ppsspp/GPU/GLES/FragmentShaderGenerator.cpp
Sacha 41f5abab31 PPSSPP ported to Blackberry10
Now builds on Playbook and Dev Alpha
Make emulator more compatible with other OS (case sensitivity, defines, includes)
Uses Android's code paths and backend
2012-11-05 23:09:49 +10:00

157 lines
5.1 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
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 (gstate.lmode & 1)
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 (gstate.lmode & 1) {
WRITE(p, " vec4 s = vec4(0.0, 0.0, 0.0, 0.0);\n"); // Secondary color, TODO
secondary = " + s";
}
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 = v_color0;\n"); //, secondary);
WRITE(p, " vec4 p = t;\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;
}