ShaderGenerator: Fix support for hardware point sprites

In gp5fp and glslf profiles, we can rely on per-fragment point coordinates to be available, otherwise we have to emulate support by calculating it from the fragment pixel coordinates
This commit is contained in:
rdb 2023-01-16 19:31:58 +01:00
parent 6cb074e5c8
commit 4b992105e1
3 changed files with 68 additions and 3 deletions

View File

@ -3679,7 +3679,7 @@ ensure_generated_shader(const RenderState *state) {
if (!_supports_basic_shaders) {
return;
}
_shader_generator = new ShaderGenerator(this);
_shader_generator = new ShaderGenerator(_shader_caps, _supports_shadow_filter);
}
if (state->_generated_shader == nullptr ||
state->_generated_shader_seq != _generated_shader_seq) {

View File

@ -73,13 +73,33 @@ pack_combine(TextureStage::CombineSource src0, TextureStage::CombineOperand op0,
static PStatCollector lookup_collector("*:Munge:ShaderGen:Lookup");
static PStatCollector synthesize_collector("*:Munge:ShaderGen:Synthesize");
/**
* Create a ShaderGenerator. This has no state, except possibly to cache
* certain results. The given parameters contain information about the
* capabilities of the target for which the shader will be compiled.
*/
ShaderGenerator::
ShaderGenerator(const Shader::ShaderCaps &caps, bool use_shadow_filter) :
_use_shadow_filter(use_shadow_filter) {
#ifdef _WIN32
// Check matches all OpenGL profiles
_use_generic_attr = (caps._active_vprofile <= 6151 || caps._active_vprofile >= 7000);
#else
_use_generic_attr = true;
#endif
// Matches gp5fp and glslf profiles
_use_pointcoord = (caps._active_fprofile == 7017 || caps._active_fprofile == 7008);
}
/**
* Create a ShaderGenerator. This has no state, except possibly to cache
* certain results. The parameter that must be passed is the GSG to which the
* shader generator belongs.
*/
ShaderGenerator::
ShaderGenerator(const GraphicsStateGuardianBase *gsg) {
ShaderGenerator(const GraphicsStateGuardianBase *gsg) : _use_pointcoord(false) {
// The ATTR# input semantics seem to map to generic vertex attributes in
// both arbvp1 and glslv, which behave more consistently. However, they
// don't exist in Direct3D 9. Use this silly little check for now.
@ -717,6 +737,7 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
const char *eye_position_freg = nullptr;
const char *eye_normal_freg = nullptr;
const char *hpos_freg = nullptr;
const char *pointcoord_freg = nullptr;
const char *position_vreg;
const char *transform_weight_vreg = nullptr;
@ -762,6 +783,7 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
bool need_eye_normal = !key._lights.empty() || ((key._outputs & AuxBitplaneAttrib::ABO_aux_normal) != 0);
bool need_tangents = ((key._texture_flags & ShaderKey::TF_map_normal) != 0);
bool need_point_size = (key._fog_mode & 0x10000) != 0;
bool need_point_coord = false;
// If we have binormal/tangent and eye position, we can pack eye normal in
// the w channels of the others.
@ -817,6 +839,9 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
case TexGenAttrib::M_eye_position:
need_eye_position = true;
break;
case TexGenAttrib::M_point_sprite:
need_point_coord = true;
break;
default:
break;
}
@ -947,6 +972,13 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
text << "\t uniform float3 attr_pointparams,\n";
text << "\t out float l_point_size : PSIZE,\n";
}
if (need_point_coord && !_use_pointcoord) {
if (!need_point_size) {
text << "\t uniform float3 attr_pointparams,\n";
}
pointcoord_freg = alloc_freg();
text << "\t out float3 l_pointcoord : " << pointcoord_freg << ",\n";
}
text << "\t in float4 vtx_position : " << position_vreg << ",\n";
text << "\t out float4 l_position : POSITION,\n";
text << "\t uniform float4x4 mat_modelproj\n";
@ -996,6 +1028,14 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
if (need_point_size) {
text << "\t l_point_size = attr_pointparams.y + attr_pointparams.z / length(l_eye_position.xyz);\n";
}
if (need_point_coord && !_use_pointcoord) {
if (need_point_size) {
text << "\t l_pointcoord = float3(l_position.xy / (2.0f * l_position.w) + float2(0.5f, 0.5f), 1.0f / l_point_size);\n";
} else {
// Static point size (non-perspective points)
text << "\t l_pointcoord = float3(l_position.xy / (2.0f * l_position.w) + float2(0.5f, 0.5f), 1.0f / attr_pointparams.x);\n";
}
}
pmap<const InternalName *, const char *>::const_iterator it;
for (it = texcoord_fregs.begin(); it != texcoord_fregs.end(); ++it) {
@ -1047,6 +1087,17 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
text << "\t in uniform float4 attr_fog,\n";
text << "\t in uniform float4 attr_fogcolor,\n";
}
if (need_point_coord) {
if (_use_pointcoord) {
// In OpenGL, we have point coordinates available in glslf and gp5fp.
text << "\t in float2 l_pointcoord : POINTCOORD,\n";
} else {
// In DirectX 9, we need to calculate them from the fragment coordinates.
text << "\t in float3 l_pointcoord : " << pointcoord_freg << ",\n";
text << "\t in float2 l_fragcoord : WPOS,\n";
text << "\t in uniform float2 sys_windowsize,\n";
}
}
if (need_world_position) {
text << "\t in float4 l_world_position : " << world_position_freg << ",\n";
}
@ -1207,6 +1258,16 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
case TexGenAttrib::M_eye_position:
text << "\t float4 texcoord" << i << " = float4(l_eye_position.xyz, 1.0f);\n";
break;
case TexGenAttrib::M_point_sprite:
if (_use_pointcoord) {
text << "\t float4 texcoord" << i << " = float4(l_pointcoord, 0.0f, 1.0f);\n";
} else {
if (!_use_generic_attr) {
text << "\t l_fragcoord.y = sys_windowsize.y - l_fragcoord.y;\n";
}
text << "\t float4 texcoord" << i << " = float4((l_fragcoord - l_pointcoord.xy * sys_windowsize) * l_pointcoord.z * float2(1.0f, -1.0f) - float2(0.5f, 0.5f), 0.0f, 1.0f);\n";
}
break;
case TexGenAttrib::M_constant:
text << "\t float4 texcoord" << i << " = texconst_" << i << ";\n";
break;

View File

@ -64,6 +64,9 @@ class GeomVertexAnimationSpec;
*
*/
class EXPCL_PANDA_PGRAPHNODES ShaderGenerator : public TypedReferenceCount {
public:
ShaderGenerator(const Shader::ShaderCaps &caps, bool use_shadow_filter);
PUBLISHED:
ShaderGenerator(const GraphicsStateGuardianBase *gsg);
virtual ~ShaderGenerator();
@ -76,7 +79,8 @@ PUBLISHED:
protected:
// Shader register allocation:
bool _use_generic_attr;
bool _use_generic_attr : 1;
bool _use_pointcoord : 1;
int _vcregs_used;
int _fcregs_used;
int _vtregs_used;