Merge pull request #271 from Azaezel/alpha40_shaderGenCleanups

Alpha40 shader gen cleanups
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Brian Roberts 2020-08-04 12:16:52 -05:00 committed by GitHub
commit cc5359fdfd
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9 changed files with 56 additions and 91 deletions

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@ -142,29 +142,7 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
String unconditionLightInfo = String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition";
meta->addStatement( new GenOp( avar( " %s(tex2D(@, @), @, @, @);\r\n",
unconditionLightInfo.c_str() ), lightInfoBuffer, uvScene, d_lightcolor, d_NL_Att, d_specular ) );
// If this has an interlaced pre-pass, do averaging here
if( fd.features[MFT_InterlacedDeferred] )
{
Var *oneOverTargetSize = (Var*) LangElement::find( "oneOverTargetSize" );
if( !oneOverTargetSize )
{
oneOverTargetSize = new Var;
oneOverTargetSize->setType( "vec2" );
oneOverTargetSize->setName( "oneOverTargetSize" );
oneOverTargetSize->uniform = true;
oneOverTargetSize->constSortPos = cspPass;
}
meta->addStatement( new GenOp( " float id_NL_Att, id_specular;\r\n vec3 id_lightcolor;\r\n" ) );
meta->addStatement( new GenOp( avar( " %s(tex2D(@, @ + vec2(0.0, @.y)), id_lightcolor, id_NL_Att, id_specular);\r\n",
unconditionLightInfo.c_str() ), lightInfoBuffer, uvScene, oneOverTargetSize ) );
meta->addStatement( new GenOp(" @ = lerp(@, id_lightcolor, 0.5);\r\n", d_lightcolor, d_lightcolor ) );
meta->addStatement( new GenOp(" @ = lerp(@, id_NL_Att, 0.5);\r\n", d_NL_Att, d_NL_Att ) );
meta->addStatement( new GenOp(" @ = lerp(@, id_specular, 0.5);\r\n", d_specular, d_specular ) );
}
// This is kind of weak sauce
if( !fd.features[MFT_VertLit] && !fd.features[MFT_ToneMap] && !fd.features[MFT_LightMap] && !fd.features[MFT_SubSurface] )
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "vec4(@, 1.0)", d_lightcolor ), Material::Mul ) ) );
@ -603,9 +581,10 @@ void DeferredSubSurfaceGLSL::processPix( Vector<ShaderComponent*> &componentLis
Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
MultiLine *meta = new MultiLine;
Var* targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
if (fd.features[MFT_isDeferred])
{
Var* targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget3));
targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget3));
meta->addStatement(new GenOp(" @.rgb += @.rgb*@.a;\r\n", targ, subSurfaceParams, subSurfaceParams));
output = meta;
return;

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@ -171,19 +171,7 @@ void GBufferConditionerGLSL::processPix( Vector<ShaderComponent*> &componentLis
alphaVal = new Var( "outAlpha", "float" );
meta->addStatement( new GenOp( " @ = OUT_col1.a; // MFT_IsTranslucentZWrite\r\n", new DecOp( alphaVal ) ) );
}
// If using interlaced normals, invert the normal
if(fd.features[MFT_InterlacedDeferred])
{
// NOTE: Its safe to not call ShaderFeatureGLSL::addOutVpos() in the vertex
// shader as for SM 3.0 nothing is needed there.
Var *Vpos = (Var*) LangElement::find( "gl_Position" ); //Var *Vpos = ShaderFeatureGLSL::getInVpos( meta, componentList );
Var *iGBNormal = new Var( "interlacedGBNormal", "float3" );
meta->addStatement(new GenOp(" @ = (frac(@.y * 0.5) < 0.1 ? reflect(@, float3(0.0, -1.0, 0.0)) : @);\r\n", new DecOp(iGBNormal), Vpos, gbNormal, gbNormal));
gbNormal = iGBNormal;
}
// NOTE: We renormalize the normal here as they
// will not stay normalized during interpolation.
meta->addStatement( new GenOp(" @ = @;", outputDecl, new GenOp( "float4(normalize(@), @)", gbNormal, depth ) ) );

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@ -150,29 +150,7 @@ void DeferredRTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &component
String unconditionLightInfo = String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition";
meta->addStatement(new GenOp(avar(" %s(@.Sample(@, @), @, @, @);\r\n",
unconditionLightInfo.c_str()), lightBufferTex, lightInfoBuffer, uvScene, d_lightcolor, d_NL_Att, d_specular));
// If this has an interlaced pre-pass, do averaging here
if( fd.features[MFT_InterlacedDeferred] )
{
Var *oneOverTargetSize = (Var*) LangElement::find( "oneOverTargetSize" );
if( !oneOverTargetSize )
{
oneOverTargetSize = new Var;
oneOverTargetSize->setType( "float2" );
oneOverTargetSize->setName( "oneOverTargetSize" );
oneOverTargetSize->uniform = true;
oneOverTargetSize->constSortPos = cspPass;
}
meta->addStatement( new GenOp( " float id_NL_Att, id_specular;\r\n float3 id_lightcolor;\r\n" ) );
meta->addStatement(new GenOp(avar(" %s(@.Sample(@, @ + float2(0.0, @.y)), id_lightcolor, id_NL_Att, id_specular);\r\n",
unconditionLightInfo.c_str()), lightBufferTex, lightInfoBuffer, uvScene, oneOverTargetSize));
meta->addStatement( new GenOp(" @ = lerp(@, id_lightcolor, 0.5);\r\n", d_lightcolor, d_lightcolor ) );
meta->addStatement( new GenOp(" @ = lerp(@, id_NL_Att, 0.5);\r\n", d_NL_Att, d_NL_Att ) );
meta->addStatement( new GenOp(" @ = lerp(@, id_specular, 0.5);\r\n", d_specular, d_specular ) );
}
// This is kind of weak sauce
if( !fd.features[MFT_VertLit] && !fd.features[MFT_ToneMap] && !fd.features[MFT_LightMap] && !fd.features[MFT_SubSurface] )
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(@, 1.0)", d_lightcolor ), Material::Mul ) ) );
@ -643,9 +621,10 @@ void DeferredSubSurfaceHLSL::processPix( Vector<ShaderComponent*> &componentLis
Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
MultiLine *meta = new MultiLine;
Var* targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
if (fd.features[MFT_isDeferred])
{
Var* targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget3));
targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget3));
meta->addStatement(new GenOp(" @.rgb += @.rgb*@.a;\r\n", targ, subSurfaceParams, subSurfaceParams));
output = meta;
return;

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@ -166,23 +166,17 @@ void GBufferConditionerHLSL::processPix( Vector<ShaderComponent*> &componentLis
// to steal away the alpha channel before the
// conditioner stomps on it.
Var *alphaVal = NULL;
Var* targ = (Var*)LangElement::find(getOutputTargetVarName(DefaultTarget));
if (fd.features[MFT_isDeferred])
targ = (Var*)LangElement::find(getOutputTargetVarName(RenderTarget1));
if ( fd.features[ MFT_IsTranslucentZWrite ] )
{
alphaVal = new Var( "outAlpha", "float" );
meta->addStatement( new GenOp( " @ = OUT.col1.a; // MFT_IsTranslucentZWrite\r\n", new DecOp( alphaVal ) ) );
meta->addStatement( new GenOp( " @ = @.a; // MFT_IsTranslucentZWrite\r\n", new DecOp( alphaVal ), targ) );
}
// If using interlaced normals, invert the normal
if(fd.features[MFT_InterlacedDeferred])
{
// NOTE: Its safe to not call ShaderFeatureHLSL::addOutVpos() in the vertex
// shader as for SM 3.0 nothing is needed there.
Var *Vpos = ShaderFeatureHLSL::getInVpos( meta, componentList );
Var *iGBNormal = new Var( "interlacedGBNormal", "float3" );
meta->addStatement(new GenOp(" @ = (frac(@.y * 0.5) < 0.1 ? reflect(@, float3(0.0, -1.0, 0.0)) : @);\r\n", new DecOp(iGBNormal), Vpos, gbNormal, gbNormal));
gbNormal = iGBNormal;
}
// NOTE: We renormalize the normal here as they
// will not stay normalized during interpolation.
@ -192,8 +186,7 @@ void GBufferConditionerHLSL::processPix( Vector<ShaderComponent*> &componentLis
// If we have an alpha var then we're doing deferred lerp blending.
if ( alphaVal )
{
Var *outColor = (Var*)LangElement::find( getOutputTargetVarName( DefaultTarget ) );
meta->addStatement( new GenOp( " @.ba = float2( 0, @ ); // MFT_IsTranslucentZWrite\r\n", outColor, alphaVal ) );
meta->addStatement( new GenOp( " @.ba = float2( 0, @ ); // MFT_IsTranslucentZWrite\r\n", targ, alphaVal ) );
}
output = meta;

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@ -177,36 +177,53 @@ void ShadowMaterialHook::_overrideFeatures( ProcessedMaterial *mat,
MaterialFeatureData &fd,
const FeatureSet &features )
{
if ( stageNum != 0 )
FeatureSet newFeatures;
for (U32 i = 0; i < fd.features.getCount(); i++)
{
fd.features.clear();
return;
const FeatureType& type = fd.features.getAt(i);
if (type == MFT_AlphaTest ||
type == MFT_TexAnim ||
type == MFT_DiffuseMap ||
type == MFT_IsTranslucent ||
type == MFT_Visibility ||
type == MFT_UseInstancing ||
type == MFT_EyeSpaceDepthOut ||
type == MFT_DeferredConditioner)
newFeatures.addFeature(type);
else if (type.getGroup() == MFG_PreTransform ||
type.getGroup() == MFG_Transform ||
type.getGroup() == MFG_PostTransform)
newFeatures.addFeature(type);
}
// Disable the base texture if we don't
// have alpha test enabled.
if ( !fd.features[ MFT_AlphaTest ] )
if (!newFeatures[MFT_AlphaTest])
{
fd.features.removeFeature( MFT_TexAnim );
fd.features.removeFeature( MFT_DiffuseMap );
newFeatures.removeFeature(MFT_TexAnim);
newFeatures.removeFeature(MFT_DiffuseMap);
}
else
fd.features.removeFeature(MFT_IsTranslucent);
newFeatures.removeFeature(MFT_IsTranslucent);
// HACK: Need to figure out how to enable these
// suckers without this override call!
fd.features.setFeature( MFT_ParaboloidVertTransform,
newFeatures.setFeature( MFT_ParaboloidVertTransform,
features.hasFeature( MFT_ParaboloidVertTransform ) );
fd.features.setFeature( MFT_IsSinglePassParaboloid,
newFeatures.setFeature( MFT_IsSinglePassParaboloid,
features.hasFeature( MFT_IsSinglePassParaboloid ) );
// The paraboloid transform outputs linear depth, so
// it needs to use the plain depth out feature.
if ( fd.features.hasFeature( MFT_ParaboloidVertTransform ) )
fd.features.addFeature( MFT_DepthOut );
if (newFeatures.hasFeature( MFT_ParaboloidVertTransform ) )
newFeatures.addFeature( MFT_DepthOut );
else
fd.features.addFeature( MFT_EyeSpaceDepthOut );
newFeatures.addFeature( MFT_EyeSpaceDepthOut );
fd.features = newFeatures;
}
ShadowMatInstance::ShadowMatInstance( Material *mat )

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@ -594,6 +594,8 @@ void ProcessedDeferredMaterial::_determineFeatures( U32 stageNum,
const FeatureSet &features )
{
Parent::_determineFeatures( stageNum, fd, features );
if (fd.features.hasFeature(MFT_ForwardShading))
return;
// Find this for use down below...
bool bEnableMRTLightmap = false;
@ -676,7 +678,6 @@ void ProcessedDeferredMaterial::_determineFeatures( U32 stageNum,
type == MFT_DetailNormalMap ||
type == MFT_AlphaTest ||
type == MFT_Parallax ||
type == MFT_InterlacedDeferred ||
type == MFT_Visibility ||
type == MFT_UseInstancing ||
type == MFT_DiffuseVertColor ||

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@ -97,8 +97,6 @@ void _initShaderGenHLSL( ShaderGen *shaderGen )
FEATUREMGR->registerFeature( MFT_ParticleNormal, new ParticleNormalFeatureHLSL );
FEATUREMGR->registerFeature( MFT_InterlacedDeferred, new NamedFeatureHLSL( "Interlaced Pre Pass" ) );
FEATUREMGR->registerFeature( MFT_ForwardShading, new NamedFeatureHLSL( "Forward Shaded Material" ) );
FEATUREMGR->registerFeature( MFT_ImposterVert, new ImposterVertFeatureHLSL );

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@ -65,6 +65,14 @@ const char* ShaderFeature::getOutputTargetVarName( OutputTarget target ) const
case RenderTarget3:
targName = "col3";
break;
case RenderTarget4:
targName = "col4";
break;
case RenderTarget5:
targName = "col5";
break;
}
return targName;
@ -89,4 +97,4 @@ Var* ShaderFeature::findOrCreateLocal( const char *name,
void ShaderFeature::setInstancingFormat(GFXVertexFormat *format)
{
mInstancingFormat = format;
}
}

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@ -87,6 +87,8 @@ public:
RenderTarget1 = 1 << 1,
RenderTarget2 = 1 << 2,
RenderTarget3 = 1 << 3,
RenderTarget4 = 1 << 4,
RenderTarget5 = 1 << 5,
};
protected: