rsx/common: Clean up shared glsl header to minimize string concat operations

This commit is contained in:
kd-11 2018-09-06 20:17:39 +03:00 committed by kd-11
commit 66610a28af

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@ -7,21 +7,22 @@ namespace program_common
{
static void insert_compare_op(std::ostream& OS)
{
OS << "bool comparison_passes(float a, float b, uint func)\n";
OS << "{\n";
OS << " switch (func)\n";
OS << " {\n";
OS << " default:\n";
OS << " case 0: return false; //never\n";
OS << " case 1: return (a < b); //less\n";
OS << " case 2: return (a == b); //equal\n";
OS << " case 3: return (a <= b); //lequal\n";
OS << " case 4: return (a > b); //greater\n";
OS << " case 5: return (a != b); //nequal\n";
OS << " case 6: return (a >= b); //gequal\n";
OS << " case 7: return true; //always\n";
OS << " }\n";
OS << "}\n\n";
OS <<
"bool comparison_passes(float a, float b, uint func)\n"
"{\n"
" switch (func)\n"
" {\n"
" default:\n"
" case 0: return false; //never\n"
" case 1: return (a < b); //less\n"
" case 2: return (a == b); //equal\n"
" case 3: return (a <= b); //lequal\n"
" case 4: return (a > b); //greater\n"
" case 5: return (a != b); //nequal\n"
" case 6: return (a >= b); //gequal\n"
" case 7: return true; //always\n"
" }\n"
"}\n\n";
}
static void insert_fog_declaration(std::ostream& OS, const std::string wide_vector_type, const std::string input_coord, bool declare = false)
@ -33,41 +34,42 @@ namespace program_common
else
template_body += "$T fetch_fog_value(uint mode, $T $I)\n";
template_body += "{\n";
template_body += " $T result = $T($I.x, 0., 0., 0.);\n";
template_body += " switch(mode)\n";
template_body += " {\n";
template_body += " default:\n";
template_body += " return result;\n";
template_body += " case 0:\n";
template_body += " //linear\n";
template_body += " result.y = fog_param1 * $I.x + (fog_param0 - 1.);\n";
template_body += " break;\n";
template_body += " case 1:\n";
template_body += " //exponential\n";
template_body += " result.y = exp(11.084 * (fog_param1 * $I.x + fog_param0 - 1.5));\n";
template_body += " break;\n";
template_body += " case 2:\n";
template_body += " //exponential2\n";
template_body += " result.y = exp(-pow(4.709 * (fog_param1 * $I.x + fog_param0 - 1.5), 2.));\n";
template_body += " break;\n";
template_body += " case 3:\n";
template_body += " //exponential_abs\n";
template_body += " result.y = exp(11.084 * (fog_param1 * abs($I.x) + fog_param0 - 1.5));\n";
template_body += " break;\n";
template_body += " case 4:\n";
template_body += " //exponential2_abs\n";
template_body += " result.y = exp(-pow(4.709 * (fog_param1 * abs($I.x) + fog_param0 - 1.5), 2.));\n";
template_body += " break;\n";
template_body += " case 5:\n";
template_body += " //linear_abs\n";
template_body += " result.y = fog_param1 * abs($I.x) + (fog_param0 - 1.);\n";
template_body += " break;\n";
template_body += " }\n";
template_body += "\n";
template_body += " result.y = clamp(result.y, 0., 1.);\n";
template_body += " return result;\n";
template_body += "}\n\n";
template_body +=
"{\n"
" $T result = $T($I.x, 0., 0., 0.);\n"
" switch(mode)\n"
" {\n"
" default:\n"
" return result;\n"
" case 0:\n"
" //linear\n"
" result.y = fog_param1 * $I.x + (fog_param0 - 1.);\n"
" break;\n"
" case 1:\n"
" //exponential\n"
" result.y = exp(11.084 * (fog_param1 * $I.x + fog_param0 - 1.5));\n"
" break;\n"
" case 2:\n"
" //exponential2\n"
" result.y = exp(-pow(4.709 * (fog_param1 * $I.x + fog_param0 - 1.5), 2.));\n"
" break;\n"
" case 3:\n"
" //exponential_abs\n"
" result.y = exp(11.084 * (fog_param1 * abs($I.x) + fog_param0 - 1.5));\n"
" break;\n"
" case 4:\n"
" //exponential2_abs\n"
" result.y = exp(-pow(4.709 * (fog_param1 * abs($I.x) + fog_param0 - 1.5), 2.));\n"
" break;\n"
" case 5:\n"
" //linear_abs\n"
" result.y = fog_param1 * abs($I.x) + (fog_param0 - 1.);\n"
" break;\n"
" }\n"
"\n"
" result.y = clamp(result.y, 0., 1.);\n"
" return result;\n"
"}\n\n";
std::pair<std::string, std::string> replacements[] =
{std::make_pair("$T", wide_vector_type),
@ -156,184 +158,188 @@ namespace glsl
std::string vertex_id_name = (rules == glsl_rules_opengl4) ? "gl_VertexID" : "gl_VertexIndex";
//Actually decode a vertex attribute from a raw byte stream
OS << "struct attribute_desc\n";
OS << "{\n";
OS << " int type;\n";
OS << " int attribute_size;\n";
OS << " int starting_offset;\n";
OS << " int stride;\n";
OS << " int swap_bytes;\n";
OS << " int is_volatile;\n";
OS << " int frequency;\n";
OS << " int divisor;\n";
OS << " int modulo;\n";
OS << "};\n\n";
OS <<
"struct attribute_desc\n"
"{\n"
" int type;\n"
" int attribute_size;\n"
" int starting_offset;\n"
" int stride;\n"
" int swap_bytes;\n"
" int is_volatile;\n"
" int frequency;\n"
" int divisor;\n"
" int modulo;\n"
"};\n\n"
OS << "uint get_bits(uvec4 v, int swap)\n";
OS << "{\n";
OS << " if (swap != 0) return (v.w | v.z << 8 | v.y << 16 | v.x << 24);\n";
OS << " return (v.x | v.y << 8 | v.z << 16 | v.w << 24);\n";
OS << "}\n\n";
"uint get_bits(uvec4 v, int swap)\n"
"{\n"
" if (swap != 0) return (v.w | v.z << 8 | v.y << 16 | v.x << 24);\n"
" return (v.x | v.y << 8 | v.z << 16 | v.w << 24);\n"
"}\n\n"
OS << "uint get_bits(uvec2 v, int swap)\n";
OS << "{\n";
OS << " if (swap != 0) return (v.y | v.x << 8);\n";
OS << " return (v.x | v.y << 8);\n";
OS << "}\n\n";
"uint get_bits(uvec2 v, int swap)\n"
"{\n"
" if (swap != 0) return (v.y | v.x << 8);\n"
" return (v.x | v.y << 8);\n"
"}\n\n"
OS << "int preserve_sign_s16(uint bits)\n";
OS << "{\n";
OS << " //convert raw 16 bit value into signed 32-bit integer counterpart\n";
OS << " uint sign = bits & 0x8000;\n";
OS << " if (sign != 0) return int(bits | 0xFFFF0000);\n";
OS << " return int(bits);\n";
OS << "}\n\n";
"int preserve_sign_s16(uint bits)\n"
"{\n"
" //convert raw 16 bit value into signed 32-bit integer counterpart\n"
" uint sign = bits & 0x8000;\n"
" if (sign != 0) return int(bits | 0xFFFF0000);\n"
" return int(bits);\n"
"}\n\n"
"#define get_s16(v, s) preserve_sign_s16(get_bits(v, s))\n\n";
//For intel GPUs which cannot access vectors in indexed mode (driver bug? or glsl version too low?)
if (!glsl4_compliant)
{
OS << "void mov(inout vec4 vector, in int index, in float scalar)\n";
OS << "{\n";
OS << " switch(index)\n";
OS << " {\n";
OS << " case 0: vector.x = scalar; return;\n";
OS << " case 1: vector.y = scalar; return;\n";
OS << " case 2: vector.z = scalar; return;\n";
OS << " case 3: vector.w = scalar; return;\n";
OS << " }\n";
OS << "}\n";
OS <<
"void mov(inout vec4 vector, in int index, in float scalar)\n"
"{\n"
" switch(index)\n"
" {\n"
" case 0: vector.x = scalar; return;\n"
" case 1: vector.y = scalar; return;\n"
" case 2: vector.z = scalar; return;\n"
" case 3: vector.w = scalar; return;\n"
" }\n"
"}\n";
}
else
{
OS << "#define mov(v, i, s) v[i] = s\n";
OS <<
"#define mov(v, i, s) v[i] = s\n";
}
OS << "#define get_s16(v, s) preserve_sign_s16(get_bits(v, s))\n\n";
OS <<
"vec4 fetch_attribute(attribute_desc desc, int vertex_id, usamplerBuffer input_stream)\n"
"{\n"
" vec4 result = vec4(0., 0., 0., 1.);\n"
" vec4 scale = vec4(1.);\n"
" uvec4 tmp;\n"
" uint bits;\n"
" bool reverse_order = false;\n"
"\n"
" int first_byte = (vertex_id * desc.stride) + desc.starting_offset;\n"
" for (int n = 0; n < 4; n++)\n"
" {\n"
" if (n == desc.attribute_size) break;\n"
"\n"
" switch (desc.type)\n"
" {\n"
" case 0:\n"
" //signed normalized 16-bit\n"
" tmp.x = texelFetch(input_stream, first_byte++).x;\n"
" tmp.y = texelFetch(input_stream, first_byte++).x;\n"
" mov(result, n, get_s16(tmp.xy, desc.swap_bytes));\n"
" mov(scale, n, 32767.);\n"
" break;\n"
" case 1:\n"
" //float\n"
" tmp.x = texelFetch(input_stream, first_byte++).x;\n"
" tmp.y = texelFetch(input_stream, first_byte++).x;\n"
" tmp.z = texelFetch(input_stream, first_byte++).x;\n"
" tmp.w = texelFetch(input_stream, first_byte++).x;\n"
" mov(result, n, uintBitsToFloat(get_bits(tmp, desc.swap_bytes)));\n"
" break;\n"
" case 2:\n"
" //half\n"
" tmp.x = texelFetch(input_stream, first_byte++).x;\n"
" tmp.y = texelFetch(input_stream, first_byte++).x;\n"
" mov(result, n, unpackHalf2x16(uint(get_bits(tmp.xy, desc.swap_bytes))).x);\n"
" break;\n"
" case 3:\n"
" //unsigned byte\n"
" mov(result, n, texelFetch(input_stream, first_byte++).x);\n"
" mov(scale, n, 255.);\n"
" reverse_order = (desc.swap_bytes != 0);\n"
" break;\n"
" case 4:\n"
" //signed word\n"
" tmp.x = texelFetch(input_stream, first_byte++).x;\n"
" tmp.y = texelFetch(input_stream, first_byte++).x;\n"
" mov(result, n, get_s16(tmp.xy, desc.swap_bytes));\n"
" break;\n"
" case 5:\n"
" //cmp\n"
" tmp.x = texelFetch(input_stream, first_byte++).x;\n"
" tmp.y = texelFetch(input_stream, first_byte++).x;\n"
" tmp.z = texelFetch(input_stream, first_byte++).x;\n"
" tmp.w = texelFetch(input_stream, first_byte++).x;\n"
" bits = get_bits(tmp, desc.swap_bytes);\n"
" result.x = preserve_sign_s16((bits & 0x7FF) << 5);\n"
" result.y = preserve_sign_s16(((bits >> 11) & 0x7FF) << 5);\n"
" result.z = preserve_sign_s16(((bits >> 22) & 0x3FF) << 6);\n"
" result.w = 1.;\n"
" scale = vec4(32767., 32767., 32767., 1.);\n"
" break;\n"
" case 6:\n"
" //ub256\n"
" mov(result, n, float(texelFetch(input_stream, first_byte++).x));\n"
" reverse_order = (desc.swap_bytes != 0);\n"
" break;\n"
" }\n"
" }\n\n"
" result /= scale;\n"
" return (reverse_order)? result.wzyx: result;\n"
"}\n\n"
OS << "vec4 fetch_attribute(attribute_desc desc, int vertex_id, usamplerBuffer input_stream)\n";
OS << "{\n";
OS << " vec4 result = vec4(0., 0., 0., 1.);\n";
OS << " vec4 scale = vec4(1.);\n";
OS << " uvec4 tmp;\n";
OS << " uint bits;\n";
OS << " bool reverse_order = false;\n";
OS << "\n";
OS << " int first_byte = (vertex_id * desc.stride) + desc.starting_offset;\n";
OS << " for (int n = 0; n < 4; n++)\n";
OS << " {\n";
OS << " if (n == desc.attribute_size) break;\n";
OS << "\n";
OS << " switch (desc.type)\n";
OS << " {\n";
OS << " case 0:\n";
OS << " //signed normalized 16-bit\n";
OS << " tmp.x = texelFetch(input_stream, first_byte++).x;\n";
OS << " tmp.y = texelFetch(input_stream, first_byte++).x;\n";
OS << " mov(result, n, get_s16(tmp.xy, desc.swap_bytes));\n";
OS << " mov(scale, n, 32767.);\n";
OS << " break;\n";
OS << " case 1:\n";
OS << " //float\n";
OS << " tmp.x = texelFetch(input_stream, first_byte++).x;\n";
OS << " tmp.y = texelFetch(input_stream, first_byte++).x;\n";
OS << " tmp.z = texelFetch(input_stream, first_byte++).x;\n";
OS << " tmp.w = texelFetch(input_stream, first_byte++).x;\n";
OS << " mov(result, n, uintBitsToFloat(get_bits(tmp, desc.swap_bytes)));\n";
OS << " break;\n";
OS << " case 2:\n";
OS << " //half\n";
OS << " tmp.x = texelFetch(input_stream, first_byte++).x;\n";
OS << " tmp.y = texelFetch(input_stream, first_byte++).x;\n";
OS << " mov(result, n, unpackHalf2x16(uint(get_bits(tmp.xy, desc.swap_bytes))).x);\n";
OS << " break;\n";
OS << " case 3:\n";
OS << " //unsigned byte\n";
OS << " mov(result, n, texelFetch(input_stream, first_byte++).x);\n";
OS << " mov(scale, n, 255.);\n";
OS << " reverse_order = (desc.swap_bytes != 0);\n";
OS << " break;\n";
OS << " case 4:\n";
OS << " //signed word\n";
OS << " tmp.x = texelFetch(input_stream, first_byte++).x;\n";
OS << " tmp.y = texelFetch(input_stream, first_byte++).x;\n";
OS << " mov(result, n, get_s16(tmp.xy, desc.swap_bytes));\n";
OS << " break;\n";
OS << " case 5:\n";
OS << " //cmp\n";
OS << " tmp.x = texelFetch(input_stream, first_byte++).x;\n";
OS << " tmp.y = texelFetch(input_stream, first_byte++).x;\n";
OS << " tmp.z = texelFetch(input_stream, first_byte++).x;\n";
OS << " tmp.w = texelFetch(input_stream, first_byte++).x;\n";
OS << " bits = get_bits(tmp, desc.swap_bytes);\n";
OS << " result.x = preserve_sign_s16((bits & 0x7FF) << 5);\n";
OS << " result.y = preserve_sign_s16(((bits >> 11) & 0x7FF) << 5);\n";
OS << " result.z = preserve_sign_s16(((bits >> 22) & 0x3FF) << 6);\n";
OS << " result.w = 1.;\n";
OS << " scale = vec4(32767., 32767., 32767., 1.);\n";
OS << " break;\n";
OS << " case 6:\n";
OS << " //ub256\n";
OS << " mov(result, n, float(texelFetch(input_stream, first_byte++).x));\n";
OS << " reverse_order = (desc.swap_bytes != 0);\n";
OS << " break;\n";
OS << " }\n";
OS << " }\n\n";
OS << " result /= scale;\n";
OS << " return (reverse_order)? result.wzyx: result;\n";
OS << "}\n\n";
"attribute_desc fetch_desc(int location)\n"
"{\n"
" attribute_desc result;\n"
" int attribute_flags = input_attributes[location].w;\n"
" result.type = input_attributes[location].x;\n"
" result.attribute_size = input_attributes[location].y;\n"
" result.starting_offset = input_attributes[location].z;\n"
" result.stride = attribute_flags & 0xFF;\n"
" result.swap_bytes = (attribute_flags >> 8) & 0x1;\n"
" result.is_volatile = (attribute_flags >> 9) & 0x1;\n"
" result.frequency = (attribute_flags >> 10) & 0x3;\n"
" result.modulo = (attribute_flags >> 12) & 0x1;\n"
" result.divisor = (attribute_flags >> 13) & 0xFFFF;\n"
" return result;\n"
"}\n\n"
OS << "attribute_desc fetch_desc(int location)\n";
OS << "{\n";
OS << " attribute_desc result;\n";
OS << " int attribute_flags = input_attributes[location].w;\n";
OS << " result.type = input_attributes[location].x;\n";
OS << " result.attribute_size = input_attributes[location].y;\n";
OS << " result.starting_offset = input_attributes[location].z;\n";
OS << " result.stride = attribute_flags & 0xFF;\n";
OS << " result.swap_bytes = (attribute_flags >> 8) & 0x1;\n";
OS << " result.is_volatile = (attribute_flags >> 9) & 0x1;\n";
OS << " result.frequency = (attribute_flags >> 10) & 0x3;\n";
OS << " result.modulo = (attribute_flags >> 12) & 0x1;\n";
OS << " result.divisor = (attribute_flags >> 13) & 0xFFFF;\n";
OS << " return result;\n";
OS << "}\n\n";
OS << "vec4 read_location(int location)\n";
OS << "{\n";
OS << " attribute_desc desc = fetch_desc(location);\n";
OS << " if (desc.attribute_size == 0)\n";
OS << " {\n";
OS << " //default values\n";
OS << " const vec4 defaults[] = \n";
OS << " { vec4(0., 0., 0., 1.), //position\n";
OS << " vec4(0.), vec4(0.), //weight, normals\n";
OS << " vec4(1.), //diffuse\n";
OS << " vec4(0.), vec4(0.), //specular, fog\n";
OS << " vec4(1.), //point size\n";
OS << " vec4(0.), //in_7\n";
OS << " //in_tc registers\n";
OS << " vec4(0.), vec4(0.), vec4(0.), vec4(0.),\n";
OS << " vec4(0.), vec4(0.), vec4(0.), vec4(0.)\n";
OS << " };\n";
OS << " return defaults[location];\n";
OS << " }\n\n";
OS << " int vertex_id = " << vertex_id_name << " - int(vertex_base_index);\n";
OS << " if (desc.frequency == 0)\n";
OS << " vertex_id = 0;\n";
OS << " else if (desc.frequency > 1)\n";
OS << " {\n";
OS << " //if a vertex modifier is active; vertex_base must be 0 and is ignored\n";
OS << " if (desc.modulo != 0)\n";
OS << " vertex_id = " << vertex_id_name << " % desc.divisor;\n";
OS << " else\n";
OS << " vertex_id = " << vertex_id_name << " / desc.divisor;\n";
OS << " }\n";
OS << "\n";
OS << " if (desc.is_volatile != 0)\n";
OS << " return fetch_attribute(desc, vertex_id, volatile_input_stream);\n";
OS << " else\n";
OS << " return fetch_attribute(desc, vertex_id, persistent_input_stream);\n";
OS << "}\n\n";
"vec4 read_location(int location)\n"
"{\n"
" attribute_desc desc = fetch_desc(location);\n"
" if (desc.attribute_size == 0)\n"
" {\n"
" //default values\n"
" const vec4 defaults[] = \n"
" { vec4(0., 0., 0., 1.), //position\n"
" vec4(0.), vec4(0.), //weight, normals\n"
" vec4(1.), //diffuse\n"
" vec4(0.), vec4(0.), //specular, fog\n"
" vec4(1.), //point size\n"
" vec4(0.), //in_7\n"
" //in_tc registers\n"
" vec4(0.), vec4(0.), vec4(0.), vec4(0.),\n"
" vec4(0.), vec4(0.), vec4(0.), vec4(0.)\n"
" };\n"
" return defaults[location];\n"
" }\n\n"
" int vertex_id = " << vertex_id_name << " - int(vertex_base_index);\n"
" if (desc.frequency == 0)\n"
" vertex_id = 0;\n"
" else if (desc.frequency > 1)\n"
" {\n"
" //if a vertex modifier is active; vertex_base must be 0 and is ignored\n"
" if (desc.modulo != 0)\n"
" vertex_id = " << vertex_id_name << " % desc.divisor;\n"
" else\n"
" vertex_id = " << vertex_id_name << " / desc.divisor;\n"
" }\n"
"\n"
" if (desc.is_volatile != 0)\n"
" return fetch_attribute(desc, vertex_id, volatile_input_stream);\n"
" else\n"
" return fetch_attribute(desc, vertex_id, persistent_input_stream);\n"
"}\n\n";
}
static void insert_rop(std::ostream& OS, bool _32_bit_exports)
@ -344,69 +350,74 @@ namespace glsl
const std::string reg3 = _32_bit_exports ? "r4" : "h8";
//TODO: Implement all ROP options like CSAA and ALPHA_TO_ONE here
OS << " if ((rop_control & 0xFF) != 0)\n";
OS << " {\n";
OS << " bool alpha_test = (rop_control & 0x11) > 0;\n";
OS << " uint alpha_func = ((rop_control >> 16) & 0x7);\n";
OS << " bool srgb_convert = (rop_control & 0x2) > 0;\n\n";
OS << " if (alpha_test && !comparison_passes(" << reg0 << ".a, alpha_ref, alpha_func))\n";
OS << " {\n";
OS << " discard;\n";
OS << " }\n";
OS <<
" if ((rop_control & 0xFF) != 0)\n"
" {\n"
" bool alpha_test = (rop_control & 0x11) > 0;\n"
" uint alpha_func = ((rop_control >> 16) & 0x7);\n"
" bool srgb_convert = (rop_control & 0x2) > 0;\n\n"
" if (alpha_test && !comparison_passes(" << reg0 << ".a, alpha_ref, alpha_func))\n"
" {\n"
" discard;\n"
" }\n";
if (!_32_bit_exports)
{
//Tested using NPUB90375; some shaders (32-bit output only?) do not obey srgb flags
OS << " else if (srgb_convert)\n";
OS << " {\n";
OS << " " << reg0 << ".rgb = linear_to_srgb(" << reg0 << ").rgb;\n";
OS << " " << reg1 << ".rgb = linear_to_srgb(" << reg1 << ").rgb;\n";
OS << " " << reg2 << ".rgb = linear_to_srgb(" << reg2 << ").rgb;\n";
OS << " " << reg3 << ".rgb = linear_to_srgb(" << reg3 << ").rgb;\n";
OS << " }\n";
OS <<
" else if (srgb_convert)\n"
" {\n"
" " << reg0 << ".rgb = linear_to_srgb(" << reg0 << ").rgb;\n"
" " << reg1 << ".rgb = linear_to_srgb(" << reg1 << ").rgb;\n"
" " << reg2 << ".rgb = linear_to_srgb(" << reg2 << ").rgb;\n"
" " << reg3 << ".rgb = linear_to_srgb(" << reg3 << ").rgb;\n"
" }\n";
}
OS << " }\n\n";
OS <<
" }\n\n"
OS << " ocol0 = " << reg0 << ";\n";
OS << " ocol1 = " << reg1 << ";\n";
OS << " ocol2 = " << reg2 << ";\n";
OS << " ocol3 = " << reg3 << ";\n\n";
" ocol0 = " << reg0 << ";\n"
" ocol1 = " << reg1 << ";\n"
" ocol2 = " << reg2 << ";\n"
" ocol3 = " << reg3 << ";\n\n";
}
static void insert_glsl_legacy_function(std::ostream& OS, glsl::program_domain domain, bool require_lit_emulation, bool require_depth_conversion = false, bool require_wpos = false, bool require_texture_ops = true)
{
if (require_lit_emulation)
{
OS << "vec4 lit_legacy(vec4 val)";
OS << "{\n";
OS << " vec4 clamped_val = val;\n";
OS << " clamped_val.x = max(val.x, 0.);\n";
OS << " clamped_val.y = max(val.y, 0.);\n";
OS << " vec4 result;\n";
OS << " result.x = 1.;\n";
OS << " result.w = 1.;\n";
OS << " result.y = clamped_val.x;\n";
OS << " result.z = clamped_val.x > 0. ? exp(clamped_val.w * log(max(clamped_val.y, 0.0000000001))) : 0.;\n";
OS << " return result;\n";
OS << "}\n\n";
OS <<
"vec4 lit_legacy(vec4 val)"
"{\n"
" vec4 clamped_val = val;\n"
" clamped_val.x = max(val.x, 0.);\n"
" clamped_val.y = max(val.y, 0.);\n"
" vec4 result;\n"
" result.x = 1.;\n"
" result.w = 1.;\n"
" result.y = clamped_val.x;\n"
" result.z = clamped_val.x > 0. ? exp(clamped_val.w * log(max(clamped_val.y, 0.0000000001))) : 0.;\n"
" return result;\n"
"}\n\n";
}
if (domain == glsl::program_domain::glsl_vertex_program)
{
OS << "vec4 apply_zclip_xform(vec4 pos, float near_plane, float far_plane)\n";
OS << "{\n";
OS << " float d = pos.z / pos.w;\n";
OS << " if (d < 0.f && d >= near_plane)\n";
OS << " d = 0.f;\n"; //force clamp negative values
OS << " else if (d > 1.f && d <= far_plane)\n";
OS << " d = min(1., 0.99 + (0.01 * (pos.z - near_plane) / (far_plane - near_plane)));\n";
OS << " else\n";
OS << " return pos; //d = (0.99 * d);\n"; //range compression for normal values is disabled until a solution to ops comparing z is found
OS << "\n";
OS << " pos.z = d * pos.w;\n";
OS << " return pos;\n";
OS << "}\n\n";
OS <<
"vec4 apply_zclip_xform(vec4 pos, float near_plane, float far_plane)\n"
"{\n"
" float d = pos.z / pos.w;\n"
" if (d < 0.f && d >= near_plane)\n"
" d = 0.f;\n" //force clamp negative values
" else if (d > 1.f && d <= far_plane)\n"
" d = min(1., 0.99 + (0.01 * (pos.z - near_plane) / (far_plane - near_plane)));\n"
" else\n"
" return pos; //d = (0.99 * d);\n" //range compression for normal values is disabled until a solution to ops comparing z is found
"\n"
" pos.z = d * pos.w;\n"
" return pos;\n"
"}\n\n";
return;
}
@ -417,129 +428,132 @@ namespace glsl
{
//NOTE: Memory layout is fetched as byteswapped BGRA [GBAR] (GOW collection, DS2, DeS)
//The A component (Z) is useless (should contain stencil8 or just 1)
OS << "vec4 decodeLinearDepth(float depth_value)\n";
OS << "{\n";
OS << " uint value = uint(depth_value * 16777215);\n";
OS << " uint b = (value & 0xff);\n";
OS << " uint g = (value >> 8) & 0xff;\n";
OS << " uint r = (value >> 16) & 0xff;\n";
OS << " return vec4(float(g)/255., float(b)/255., 1., float(r)/255.);\n";
OS << "}\n\n";
OS <<
"vec4 decodeLinearDepth(float depth_value)\n"
"{\n"
" uint value = uint(depth_value * 16777215);\n"
" uint b = (value & 0xff);\n"
" uint g = (value >> 8) & 0xff;\n"
" uint r = (value >> 16) & 0xff;\n"
" return vec4(float(g)/255., float(b)/255., 1., float(r)/255.);\n"
"}\n\n"
OS << "float read_value(vec4 src, uint remap_index)\n";
OS << "{\n";
OS << " switch (remap_index)\n";
OS << " {\n";
OS << " case 0: return src.a;\n";
OS << " case 1: return src.r;\n";
OS << " case 2: return src.g;\n";
OS << " case 3: return src.b;\n";
OS << " }\n";
OS << "}\n\n";
"float read_value(vec4 src, uint remap_index)\n"
"{\n"
" switch (remap_index)\n"
" {\n"
" case 0: return src.a;\n"
" case 1: return src.r;\n"
" case 2: return src.g;\n"
" case 3: return src.b;\n"
" }\n"
"}\n\n"
OS << "vec4 texture2DReconstruct(sampler2D tex, vec2 coord, float remap)\n";
OS << "{\n";
OS << " vec4 result = decodeLinearDepth(texture(tex, coord.xy).r);\n";
OS << " uint remap_vector = floatBitsToUint(remap) & 0xFF;\n";
OS << " if (remap_vector == 0xE4) return result;\n\n";
OS << " vec4 tmp;\n";
OS << " uint remap_a = remap_vector & 0x3;\n";
OS << " uint remap_r = (remap_vector >> 2) & 0x3;\n";
OS << " uint remap_g = (remap_vector >> 4) & 0x3;\n";
OS << " uint remap_b = (remap_vector >> 6) & 0x3;\n";
OS << " tmp.a = read_value(result, remap_a);\n";
OS << " tmp.r = read_value(result, remap_r);\n";
OS << " tmp.g = read_value(result, remap_g);\n";
OS << " tmp.b = read_value(result, remap_b);\n";
OS << " return tmp;\n";
OS << "}\n\n";
"vec4 texture2DReconstruct(sampler2D tex, vec2 coord, float remap)\n"
"{\n"
" vec4 result = decodeLinearDepth(texture(tex, coord.xy).r);\n"
" uint remap_vector = floatBitsToUint(remap) & 0xFF;\n"
" if (remap_vector == 0xE4) return result;\n\n"
" vec4 tmp;\n"
" uint remap_a = remap_vector & 0x3;\n"
" uint remap_r = (remap_vector >> 2) & 0x3;\n"
" uint remap_g = (remap_vector >> 4) & 0x3;\n"
" uint remap_b = (remap_vector >> 6) & 0x3;\n"
" tmp.a = read_value(result, remap_a);\n"
" tmp.r = read_value(result, remap_r);\n"
" tmp.g = read_value(result, remap_g);\n"
" tmp.b = read_value(result, remap_b);\n"
" return tmp;\n"
"}\n\n";
}
if (require_texture_ops)
{
OS << "vec4 linear_to_srgb(vec4 cl)\n";
OS << "{\n";
OS << " vec4 low = cl * 12.92;\n";
OS << " vec4 high = 1.055 * pow(cl, vec4(1. / 2.4)) - 0.055;\n";
OS << " bvec4 select = lessThan(cl, vec4(0.0031308));\n";
OS << " return clamp(mix(high, low, select), 0., 1.);\n";
OS << "}\n\n";
OS <<
"vec4 linear_to_srgb(vec4 cl)\n"
"{\n"
" vec4 low = cl * 12.92;\n"
" vec4 high = 1.055 * pow(cl, vec4(1. / 2.4)) - 0.055;\n"
" bvec4 select = lessThan(cl, vec4(0.0031308));\n"
" return clamp(mix(high, low, select), 0., 1.);\n"
"}\n\n"
OS << "float srgb_to_linear(float cs)\n";
OS << "{\n";
OS << " if (cs <= 0.04045) return cs / 12.92;\n";
OS << " return pow((cs + 0.055) / 1.055, 2.4);\n";
OS << "}\n\n";
"float srgb_to_linear(float cs)\n"
"{\n"
" if (cs <= 0.04045) return cs / 12.92;\n"
" return pow((cs + 0.055) / 1.055, 2.4);\n"
"}\n\n"
#ifdef __APPLE__
OS << "vec4 remap_vector(vec4 rgba, uint remap_bits)\n";
OS << "{\n";
OS << " uvec4 selector = (uvec4(remap_bits) >> uvec4(3, 6, 9, 0)) & 0x7;\n";
OS << " bvec4 choice = greaterThan(selector, uvec4(1));\n";
OS << "\n";
OS << " vec4 direct = vec4(selector);\n";
OS << " selector = min(selector - 2, selector);\n";
OS << " vec4 indexed = vec4(rgba[selector.r], rgba[selector.g], rgba[selector.b], rgba[selector.a]);\n";
OS << " return mix(direct, indexed, choice);\n";
OS << "}\n\n";
"vec4 remap_vector(vec4 rgba, uint remap_bits)\n"
"{\n"
" uvec4 selector = (uvec4(remap_bits) >> uvec4(3, 6, 9, 0)) & 0x7;\n"
" bvec4 choice = greaterThan(selector, uvec4(1));\n"
"\n"
" vec4 direct = vec4(selector);\n"
" selector = min(selector - 2, selector);\n"
" vec4 indexed = vec4(rgba[selector.r], rgba[selector.g], rgba[selector.b], rgba[selector.a]);\n"
" return mix(direct, indexed, choice);\n"
"}\n\n"
#endif
//TODO: Move all the texture read control operations here
OS << "vec4 process_texel(vec4 rgba, uint control_bits)\n";
OS << "{\n";
"vec4 process_texel(vec4 rgba, uint control_bits)\n"
"{\n"
#ifdef __APPLE__
OS << " uint remap_bits = (control_bits >> 16) & 0xFFFF;\n";
OS << " if (remap_bits != 0x8D5) rgba = remap_vector(rgba, remap_bits);\n\n";
" uint remap_bits = (control_bits >> 16) & 0xFFFF;\n"
" if (remap_bits != 0x8D5) rgba = remap_vector(rgba, remap_bits);\n\n"
#endif
OS << " if ((control_bits & 0xFFFF) == 0) return rgba;\n\n";
OS << " if ((control_bits & 0x10) > 0)\n";
OS << " {\n";
OS << " //Alphakill\n";
OS << " if (rgba.a < 0.0000000001)\n";
OS << " {\n";
OS << " discard;\n";
OS << " return rgba;\n";
OS << " }\n";
OS << " }\n\n";
OS << " //TODO: Verify gamma control bit ordering, looks to be 0x7 for rgb, 0xF for rgba\n";
OS << " uint srgb_in = (control_bits & 0xF);\n";
OS << " if ((srgb_in & 0x1) > 0) rgba.r = srgb_to_linear(rgba.r);\n";
OS << " if ((srgb_in & 0x2) > 0) rgba.g = srgb_to_linear(rgba.g);\n";
OS << " if ((srgb_in & 0x4) > 0) rgba.b = srgb_to_linear(rgba.b);\n";
OS << " if ((srgb_in & 0x8) > 0) rgba.a = srgb_to_linear(rgba.a);\n";
OS << " return rgba;\n";
OS << "}\n\n";
" if ((control_bits & 0xFFFF) == 0) return rgba;\n\n"
" if ((control_bits & 0x10) > 0)\n"
" {\n"
" //Alphakill\n"
" if (rgba.a < 0.0000000001)\n"
" {\n"
" discard;\n"
" return rgba;\n"
" }\n"
" }\n\n"
" //TODO: Verify gamma control bit ordering, looks to be 0x7 for rgb, 0xF for rgba\n"
" uint srgb_in = (control_bits & 0xF);\n"
" if ((srgb_in & 0x1) > 0) rgba.r = srgb_to_linear(rgba.r);\n"
" if ((srgb_in & 0x2) > 0) rgba.g = srgb_to_linear(rgba.g);\n"
" if ((srgb_in & 0x4) > 0) rgba.b = srgb_to_linear(rgba.b);\n"
" if ((srgb_in & 0x8) > 0) rgba.a = srgb_to_linear(rgba.a);\n"
" return rgba;\n"
"}\n\n"
OS << "#define TEX1D(index, tex, coord1) process_texel(texture(tex, coord1 * texture_parameters[index].x), floatBitsToUint(texture_parameters[index].w))\n";
OS << "#define TEX1D_BIAS(index, tex, coord1, bias) process_texel(texture(tex, coord1 * texture_parameters[index].x, bias), floatBitsToUint(texture_parameters[index].w))\n";
OS << "#define TEX1D_LOD(index, tex, coord1, lod) process_texel(textureLod(tex, coord1 * texture_parameters[index].x, lod), floatBitsToUint(texture_parameters[index].w))\n";
OS << "#define TEX1D_GRAD(index, tex, coord1, dpdx, dpdy) process_texel(textureGrad(tex, coord1 * texture_parameters[index].x, dpdx, dpdy), floatBitsToUint(texture_parameters[index].w))\n";
OS << "#define TEX1D_PROJ(index, tex, coord2) process_texel(textureProj(tex, coord2 * vec2(texture_parameters[index].x, 1.)), floatBitsToUint(texture_parameters[index].w))\n";
"#define TEX1D(index, tex, coord1) process_texel(texture(tex, coord1 * texture_parameters[index].x), floatBitsToUint(texture_parameters[index].w))\n"
"#define TEX1D_BIAS(index, tex, coord1, bias) process_texel(texture(tex, coord1 * texture_parameters[index].x, bias), floatBitsToUint(texture_parameters[index].w))\n"
"#define TEX1D_LOD(index, tex, coord1, lod) process_texel(textureLod(tex, coord1 * texture_parameters[index].x, lod), floatBitsToUint(texture_parameters[index].w))\n"
"#define TEX1D_GRAD(index, tex, coord1, dpdx, dpdy) process_texel(textureGrad(tex, coord1 * texture_parameters[index].x, dpdx, dpdy), floatBitsToUint(texture_parameters[index].w))\n"
"#define TEX1D_PROJ(index, tex, coord2) process_texel(textureProj(tex, coord2 * vec2(texture_parameters[index].x, 1.)), floatBitsToUint(texture_parameters[index].w))\n"
OS << "#define TEX2D(index, tex, coord2) process_texel(texture(tex, coord2 * texture_parameters[index].xy), floatBitsToUint(texture_parameters[index].w))\n";
OS << "#define TEX2D_BIAS(index, tex, coord2, bias) process_texel(texture(tex, coord2 * texture_parameters[index].xy, bias), floatBitsToUint(texture_parameters[index].w))\n";
OS << "#define TEX2D_LOD(index, tex, coord2, lod) process_texel(textureLod(tex, coord2 * texture_parameters[index].xy, lod), floatBitsToUint(texture_parameters[index].w))\n";
OS << "#define TEX2D_GRAD(index, tex, coord2, dpdx, dpdy) process_texel(textureGrad(tex, coord2 * texture_parameters[index].xy, dpdx, dpdy), floatBitsToUint(texture_parameters[index].w))\n";
OS << "#define TEX2D_PROJ(index, tex, coord4) process_texel(textureProj(tex, coord4 * vec4(texture_parameters[index].xy, 1., 1.)), floatBitsToUint(texture_parameters[index].w))\n";
"#define TEX2D(index, tex, coord2) process_texel(texture(tex, coord2 * texture_parameters[index].xy), floatBitsToUint(texture_parameters[index].w))\n"
"#define TEX2D_BIAS(index, tex, coord2, bias) process_texel(texture(tex, coord2 * texture_parameters[index].xy, bias), floatBitsToUint(texture_parameters[index].w))\n"
"#define TEX2D_LOD(index, tex, coord2, lod) process_texel(textureLod(tex, coord2 * texture_parameters[index].xy, lod), floatBitsToUint(texture_parameters[index].w))\n"
"#define TEX2D_GRAD(index, tex, coord2, dpdx, dpdy) process_texel(textureGrad(tex, coord2 * texture_parameters[index].xy, dpdx, dpdy), floatBitsToUint(texture_parameters[index].w))\n"
"#define TEX2D_PROJ(index, tex, coord4) process_texel(textureProj(tex, coord4 * vec4(texture_parameters[index].xy, 1., 1.)), floatBitsToUint(texture_parameters[index].w))\n"
OS << "#define TEX2D_DEPTH_RGBA8(index, tex, coord2) process_texel(texture2DReconstruct(tex, coord2 * texture_parameters[index].xy, texture_parameters[index].z), floatBitsToUint(texture_parameters[index].w))\n";
OS << "#define TEX2D_SHADOW(index, tex, coord3) texture(tex, coord3 * vec3(texture_parameters[index].xy, 1.))\n";
OS << "#define TEX2D_SHADOWPROJ(index, tex, coord4) textureProj(tex, coord4 * vec4(texture_parameters[index].xy, 1., 1.))\n";
"#define TEX2D_DEPTH_RGBA8(index, tex, coord2) process_texel(texture2DReconstruct(tex, coord2 * texture_parameters[index].xy, texture_parameters[index].z), floatBitsToUint(texture_parameters[index].w))\n"
"#define TEX2D_SHADOW(index, tex, coord3) texture(tex, coord3 * vec3(texture_parameters[index].xy, 1.))\n"
"#define TEX2D_SHADOWPROJ(index, tex, coord4) textureProj(tex, coord4 * vec4(texture_parameters[index].xy, 1., 1.))\n"
OS << "#define TEX3D(index, tex, coord3) process_texel(texture(tex, coord3), floatBitsToUint(texture_parameters[index].w))\n";
OS << "#define TEX3D_BIAS(index, tex, coord3, bias) process_texel(texture(tex, coord3, bias), floatBitsToUint(texture_parameters[index].w))\n";
OS << "#define TEX3D_LOD(index, tex, coord3, lod) process_texel(textureLod(tex, coord3, lod), floatBitsToUint(texture_parameters[index].w))\n";
OS << "#define TEX3D_GRAD(index, tex, coord3, dpdx, dpdy) process_texel(textureGrad(tex, coord3, dpdx, dpdy), floatBitsToUint(texture_parameters[index].w))\n";
OS << "#define TEX3D_PROJ(index, tex, coord4) process_texel(textureProj(tex, coord4), floatBitsToUint(texture_parameters[index].w))\n\n";
"#define TEX3D(index, tex, coord3) process_texel(texture(tex, coord3), floatBitsToUint(texture_parameters[index].w))\n"
"#define TEX3D_BIAS(index, tex, coord3, bias) process_texel(texture(tex, coord3, bias), floatBitsToUint(texture_parameters[index].w))\n"
"#define TEX3D_LOD(index, tex, coord3, lod) process_texel(textureLod(tex, coord3, lod), floatBitsToUint(texture_parameters[index].w))\n"
"#define TEX3D_GRAD(index, tex, coord3, dpdx, dpdy) process_texel(textureGrad(tex, coord3, dpdx, dpdy), floatBitsToUint(texture_parameters[index].w))\n"
"#define TEX3D_PROJ(index, tex, coord4) process_texel(textureProj(tex, coord4), floatBitsToUint(texture_parameters[index].w))\n\n";
}
if (require_wpos)
{
OS << "vec4 get_wpos()\n";
OS << "{\n";
OS << " float abs_scale = abs(wpos_scale);\n";
OS << " return (gl_FragCoord * vec4(abs_scale, wpos_scale, 1., 1.)) + vec4(0., wpos_bias, 0., 0.);\n";
OS << "}\n\n";
OS <<
"vec4 get_wpos()\n"
"{\n"
" float abs_scale = abs(wpos_scale);\n"
" return (gl_FragCoord * vec4(abs_scale, wpos_scale, 1., 1.)) + vec4(0., wpos_bias, 0., 0.);\n"
"}\n\n";
}
}