diff --git a/src/pc/gfx/gfx_cc.h b/src/pc/gfx/gfx_cc.h index 72b9a1ba..4a15f98a 100644 --- a/src/pc/gfx/gfx_cc.h +++ b/src/pc/gfx/gfx_cc.h @@ -20,7 +20,7 @@ enum { CC_PRIMA, CC_SHADEA, CC_ENVA, - CC_MAX, + CC_ENUM_MAX, }; enum { diff --git a/src/pc/gfx/gfx_direct3d11.cpp b/src/pc/gfx/gfx_direct3d11.cpp index c34a4f66..251faacb 100644 --- a/src/pc/gfx/gfx_direct3d11.cpp +++ b/src/pc/gfx/gfx_direct3d11.cpp @@ -68,7 +68,7 @@ struct ShaderProgramD3D11 { ComPtr input_layout; ComPtr blend_state; - uint32_t shader_id; + uint64_t hash; uint8_t num_inputs; uint8_t num_floats; bool used_textures[2]; @@ -323,14 +323,14 @@ static void gfx_d3d11_load_shader(struct ShaderProgram *new_prg) { d3d.shader_program = (struct ShaderProgramD3D11 *)new_prg; } -static struct ShaderProgram *gfx_d3d11_create_and_load_new_shader(uint32_t shader_id) { - CCFeatures cc_features; - gfx_cc_get_features(shader_id, &cc_features); +static struct ShaderProgram *gfx_d3d11_create_and_load_new_shader(struct ColorCombiner* cc) { + CCFeatures cc_features = { 0 }; + gfx_cc_get_features(cc, &cc_features); char buf[4096]; size_t len, num_floats; - gfx_direct3d_common_build_shader(buf, len, num_floats, cc_features, false, THREE_POINT_FILTERING); + gfx_direct3d_common_build_shader(buf, len, num_floats, *cc, cc_features, false, THREE_POINT_FILTERING); ComPtr vs, ps; ComPtr error_blob; @@ -368,11 +368,14 @@ static struct ShaderProgram *gfx_d3d11_create_and_load_new_shader(uint32_t shade if (cc_features.used_textures[0] || cc_features.used_textures[1]) { ied[ied_index++] = { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }; } - if (cc_features.opt_fog) { + if (cc->cm.use_fog) { ied[ied_index++] = { "FOG", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }; } + if (cc->cm.light_map) { + ied[ied_index++] = { "LIGHTMAP", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }; + } for (uint32_t i = 0; i < cc_features.num_inputs; i++) { - DXGI_FORMAT format = cc_features.opt_alpha ? DXGI_FORMAT_R32G32B32A32_FLOAT : DXGI_FORMAT_R32G32B32_FLOAT; + DXGI_FORMAT format = cc->cm.use_alpha ? DXGI_FORMAT_R32G32B32A32_FLOAT : DXGI_FORMAT_R32G32B32_FLOAT; ied[ied_index++] = { "INPUT", i, format, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }; } @@ -383,7 +386,7 @@ static struct ShaderProgram *gfx_d3d11_create_and_load_new_shader(uint32_t shade D3D11_BLEND_DESC blend_desc; ZeroMemory(&blend_desc, sizeof(D3D11_BLEND_DESC)); - if (cc_features.opt_alpha) { + if (cc->cm.use_alpha) { blend_desc.RenderTarget[0].BlendEnable = true; blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; @@ -401,7 +404,7 @@ static struct ShaderProgram *gfx_d3d11_create_and_load_new_shader(uint32_t shade // Save some values - prg->shader_id = shader_id; + prg->hash = cc->hash; prg->num_inputs = cc_features.num_inputs; prg->num_floats = num_floats; prg->used_textures[0] = cc_features.used_textures[0]; @@ -410,9 +413,9 @@ static struct ShaderProgram *gfx_d3d11_create_and_load_new_shader(uint32_t shade return (struct ShaderProgram *)(d3d.shader_program = prg); } -static struct ShaderProgram *gfx_d3d11_lookup_shader(uint32_t shader_id) { +static struct ShaderProgram *gfx_d3d11_lookup_shader(struct ColorCombiner* cc) { for (size_t i = 0; i < d3d.shader_program_pool_size; i++) { - if (d3d.shader_program_pool[i].shader_id == shader_id) { + if (d3d.shader_program_pool[i].hash == cc->hash) { return (struct ShaderProgram *)&d3d.shader_program_pool[i]; } } diff --git a/src/pc/gfx/gfx_direct3d12.cpp b/src/pc/gfx/gfx_direct3d12.cpp index 1e291197..20a74cff 100644 --- a/src/pc/gfx/gfx_direct3d12.cpp +++ b/src/pc/gfx/gfx_direct3d12.cpp @@ -250,7 +250,7 @@ static struct ShaderProgram *gfx_direct3d12_create_and_load_new_shader(uint32_t char buf[2048]; size_t len, num_floats; - gfx_direct3d_common_build_shader(buf, len, num_floats, cc_features, true, false); + gfx_direct3d_common_build_shader(buf, len, num_floats, *cc, cc_features, true, false); //fwrite(buf, 1, len, stdout); diff --git a/src/pc/gfx/gfx_direct3d_common.cpp b/src/pc/gfx/gfx_direct3d_common.cpp index a5ab4171..5b5eff36 100644 --- a/src/pc/gfx/gfx_direct3d_common.cpp +++ b/src/pc/gfx/gfx_direct3d_common.cpp @@ -5,46 +5,6 @@ #include "gfx_direct3d_common.h" #include "gfx_cc.h" -void get_cc_features(uint32_t shader_id, CCFeatures *cc_features) { - for (int32_t i = 0; i < 4; i++) { - cc_features->c[0][i] = (shader_id >> (i * 3)) & 7; - cc_features->c[1][i] = (shader_id >> (12 + i * 3)) & 7; - } - - cc_features->opt_alpha = (shader_id & SHADER_OPT_ALPHA) != 0; - cc_features->opt_fog = (shader_id & SHADER_OPT_FOG) != 0; - cc_features->opt_texture_edge = (shader_id & SHADER_OPT_TEXTURE_EDGE) != 0; - cc_features->opt_noise = (shader_id & SHADER_OPT_NOISE) != 0; - - cc_features->used_textures[0] = false; - cc_features->used_textures[1] = false; - cc_features->num_inputs = 0; - - for (int32_t i = 0; i < 2; i++) { - for (int32_t j = 0; j < 4; j++) { - if (cc_features->c[i][j] >= SHADER_INPUT_1 && cc_features->c[i][j] <= SHADER_INPUT_8) { - if (cc_features->c[i][j] > cc_features->num_inputs) { - cc_features->num_inputs = cc_features->c[i][j]; - } - } - if (cc_features->c[i][j] == SHADER_TEXEL0 || cc_features->c[i][j] == SHADER_TEXEL0A) { - cc_features->used_textures[0] = true; - } - if (cc_features->c[i][j] == SHADER_TEXEL1 || cc_features->c[i][j] == SHADER_TEXEL1A) { - cc_features->used_textures[1] = true; - } - } - } - - cc_features->do_single[0] = cc_features->c[0][2] == 0; - cc_features->do_single[1] = cc_features->c[1][2] == 0; - cc_features->do_multiply[0] = cc_features->c[0][1] == 0 && cc_features->c[0][3] == 0; - cc_features->do_multiply[1] = cc_features->c[1][1] == 0 && cc_features->c[1][3] == 0; - cc_features->do_mix[0] = cc_features->c[0][1] == cc_features->c[0][3]; - cc_features->do_mix[1] = cc_features->c[1][1] == cc_features->c[1][3]; - cc_features->color_alpha_same = (shader_id & 0xfff) == ((shader_id >> 12) & 0xfff); -} - static void append_str(char *buf, size_t *len, const char *str) { while (*str != '\0') buf[(*len)++] = *str++; } @@ -72,13 +32,13 @@ static const char *shader_item_to_str(int32_t item, bool with_alpha, bool only_a case SHADER_INPUT_4: return with_alpha || !inputs_have_alpha ? "input.input4" : "input.input4.rgb"; case SHADER_INPUT_5: - return with_alpha || !inputs_have_alpha ? "input.input4" : "input.input5.rgb"; + return with_alpha || !inputs_have_alpha ? "input.input5" : "input.input5.rgb"; case SHADER_INPUT_6: - return with_alpha || !inputs_have_alpha ? "input.input4" : "input.input6.rgb"; + return with_alpha || !inputs_have_alpha ? "input.input6" : "input.input6.rgb"; case SHADER_INPUT_7: - return with_alpha || !inputs_have_alpha ? "input.input4" : "input.input7.rgb"; + return with_alpha || !inputs_have_alpha ? "input.input7" : "input.input7.rgb"; case SHADER_INPUT_8: - return with_alpha || !inputs_have_alpha ? "input.input4" : "input.input8.rgb"; + return with_alpha || !inputs_have_alpha ? "input.input8" : "input.input8.rgb"; case SHADER_TEXEL0: return with_alpha ? "texVal0" : "texVal0.rgb"; case SHADER_TEXEL0A: @@ -131,34 +91,34 @@ static const char *shader_item_to_str(int32_t item, bool with_alpha, bool only_a } } -static void append_formula(char *buf, size_t *len, const uint8_t c[2][4], bool do_single, bool do_multiply, bool do_mix, bool with_alpha, bool only_alpha, bool opt_alpha) { +static void append_formula(char *buf, size_t *len, const uint8_t* c, bool do_single, bool do_multiply, bool do_mix, bool with_alpha, bool only_alpha, bool opt_alpha) { if (do_single) { - append_str(buf, len, shader_item_to_str(c[only_alpha][3], with_alpha, only_alpha, opt_alpha, false)); + append_str(buf, len, shader_item_to_str(c[only_alpha * 4 + 3], with_alpha, only_alpha, opt_alpha, false)); } else if (do_multiply) { - append_str(buf, len, shader_item_to_str(c[only_alpha][0], with_alpha, only_alpha, opt_alpha, false)); + append_str(buf, len, shader_item_to_str(c[only_alpha * 4 + 0], with_alpha, only_alpha, opt_alpha, false)); append_str(buf, len, " * "); - append_str(buf, len, shader_item_to_str(c[only_alpha][2], with_alpha, only_alpha, opt_alpha, true)); + append_str(buf, len, shader_item_to_str(c[only_alpha * 4 + 2], with_alpha, only_alpha, opt_alpha, true)); } else if (do_mix) { append_str(buf, len, "lerp("); - append_str(buf, len, shader_item_to_str(c[only_alpha][1], with_alpha, only_alpha, opt_alpha, false)); + append_str(buf, len, shader_item_to_str(c[only_alpha * 4 + 1], with_alpha, only_alpha, opt_alpha, false)); append_str(buf, len, ", "); - append_str(buf, len, shader_item_to_str(c[only_alpha][0], with_alpha, only_alpha, opt_alpha, false)); + append_str(buf, len, shader_item_to_str(c[only_alpha * 4 + 0], with_alpha, only_alpha, opt_alpha, false)); append_str(buf, len, ", "); - append_str(buf, len, shader_item_to_str(c[only_alpha][2], with_alpha, only_alpha, opt_alpha, true)); + append_str(buf, len, shader_item_to_str(c[only_alpha * 4 + 2], with_alpha, only_alpha, opt_alpha, true)); append_str(buf, len, ")"); } else { append_str(buf, len, "("); - append_str(buf, len, shader_item_to_str(c[only_alpha][0], with_alpha, only_alpha, opt_alpha, false)); + append_str(buf, len, shader_item_to_str(c[only_alpha * 4 + 0], with_alpha, only_alpha, opt_alpha, false)); append_str(buf, len, " - "); - append_str(buf, len, shader_item_to_str(c[only_alpha][1], with_alpha, only_alpha, opt_alpha, false)); + append_str(buf, len, shader_item_to_str(c[only_alpha * 4 + 1], with_alpha, only_alpha, opt_alpha, false)); append_str(buf, len, ") * "); - append_str(buf, len, shader_item_to_str(c[only_alpha][2], with_alpha, only_alpha, opt_alpha, true)); + append_str(buf, len, shader_item_to_str(c[only_alpha * 4 + 2], with_alpha, only_alpha, opt_alpha, true)); append_str(buf, len, " + "); - append_str(buf, len, shader_item_to_str(c[only_alpha][3], with_alpha, only_alpha, opt_alpha, false)); + append_str(buf, len, shader_item_to_str(c[only_alpha * 4 + 3], with_alpha, only_alpha, opt_alpha, false)); } } -void gfx_direct3d_common_build_shader(char buf[4096], size_t& len, size_t& num_floats, const CCFeatures& cc_features, bool include_root_signature, bool three_point_filtering) { +void gfx_direct3d_common_build_shader(char buf[4096], size_t& len, size_t& num_floats, struct ColorCombiner& cc, const CCFeatures& ccf, bool include_root_signature, bool three_point_filtering) { len = 0; num_floats = 4; @@ -166,14 +126,14 @@ void gfx_direct3d_common_build_shader(char buf[4096], size_t& len, size_t& num_f if (include_root_signature) { append_str(buf, &len, "#define RS \"RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | DENY_VERTEX_SHADER_ROOT_ACCESS)"); - if (cc_features.opt_alpha && cc_features.opt_noise) { + if (cc.cm.use_alpha && cc.cm.use_noise) { append_str(buf, &len, ",CBV(b0, visibility = SHADER_VISIBILITY_PIXEL)"); } - if (cc_features.used_textures[0]) { + if (ccf.used_textures[0]) { append_str(buf, &len, ",DescriptorTable(SRV(t0), visibility = SHADER_VISIBILITY_PIXEL)"); append_str(buf, &len, ",DescriptorTable(Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL)"); } - if (cc_features.used_textures[1]) { + if (ccf.used_textures[1]) { append_str(buf, &len, ",DescriptorTable(SRV(t1), visibility = SHADER_VISIBILITY_PIXEL)"); append_str(buf, &len, ",DescriptorTable(Sampler(s1), visibility = SHADER_VISIBILITY_PIXEL)"); } @@ -182,37 +142,41 @@ void gfx_direct3d_common_build_shader(char buf[4096], size_t& len, size_t& num_f append_line(buf, &len, "struct PSInput {"); append_line(buf, &len, " float4 position : SV_POSITION;"); - if (cc_features.used_textures[0] || cc_features.used_textures[1]) { + if (ccf.used_textures[0] || ccf.used_textures[1]) { append_line(buf, &len, " float2 uv : TEXCOORD;"); num_floats += 2; } - if (cc_features.opt_alpha && cc_features.opt_noise) { + if (cc.cm.use_alpha && cc.cm.use_noise) { append_line(buf, &len, " float4 screenPos : TEXCOORD1;"); } - if (cc_features.opt_fog) { + if (cc.cm.use_fog) { append_line(buf, &len, " float4 fog : FOG;"); num_floats += 4; } - for (int32_t i = 0; i < cc_features.num_inputs; i++) { - len += sprintf(buf + len, " float%d input%d : INPUT%d;\r\n", cc_features.opt_alpha ? 4 : 3, i + 1, i); - num_floats += cc_features.opt_alpha ? 4 : 3; + if (cc.cm.light_map) { + append_line(buf, &len, " float2 lightmap : LIGHTMAP;"); + num_floats += 2; + } + for (int32_t i = 0; i < ccf.num_inputs; i++) { + len += sprintf(buf + len, " float%d input%d : INPUT%d;\r\n", cc.cm.use_alpha ? 4 : 3, i + 1, i); + num_floats += cc.cm.use_alpha ? 4 : 3; } append_line(buf, &len, "};"); // Textures and samplers - if (cc_features.used_textures[0]) { + if (ccf.used_textures[0]) { append_line(buf, &len, "Texture2D g_texture0 : register(t0);"); append_line(buf, &len, "SamplerState g_sampler0 : register(s0);"); } - if (cc_features.used_textures[1]) { + if (ccf.used_textures[1]) { append_line(buf, &len, "Texture2D g_texture1 : register(t1);"); append_line(buf, &len, "SamplerState g_sampler1 : register(s1);"); } // Constant buffer and random function - if (cc_features.opt_alpha && cc_features.opt_noise) { + if (cc.cm.use_alpha && cc.cm.use_noise) { append_line(buf, &len, "cbuffer PerFrameCB : register(b0) {"); append_line(buf, &len, " uint noise_frame;"); append_line(buf, &len, " float2 noise_scale;"); @@ -228,7 +192,7 @@ void gfx_direct3d_common_build_shader(char buf[4096], size_t& len, size_t& num_f // Original author: ArthurCarvalho // Based on GLSL implementation by twinaphex, mupen64plus-libretro project. - if (three_point_filtering && (cc_features.used_textures[0] || cc_features.used_textures[1])) { + if (three_point_filtering && (ccf.used_textures[0] || ccf.used_textures[1])) { append_line(buf, &len, "cbuffer PerDrawCB : register(b1) {"); append_line(buf, &len, " struct {"); append_line(buf, &len, " uint width;"); @@ -250,28 +214,34 @@ void gfx_direct3d_common_build_shader(char buf[4096], size_t& len, size_t& num_f // Vertex shader append_str(buf, &len, "PSInput VSMain(float4 position : POSITION"); - if (cc_features.used_textures[0] || cc_features.used_textures[1]) { + if (ccf.used_textures[0] || ccf.used_textures[1]) { append_str(buf, &len, ", float2 uv : TEXCOORD"); } - if (cc_features.opt_fog) { + if (cc.cm.use_fog) { append_str(buf, &len, ", float4 fog : FOG"); } - for (int32_t i = 0; i < cc_features.num_inputs; i++) { - len += sprintf(buf + len, ", float%d input%d : INPUT%d", cc_features.opt_alpha ? 4 : 3, i + 1, i); + if (cc.cm.light_map) { + append_str(buf, &len, ", float2 lightmap : LIGHTMAP"); + } + for (int32_t i = 0; i < ccf.num_inputs; i++) { + len += sprintf(buf + len, ", float%d input%d : INPUT%d", cc.cm.use_alpha ? 4 : 3, i + 1, i); } append_line(buf, &len, ") {"); append_line(buf, &len, " PSInput result;"); append_line(buf, &len, " result.position = position;"); - if (cc_features.opt_alpha && cc_features.opt_noise) { + if (cc.cm.use_alpha && cc.cm.use_noise) { append_line(buf, &len, " result.screenPos = position;"); } - if (cc_features.used_textures[0] || cc_features.used_textures[1]) { + if (ccf.used_textures[0] || ccf.used_textures[1]) { append_line(buf, &len, " result.uv = uv;"); } - if (cc_features.opt_fog) { + if (cc.cm.use_fog) { append_line(buf, &len, " result.fog = fog;"); } - for (int32_t i = 0; i < cc_features.num_inputs; i++) { + if (cc.cm.light_map) { + append_line(buf, &len, " result.lightmap = lightmap;"); + } + for (int32_t i = 0; i < ccf.num_inputs; i++) { len += sprintf(buf + len, " result.input%d = input%d;\r\n", i + 1, i + 1); } append_line(buf, &len, " return result;"); @@ -282,7 +252,7 @@ void gfx_direct3d_common_build_shader(char buf[4096], size_t& len, size_t& num_f append_line(buf, &len, "[RootSignature(RS)]"); } append_line(buf, &len, "float4 PSMain(PSInput input) : SV_TARGET {"); - if (cc_features.used_textures[0]) { + if (ccf.used_textures[0]) { if (three_point_filtering) { append_line(buf, &len, " float4 texVal0;"); append_line(buf, &len, " if (textures[0].linear_filtering)"); @@ -293,48 +263,67 @@ void gfx_direct3d_common_build_shader(char buf[4096], size_t& len, size_t& num_f append_line(buf, &len, " float4 texVal0 = g_texture0.Sample(g_sampler0, input.uv);"); } } - if (cc_features.used_textures[1]) { - if (three_point_filtering) { - append_line(buf, &len, " float4 texVal1;"); - append_line(buf, &len, " if (textures[1].linear_filtering)"); - append_line(buf, &len, " texVal1 = tex2D3PointFilter(g_texture1, g_sampler1, input.uv, float2(textures[1].width, textures[1].height));"); - append_line(buf, &len, " else"); - append_line(buf, &len, " texVal1 = g_texture1.Sample(g_sampler1, input.uv);"); + if (ccf.used_textures[1]) { + if (cc.cm.light_map) { + if (three_point_filtering) { + append_line(buf, &len, " float4 texVal1;"); + append_line(buf, &len, " if (textures[1].linear_filtering)"); + append_line(buf, &len, " texVal1 = tex2D3PointFilter(g_texture1, g_sampler1, input.lightmap, float2(textures[1].width, textures[1].height));"); + append_line(buf, &len, " else"); + append_line(buf, &len, " texVal1 = g_texture1.Sample(g_sampler1, input.lightmap);"); + } else { + append_line(buf, &len, " float4 texVal1 = g_texture1.Sample(g_sampler1, input.lightmap);"); + } } else { - append_line(buf, &len, " float4 texVal1 = g_texture1.Sample(g_sampler1, input.uv);"); + if (three_point_filtering) { + append_line(buf, &len, " float4 texVal1;"); + append_line(buf, &len, " if (textures[1].linear_filtering)"); + append_line(buf, &len, " texVal1 = tex2D3PointFilter(g_texture1, g_sampler1, input.uv, float2(textures[1].width, textures[1].height));"); + append_line(buf, &len, " else"); + append_line(buf, &len, " texVal1 = g_texture1.Sample(g_sampler1, input.uv);"); + } else { + append_line(buf, &len, " float4 texVal1 = g_texture1.Sample(g_sampler1, input.uv);"); + } } } - append_str(buf, &len, cc_features.opt_alpha ? " float4 texel = " : " float3 texel = "); - if (!cc_features.color_alpha_same && cc_features.opt_alpha) { - append_str(buf, &len, "float4("); - append_formula(buf, &len, cc_features.c, cc_features.do_single[0], cc_features.do_multiply[0], cc_features.do_mix[0], false, false, true); - append_str(buf, &len, ", "); - append_formula(buf, &len, cc_features.c, cc_features.do_single[1], cc_features.do_multiply[1], cc_features.do_mix[1], true, true, true); - append_str(buf, &len, ")"); - } else { - append_formula(buf, &len, cc_features.c, cc_features.do_single[0], cc_features.do_multiply[0], cc_features.do_mix[0], cc_features.opt_alpha, false, cc_features.opt_alpha); - } - append_line(buf, &len, ";"); + append_str(buf, &len, cc.cm.use_alpha ? " float4 texel = " : " float3 texel = "); + for (int i = 0; i < (cc.cm.use_2cycle + 1); i++) { + uint8_t* cmd = &cc.shader_commands[i * 8]; + if (!ccf.color_alpha_same[i] && cc.cm.use_alpha) { + append_str(buf, &len, "float4("); + append_formula(buf, &len, cmd, ccf.do_single[i*2+0], ccf.do_multiply[i*2+0], ccf.do_mix[i*2+0], false, false, true); + append_str(buf, &len, ", "); + append_formula(buf, &len, cmd, ccf.do_single[i*2+1], ccf.do_multiply[i*2+1], ccf.do_mix[i*2+1], true, true, true); + append_str(buf, &len, ")"); + } else { + append_formula(buf, &len, cmd, ccf.do_single[i*2+0], ccf.do_multiply[i*2+0], ccf.do_mix[i*2+0], cc.cm.use_alpha, false, cc.cm.use_alpha); + } + append_line(buf, &len, ";"); - if (cc_features.opt_texture_edge && cc_features.opt_alpha) { + if (i == 0 && cc.cm.use_2cycle) { + append_str(buf, &len, "texel = "); + } + } + + if (cc.cm.texture_edge && cc.cm.use_alpha) { append_line(buf, &len, " if (texel.a > 0.3) texel.a = 1.0; else discard;"); } // TODO discard if alpha is 0? - if (cc_features.opt_fog) { - if (cc_features.opt_alpha) { + if (cc.cm.use_fog) { + if (cc.cm.use_alpha) { append_line(buf, &len, " texel = float4(lerp(texel.rgb, input.fog.rgb, input.fog.a), texel.a);"); } else { append_line(buf, &len, " texel = lerp(texel, input.fog.rgb, input.fog.a);"); } } - if (cc_features.opt_alpha && cc_features.opt_noise) { + if (cc.cm.use_alpha && cc.cm.use_noise) { append_line(buf, &len, " float2 coords = (input.screenPos.xy / input.screenPos.w) * noise_scale;"); append_line(buf, &len, " texel.a *= round(random(float3(floor(coords), noise_frame)));"); } - if (cc_features.opt_alpha) { + if (cc.cm.use_alpha) { append_line(buf, &len, " return texel;"); } else { append_line(buf, &len, " return float4(texel, 1.0);"); diff --git a/src/pc/gfx/gfx_direct3d_common.h b/src/pc/gfx/gfx_direct3d_common.h index 1eb316d7..7c35f1c8 100644 --- a/src/pc/gfx/gfx_direct3d_common.h +++ b/src/pc/gfx/gfx_direct3d_common.h @@ -7,7 +7,7 @@ #include "gfx_cc.h" -void gfx_direct3d_common_build_shader(char buf[4096], size_t& len, size_t& num_floats, const CCFeatures& cc_features, bool include_root_signature, bool three_point_filtering); +void gfx_direct3d_common_build_shader(char buf[4096], size_t& len, size_t& num_floats, struct ColorCombiner& cc, const CCFeatures& cc_features, bool include_root_signature, bool three_point_filtering); #endif diff --git a/src/pc/gfx/gfx_dxgi.cpp b/src/pc/gfx/gfx_dxgi.cpp index c62b9e62..292394a2 100644 --- a/src/pc/gfx/gfx_dxgi.cpp +++ b/src/pc/gfx/gfx_dxgi.cpp @@ -212,13 +212,18 @@ static void update_screen_settings(void) { if (configWindow.fullscreen != dxgi.is_full_screen) toggle_borderless_window_full_screen(configWindow.fullscreen); if (!dxgi.is_full_screen) { + /* + // this code is buggy, and I just simply don't care enough about direct x to fix it + // when this is enabled, the window will be placed in the wrong spot... often off screen const int screen_width = GetSystemMetrics(SM_CXSCREEN); const int screen_height = GetSystemMetrics(SM_CYSCREEN); + const int xpos = (configWindow.x == WAPI_WIN_CENTERPOS) ? (screen_width - configWindow.w) * 0.5 : configWindow.x; const int ypos = (configWindow.y == WAPI_WIN_CENTERPOS) ? (screen_height - configWindow.h) * 0.5 : configWindow.y; RECT wr = { xpos, ypos, xpos + (int)configWindow.w, ypos + (int)configWindow.h }; AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE); SetWindowPos(dxgi.h_wnd, NULL, wr.left, wr.top, wr.right - wr.left, wr.bottom - wr.top, SWP_NOACTIVATE | SWP_NOZORDER); + */ } } diff --git a/src/pc/gfx/gfx_opengl.c b/src/pc/gfx/gfx_opengl.c index 0a6a4fcb..6212474e 100644 --- a/src/pc/gfx/gfx_opengl.c +++ b/src/pc/gfx/gfx_opengl.c @@ -147,13 +147,13 @@ static const char *shader_item_to_str(uint32_t item, bool with_alpha, bool only_ case SHADER_INPUT_4: return with_alpha || !inputs_have_alpha ? "vInput4" : "vInput4.rgb"; case SHADER_INPUT_5: - return with_alpha || !inputs_have_alpha ? "vInput4" : "vInput5.rgb"; + return with_alpha || !inputs_have_alpha ? "vInput5" : "vInput5.rgb"; case SHADER_INPUT_6: - return with_alpha || !inputs_have_alpha ? "vInput4" : "vInput6.rgb"; + return with_alpha || !inputs_have_alpha ? "vInput6" : "vInput6.rgb"; case SHADER_INPUT_7: - return with_alpha || !inputs_have_alpha ? "vInput4" : "vInput7.rgb"; + return with_alpha || !inputs_have_alpha ? "vInput7" : "vInput7.rgb"; case SHADER_INPUT_8: - return with_alpha || !inputs_have_alpha ? "vInput4" : "vInput8.rgb"; + return with_alpha || !inputs_have_alpha ? "vInput8" : "vInput8.rgb"; case SHADER_TEXEL0: return with_alpha ? "texVal0" : "texVal0.rgb"; case SHADER_TEXEL0A: diff --git a/src/pc/gfx/gfx_pc.c b/src/pc/gfx/gfx_pc.c index adf58a76..d8aa012f 100644 --- a/src/pc/gfx/gfx_pc.c +++ b/src/pc/gfx/gfx_pc.c @@ -273,7 +273,7 @@ static struct ShaderProgram *gfx_lookup_or_create_shader_program(struct ColorCom static void gfx_generate_cc(struct ColorCombiner *cc) { u8 next_input_number = 0; - u8 input_number[CC_MAX] = { 0 }; + u8 input_number[CC_ENUM_MAX] = { 0 }; for (int i = 0; i < SHADER_CMD_LENGTH; i++) { u8 cm_cmd = cc->cm.all_values[i];