ppsspp/GPU/GLES/FragmentShaderGenerator.cpp
Henrik Rydgard e5c6cf965b Fixes and optimizations to vertex decoding and lighting.
Motorcycles are now visible in MotoGP.
2012-11-16 15:16:14 +01:00

163 lines
5.2 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/.
#if defined(ANDROID) || defined(BLACKBERRY)
#define GLSL_ES_1_0
#else
#define GLSL_1_3
#endif
#include "FragmentShaderGenerator.h"
#include "../ge_constants.h"
#include "../GPUState.h"
#include <cstdio>
// TODO: remove
static char buffer[16384];
// SDL 1.2 on Apple does not have support for OpenGL 3 and hence needs
// special treatment in the shader generator.
#ifdef __APPLE__
#define FORCE_OPENGL_2_0
#endif
#define WRITE p+=sprintf
// GL_NV_shader_framebuffer_fetch looks interesting....
// 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 ComputeFragmentShaderID(FragmentShaderID *id)
{
memset(&id->d[0], 0, sizeof(id->d));
if (gstate.clearmode & 1) {
// We only need one clear shader, so let's ignore the rest of the bits.
id->d[0] = 1;
} else {
// id->d[0] |= (gstate.clearmode & 1);
id->d[0] |= (gstate.texfunc & 0x7) << 1;
id->d[0] |= ((gstate.texfunc & 0x100) >> 8) << 4; // rgb or rgba
id->d[0] |= ((gstate.texfunc & 0x10000) >> 16) << 5; // color double
id->d[0] |= (gstate.lmode & 1) << 6;
id->d[0] |= (gstate.textureMapEnable & 1) << 7;
id->d[0] |= (gstate.alphaTestEnable & 1) << 8;
id->d[0] |= (gstate.alphatest & 0x7) << 9; // alpha test func
//id->d[0] |= (gstate.fogEnable & 1) << 9;
}
}
// Missing: Alpha test, color test, Z depth range, fog
// Also, logic ops etc, of course. Urgh.
char *GenerateFragmentShader()
{
char *p = buffer;
#if defined(GLSL_ES_1_0)
WRITE(p, "precision mediump float;\n");
#elif !defined(FORCE_OPENGL_2_0)
WRITE(p, "#version 130\n");
#endif
int lmode = gstate.lmode & 1;
if (gstate.textureMapEnable & 1)
WRITE(p, "uniform sampler2D tex;\n");
if (gstate.alphaTestEnable & 1)
WRITE(p, "uniform vec4 u_alpharef;\n");
WRITE(p, "uniform vec4 u_texenv;\n");
WRITE(p, "varying vec4 v_color0;\n");
if (lmode)
WRITE(p, "varying vec4 v_color1;\n");
WRITE(p, "varying vec2 v_texcoord;\n");
WRITE(p, "void main() {");
if (gstate.clearmode & 1)
{
WRITE(p, "gl_FragColor = v_color0;\n");
}
else
{
const char *secondary = "";
if (lmode) {
WRITE(p, "vec4 s = v_color1;");
secondary = " + s";
} else {
WRITE(p, " vec4 s = vec4(0.0, 0.0, 0.0, 0.0);\n"); // Secondary color, TODO
secondary = "";
}
if (gstate.textureMapEnable & 1) {
WRITE(p, " vec4 t = texture2D(tex, v_texcoord);\n");
// WRITE(p, " vec4 t = vec4(1,0,1,1);");
WRITE(p, " vec4 p = clamp(v_color0, 0.0, 1.0);\n");
} else {
// No texture mapping
WRITE(p, " vec4 t = vec4(1.0, 1.0, 1.0, 1.0);\n"); //, secondary);
WRITE(p, " vec4 p = clamp(v_color0, 0.0, 1.0);\n"); // , secondary);
}
// Color doubling
if (gstate.texfunc & 0x10000) {
WRITE(p, " t.rgb *= 2.0;\n");
WRITE(p, " p.rgb *= 2.0;\n");
}
if (gstate.texfunc & 0x100) { // texfmt == RGBA
switch (gstate.texfunc & 0x7) {
case GE_TEXFUNC_MODULATE:
WRITE(p, " gl_FragColor = t * p%s;\n", secondary); break;
case GE_TEXFUNC_DECAL:
WRITE(p, " gl_FragColor = vec4(1.0 - t.a * p.rgb + t.a * u_texenv.rgb, p.a)%s;\n", secondary); break;
case GE_TEXFUNC_BLEND:
WRITE(p, " gl_FragColor = vec4((1.0 - t.rgb) * p.rgb + t.rgb * u_texenv.rgb, p.a * t.a)%s;\n", secondary); break;
case GE_TEXFUNC_REPLACE:
WRITE(p, " gl_FragColor = t%s;\n", secondary); break;
case GE_TEXFUNC_ADD:
WRITE(p, " gl_FragColor = vec4(t.rgb + p.rgb, p.a * t.a)%s;\n", secondary); break;
}
} else { // texfmt == RGB
switch (gstate.texfunc & 0x7) {
case GE_TEXFUNC_MODULATE:
WRITE(p, " gl_FragColor = vec4(t.rgb * p.rgb, p.a)%s;\n", secondary); break;
case GE_TEXFUNC_DECAL:
WRITE(p, " gl_FragColor = vec4(t.rgb, p.a)%s;\n", secondary); break;
case GE_TEXFUNC_BLEND:
WRITE(p, " gl_FragColor = vec4(1.0 - t.rgb) * p.rgb + t.rgb * u_texenv.rgb, p.a)%s;\n", secondary); break;
case GE_TEXFUNC_REPLACE:
WRITE(p, " gl_FragColor = vec4(t.rgb, p.a)%s;\n", secondary); break;
case GE_TEXFUNC_ADD:
WRITE(p, " gl_FragColor = vec4(t.rgb + p.rgb, p.a)%s;\n", secondary); break;
}
}
/*
if (gstate.alphaTestEnable & 1) {
int alphaTestFunc = gstate.alphatest & 7;
const char *alphaTestFuncs[] = { "#", "#", " == ", " != ", " < ", " <= ", " > ", " >= " }; // never/always don't make sense
WRITE(p, "if (!(gl_FragColor.a %s u_alpharef.x)) discard;", alphaTestFuncs[alphaTestFunc]);
}*/
// Fogging should be added here - and disabled during clear mode
}
//WRITE(p, " gl_FragColor = vec4(1,0,1,1);");
WRITE(p, "}\n");
return buffer;
}