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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
rdb 2 ani în urmă
părinte
comite
4b992105e1

+ 1 - 1
panda/src/display/graphicsStateGuardian.cxx

@@ -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) {

+ 62 - 1
panda/src/pgraphnodes/shaderGenerator.cxx

@@ -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;

+ 5 - 1
panda/src/pgraphnodes/shaderGenerator.h

@@ -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;