
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{
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memset(&id->d[0], 0, sizeof(id->d));
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bool enableFog = gstate.isFogEnabled() && !gstate.isModeThrough() && !gstate.isModeClear();
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int lmode = (gstate.lmode & 1) && (gstate.lightingEnable & 1);
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if (gstate.clearmode & 1) {
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// We only need one clear shader, so let's ignore the rest of the bits.
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id->d[0] = 1;
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} else {
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// id->d[0] |= (gstate.clearmode & 1);
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if (gstate.textureMapEnable & 1) {
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id->d[0] |= 1 << 1;
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id->d[0] |= (gstate.texfunc & 0x7) << 2;
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id->d[0] |= ((gstate.texfunc & 0x100) >> 8) << 5; // rgb or rgba
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id->d[0] |= ((gstate.texfunc & 0x10000) >> 16) << 6; // color double
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}
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id->d[0] |= (lmode & 1) << 6;
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id->d[0] |= (gstate.alphaTestEnable & 1) << 8;
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if (gstate.alphaTestEnable & 1)
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id->d[0] |= (gstate.alphatest & 0x7) << 9; // alpha test func
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id->d[0] |= (gstate.colorTestEnable & 1) << 12;
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if (gstate.colorTestEnable & 1)
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id->d[0] |= (gstate.colortest & 0x3) << 13; // alpha test func
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id->d[0] |= (enableFog & 1) << 15;
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}
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}
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// Missing: Alpha test, color test, Z depth range, fog
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// Also, logic ops etc, of course. Urgh.
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// We could do all this with booleans, but I don't trust the shader compilers on
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// Android devices to be anything but stupid.
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void GenerateFragmentShader(char *buffer)
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{
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char *p = buffer;
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#if defined(GLSL_ES_1_0)
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WRITE(p, "precision mediump float;\n");
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#elif !defined(FORCE_OPENGL_2_0)
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WRITE(p, "#version 110\n");
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#endif
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int lmode = (gstate.lmode & 1) && (gstate.lightingEnable & 1);
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int doTexture = (gstate.textureMapEnable & 1) && !(gstate.clearmode & 1);
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bool enableFog = gstate.isFogEnabled() && !gstate.isModeThrough() && !gstate.isModeClear();
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if (doTexture)
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WRITE(p, "uniform sampler2D tex;\n");
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if ((gstate.alphaTestEnable & 1) || (gstate.colorTestEnable & 1)) {
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WRITE(p, "uniform vec4 u_alphacolorref;\n");
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}
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WRITE(p, "uniform vec3 u_texenv;\n");
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WRITE(p, "varying vec4 v_color0;\n");
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if (lmode)
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WRITE(p, "varying vec3 v_color1;\n");
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if (enableFog) {
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WRITE(p, "uniform vec3 u_fogcolor;\n");
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WRITE(p, "varying float v_fogdepth;\n");
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}
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if (doTexture)
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WRITE(p, "varying vec2 v_texcoord;\n");
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WRITE(p, "void main() {\n");
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WRITE(p, " vec4 v;\n");
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if (gstate.clearmode & 1)
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{
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// Clear mode does not allow any fancy shading.
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WRITE(p, " v = v_color0;\n");
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}
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else
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{
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const char *secondary = "";
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// Secondary color for specular on top of texture
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if (lmode) {
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WRITE(p, " vec4 s = vec4(v_color1, 0.0);\n");
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secondary = " + s";
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} else {
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WRITE(p, " vec4 s = vec4(0.0, 0.0, 0.0, 0.0);\n");
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secondary = "";
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}
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if (gstate.textureMapEnable & 1) {
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WRITE(p, " vec4 t = texture2D(tex, v_texcoord);\n");
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WRITE(p, " vec4 p = clamp(v_color0, 0.0, 1.0);\n");
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if (gstate.texfunc & 0x100) { // texfmt == RGBA
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switch (gstate.texfunc & 0x7) {
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case GE_TEXFUNC_MODULATE:
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WRITE(p, " v = t * p%s;\n", secondary); break;
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case GE_TEXFUNC_DECAL:
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WRITE(p, " v = vec4(1.0 - t.a * p.rgb + t.a * u_texenv.rgb, p.a)%s;\n", secondary); break;
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case GE_TEXFUNC_BLEND:
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WRITE(p, " v = vec4((1.0 - t.rgb) * p.rgb + t.rgb * u_texenv.rgb, p.a * t.a)%s;\n", secondary); break;
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case GE_TEXFUNC_REPLACE:
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WRITE(p, " v = t%s;\n", secondary); break;
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case GE_TEXFUNC_ADD:
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WRITE(p, " v = vec4(t.rgb + p.rgb, p.a * t.a)%s;\n", secondary); break;
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default:
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WRITE(p, " v = p;\n"); break;
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}
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} else { // texfmt == RGB
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switch (gstate.texfunc & 0x7) {
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case GE_TEXFUNC_MODULATE:
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WRITE(p, " v = vec4(t.rgb * p.rgb, p.a)%s;\n", secondary); break;
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case GE_TEXFUNC_DECAL:
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WRITE(p, " v = vec4(t.rgb, p.a)%s;\n", secondary); break;
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case GE_TEXFUNC_BLEND:
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WRITE(p, " v = vec4(1.0 - t.rgb) * p.rgb + t.rgb * u_texenv.rgb, p.a)%s;\n", secondary); break;
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case GE_TEXFUNC_REPLACE:
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WRITE(p, " v = vec4(t.rgb, p.a)%s;\n", secondary); break;
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case GE_TEXFUNC_ADD:
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WRITE(p, " v = vec4(t.rgb + p.rgb, p.a)%s;\n", secondary); break;
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default:
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WRITE(p, " v = p;\n"); break;
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}
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}
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} else {
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// No texture mapping
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WRITE(p, " v = clamp(v_color0, 0.0, 1.0)%s;\n", secondary);
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}
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// Color doubling
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if (gstate.texfunc & 0x10000) {
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WRITE(p, " v = v * vec4(2.0, 2.0, 2.0, 2.0);");
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}
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if (gstate.alphaTestEnable & 1) {
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int alphaTestFunc = gstate.alphatest & 7;
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const char *alphaTestFuncs[] = { "#", "#", " == ", " != ", " < ", " <= ", " > ", " >= " }; // never/always don't make sense
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if (alphaTestFuncs[alphaTestFunc][0] != '#')
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WRITE(p, "if (!(v.a %s u_alphacolorref.a)) discard;", alphaTestFuncs[alphaTestFunc]);
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}
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// Disabled for now until we actually find a need for it.
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/*
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if (gstate.colorTestEnable & 1) {
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// TODO: There are some colortestmasks we could handle.
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int colorTestFunc = gstate.colortest & 3;
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const char *colorTestFuncs[] = { "#", "#", " == ", " != " }; // never/always don't make sense}
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int colorTestMask = gstate.colormask;
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if (colorTestFuncs[colorTestFunc][0] != '#')
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WRITE(p, "if (!(v.rgb %s u_alphacolorref.rgb)) discard;", colorTestFuncs[colorTestFunc]);
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}*/
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if (enableFog) {
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WRITE(p, " float fogCoef = clamp(v_fogdepth, 0.0, 1.0);\n");
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WRITE(p, " v = mix(vec4(u_fogcolor, v.a), v, fogCoef);\n");
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// WRITE(p, " v.x = v_depth;\n");
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}
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}
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WRITE(p, " gl_FragColor = v;\n");
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WRITE(p, "}\n");
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}
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