// Copyright 2008 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoCommon/VertexShaderGen.h" #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "VideoCommon/BPMemory.h" #include "VideoCommon/ConstantManager.h" #include "VideoCommon/LightingShaderGen.h" #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" #include "VideoCommon/XFMemory.h" static constexpr u32 VERTEX_SHADER_CODE_VERSION = 21; VertexShaderUid GetVertexShaderUid() { ASSERT(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens); ASSERT(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans); VertexShaderUid out; vertex_shader_uid_data* const uid_data = out.GetUidData(); uid_data->code_version = VERTEX_SHADER_CODE_VERSION; uid_data->numTexGens = xfmem.numTexGen.numTexGens; uid_data->components = VertexLoaderManager::g_current_components; uid_data->numColorChans = xfmem.numChan.numColorChans; GetLightingShaderUid(uid_data->lighting); // transform texcoords for (u32 i = 0; i < uid_data->numTexGens; ++i) { auto& texinfo = uid_data->texMtxInfo[i]; texinfo.sourcerow = xfmem.texMtxInfo[i].sourcerow; texinfo.texgentype = xfmem.texMtxInfo[i].texgentype; texinfo.inputform = xfmem.texMtxInfo[i].inputform; // first transformation switch (texinfo.texgentype) { case TexGenType::EmbossMap: // calculate tex coords into bump map if ((uid_data->components & (VB_HAS_TANGENT | VB_HAS_BINORMAL)) != 0) { // transform the light dir into tangent space texinfo.embosslightshift = xfmem.texMtxInfo[i].embosslightshift; texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift; } else { texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift; } break; case TexGenType::Color0: case TexGenType::Color1: break; case TexGenType::Regular: default: uid_data->texMtxInfo_n_projection |= static_cast(xfmem.texMtxInfo[i].projection.Value()) << i; break; } uid_data->dualTexTrans_enabled = xfmem.dualTexTrans.enabled; // CHECKME: does this only work for regular tex gen types? if (uid_data->dualTexTrans_enabled && texinfo.texgentype == TexGenType::Regular) { auto& postInfo = uid_data->postMtxInfo[i]; postInfo.index = xfmem.postMtxInfo[i].index; postInfo.normalize = xfmem.postMtxInfo[i].normalize; } } return out; } static void WritePrimitiveExpand(APIType api_type, const ShaderHostConfig& host_config, const vertex_shader_uid_data* uid_data, ShaderCode& out) { if (uid_data->vs_expand == VSExpand::None) return; out.Write("InputData dolphin_primitive_expand_data(int index_offset)\n"); out.Write("{{\n"); if (api_type == APIType::D3D) { // D3D doesn't include the base vertex in SV_VertexID // See comment in UberShaderVertex for details out.Write("\tuint vertex_id = (gl_VertexID >> 2) + base_vertex;\n"); } else { out.Write("\tuint vertex_id = uint(gl_VertexID) >> 2u;\n"); } out.Write("\treturn input_buffer[vertex_id + index_offset];\n"); out.Write("}}\n\n"); } static void WriteTransformMatrices(APIType api_type, const ShaderHostConfig& host_config, const vertex_shader_uid_data* uid_data, ShaderCode& out) { out.Write("mat3x4 dolphin_position_matrix()\n"); out.Write("{{\n"); out.Write("\tmat3x4 result;\n"); if ((uid_data->components & VB_HAS_POSMTXIDX) != 0) { if (uid_data->vs_expand != VSExpand::None) { out.Write("\tInputData i = dolphin_primitive_expand_data(0);\n"); out.Write("\tuvec4 posmtx = unpack_ubyte4(i.posmtx);\n"); } // Vertex format has a per-vertex matrix out.Write("\tint posidx = int(posmtx.r);\n" "\tresult[0] = " I_TRANSFORMMATRICES "[posidx];\n" "\tresult[1] = " I_TRANSFORMMATRICES "[posidx + 1];\n" "\tresult[2] = " I_TRANSFORMMATRICES "[posidx + 2];\n"); } else { // One shared matrix out.Write("\tresult[0] = " I_POSNORMALMATRIX "[0];\n" "\tresult[1] = " I_POSNORMALMATRIX "[1];\n" "\tresult[2] = " I_POSNORMALMATRIX "[2];\n"); } out.Write("\treturn result;\n"); out.Write("}}\n\n"); // The scale of the transform matrix is used to control the size of the emboss map effect, by // changing the scale of the transformed binormals (which only get used by emboss map texgens). // By normalising the first transformed normal (which is used by lighting calculations and needs // to be unit length), the same transform matrix can do double duty, scaling for emboss mapping, // and not scaling for lighting. out.Write("mat3 dolphin_normal_matrix()\n"); out.Write("{{\n"); out.Write("\tmat3 result;\n"); if ((uid_data->components & VB_HAS_POSMTXIDX) != 0) { if (uid_data->vs_expand != VSExpand::None) { out.Write("\tInputData i = dolphin_primitive_expand_data(0);\n"); out.Write("\tuvec4 posmtx = unpack_ubyte4(i.posmtx);\n"); } // Vertex format has a per-vertex matrix out.Write("\tint posidx = int(posmtx.r);\n"); out.Write("\tint normidx = posidx & 31;\n" "\tresult[0] = " I_NORMALMATRICES "[normidx].xyz;\n" "\tresult[1] = " I_NORMALMATRICES "[normidx + 1].xyz;\n" "\tresult[2] = " I_NORMALMATRICES "[normidx + 2].xyz;\n"); } else { // One shared matrix out.Write("\tresult[0] = " I_POSNORMALMATRIX "[3].xyz;\n" "\tresult[1] = " I_POSNORMALMATRIX "[4].xyz;\n" "\tresult[2] = " I_POSNORMALMATRIX "[5].xyz;\n"); } out.Write("\treturn result;\n"); out.Write("}}\n\n"); } static void WriteTexCoordTransforms(APIType api_type, const ShaderHostConfig& host_config, const vertex_shader_uid_data* uid_data, ShaderCode& out) { for (u32 i = 0; i < uid_data->numTexGens; ++i) { auto& texinfo = uid_data->texMtxInfo[i]; out.Write("vec3 dolphin_transform_texcoord{}(vec4 coord)\n", i); out.Write("{{\n"); if (texinfo.texgentype != TexGenType::Regular) { out.Write("\treturn vec3(coord.xyz);\n"); } else { out.Write("\tvec3 result;\n"); if ((uid_data->components & (VB_HAS_TEXMTXIDX0 << i)) != 0) { out.Write("\tint tmp = int(rawtex{}.z);\n", i); if (static_cast((uid_data->texMtxInfo_n_projection >> i) & 1) == TexSize::STQ) { out.Write("\tresult = vec3(dot(coord, " I_TRANSFORMMATRICES "[tmp]), dot(coord, " I_TRANSFORMMATRICES "[tmp+1]), dot(coord, " I_TRANSFORMMATRICES "[tmp+2]));\n"); } else { out.Write("\tresult = vec3(dot(coord, " I_TRANSFORMMATRICES "[tmp]), dot(coord, " I_TRANSFORMMATRICES "[tmp+1]), 1);\n"); } } else { if (static_cast((uid_data->texMtxInfo_n_projection >> i) & 1) == TexSize::STQ) { out.Write("\tresult = vec3(dot(coord, " I_TEXMATRICES "[{}]), dot(coord, " I_TEXMATRICES "[{}]), dot(coord, " I_TEXMATRICES "[{}]));\n", 3 * i, 3 * i + 1, 3 * i + 2); } else { out.Write("\tresult = vec3(dot(coord, " I_TEXMATRICES "[{}]), dot(coord, " I_TEXMATRICES "[{}]), 1);\n", 3 * i, 3 * i + 1); } } // CHECKME: does this only work for regular tex gen types? if (uid_data->dualTexTrans_enabled) { auto& postInfo = uid_data->postMtxInfo[i]; out.Write("\tvec4 P0 = " I_POSTTRANSFORMMATRICES "[{}];\n" "\tvec4 P1 = " I_POSTTRANSFORMMATRICES "[{}];\n" "\tvec4 P2 = " I_POSTTRANSFORMMATRICES "[{}];\n", postInfo.index & 0x3f, (postInfo.index + 1) & 0x3f, (postInfo.index + 2) & 0x3f); if (postInfo.normalize) out.Write("\tresult = normalize(result);\n"); // multiply by postmatrix out.Write("\tresult = vec3(dot(P0.xyz, result) + P0.w, dot(P1.xyz, result) + " "P1.w, dot(P2.xyz, result) + P2.w);\n"); } // When q is 0, the GameCube appears to have a special case // This can be seen in devkitPro's neheGX Lesson08 example for Wii // Makes differences in Rogue Squadron 3 (Hoth sky) and The Last Story (shadow culling) // TODO: check if this only affects XF_TEXGEN_REGULAR out.Write("\tif(result.z == 0.0f)\n" "\t\tresult.xy = clamp(result.xy / 2.0f, vec2(-1.0f,-1.0f), vec2(1.0f,1.0f));\n"); out.Write("\treturn result;\n"); } out.Write("}}\n\n"); } } static void WriteVertexStructs(APIType api_type, const ShaderHostConfig& host_config, const vertex_shader_uid_data* uid_data, ShaderCode& out) { out.Write("struct DolphinVertexInput\n"); out.Write("{{\n"); out.Write("\tvec4 color_0;\n"); out.Write("\tvec4 color_1;\n"); out.Write("\tvec4 position;\n"); out.Write("\tvec3 normal;\n"); out.Write("\tvec3 binormal;\n"); out.Write("\tvec3 tangent;\n"); for (u32 i = 0; i < 8; i++) { out.Write("\tvec4 texture_coord_{};\n", i); } out.Write("}};\n\n"); out.Write("struct DolphinVertexOutput\n"); out.Write("{{\n"); out.Write("\tvec4 color_0;\n"); out.Write("\tvec4 color_1;\n"); out.Write("\tvec4 position;\n"); out.Write("\tvec3 normal;\n"); for (u32 i = 0; i < 8; i++) { out.Write("\tvec3 texture_coord_{};\n", i); } out.Write("}};\n\n"); } static void WriteVertexDefines(APIType, const ShaderHostConfig&, const vertex_shader_uid_data* uid_data, ShaderCode& out) { if ((uid_data->components & VB_HAS_COL0) != 0) { out.Write("#define HAS_COLOR_0 1\n"); } else { out.Write("#define HAS_COLOR_0 0\n"); } if ((uid_data->components & VB_HAS_COL1) != 0) { out.Write("#define HAS_COLOR_1 1\n"); } else { out.Write("#define HAS_COLOR_1 0\n"); } if ((uid_data->components & VB_HAS_NORMAL) != 0) { out.Write("#define HAS_NORMAL 1\n"); } else { out.Write("#define HAS_NORMAL 0\n"); } if ((uid_data->components & VB_HAS_BINORMAL) != 0) { out.Write("#define HAS_BINORMAL 1\n"); } else { out.Write("#define HAS_BINORMAL 0\n"); } if ((uid_data->components & VB_HAS_TANGENT) != 0) { out.Write("#define HAS_TANGENT 1\n"); } else { out.Write("#define HAS_TANGENT 0\n"); } for (u32 i = 0; i < uid_data->numTexGens; i++) { if ((uid_data->components & (VB_HAS_UV0 << i)) != 0) { out.Write("#define HAS_TEXTURE_COORD_{} 1\n", i); } else { out.Write("#define HAS_TEXTURE_COORD_{} 0\n", i); } } for (u32 i = uid_data->numTexGens; i < 8; i++) { out.Write("#define HAS_TEXTURE_COORD_{} 0\n", i); } } static void WriteEmulatedVertexBodyHeader(APIType api_type, const ShaderHostConfig& host_config, const vertex_shader_uid_data* uid_data, ShaderCode& out) { constexpr std::string_view emulated_fragment_definition = "void dolphin_process_emulated_vertex(in DolphinVertexInput vertex_input, out " "DolphinVertexOutput vertex_output)"; out.Write("{}\n", emulated_fragment_definition); out.Write("{{\n"); WriteVertexBody(api_type, host_config, uid_data, out); out.Write("}}\n"); } bool UseVRMultiviewVSProjection(APIType api_type, const ShaderHostConfig& host_config) { return host_config.vr_stereo && host_config.vk_multiview && (api_type == APIType::OpenGL || api_type == APIType::Vulkan); } // Multiview VR path: replace the projected o.pos with a per-eye HMD projection selected // by gl_ViewIndex (0 = left, 1 = right). This was previously done in the GS; doing it in // the VS lets us drop the GS stage entirely for triangles. Mirrors the branches in // GeometryShaderGen.cpp — perspective VR, head-locked perspective HUD, head-locked VR, // orthographic VR. Emits `bool vr_pos_replaced`, which is true when the block replaced // o.pos (and therefore already applied the depth-range remap via cvr_depth.z/w) — the // caller must then skip its trailing depth-range/pixel-center fixups and neutralize the // console-convention clip distances. void GenerateVRMultiviewVSProjection(ShaderCode& out, APIType api_type, const ShaderHostConfig& host_config, std::string_view view_space_pos) { out.Write("\tbool vr_pos_replaced = false;\n"); out.Write("\t{{\n"); out.Write("\tuint eye = gl_ViewIndex;\n"); out.Write("\tbool right_eye = eye != 0u;\n"); // World-fixed perspective pane. Scale X/Y/Z together by each vertex's perspective-W ratio. // Flat Screen Pane draws use the separate world-fixed 2D screen branch below. out.Write("\tif (" I_STEREOPARAMS ".w > 1.5f)\n\t{{\n"); out.Write("\t\tfloat pane_game_w = (abs(o.pos.w) > 1.0e-6) ? o.pos.w : 1.0e-6;\n"); // The multiview VS sees console-convention depth before the trailing viewport remap. Convert it // now for the selectable original-game-depth path (GS mirror above). out.Write("\t\tfloat pane_console_ndc_z = clamp(o.pos.z / pane_game_w, -1.0, 1.0);\n"); out.Write("\t\tfloat pane_game_ndc_z = clamp(" I_PIXELCENTERCORRECTION ".w - pane_console_ndc_z * " I_PIXELCENTERCORRECTION ".z, -1.0, 1.0);\n"); out.Write("\t\tfloat pane_reference_w = max(" I_HEAD_PARAMS ".w, 1.0e-4);\n"); out.Write("\t\tfloat pane_depth_scale = max(pane_game_w / pane_reference_w, 0.001);\n"); out.Write("\t\tfloat ndc_x = o.pos.x / pane_game_w;\n"); out.Write("\t\tfloat ndc_y = o.pos.y / pane_game_w;\n"); out.Write("\t\tndc_x = ndc_x * " I_VR_PANE_REMAP ".x + " I_VR_PANE_REMAP ".z;\n"); out.Write("\t\tndc_y = ndc_y * " I_VR_PANE_REMAP ".y + " I_VR_PANE_REMAP ".w;\n"); out.Write("\t\tfloat4 panePos = float4(\n"); out.Write("\t\t\tndc_x * " I_VR_SCREEN ".x * pane_depth_scale,\n"); out.Write("\t\t\tndc_y * " I_VR_SCREEN ".y * pane_depth_scale,\n"); out.Write("\t\t\t-" I_VR_SCREEN ".z * pane_depth_scale,\n"); out.Write("\t\t\t1.0);\n"); out.Write("\t\tfloat4 row0 = right_eye ? " I_EYE_PROJ "[2] : " I_EYE_PROJ "[0];\n"); out.Write("\t\tfloat4 row1 = right_eye ? " I_EYE_PROJ "[3] : " I_EYE_PROJ "[1];\n"); out.Write("\t\tfloat4 zrow = right_eye ? " I_VR_EYE_Z "[1] : " I_VR_EYE_Z "[0];\n"); out.Write("\t\tfloat z_eye = dot(zrow, panePos);\n"); out.Write("\t\tfloat clip_x = dot(row0, panePos);\n"); out.Write("\t\tfloat clip_y = dot(row1, panePos);\n"); out.Write("\t\tfloat clip_w = -z_eye;\n"); out.Write("\t\tif (" I_STEREOPARAMS ".w > 2.5f && " I_STEREOPARAMS ".w < 3.5f)\n"); out.Write("\t\t{{\n"); out.Write("\t\t\tfloat clip_z = " I_VR_DEPTH ".x * z_eye + " I_VR_DEPTH ".y;\n"); out.Write("\t\t\to.pos = float4(clip_x, clip_y, clip_z, clip_w);\n"); out.Write("\t\t\to.pos.z = o.pos.w * " I_VR_DEPTH ".w - o.pos.z * " I_VR_DEPTH ".z;\n"); out.Write("\t\t\to.vr_depth = (abs(o.pos.w) > 1e-6) ? o.pos.z / o.pos.w : 0.0;\n"); out.Write("\t\t}}\n"); out.Write("\t\telse\n"); out.Write("\t\t{{\n"); out.Write("\t\t\to.pos = float4(clip_x, clip_y, pane_game_ndc_z * clip_w, clip_w);\n"); out.Write("\t\t\to.vr_depth = clamp(pane_game_ndc_z, 0.0, 1.0);\n"); out.Write("\t\t}}\n"); if (!host_config.backend_clip_control) out.Write("\t\to.pos.z = o.pos.z * 2.0 - o.pos.w;\n"); out.Write("\t\to.pos.xy *= sign(" I_VR_PIXELCENTER ".xy * float2(1.0, -1.0));\n"); out.Write("\t\to.pos.xy = o.pos.xy - o.pos.w * " I_VR_PIXELCENTER ".xy;\n"); out.Write("\t\tvr_pos_replaced = true;\n"); out.Write("\t}}\n"); out.Write("\telse if (" I_STEREOPARAMS ".w > 0.5f)\n\t{{\n"); out.Write("\t\tfloat4 row0 = right_eye ? " I_EYE_PROJ "[2] : " I_EYE_PROJ "[0];\n"); out.Write("\t\tfloat4 row1 = right_eye ? " I_EYE_PROJ "[3] : " I_EYE_PROJ "[1];\n"); out.Write("\t\tfloat4 zrow = right_eye ? " I_VR_EYE_Z "[1] : " I_VR_EYE_Z "[0];\n"); out.Write("\t\tfloat4 vp = {};\n", view_space_pos); out.Write("\t\tvp.x *= " I_STEREOPARAMS ".x;\n"); // Skybox (Detect Skybox): cstereo.z is the world-position weight (1 = normal, 0 = skybox). // The per-eye position offset (IPD + head translation) is baked into the projection rows' // .w component and applies only because vp.w == 1; zeroing it renders rotation-only so the // skybox sits at infinity. Mirrors the GS perspective path. out.Write("\t\tvp.w *= " I_STEREOPARAMS ".z;\n"); out.Write("\t\tfloat z_eye = dot(zrow, vp);\n"); out.Write("\t\tfloat clip_x = dot(row0, vp);\n"); out.Write("\t\tfloat clip_y = dot(row1, vp);\n"); out.Write("\t\tfloat clip_w = -z_eye;\n"); out.Write("\t\tfloat clip_z = " I_VR_DEPTH ".x * z_eye + " I_VR_DEPTH ".y;\n"); out.Write("\t\to.pos = float4(clip_x, clip_y, clip_z, clip_w);\n"); out.Write("\t\to.pos.z = o.pos.w * " I_VR_DEPTH ".w - o.pos.z * " I_VR_DEPTH ".z;\n"); // The trailing vr_depth capture is skipped for VR-replaced positions, so keep the // varying defined here (perspective draws never use the exact-depth PS export). out.Write("\t\to.vr_depth = (abs(o.pos.w) > 1e-6) ? o.pos.z / o.pos.w : 0.0;\n"); if (!host_config.backend_clip_control) out.Write("\t\to.pos.z = o.pos.z * 2.0 - o.pos.w;\n"); out.Write("\t\to.pos.xy *= sign(" I_VR_PIXELCENTER ".xy * float2(1.0, -1.0));\n"); out.Write("\t\to.pos.xy = o.pos.xy - o.pos.w * " I_VR_PIXELCENTER ".xy;\n"); out.Write("\t\tvr_pos_replaced = true;\n"); out.Write("\t}}\n"); // Head-locked perspective HUD: keep the game's original perspective GUI/model geometry, // then place it in head-locked HMD space. out.Write("\telse if (" I_STEREOPARAMS ".w < -2.5f)\n\t{{\n"); // Capture the game's NDC depth and re-attach it below — see GeometryShaderGen for the full // rationale (Prime's minimap depth-tests against the world via its viewport depth slice). // Unlike the GS path (which sees f.pos AFTER the VS's trailing depth-range remap), o.pos // here is still in console convention (-1..0) — the trailing remap is suppressed for VR // draws via vr_pos_replaced. Apply the same remap to the captured NDC ourselves // (z' = w*cpc.w - z*cpc.z => ndc' = cpc.w - ndc*cpc.z) so the re-attached depth matches // what the game (and its viewport depth slices) expect in the backend convention. out.Write("\t\tfloat hud_game_w = (abs(o.pos.w) > 1.0e-6) ? o.pos.w : 1.0e-6;\n"); out.Write("\t\tfloat hud_console_ndc_z = clamp(o.pos.z / hud_game_w, -1.0, 1.0);\n"); out.Write("\t\tfloat hud_game_ndc_z = clamp(" I_PIXELCENTERCORRECTION ".w - hud_console_ndc_z * " I_PIXELCENTERCORRECTION ".z, -1.0, 1.0);\n"); out.Write("\t\tfloat4 hudPos = float4(\n"); out.Write("\t\t\t{}.x * " I_HEAD_PARAMS ".y + " I_VR_SCREEN ".x,\n", view_space_pos); out.Write("\t\t\t{}.y * " I_HEAD_PARAMS ".z + " I_VR_SCREEN ".y,\n", view_space_pos); out.Write("\t\t\t{}.z * " I_HEAD_PARAMS ".w + " I_VR_SCREEN ".z,\n", view_space_pos); out.Write("\t\t\t1.0);\n"); // Near-plane clamp so depth-outlier HUD pieces (radar/minimap blips) don't vanish at small HUD // distances — see GeometryShaderGen. out.Write("\t\thudPos.z = min(hudPos.z, -0.1 * max(" I_VR_DEPTH ".w, 0.001));\n"); out.Write("\t\tfloat4 row0 = right_eye ? " I_HEAD_PROJ "[2] : " I_HEAD_PROJ "[0];\n"); out.Write("\t\tfloat4 row1 = right_eye ? " I_HEAD_PROJ "[3] : " I_HEAD_PROJ "[1];\n"); out.Write("\t\to.pos.x = dot(row0, hudPos);\n"); out.Write("\t\to.pos.y = dot(row1, hudPos);\n"); out.Write("\t\to.pos.w = max(-hudPos.z, 0.001);\n"); // Game NDC depth re-attached (hud_game_ndc_z is already remapped to the backend convention). out.Write("\t\to.pos.z = hud_game_ndc_z * o.pos.w;\n"); out.Write("\t\to.vr_depth = clamp(hud_game_ndc_z, 0.0, 1.0);\n"); if (!host_config.backend_clip_control) out.Write("\t\to.pos.z = o.pos.z * 2.0 - o.pos.w;\n"); out.Write("\t\to.pos.xy *= sign(" I_VR_PIXELCENTER ".xy * float2(1.0, -1.0));\n"); out.Write("\t\to.pos.xy = o.pos.xy - o.pos.w * " I_VR_PIXELCENTER ".xy;\n"); out.Write("\t\tvr_pos_replaced = true;\n"); out.Write("\t}}\n"); // Head-locked VR: 2D content on a virtual screen that follows head movements. out.Write("\telse if (" I_STEREOPARAMS ".w < -1.5f)\n\t{{\n"); if (api_type == APIType::Vulkan) { // Vulkan only guards the divide (w ~ 0 gives NaN/Inf and vanishing geometry); // do NOT clamp x/y — that squashes elements extending past the screen bounds. out.Write("\t\tfloat safe_w = (abs(o.pos.w) > 1.0e-5) ? o.pos.w : " "((o.pos.w < 0.0) ? -1.0e-5 : 1.0e-5);\n"); out.Write("\t\tfloat ndc_x = o.pos.x / safe_w;\n"); out.Write("\t\tfloat ndc_y = o.pos.y / safe_w;\n"); out.Write("\t\tfloat ndc_z = o.pos.z / safe_w;\n"); } else { out.Write("\t\tfloat ndc_x = o.pos.x / o.pos.w;\n"); out.Write("\t\tfloat ndc_y = o.pos.y / o.pos.w;\n"); out.Write("\t\tfloat ndc_z = o.pos.z / o.pos.w;\n"); } out.Write("\t\tfloat ndc_z_clamped = clamp(ndc_z, -1.0, 1.0);\n"); out.Write("\t\tfloat4 screenPos = float4(\n"); out.Write("\t\t\tndc_x * " I_VR_SCREEN ".x,\n"); out.Write("\t\t\tndc_y * " I_VR_SCREEN ".y,\n"); out.Write("\t\t\t-" I_VR_SCREEN ".z + ndc_z_clamped * " I_VR_DEPTH ".z,\n"); out.Write("\t\t\t1.0);\n"); out.Write("\t\tfloat curve = max(" I_HEAD_PARAMS ".x, 0.0);\n"); out.Write("\t\tfloat horizontal = 0.5 * (ndc_x * ndc_x);\n"); out.Write("\t\tfloat curve_push = curve * horizontal * " I_VR_SCREEN ".z * 0.25;\n"); out.Write("\t\tcurve_push = min(curve_push, " I_VR_SCREEN ".z * 0.8);\n"); out.Write("\t\tscreenPos.z += curve_push;\n"); out.Write("\t\tfloat4 row0 = right_eye ? " I_HEAD_PROJ "[2] : " I_HEAD_PROJ "[0];\n"); out.Write("\t\tfloat4 row1 = right_eye ? " I_HEAD_PROJ "[3] : " I_HEAD_PROJ "[1];\n"); out.Write("\t\to.pos.x = dot(row0, screenPos);\n"); out.Write("\t\to.pos.y = dot(row1, screenPos);\n"); out.Write("\t\to.pos.w = max(-screenPos.z, 0.001);\n"); // Park the geometry mid-range; the real depth comes from the PS export (Exact Screen Depth), // with the tiny game-z term left as the legacy fallback ordering. out.Write("\t\to.pos.z = o.pos.w * (0.5 + ndc_z_clamped * 0.0001);\n"); // Exact game depth for the PS depth export: remap the console-convention NDC (-1..0) to the // backend 0..1 convention, mirroring the trailing capture this branch suppresses. out.Write("\t\to.vr_depth = clamp(" I_PIXELCENTERCORRECTION ".w - ndc_z_clamped * " I_PIXELCENTERCORRECTION ".z, 0.0, 1.0);\n"); if (!host_config.backend_clip_control) out.Write("\t\to.pos.z = o.pos.z * 2.0 - o.pos.w;\n"); out.Write("\t\to.pos.xy *= sign(" I_VR_PIXELCENTER ".xy * float2(1.0, -1.0));\n"); out.Write("\t\to.pos.xy = o.pos.xy - o.pos.w * " I_VR_PIXELCENTER ".xy;\n"); out.Write("\t\tvr_pos_replaced = true;\n"); out.Write("\t}}\n"); // Orthographic VR: place 2D content (HUD/menus/FMV) on a virtual screen plane. out.Write("\telse if (" I_STEREOPARAMS ".w < -0.5f)\n\t{{\n"); if (api_type == APIType::Vulkan) { // Vulkan only guards the divide (w ~ 0 gives NaN/Inf and vanishing geometry); // do NOT clamp x/y — that squashes elements extending past the screen bounds. out.Write("\t\tfloat safe_w = (abs(o.pos.w) > 1.0e-5) ? o.pos.w : " "((o.pos.w < 0.0) ? -1.0e-5 : 1.0e-5);\n"); out.Write("\t\tfloat ndc_x = o.pos.x / safe_w;\n"); out.Write("\t\tfloat ndc_y = o.pos.y / safe_w;\n"); out.Write("\t\tfloat ndc_z = o.pos.z / safe_w;\n"); } else { out.Write("\t\tfloat ndc_x = o.pos.x / o.pos.w;\n"); out.Write("\t\tfloat ndc_y = o.pos.y / o.pos.w;\n"); out.Write("\t\tfloat ndc_z = o.pos.z / o.pos.w;\n"); } // Pane->frame remap: sub-screen 3D viewports (MKDD character select boxes) have NDC // spanning only their pane; map it to the pane's place on the full screen. Identity // {1,1,0,0} for normal fullscreen draws. Mirrors the GS Screen branch. out.Write("\t\tndc_x = ndc_x * " I_VR_PANE_REMAP ".x + " I_VR_PANE_REMAP ".z;\n"); out.Write("\t\tndc_y = ndc_y * " I_VR_PANE_REMAP ".y + " I_VR_PANE_REMAP ".w;\n"); out.Write("\t\tfloat ndc_z_clamped = clamp(ndc_z, -1.0, 1.0);\n"); out.Write("\t\tfloat4 screenPos = float4(\n"); out.Write("\t\t\tndc_x * " I_VR_SCREEN ".x,\n"); out.Write("\t\t\tndc_y * " I_VR_SCREEN ".y,\n"); out.Write("\t\t\t-" I_VR_SCREEN ".z + ndc_z_clamped * " I_VR_DEPTH ".z,\n"); out.Write("\t\t\t1.0);\n"); out.Write("\t\tfloat4 row0 = right_eye ? " I_EYE_PROJ "[2] : " I_EYE_PROJ "[0];\n"); out.Write("\t\tfloat4 row1 = right_eye ? " I_EYE_PROJ "[3] : " I_EYE_PROJ "[1];\n"); out.Write("\t\tfloat4 zrow = right_eye ? " I_VR_EYE_Z "[1] : " I_VR_EYE_Z "[0];\n"); out.Write("\t\tfloat z_eye = dot(zrow, screenPos);\n"); out.Write("\t\tfloat clip_x = dot(row0, screenPos);\n"); out.Write("\t\tfloat clip_y = dot(row1, screenPos);\n"); out.Write("\t\tfloat clip_w = -z_eye;\n"); out.Write("\t\to.pos = float4(clip_x, clip_y, 0.0, clip_w);\n"); // Park the geometry mid-range and spread elements by their own game-space ortho z // (cvr_depth.y = Element Depth). With Exact Screen Depth on (the default) the PS overwrites // this with the game's original depth value; this remains as the legacy fallback. out.Write("\t\to.pos.z = o.pos.w * (0.5 + ndc_z_clamped * " I_VR_DEPTH ".y);\n"); // Exact game depth for the PS depth export: remap the console-convention NDC (-1..0) to the // backend 0..1 convention, mirroring the trailing capture this branch suppresses. out.Write("\t\to.vr_depth = clamp(" I_PIXELCENTERCORRECTION ".w - ndc_z_clamped * " I_PIXELCENTERCORRECTION ".z, 0.0, 1.0);\n"); if (!host_config.backend_clip_control) out.Write("\t\to.pos.z = o.pos.z * 2.0 - o.pos.w;\n"); out.Write("\t\to.pos.xy *= sign(" I_VR_PIXELCENTER ".xy * float2(1.0, -1.0));\n"); out.Write("\t\to.pos.xy = o.pos.xy - o.pos.w * " I_VR_PIXELCENTER ".xy;\n"); out.Write("\t\tvr_pos_replaced = true;\n"); out.Write("\t}}\n"); out.Write("\t}}\n"); } ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& host_config, const vertex_shader_uid_data* uid_data, CustomVertexContents custom_contents) { ShaderCode out; const bool per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting; const bool msaa = host_config.msaa; const bool ssaa = host_config.ssaa; const bool vertex_rounding = host_config.vertex_rounding; ShaderCode input_extract; // VK_KHR_multiview path: the VS reads gl_ViewIndex (0/1) to select the per-eye // HMD projection. The extension must be declared at the top of the GLSL source. if (UseVRMultiviewVSProjection(api_type, host_config)) out.Write("#extension GL_EXT_multiview : require\n"); out.Write("{}", s_lighting_struct); // uniforms out.Write("UBO_BINDING(std140, 2) uniform VSBlock {{\n"); out.Write("{}", s_shader_uniforms); out.Write("}};\n"); if (!custom_contents.uniforms.empty()) { out.Write("UBO_BINDING(std140, 3) uniform CustomShaderBlock {{\n"); out.Write("{}", custom_contents.uniforms); out.Write("}} custom_uniforms;\n"); } // The GSBlock UBO is normally only consumed by the GS (and by VS when expanding // line/point primitives). Under the multiview VR path the VS performs per-eye // projection itself, so it must read the same uniforms. const bool needs_gs_block = uid_data->vs_expand != VSExpand::None || (host_config.vr_stereo && host_config.vk_multiview && (api_type == APIType::OpenGL || api_type == APIType::Vulkan)); if (needs_gs_block) { out.Write("UBO_BINDING(std140, 4) uniform GSBlock {{\n"); out.Write("{}", s_geometry_shader_uniforms); out.Write("}};\n"); if (api_type == APIType::D3D && uid_data->vs_expand != VSExpand::None) { // D3D doesn't include the base vertex in SV_VertexID out.Write("UBO_BINDING(std140, 5) uniform DX_Constants {{\n" " uint base_vertex;\n" "}};\n\n"); } } out.Write("struct VS_OUTPUT {{\n"); GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, "", ShaderStage::Vertex); out.Write("}};\n\n"); WriteIsNanHeader(out, api_type); GenerateLightingShaderHeader(out, uid_data->lighting); if (uid_data->vs_expand == VSExpand::None) { out.Write("ATTRIBUTE_LOCATION({:s}) in float4 rawpos;\n", ShaderAttrib::Position); if ((uid_data->components & VB_HAS_POSMTXIDX) != 0) out.Write("ATTRIBUTE_LOCATION({:s}) in uint4 posmtx;\n", ShaderAttrib::PositionMatrix); if ((uid_data->components & VB_HAS_NORMAL) != 0) out.Write("ATTRIBUTE_LOCATION({:s}) in float3 rawnormal;\n", ShaderAttrib::Normal); if ((uid_data->components & VB_HAS_TANGENT) != 0) out.Write("ATTRIBUTE_LOCATION({:s}) in float3 rawtangent;\n", ShaderAttrib::Tangent); if ((uid_data->components & VB_HAS_BINORMAL) != 0) out.Write("ATTRIBUTE_LOCATION({:s}) in float3 rawbinormal;\n", ShaderAttrib::Binormal); if ((uid_data->components & VB_HAS_COL0) != 0) out.Write("ATTRIBUTE_LOCATION({:s}) in float4 rawcolor0;\n", ShaderAttrib::Color0); if ((uid_data->components & VB_HAS_COL1) != 0) out.Write("ATTRIBUTE_LOCATION({:s}) in float4 rawcolor1;\n", ShaderAttrib::Color1); for (u32 i = 0; i < 8; ++i) { const u32 has_texmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)); if ((uid_data->components & (VB_HAS_UV0 << i)) != 0 || has_texmtx != 0) { out.Write("ATTRIBUTE_LOCATION({:s}) in float{} rawtex{};\n", ShaderAttrib::TexCoord0 + i, has_texmtx != 0 ? 3 : 2, i); } } } else { // Can't use float3, etc because we want 4-byte alignment out.Write( "uint4 unpack_ubyte4(uint value) {{\n" " return uint4(value & 0xffu, (value >> 8) & 0xffu, (value >> 16) & 0xffu, value >> 24);\n" "}}\n\n" "struct InputData {{\n"); if (uid_data->components & VB_HAS_POSMTXIDX) { out.Write(" uint posmtx;\n"); // Note: posmtx is handled in the matrix transform functions and // doesn't need to be added to 'input_extract' } if (uid_data->position_has_3_elems) { out.Write(" float pos0;\n" " float pos1;\n" " float pos2;\n"); input_extract.Write("float4 rawpos = float4(i.pos0, i.pos1, i.pos2, 1.0f);\n"); } else { out.Write(" float pos0;\n" " float pos1;\n"); input_extract.Write("float4 rawpos = float4(i.pos0, i.pos1, 0.0f, 1.0f);\n"); } std::array names = {"normal", "binormal", "tangent"}; for (int i = 0; i < 3; i++) { if (uid_data->components & (VB_HAS_NORMAL << i)) { out.Write(" float {0}0;\n" " float {0}1;\n" " float {0}2;\n", names[i]); input_extract.Write("float3 raw{0} = float3(i.{0}0, i.{0}1, i.{0}2);\n", names[i]); } } for (int i = 0; i < 2; i++) { if (uid_data->components & (VB_HAS_COL0 << i)) { out.Write(" uint color{};\n", i); input_extract.Write("float4 rawcolor{0} = float4(unpack_ubyte4(i.color{0})) / 255.0f;\n", i); } } for (int i = 0; i < 8; i++) { if (uid_data->components & (VB_HAS_UV0 << i)) { u32 ncomponents = (uid_data->texcoord_elem_count >> (2 * i)) & 3; if (ncomponents < 2) { out.Write(" float tex{};\n", i); input_extract.Write("float3 rawtex{0} = float3(i.tex{0}, 0.0f, 0.0f);\n", i); } else if (ncomponents == 2) { out.Write(" float tex{0}_0;\n" " float tex{0}_1;\n", i); input_extract.Write("float3 rawtex{0} = float3(i.tex{0}_0, i.tex{0}_1, 0.0f);\n", i); } else { out.Write(" float tex{0}_0;\n" " float tex{0}_1;\n" " float tex{0}_2;\n", i); input_extract.Write("float3 rawtex{0} = float3(i.tex{0}_0, i.tex{0}_1, i.tex{0}_2);\n", i); } } } out.Write("}};\n\n" "SSBO_BINDING(1) readonly restrict buffer InputBuffer {{\n" " InputData input_buffer[];\n" "}};\n\n"); } if (host_config.backend_geometry_shaders) { out.Write("VARYING_LOCATION(0) out VertexData {{\n"); GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, GetInterpolationQualifier(msaa, ssaa, true, false), ShaderStage::Vertex, true); out.Write("}} vs;\n"); } else { // Let's set up attributes u32 counter = 0; out.Write("VARYING_LOCATION({}) {} out float4 colors_0;\n", counter++, GetInterpolationQualifier(msaa, ssaa)); out.Write("VARYING_LOCATION({}) {} out float4 colors_1;\n", counter++, GetInterpolationQualifier(msaa, ssaa)); for (u32 i = 0; i < uid_data->numTexGens; ++i) { out.Write("VARYING_LOCATION({}) {} out float3 tex{};\n", counter++, GetInterpolationQualifier(msaa, ssaa), i); } if (!host_config.fast_depth_calc) { out.Write("VARYING_LOCATION({}) {} out float4 clipPos;\n", counter++, GetInterpolationQualifier(msaa, ssaa)); } if (per_pixel_lighting) { out.Write("VARYING_LOCATION({}) {} out float3 Normal;\n", counter++, GetInterpolationQualifier(msaa, ssaa)); out.Write("VARYING_LOCATION({}) {} out float3 WorldPos;\n", counter++, GetInterpolationQualifier(msaa, ssaa)); } if (host_config.vr_stereo) { // Game's backend-convention NDC depth for exact virtual-screen depth export. out.Write("VARYING_LOCATION({}) flat out float vr_depth;\n", counter++); } } // Note: this is done after to ensure above global variables are accessible WritePrimitiveExpand(api_type, host_config, uid_data, out); WriteTransformMatrices(api_type, host_config, uid_data, out); WriteTexCoordTransforms(api_type, host_config, uid_data, out); WriteVertexDefines(api_type, host_config, uid_data, out); WriteVertexStructs(api_type, host_config, uid_data, out); WriteEmulatedVertexBodyHeader(api_type, host_config, uid_data, out); if (custom_contents.shader.empty()) { out.Write("void process_vertex(in DolphinVertexInput vertex_input, out DolphinVertexOutput " "vertex_output)\n"); out.Write("{{\n"); out.Write("\tdolphin_process_emulated_vertex(vertex_input, vertex_output);\n"); out.Write("}}\n"); } else { out.Write("{}\n", custom_contents.shader); } out.Write("void main()\n{{\n"); if (uid_data->vs_expand != VSExpand::None) { out.Write("InputData i = dolphin_primitive_expand_data(0);\n" "{}", input_extract.GetBuffer()); } out.Write("VS_OUTPUT o;\n"); // xfmem.numColorChans controls the number of color channels available to TEV, but we still need // to generate all channels here, as it can be used in texgen. Cel-damage is an example of this. out.Write("float4 vertex_color_0, vertex_color_1;\n"); // To use color 1, the vertex descriptor must have color 0 and 1. // If color 1 is present but not color 0, it is used for lighting channel 0. const bool use_color_1 = (uid_data->components & (VB_HAS_COL0 | VB_HAS_COL1)) == (VB_HAS_COL0 | VB_HAS_COL1); for (u32 color = 0; color < NUM_XF_COLOR_CHANNELS; color++) { if ((color == 0 || use_color_1) && (uid_data->components & (VB_HAS_COL0 << color)) != 0) { // Use color0 for channel 0, and color1 for channel 1 if both colors 0 and 1 are present. out.Write("vertex_color_{0} = rawcolor{0};\n", color); } else if (color == 0 && (uid_data->components & VB_HAS_COL1) != 0) { // Use color1 for channel 0 if color0 is not present. out.Write("vertex_color_{} = rawcolor1;\n", color); } else { out.Write("vertex_color_{0} = missing_color_value;\n", color); } } out.Write("\tDolphinVertexInput vertex_input;\n"); out.Write("\tvertex_input.color_0 = vertex_color_0;\n"); out.Write("\tvertex_input.color_1 = vertex_color_1;\n"); out.Write("\tvertex_input.position = rawpos;\n"); if ((uid_data->components & VB_HAS_NORMAL) != 0) { out.Write("\tvertex_input.normal = rawnormal;\n"); } else { out.Write("\tvertex_input.normal = " I_CACHED_NORMAL ".xyz;\n"); } if ((uid_data->components & VB_HAS_BINORMAL) != 0) { out.Write("\tvertex_input.binormal = rawbinormal;\n"); } else { out.Write("\tvertex_input.binormal = " I_CACHED_BINORMAL ".xyz;\n"); } if ((uid_data->components & VB_HAS_TANGENT) != 0) { out.Write("\tvertex_input.tangent = rawtangent;\n"); } else { out.Write("\tvertex_input.tangent = " I_CACHED_TANGENT ".xyz;\n"); } for (u32 i = 0; i < uid_data->numTexGens; ++i) { auto& texinfo = uid_data->texMtxInfo[i]; out.Write("\t{{\n"); out.Write("\t\tvec4 coord = vec4(0.0, 0.0, 1.0, 1.0);\n"); switch (texinfo.sourcerow) { case SourceRow::Geom: out.Write("\t\tcoord.xyz = rawpos.xyz;\n"); break; case SourceRow::Normal: if ((uid_data->components & VB_HAS_NORMAL) != 0) { out.Write("\t\tcoord.xyz = rawnormal.xyz;\n"); } break; case SourceRow::Colors: ASSERT(texinfo.texgentype == TexGenType::Color0 || texinfo.texgentype == TexGenType::Color1); break; case SourceRow::BinormalT: if ((uid_data->components & VB_HAS_TANGENT) != 0) { out.Write("\t\tcoord.xyz = rawtangent.xyz;\n"); } break; case SourceRow::BinormalB: if ((uid_data->components & VB_HAS_BINORMAL) != 0) { out.Write("\t\tcoord.xyz = rawbinormal.xyz;\n"); } break; default: ASSERT(texinfo.sourcerow >= SourceRow::Tex0 && texinfo.sourcerow <= SourceRow::Tex7); u32 texnum = static_cast(texinfo.sourcerow) - static_cast(SourceRow::Tex0); if ((uid_data->components & (VB_HAS_UV0 << (texnum))) != 0) { out.Write("\t\tcoord = vec4(rawtex{}.x, rawtex{}.y, 1.0, 1.0);\n", texnum, texnum); } break; } // Input form of AB11 sets z element to 1.0 if (texinfo.inputform == TexInputForm::AB11) out.Write("\t\tcoord.z = 1.0;\n"); // Convert NaNs to 1 - needed to fix eyelids in Shadow the Hedgehog during cutscenes // See https://bugs.dolphin-emu.org/issues/11458 out.Write("\t\t// Convert NaN to 1\n"); out.Write("\t\tif (dolphin_isnan(coord.x)) coord.x = 1.0;\n"); out.Write("\t\tif (dolphin_isnan(coord.y)) coord.y = 1.0;\n"); out.Write("\t\tif (dolphin_isnan(coord.z)) coord.z = 1.0;\n"); out.Write("\t\tvertex_input.texture_coord_{0} = coord;\n", i); out.Write("\t}}\n"); } // Initialize other texture coordinates that are unused for (u32 i = uid_data->numTexGens; i < 8; i++) { out.Write("\tvertex_input.texture_coord_{0} = vec4(0, 0, 0, 0);\n", i); } out.Write("\tDolphinVertexOutput vertex_output;\n"); out.Write("\tprocess_vertex(vertex_input, vertex_output);\n"); out.Write("\to.pos = vec4(dot(" I_PROJECTION "[0], vertex_output.position), dot(" I_PROJECTION "[1], vertex_output.position), dot(" I_PROJECTION "[2], vertex_output.position), dot(" I_PROJECTION "[3], vertex_output.position));\n"); for (u32 i = 0; i < uid_data->numTexGens; ++i) { out.Write("\to.tex{0} = vertex_output.texture_coord_{0};\n", i); } out.Write("\to.colors_0 = vertex_output.color_0;\n"); out.Write("\to.colors_1 = vertex_output.color_1;\n"); if (per_pixel_lighting) { out.Write("\to.Normal = vertex_output.normal;\n"); // TODO: Rename, this is actually in Viewspace... out.Write("\to.WorldPos = vertex_output.position.xyz;\n"); } if (host_config.vr_stereo) { // Pass the view-space position (before projection) to the GS so it can apply // the correct per-eye asymmetric HMD projection for each eye independently. out.Write("\to.viewPos = vertex_output.position;\n"); } if (uid_data->vs_expand == VSExpand::Line) { out.Write("bool is_bottom = (gl_VertexID & 2) != 0;\n"); out.Write("// Line expansion\n" "int id_offset = 0;\n" "if (is_bottom) {{\n" " id_offset -= 1;\n" "}} else {{\n" " id_offset += 1;\n" "}}\n" "InputData other = dolphin_primitive_expand_data(id_offset);\n"); if (uid_data->position_has_3_elems) out.Write("float4 other_pos = float4(other.pos0, other.pos1, other.pos2, 1.0f);\n"); else out.Write("float4 other_pos = float4(other.pos0, other.pos1, 0.0f, 1.0f);\n"); if (uid_data->components & VB_HAS_POSMTXIDX) { out.Write("uint other_posidx = other.posmtx & 0xff;\n" "float4 other_p0 = " I_TRANSFORMMATRICES "[other_posidx];\n" "float4 other_p1 = " I_TRANSFORMMATRICES "[other_posidx + 1];\n" "float4 other_p2 = " I_TRANSFORMMATRICES "[other_posidx + 2];\n" "other_pos = float4(dot(other_p0, other_pos), dot(other_p1, other_pos), " "dot(other_p2, other_pos), 1.0f);\n"); } else { out.Write("other_pos = vec4(other_pos * dolphin_position_matrix(), 1.0);\n"); } // Variable needed by GenerateVSLineExpansion out.Write("bool is_right = (gl_VertexID & 1) != 0;\n"); GenerateVSLineExpansion(out, "", uid_data->numTexGens); } else if (uid_data->vs_expand == VSExpand::Point) { // Variables needed by GenerateVSPointExpansion out.Write("bool is_bottom = (gl_VertexID & 2) != 0;\n"); out.Write("bool is_right = (gl_VertexID & 1) != 0;\n"); out.Write("// Point expansion\n"); GenerateVSPointExpansion(out, "", uid_data->numTexGens); } // Multiview VR path: the VS replaces the projected o.pos with per-eye HMD clip // coordinates (see GenerateVRMultiviewVSProjection). The emitted vr_pos_replaced // flag suppresses the trailing depth-range/pixel-center fixups below to avoid // double-remapping. if (UseVRMultiviewVSProjection(api_type, host_config)) GenerateVRMultiviewVSProjection(out, api_type, host_config, "vertex_output.position"); // clipPos/w needs to be done in pixel shader, not here if (!host_config.fast_depth_calc) out.Write("o.clipPos = o.pos;\n"); // If we can disable the incorrect depth clipping planes using depth clamping, then we can do // our own depth clipping and calculate the depth range before the perspective divide if // necessary. if (host_config.backend_depth_clamp) { // Since we're adjusting z for the depth range before the perspective divide, we have to do our // own clipping. We want to clip so that -w <= z <= 0, which matches the console -1..0 range. // We adjust our depth value for clipping purposes to match the perspective projection in the // software backend, which is a hack to fix Sonic Adventure and Unleashed games. out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n" "float clipDist0 = clipDepth + o.pos.w;\n" // Near: z < -w "float clipDist1 = -clipDepth;\n"); // Far: z > 0 // Under multiview VR the VR projection already produced per-eye clip-space // values that don't follow the console depth convention; mirror the GS Vulkan // VR path and just disable user clipping (clipDist = 1.0) when the VR block // replaced o.pos. This is what the working GS path does on Vulkan. if (UseVRMultiviewVSProjection(api_type, host_config)) { out.Write("if (vr_pos_replaced) {{\n" " clipDist0 = 1.0;\n" " clipDist1 = 1.0;\n" "}}\n"); } // NOTE: under multiview the GS is gone for triangles — the VS itself writes // gl_ClipDistance below, so we don't propagate via the o.clipDist members. if (host_config.backend_geometry_shaders && !host_config.vk_multiview) { out.Write("o.clipDist0 = clipDist0;\n" "o.clipDist1 = clipDist1;\n"); } } else { // Same depth adjustment for Sonic. Without depth clamping, it unfortunately // affects non-clipping uses of depth too. out.Write("o.pos.z = o.pos.z * (1.0 - 1e-7);\n"); } // Skip the trailing depth-range / pixel-center fixups when the VR multiview block // already replaced o.pos with per-eye HMD coordinates — those branches re-applied // the same fixups using the VR uniforms (cvr_depth, cvr_pixelcenter) and reapplying // here would double-transform the position. const bool guard_with_vr = UseVRMultiviewVSProjection(api_type, host_config); if (guard_with_vr) out.Write("if (!vr_pos_replaced) {{\n"); // Write the true depth value. If the game uses depth textures, then the pixel shader will // override it with the correct values if not then early z culling will improve speed. // There are two different ways to do this, when the depth range is oversized, we process // the depth range in the vertex shader, if not we let the host driver handle it. // // Adjust z for the depth range. We're using an equation which incorporates a depth inversion, // so we can map the console -1..0 range to the 0..1 range used in the depth buffer. // We have to handle the depth range in the vertex shader instead of after the perspective // divide, because some games will use a depth range larger than what is allowed by the // graphics API. These large depth ranges will still be clipped to the 0..1 range, so these // games effectively add a depth bias to the values written to the depth buffer. out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - " "o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n"); if (host_config.vr_stereo) { // Capture the game's exact backend-convention NDC depth (0..1) before the optional -1..1 // clip-control expansion below. For ortho draws o.pos.w == 1, so the divide is bit-exact — // this is the basis of deterministic virtual-screen depth export (vr_screen_exact_depth). // Under multiview this sits in the !vr_pos_replaced guard; the VR branches assign their own. out.Write("o.vr_depth = (abs(o.pos.w) > 1e-6) ? o.pos.z / o.pos.w : 0.0;\n"); } if (!host_config.backend_clip_control) { // If the graphics API doesn't support a depth range of 0..1, then we need to map z to // the -1..1 range. Unfortunately we have to use a subtraction, which is a lossy floating-point // operation that can introduce a round-trip error. out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n"); } // Correct for negative viewports by mirroring all vertices. We need to negate the height here, // since the viewport height is already negated by the render backend. out.Write("o.pos.xy *= sign(" I_PIXELCENTERCORRECTION ".xy * float2(1.0, -1.0));\n"); // The console GPU places the pixel center at 7/12 in screen space unless // antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results // in some primitives being placed one pixel too far to the bottom-right, // which in turn can be critical if it happens for clear quads. // Hence, we compensate for this pixel center difference so that primitives // get rasterized correctly. out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n"); if (guard_with_vr) out.Write("}}\n"); if (vertex_rounding && !host_config.vr_stereo) { // By now our position is in clip space // however, higher resolutions than the Wii outputs // cause an additional pixel offset // due to a higher pixel density // we need to correct this by converting our // clip-space position into the Wii's screen-space // acquire the right pixel and then convert it back out.Write("if (o.pos.w == 1.0f)\n" "{{\n" "\tfloat ss_pixel_x = ((o.pos.x + 1.0f) * (" I_VIEWPORT_SIZE ".x * 0.5f));\n" "\tfloat ss_pixel_y = ((o.pos.y + 1.0f) * (" I_VIEWPORT_SIZE ".y * 0.5f));\n" "\tss_pixel_x = round(ss_pixel_x);\n" "\tss_pixel_y = round(ss_pixel_y);\n" "\to.pos.x = ((ss_pixel_x / (" I_VIEWPORT_SIZE ".x * 0.5f)) - 1.0f);\n" "\to.pos.y = ((ss_pixel_y / (" I_VIEWPORT_SIZE ".y * 0.5f)) - 1.0f);\n" "}}\n"); } if (host_config.backend_geometry_shaders) { AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, host_config); } else { // TODO: Pass interface blocks between shader stages even if geometry shaders // are not supported, however that will require at least OpenGL 3.2 support. for (u32 i = 0; i < uid_data->numTexGens; ++i) out.Write("tex{}.xyz = o.tex{};\n", i, i); if (!host_config.fast_depth_calc) out.Write("clipPos = o.clipPos;\n"); if (per_pixel_lighting) { out.Write("Normal = o.Normal;\n" "WorldPos = o.WorldPos;\n"); } out.Write("colors_0 = o.colors_0;\n" "colors_1 = o.colors_1;\n"); if (host_config.vr_stereo) out.Write("vr_depth = o.vr_depth;\n"); } if (host_config.backend_depth_clamp) { out.Write("gl_ClipDistance[0] = clipDist0;\n" "gl_ClipDistance[1] = clipDist1;\n"); } // Vulkan NDC space has Y pointing down (right-handed NDC space). if (api_type == APIType::Vulkan) out.Write("gl_Position = float4(o.pos.x, -o.pos.y, o.pos.z, o.pos.w);\n"); else out.Write("gl_Position = o.pos;\n"); out.Write("}}\n"); return out; } void WriteVertexBody(APIType api_type, const ShaderHostConfig& host_config, const vertex_shader_uid_data* uid_data, ShaderCode& out) { out.Write( "\tvertex_output.position = vec4(vertex_input.position * dolphin_position_matrix(), 1.0);\n"); out.Write("\tvertex_output.normal = normalize(vertex_input.normal * dolphin_normal_matrix());\n"); for (u32 chan = 0; chan < NUM_XF_COLOR_CHANNELS; chan++) { out.Write( "\tvec4 vertex_lighting_{0} = dolphin_calculate_lighting_chn{0}(vertex_input.color_{0}, " "vertex_output.position.xyz, vertex_output.normal);\n", chan); out.Write("\tvertex_output.color_{0} = vertex_lighting_{0};\n", chan); } if (host_config.per_pixel_lighting) { // When per-pixel lighting is enabled, the vertex colors are passed through // unmodified so we can evaluate the lighting in the pixel shader. out.Write("\tvertex_output.color_0 = vertex_input.color_0;\n"); out.Write("\tvertex_output.color_1 = vertex_input.color_1;\n"); } else { // The number of colors available to TEV is determined by numColorChans. // We have to provide the fields to match the interface, so set to zero if it's not enabled. if (uid_data->numColorChans == 0) out.Write("\tvertex_output.color_0 = vec4(0.0, 0.0, 0.0, 0.0);\n"); if (uid_data->numColorChans <= 1) out.Write("\tvertex_output.color_1 = vec4(0.0, 0.0, 0.0, 0.0);\n"); } for (u32 i = 0; i < uid_data->numTexGens; ++i) { auto& texinfo = uid_data->texMtxInfo[i]; switch (texinfo.texgentype) { case TexGenType::EmbossMap: // calculate tex coords into bump map out.Write("\t{{\n"); // transform the light dir into tangent space out.Write("\t\tvec3 ldir = normalize(" LIGHT_POS ".xyz - vertex_output.position.xyz);\n", LIGHT_POS_PARAMS(texinfo.embosslightshift)); out.Write("\t\tvec3 tangent = vertex_input.tangent * dolphin_normal_matrix();\n"); out.Write("\t\tvec3 binormal = vertex_input.binormal * dolphin_normal_matrix();\n"); out.Write("\t\tvertex_output.texture_coord_{}.xyz = vertex_output.texture_coord_{}.xyz + " "vec3(dot(ldir, tangent), " "dot(ldir, binormal), 0.0);\n", i, texinfo.embosssourceshift); out.Write("\t}}\n"); break; case TexGenType::Color0: out.Write("\tvertex_output.texture_coord_{}.xyz = vec3(vertex_lighting_0.x, " "vertex_lighting_0.y, 1);\n", i); break; case TexGenType::Color1: out.Write("\tvertex_output.texture_coord_{}.xyz = vec3(vertex_lighting_1.x, " "vertex_lighting_1.y, 1);\n", i); break; case TexGenType::Regular: out.Write("\tvertex_output.texture_coord_{0} = " "dolphin_transform_texcoord{0}(vertex_input.texture_coord_{0});\n", i); break; }; } // Fill out output that is unused for (u32 i = uid_data->numTexGens; i < 8; i++) { out.Write("\tvertex_output.texture_coord_{0} = vec3(0, 0, 0);\n", i); } }