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April 24, 2018 08:44
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sample shader
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//////////////////////////////////////////////////////////////// | |
/// Programmable Vertex Shader | |
#version 330 core | |
#extension GL_ARB_separate_shader_objects : enable // only presents for separable shader | |
struct pica_uniforms { | |
bool b[16]; | |
uvec4 i[4]; | |
vec4 f[96]; | |
}; | |
bool exec_shader(); | |
#define uniforms vs_uniforms | |
layout (std140) uniform vs_config { | |
pica_uniforms uniforms; | |
} | |
// unused registers wouldn't be declared here | |
layout(location = 0) in vec4 vs_in_reg0; | |
layout(location = 1) in vec4 vs_in_reg1; | |
layout(location = 2) in vec4 vs_in_reg2; | |
... | |
layout(location = 15) in vec4 vs_in_reg15; | |
// N = BitCount(regs.vs.output_mask) | |
// "layout(location = X)" only presents for separable shader | |
layout(location = 0) out vec4 vs_out_attr0; | |
layout(location = 1) out vec4 vs_out_attr1; | |
layout(location = 2) out vec4 vs_out_attr2; | |
... | |
layout(location = (N-1)) out vec4 vs_out_attr(N-1); | |
void main() { | |
// initialize all output registers | |
vs_out_attr0 = vec4(0.0, 0.0, 0.0, 1.0); | |
vs_out_attr1 = vec4(0.0, 0.0, 0.0, 1.0); | |
vs_out_attr2 = vec4(0.0, 0.0, 0.0, 1.0); | |
... | |
vs_out_attrN = vec4(0.0, 0.0, 0.0, 1.0); | |
exec_shader(); | |
} | |
// below are generated by decompiler | |
bool exec_shader() { | |
... | |
// inputreg[I] is translated to vs_in_regI | |
// outputreg[I] is translated to vs_out_attrK, where K = config.state.output_map[I] | |
// i.e. the I-th bit in regs.vs.output_mask is the K-th set bit. | |
// assigment operation is omitted if outputreg[I] has no mapping | |
} | |
//////////////////////////////////////////////////////////////// | |
/// Fixed Geometry Shader | |
#version 330 core | |
#extension GL_ARB_separate_shader_objects : enable // only presents for separable shader | |
layout(triangles) in; | |
layout(triangle_strip, max_vertices = 3) out; | |
// "layout(location = X)" only presents for separable shader | |
layout (location = 1) out vec4 primary_color; | |
layout (location = 2) out vec2 texcoord0; | |
layout (location = 3) out vec2 texcoord1; | |
layout (location = 4) out vec2 texcoord2; | |
layout (location = 5) out float texcoord0_w; | |
layout (location = 6) out vec4 normquat; | |
layout (location = 7) out vec3 view; | |
// only presents for separable shader | |
out gl_PerVertex { | |
vec4 gl_Position; | |
float gl_ClipDistance[2]; | |
}; | |
layout (std140) uniform shader_data { | |
... | |
} | |
// same layout as in vertex shader output | |
layout(location = 0) in vec4 vs_out_attr0; | |
layout(location = 1) in vec4 vs_out_attr1; | |
layout(location = 2) in vec4 vs_out_attr2; | |
... | |
layout(location = (N-1)) in vec4 vs_out_attr(N-1); | |
#define uniforms gs_uniforms | |
layout (std140) uniform gs_config { | |
pica_uniforms uniforms; | |
}; | |
struct Vertex { | |
vec4 attributes[N]; // N is the same as the N in input layout | |
}; | |
vec4 GetVertexQuaternion(Vertex vtx) { | |
return vec4(vtx.attributes[?].?...); | |
} | |
void EmitVtx(Vertex vtx, bool quats_opposite) { | |
vec4 vtx_pos = vec4(vtx.attributes[?].?...); | |
gl_Position = vtx_pos; | |
gl_ClipDistance[0] = -vtx_pos.z; | |
gl_ClipDistance[1] = dot(clip_coef, vtx_pos); | |
vec4 vtx_quat = GetVertexQuaternion(vtx); | |
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));' | |
vec4 vtx_color = vec4(vtx.attributes[?].?...); | |
primary_color = min(abs(vtx_color), vec4(1.0)); | |
texcoord0 = vec2(vtx.attributes[?].?...); | |
texcoord1 = vec2(vtx.attributes[?].?...); | |
texcoord0_w = vtx.attributes[?].?; | |
texcoord2 = vec2(vtx.attributes[?].?...); | |
texcoord3 = vec3(vtx.attributes[?].?...); | |
EmitVertex(); | |
} | |
bool AreQuaternionsOpposite(vec4 qa, vec4 qb) { | |
return (dot(qa, qb) < 0.0); | |
} | |
void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) { | |
EmitVtx(vtx0, false); | |
EmitVtx(vtx1, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx1))); | |
EmitVtx(vtx2, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx2))); | |
EndPrimitive(); | |
} | |
void main() { | |
Vertex prim_buffer[3]; | |
prim_buffer[0].attributes = attributes[N](vs_out_attr0[0], vs_out_attr1[0], ... vs_out_attr(N-1)[0]); | |
prim_buffer[1].attributes = attributes[N](vs_out_attr0[1], vs_out_attr1[1], ... vs_out_attr(N-1)[1]); | |
prim_buffer[2].attributes = attributes[N](vs_out_attr0[2], vs_out_attr1[2], ... vs_out_attr(N-1)[2]); | |
EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]); | |
} | |
//////////////////////////////////////////////////////////////// | |
/// Programmable Geometry Shader | |
#version 330 core | |
#extension GL_ARB_separate_shader_objects : enable // only presents for separable shader | |
layout(XXX) in; // XXX depends on input register | |
layout(triangle_strip, max_vertices = 30) out; | |
// "layout(location = X)" only presents for separable shader | |
layout (location = 1) out vec4 primary_color; | |
layout (location = 2) out vec2 texcoord0; | |
layout (location = 3) out vec2 texcoord1; | |
layout (location = 4) out vec2 texcoord2; | |
layout (location = 5) out float texcoord0_w; | |
layout (location = 6) out vec4 normquat; | |
layout (location = 7) out vec3 view; | |
// only presents for separable shader | |
out gl_PerVertex { | |
vec4 gl_Position; | |
float gl_ClipDistance[2]; | |
}; | |
layout (std140) uniform shader_data { | |
... | |
} | |
// same layout as in vertex shader output | |
layout(location = 0) in vec4 vs_out_attr0; | |
layout(location = 1) in vec4 vs_out_attr1; | |
layout(location = 2) in vec4 vs_out_attr2; | |
... | |
layout(location = (N-1)) in vec4 vs_out_attr(N-1); | |
#define uniforms gs_uniforms | |
layout (std140) uniform gs_config { | |
pica_uniforms uniforms; | |
}; | |
struct Vertex { | |
vec4 attributes[M]; // M is BitCount(regs.gs.output_mask) | |
}; | |
vec4 GetVertexQuaternion(Vertex vtx) { | |
return vec4(vtx.attributes[?].?...); | |
} | |
void EmitVtx(Vertex vtx, bool quats_opposite) { | |
vec4 vtx_pos = vec4(vtx.attributes[?].?...); | |
gl_Position = vtx_pos; | |
gl_ClipDistance[0] = -vtx_pos.z; | |
gl_ClipDistance[1] = dot(clip_coef, vtx_pos); | |
vec4 vtx_quat = GetVertexQuaternion(vtx); | |
normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));' | |
vec4 vtx_color = vec4(vtx.attributes[?].?...); | |
primary_color = min(abs(vtx_color), vec4(1.0)); | |
texcoord0 = vec2(vtx.attributes[?].?...); | |
texcoord1 = vec2(vtx.attributes[?].?...); | |
texcoord0_w = vtx.attributes[?].?; | |
texcoord2 = vec2(vtx.attributes[?].?...); | |
texcoord3 = vec3(vtx.attributes[?].?...); | |
EmitVertex(); | |
} | |
bool AreQuaternionsOpposite(vec4 qa, vec4 qb) { | |
return (dot(qa, qb) < 0.0); | |
} | |
void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) { | |
EmitVtx(vtx0, false); | |
EmitVtx(vtx1, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx1))); | |
EmitVtx(vtx2, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx2))); | |
EndPrimitive(); | |
} | |
Vertex output_buffer; | |
Vertex prim_buffer[3]; | |
uint vertex_id = 0u; | |
bool prim_emit = false; | |
bool winding = false; | |
void setemit(uint vertex_id_, bool prim_emit_, bool winding_) { | |
vertex_id = vertex_id_; | |
prim_emit = prim_emit_; | |
winding = winding_; | |
} | |
void emit() { | |
prim_buffer[vertex_id] = output_buffer; | |
if (prim_emit) { | |
if (winding) { | |
EmitPrim(prim_buffer[1], prim_buffer[0], prim_buffer[2]); | |
winding = false; | |
} else { | |
EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]); | |
} | |
} | |
} | |
void main() { | |
// initialize all output registers | |
output_buffer.attributes[0] = vec4(0.0, 0.0, 0.0, 1.0); | |
output_buffer.attributes[1] = vec4(0.0, 0.0, 0.0, 1.0); | |
... | |
output_buffer.attributes[N-1] = vec4(0.0, 0.0, 0.0, 1.0); | |
exec_shader(); | |
} | |
// below are generated by decompiler | |
bool exec_shader() { | |
... | |
// inputreg[I] is translated to vs_out_attrA[B], where | |
// A = C % N' | |
// B = C / N' | |
// N' is attributes per vertex input (usually equals to N, attributes per vertex shader output) | |
// C = config.state.input_map[I], which is generated from regs.gs.input_attribute_to_register_map | |
// use vec4(0.0, 0.0, 0.0, 1.0) if inputreg[I] has no mapping | |
// outputreg[I] is translated to output_buffer.attribute[K], where K = config.state.output_map[I] | |
// i.e. the I-th bit in regs.gs.output_mask is the K-th set bit. | |
// assigment operation is omitted if outputreg[I] has no mapping | |
} |
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