citra/src/video_core/renderer_opengl/gl_rasterizer.h

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// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <cstddef>
#include <cstring>
#include <memory>
#include <unordered_map>
#include <vector>
#include <glad/glad.h>
#include "common/bit_field.h"
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#include "common/common_types.h"
#include "common/hash.h"
#include "common/vector_math.h"
#include "core/hw/gpu.h"
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#include "video_core/pica_state.h"
#include "video_core/pica_types.h"
#include "video_core/rasterizer_interface.h"
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#include "video_core/regs_framebuffer.h"
#include "video_core/regs_lighting.h"
#include "video_core/regs_rasterizer.h"
#include "video_core/regs_texturing.h"
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#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_gen.h"
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#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/gl_stream_buffer.h"
#include "video_core/renderer_opengl/pica_to_gl.h"
#include "video_core/shader/shader.h"
struct ScreenInfo;
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class RasterizerOpenGL : public VideoCore::RasterizerInterface {
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public:
RasterizerOpenGL();
~RasterizerOpenGL() override;
void AddTriangle(const Pica::Shader::OutputVertex& v0, const Pica::Shader::OutputVertex& v1,
const Pica::Shader::OutputVertex& v2) override;
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void DrawTriangles() override;
void NotifyPicaRegisterChanged(u32 id) override;
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void FlushAll() override;
void FlushRegion(PAddr addr, u32 size) override;
void InvalidateRegion(PAddr addr, u32 size) override;
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void FlushAndInvalidateRegion(PAddr addr, u32 size) override;
bool AccelerateDisplayTransfer(const GPU::Regs::DisplayTransferConfig& config) override;
bool AccelerateTextureCopy(const GPU::Regs::DisplayTransferConfig& config) override;
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bool AccelerateFill(const GPU::Regs::MemoryFillConfig& config) override;
bool AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr,
u32 pixel_stride, ScreenInfo& screen_info) override;
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/// OpenGL shader generated for a given Pica register state
struct PicaShader {
/// OpenGL shader resource
OGLShader shader;
};
private:
struct SamplerInfo {
using TextureConfig = Pica::TexturingRegs::TextureConfig;
OGLSampler sampler;
/// Creates the sampler object, initializing its state so that it's in sync with the
/// SamplerInfo struct.
void Create();
/// Syncs the sampler object with the config, updating any necessary state.
void SyncWithConfig(const TextureConfig& config);
private:
TextureConfig::TextureFilter mag_filter;
TextureConfig::TextureFilter min_filter;
TextureConfig::WrapMode wrap_s;
TextureConfig::WrapMode wrap_t;
u32 border_color;
};
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/// Structure that the hardware rendered vertices are composed of
struct HardwareVertex {
HardwareVertex(const Pica::Shader::OutputVertex& v, bool flip_quaternion) {
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position[0] = v.pos.x.ToFloat32();
position[1] = v.pos.y.ToFloat32();
position[2] = v.pos.z.ToFloat32();
position[3] = v.pos.w.ToFloat32();
color[0] = v.color.x.ToFloat32();
color[1] = v.color.y.ToFloat32();
color[2] = v.color.z.ToFloat32();
color[3] = v.color.w.ToFloat32();
tex_coord0[0] = v.tc0.x.ToFloat32();
tex_coord0[1] = v.tc0.y.ToFloat32();
tex_coord1[0] = v.tc1.x.ToFloat32();
tex_coord1[1] = v.tc1.y.ToFloat32();
tex_coord2[0] = v.tc2.x.ToFloat32();
tex_coord2[1] = v.tc2.y.ToFloat32();
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tex_coord0_w = v.tc0_w.ToFloat32();
normquat[0] = v.quat.x.ToFloat32();
normquat[1] = v.quat.y.ToFloat32();
normquat[2] = v.quat.z.ToFloat32();
normquat[3] = v.quat.w.ToFloat32();
view[0] = v.view.x.ToFloat32();
view[1] = v.view.y.ToFloat32();
view[2] = v.view.z.ToFloat32();
if (flip_quaternion) {
for (float& x : normquat) {
x = -x;
}
}
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}
GLfloat position[4];
GLfloat color[4];
GLfloat tex_coord0[2];
GLfloat tex_coord1[2];
GLfloat tex_coord2[2];
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GLfloat tex_coord0_w;
GLfloat normquat[4];
GLfloat view[3];
};
struct LightSrc {
alignas(16) GLvec3 specular_0;
alignas(16) GLvec3 specular_1;
alignas(16) GLvec3 diffuse;
alignas(16) GLvec3 ambient;
alignas(16) GLvec3 position;
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alignas(16) GLvec3 spot_direction; // negated
GLfloat dist_atten_bias;
GLfloat dist_atten_scale;
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};
/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
// NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
// Not following that rule will cause problems on some AMD drivers.
struct UniformData {
GLint framebuffer_scale;
GLint alphatest_ref;
GLfloat depth_scale;
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GLfloat depth_offset;
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GLint scissor_x1;
GLint scissor_y1;
GLint scissor_x2;
GLint scissor_y2;
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alignas(16) GLvec3 fog_color;
alignas(8) GLvec2 proctex_noise_f;
alignas(8) GLvec2 proctex_noise_a;
alignas(8) GLvec2 proctex_noise_p;
alignas(16) GLvec3 lighting_global_ambient;
LightSrc light_src[8];
alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
alignas(16) GLvec4 tev_combiner_buffer_color;
alignas(16) GLvec4 clip_coef;
};
static_assert(
sizeof(UniformData) == 0x460,
"The size of the UniformData structure has changed, update the structure in the shader");
static_assert(sizeof(UniformData) < 16384,
"UniformData structure must be less than 16kb as per the OpenGL spec");
/// Syncs entire status to match PICA registers
void SyncEntireState();
/// Syncs the clip enabled status to match the PICA register
void SyncClipEnabled();
/// Syncs the clip coefficients to match the PICA register
void SyncClipCoef();
/// Sets the OpenGL shader in accordance with the current PICA register state
void SetShader();
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/// Syncs the cull mode to match the PICA register
void SyncCullMode();
/// Syncs the depth scale to match the PICA register
void SyncDepthScale();
/// Syncs the depth offset to match the PICA register
void SyncDepthOffset();
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/// Syncs the blend enabled status to match the PICA register
void SyncBlendEnabled();
/// Syncs the blend functions to match the PICA register
void SyncBlendFuncs();
/// Syncs the blend color to match the PICA register
void SyncBlendColor();
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/// Syncs the fog states to match the PICA register
void SyncFogColor();
void SyncFogLUT();
/// Sync the procedural texture noise configuration to match the PICA register
void SyncProcTexNoise();
/// Sync the procedural texture lookup tables
void SyncProcTexNoiseLUT();
void SyncProcTexColorMap();
void SyncProcTexAlphaMap();
void SyncProcTexLUT();
void SyncProcTexDiffLUT();
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/// Syncs the alpha test states to match the PICA register
void SyncAlphaTest();
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/// Syncs the logic op states to match the PICA register
void SyncLogicOp();
/// Syncs the color write mask to match the PICA register state
void SyncColorWriteMask();
/// Syncs the stencil write mask to match the PICA register state
void SyncStencilWriteMask();
/// Syncs the depth write mask to match the PICA register state
void SyncDepthWriteMask();
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/// Syncs the stencil test states to match the PICA register
void SyncStencilTest();
/// Syncs the depth test states to match the PICA register
void SyncDepthTest();
/// Syncs the TEV combiner color buffer to match the PICA register
void SyncCombinerColor();
/// Syncs the TEV constant color to match the PICA register
void SyncTevConstColor(int tev_index, const Pica::TexturingRegs::TevStageConfig& tev_stage);
/// Syncs the lighting global ambient color to match the PICA register
void SyncGlobalAmbient();
/// Syncs the lighting lookup tables
void SyncLightingLUT(unsigned index);
/// Syncs the specified light's specular 0 color to match the PICA register
void SyncLightSpecular0(int light_index);
/// Syncs the specified light's specular 1 color to match the PICA register
void SyncLightSpecular1(int light_index);
/// Syncs the specified light's diffuse color to match the PICA register
void SyncLightDiffuse(int light_index);
/// Syncs the specified light's ambient color to match the PICA register
void SyncLightAmbient(int light_index);
/// Syncs the specified light's position to match the PICA register
void SyncLightPosition(int light_index);
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/// Syncs the specified spot light direcition to match the PICA register
void SyncLightSpotDirection(int light_index);
/// Syncs the specified light's distance attenuation bias to match the PICA register
void SyncLightDistanceAttenuationBias(int light_index);
/// Syncs the specified light's distance attenuation scale to match the PICA register
void SyncLightDistanceAttenuationScale(int light_index);
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OpenGLState state;
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RasterizerCacheOpenGL res_cache;
std::vector<HardwareVertex> vertex_batch;
std::unordered_map<GLShader::PicaShaderConfig, std::unique_ptr<PicaShader>> shader_cache;
const PicaShader* current_shader = nullptr;
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bool shader_dirty;
struct {
UniformData data;
std::array<bool, Pica::LightingRegs::NumLightingSampler> lut_dirty;
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bool fog_lut_dirty;
bool proctex_noise_lut_dirty;
bool proctex_color_map_dirty;
bool proctex_alpha_map_dirty;
bool proctex_lut_dirty;
bool proctex_diff_lut_dirty;
bool dirty;
} uniform_block_data = {};
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std::array<SamplerInfo, 3> texture_samplers;
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OGLVertexArray vertex_array;
static constexpr size_t VERTEX_BUFFER_SIZE = 128 * 1024 * 1024;
std::unique_ptr<OGLStreamBuffer> vertex_buffer;
OGLBuffer uniform_buffer;
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OGLFramebuffer framebuffer;
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// TODO (wwylele): consider caching texture cube in the rasterizer cache
OGLTexture texture_cube;
SamplerInfo texture_cube_sampler;
OGLBuffer lighting_lut_buffer;
OGLTexture lighting_lut;
std::array<std::array<GLvec2, 256>, Pica::LightingRegs::NumLightingSampler> lighting_lut_data{};
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OGLBuffer fog_lut_buffer;
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OGLTexture fog_lut;
std::array<GLvec2, 128> fog_lut_data{};
OGLBuffer proctex_noise_lut_buffer;
OGLTexture proctex_noise_lut;
std::array<GLvec2, 128> proctex_noise_lut_data{};
OGLBuffer proctex_color_map_buffer;
OGLTexture proctex_color_map;
std::array<GLvec2, 128> proctex_color_map_data{};
OGLBuffer proctex_alpha_map_buffer;
OGLTexture proctex_alpha_map;
std::array<GLvec2, 128> proctex_alpha_map_data{};
OGLBuffer proctex_lut_buffer;
OGLTexture proctex_lut;
std::array<GLvec4, 256> proctex_lut_data{};
OGLBuffer proctex_diff_lut_buffer;
OGLTexture proctex_diff_lut;
std::array<GLvec4, 256> proctex_diff_lut_data{};
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};