citra/src/video_core/rasterizer_accelerated.cpp

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Prepare frontend for multiple graphics APIs (#6347) * externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
2023-03-27 13:29:17 +02:00
// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <limits>
#include "common/alignment.h"
#include "core/memory.h"
#include "video_core/pica_state.h"
#include "video_core/rasterizer_accelerated.h"
namespace VideoCore {
static Common::Vec4f ColorRGBA8(const u32 color) {
const auto rgba =
Common::Vec4u{color >> 0 & 0xFF, color >> 8 & 0xFF, color >> 16 & 0xFF, color >> 24 & 0xFF};
return rgba / 255.0f;
}
static Common::Vec3f LightColor(const Pica::LightingRegs::LightColor& color) {
return Common::Vec3u{color.r, color.g, color.b} / 255.0f;
}
RasterizerAccelerated::HardwareVertex::HardwareVertex(const Pica::Shader::OutputVertex& v,
bool flip_quaternion) {
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();
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) {
normquat = -normquat;
}
}
RasterizerAccelerated::RasterizerAccelerated(Memory::MemorySystem& memory_)
: memory{memory_}, regs{Pica::g_state.regs} {
uniform_block_data.lighting_lut_dirty.fill(true);
}
/**
* This is a helper function to resolve an issue when interpolating opposite quaternions. See below
* for a detailed description of this issue (yuriks):
*
* For any rotation, there are two quaternions Q, and -Q, that represent the same rotation. If you
* interpolate two quaternions that are opposite, instead of going from one rotation to another
* using the shortest path, you'll go around the longest path. You can test if two quaternions are
* opposite by checking if Dot(Q1, Q2) < 0. In that case, you can flip either of them, therefore
* making Dot(Q1, -Q2) positive.
*
* This solution corrects this issue per-vertex before passing the quaternions to OpenGL. This is
* correct for most cases but can still rotate around the long way sometimes. An implementation
* which did `lerp(lerp(Q1, Q2), Q3)` (with proper weighting), applying the dot product check
* between each step would work for those cases at the cost of being more complex to implement.
*
* Fortunately however, the 3DS hardware happens to also use this exact same logic to work around
* these issues, making this basic implementation actually more accurate to the hardware.
*/
static bool AreQuaternionsOpposite(Common::Vec4<Pica::float24> qa, Common::Vec4<Pica::float24> qb) {
Common::Vec4f a{qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32()};
Common::Vec4f b{qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32()};
return (Common::Dot(a, b) < 0.f);
}
void RasterizerAccelerated::AddTriangle(const Pica::Shader::OutputVertex& v0,
const Pica::Shader::OutputVertex& v1,
const Pica::Shader::OutputVertex& v2) {
vertex_batch.emplace_back(v0, false);
vertex_batch.emplace_back(v1, AreQuaternionsOpposite(v0.quat, v1.quat));
vertex_batch.emplace_back(v2, AreQuaternionsOpposite(v0.quat, v2.quat));
}
RasterizerAccelerated::VertexArrayInfo RasterizerAccelerated::AnalyzeVertexArray(
bool is_indexed, u32 stride_alignment) {
const auto& vertex_attributes = regs.pipeline.vertex_attributes;
u32 vertex_min;
u32 vertex_max;
if (is_indexed) {
const auto& index_info = regs.pipeline.index_array;
const PAddr address = vertex_attributes.GetPhysicalBaseAddress() + index_info.offset;
const u8* index_address_8 = memory.GetPhysicalPointer(address);
const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
const bool index_u16 = index_info.format != 0;
vertex_min = 0xFFFF;
vertex_max = 0;
const u32 size = regs.pipeline.num_vertices * (index_u16 ? 2 : 1);
FlushRegion(address, size);
for (u32 index = 0; index < regs.pipeline.num_vertices; ++index) {
const u32 vertex = index_u16 ? index_address_16[index] : index_address_8[index];
vertex_min = std::min(vertex_min, vertex);
vertex_max = std::max(vertex_max, vertex);
}
} else {
vertex_min = regs.pipeline.vertex_offset;
vertex_max = regs.pipeline.vertex_offset + regs.pipeline.num_vertices - 1;
}
const u32 vertex_num = vertex_max - vertex_min + 1;
u32 vs_input_size = 0;
for (const auto& loader : vertex_attributes.attribute_loaders) {
if (loader.component_count != 0) {
const u32 aligned_stride =
Common::AlignUp(static_cast<u32>(loader.byte_count), stride_alignment);
vs_input_size += Common::AlignUp(aligned_stride * vertex_num, 4);
}
}
return {vertex_min, vertex_max, vs_input_size};
}
void RasterizerAccelerated::SyncEntireState() {
// Sync renderer-specific fixed-function state
SyncFixedState();
// Sync uniforms
SyncClipCoef();
SyncDepthScale();
SyncDepthOffset();
SyncAlphaTest();
SyncCombinerColor();
auto& tev_stages = regs.texturing.GetTevStages();
for (std::size_t index = 0; index < tev_stages.size(); ++index) {
SyncTevConstColor(index, tev_stages[index]);
}
SyncGlobalAmbient();
for (unsigned light_index = 0; light_index < 8; light_index++) {
SyncLightSpecular0(light_index);
SyncLightSpecular1(light_index);
SyncLightDiffuse(light_index);
SyncLightAmbient(light_index);
SyncLightPosition(light_index);
SyncLightDistanceAttenuationBias(light_index);
SyncLightDistanceAttenuationScale(light_index);
}
SyncFogColor();
SyncProcTexNoise();
SyncProcTexBias();
SyncShadowBias();
SyncShadowTextureBias();
for (unsigned tex_index = 0; tex_index < 3; tex_index++) {
SyncTextureLodBias(tex_index);
}
}
void RasterizerAccelerated::NotifyPicaRegisterChanged(u32 id) {
switch (id) {
// Depth modifiers
case PICA_REG_INDEX(rasterizer.viewport_depth_range):
SyncDepthScale();
break;
case PICA_REG_INDEX(rasterizer.viewport_depth_near_plane):
SyncDepthOffset();
break;
// Depth buffering
case PICA_REG_INDEX(rasterizer.depthmap_enable):
shader_dirty = true;
break;
// Shadow texture
case PICA_REG_INDEX(texturing.shadow):
SyncShadowTextureBias();
break;
// Fog state
case PICA_REG_INDEX(texturing.fog_color):
SyncFogColor();
break;
case PICA_REG_INDEX(texturing.fog_lut_data[0]):
case PICA_REG_INDEX(texturing.fog_lut_data[1]):
case PICA_REG_INDEX(texturing.fog_lut_data[2]):
case PICA_REG_INDEX(texturing.fog_lut_data[3]):
case PICA_REG_INDEX(texturing.fog_lut_data[4]):
case PICA_REG_INDEX(texturing.fog_lut_data[5]):
case PICA_REG_INDEX(texturing.fog_lut_data[6]):
case PICA_REG_INDEX(texturing.fog_lut_data[7]):
uniform_block_data.fog_lut_dirty = true;
break;
// ProcTex state
case PICA_REG_INDEX(texturing.proctex):
case PICA_REG_INDEX(texturing.proctex_lut):
case PICA_REG_INDEX(texturing.proctex_lut_offset):
SyncProcTexBias();
shader_dirty = true;
break;
case PICA_REG_INDEX(texturing.proctex_noise_u):
case PICA_REG_INDEX(texturing.proctex_noise_v):
case PICA_REG_INDEX(texturing.proctex_noise_frequency):
SyncProcTexNoise();
break;
case PICA_REG_INDEX(texturing.proctex_lut_data[0]):
case PICA_REG_INDEX(texturing.proctex_lut_data[1]):
case PICA_REG_INDEX(texturing.proctex_lut_data[2]):
case PICA_REG_INDEX(texturing.proctex_lut_data[3]):
case PICA_REG_INDEX(texturing.proctex_lut_data[4]):
case PICA_REG_INDEX(texturing.proctex_lut_data[5]):
case PICA_REG_INDEX(texturing.proctex_lut_data[6]):
case PICA_REG_INDEX(texturing.proctex_lut_data[7]):
using Pica::TexturingRegs;
switch (regs.texturing.proctex_lut_config.ref_table.Value()) {
case TexturingRegs::ProcTexLutTable::Noise:
uniform_block_data.proctex_noise_lut_dirty = true;
break;
case TexturingRegs::ProcTexLutTable::ColorMap:
uniform_block_data.proctex_color_map_dirty = true;
break;
case TexturingRegs::ProcTexLutTable::AlphaMap:
uniform_block_data.proctex_alpha_map_dirty = true;
break;
case TexturingRegs::ProcTexLutTable::Color:
uniform_block_data.proctex_lut_dirty = true;
break;
case TexturingRegs::ProcTexLutTable::ColorDiff:
uniform_block_data.proctex_diff_lut_dirty = true;
break;
}
break;
// Alpha test
case PICA_REG_INDEX(framebuffer.output_merger.alpha_test):
SyncAlphaTest();
shader_dirty = true;
break;
case PICA_REG_INDEX(framebuffer.shadow):
SyncShadowBias();
break;
// Scissor test
case PICA_REG_INDEX(rasterizer.scissor_test.mode):
shader_dirty = true;
break;
case PICA_REG_INDEX(texturing.main_config):
shader_dirty = true;
break;
// Texture 0 type
case PICA_REG_INDEX(texturing.texture0.type):
shader_dirty = true;
break;
// TEV stages
// (This also syncs fog_mode and fog_flip which are part of tev_combiner_buffer_input)
case PICA_REG_INDEX(texturing.tev_stage0.color_source1):
case PICA_REG_INDEX(texturing.tev_stage0.color_modifier1):
case PICA_REG_INDEX(texturing.tev_stage0.color_op):
case PICA_REG_INDEX(texturing.tev_stage0.color_scale):
case PICA_REG_INDEX(texturing.tev_stage1.color_source1):
case PICA_REG_INDEX(texturing.tev_stage1.color_modifier1):
case PICA_REG_INDEX(texturing.tev_stage1.color_op):
case PICA_REG_INDEX(texturing.tev_stage1.color_scale):
case PICA_REG_INDEX(texturing.tev_stage2.color_source1):
case PICA_REG_INDEX(texturing.tev_stage2.color_modifier1):
case PICA_REG_INDEX(texturing.tev_stage2.color_op):
case PICA_REG_INDEX(texturing.tev_stage2.color_scale):
case PICA_REG_INDEX(texturing.tev_stage3.color_source1):
case PICA_REG_INDEX(texturing.tev_stage3.color_modifier1):
case PICA_REG_INDEX(texturing.tev_stage3.color_op):
case PICA_REG_INDEX(texturing.tev_stage3.color_scale):
case PICA_REG_INDEX(texturing.tev_stage4.color_source1):
case PICA_REG_INDEX(texturing.tev_stage4.color_modifier1):
case PICA_REG_INDEX(texturing.tev_stage4.color_op):
case PICA_REG_INDEX(texturing.tev_stage4.color_scale):
case PICA_REG_INDEX(texturing.tev_stage5.color_source1):
case PICA_REG_INDEX(texturing.tev_stage5.color_modifier1):
case PICA_REG_INDEX(texturing.tev_stage5.color_op):
case PICA_REG_INDEX(texturing.tev_stage5.color_scale):
case PICA_REG_INDEX(texturing.tev_combiner_buffer_input):
shader_dirty = true;
break;
case PICA_REG_INDEX(texturing.tev_stage0.const_r):
SyncTevConstColor(0, regs.texturing.tev_stage0);
break;
case PICA_REG_INDEX(texturing.tev_stage1.const_r):
SyncTevConstColor(1, regs.texturing.tev_stage1);
break;
case PICA_REG_INDEX(texturing.tev_stage2.const_r):
SyncTevConstColor(2, regs.texturing.tev_stage2);
break;
case PICA_REG_INDEX(texturing.tev_stage3.const_r):
SyncTevConstColor(3, regs.texturing.tev_stage3);
break;
case PICA_REG_INDEX(texturing.tev_stage4.const_r):
SyncTevConstColor(4, regs.texturing.tev_stage4);
break;
case PICA_REG_INDEX(texturing.tev_stage5.const_r):
SyncTevConstColor(5, regs.texturing.tev_stage5);
break;
// TEV combiner buffer color
case PICA_REG_INDEX(texturing.tev_combiner_buffer_color):
SyncCombinerColor();
break;
// Fragment lighting switches
case PICA_REG_INDEX(lighting.disable):
case PICA_REG_INDEX(lighting.max_light_index):
case PICA_REG_INDEX(lighting.config0):
case PICA_REG_INDEX(lighting.config1):
case PICA_REG_INDEX(lighting.abs_lut_input):
case PICA_REG_INDEX(lighting.lut_input):
case PICA_REG_INDEX(lighting.lut_scale):
case PICA_REG_INDEX(lighting.light_enable):
break;
// Fragment lighting specular 0 color
case PICA_REG_INDEX(lighting.light[0].specular_0):
SyncLightSpecular0(0);
break;
case PICA_REG_INDEX(lighting.light[1].specular_0):
SyncLightSpecular0(1);
break;
case PICA_REG_INDEX(lighting.light[2].specular_0):
SyncLightSpecular0(2);
break;
case PICA_REG_INDEX(lighting.light[3].specular_0):
SyncLightSpecular0(3);
break;
case PICA_REG_INDEX(lighting.light[4].specular_0):
SyncLightSpecular0(4);
break;
case PICA_REG_INDEX(lighting.light[5].specular_0):
SyncLightSpecular0(5);
break;
case PICA_REG_INDEX(lighting.light[6].specular_0):
SyncLightSpecular0(6);
break;
case PICA_REG_INDEX(lighting.light[7].specular_0):
SyncLightSpecular0(7);
break;
// Fragment lighting specular 1 color
case PICA_REG_INDEX(lighting.light[0].specular_1):
SyncLightSpecular1(0);
break;
case PICA_REG_INDEX(lighting.light[1].specular_1):
SyncLightSpecular1(1);
break;
case PICA_REG_INDEX(lighting.light[2].specular_1):
SyncLightSpecular1(2);
break;
case PICA_REG_INDEX(lighting.light[3].specular_1):
SyncLightSpecular1(3);
break;
case PICA_REG_INDEX(lighting.light[4].specular_1):
SyncLightSpecular1(4);
break;
case PICA_REG_INDEX(lighting.light[5].specular_1):
SyncLightSpecular1(5);
break;
case PICA_REG_INDEX(lighting.light[6].specular_1):
SyncLightSpecular1(6);
break;
case PICA_REG_INDEX(lighting.light[7].specular_1):
SyncLightSpecular1(7);
break;
// Fragment lighting diffuse color
case PICA_REG_INDEX(lighting.light[0].diffuse):
SyncLightDiffuse(0);
break;
case PICA_REG_INDEX(lighting.light[1].diffuse):
SyncLightDiffuse(1);
break;
case PICA_REG_INDEX(lighting.light[2].diffuse):
SyncLightDiffuse(2);
break;
case PICA_REG_INDEX(lighting.light[3].diffuse):
SyncLightDiffuse(3);
break;
case PICA_REG_INDEX(lighting.light[4].diffuse):
SyncLightDiffuse(4);
break;
case PICA_REG_INDEX(lighting.light[5].diffuse):
SyncLightDiffuse(5);
break;
case PICA_REG_INDEX(lighting.light[6].diffuse):
SyncLightDiffuse(6);
break;
case PICA_REG_INDEX(lighting.light[7].diffuse):
SyncLightDiffuse(7);
break;
// Fragment lighting ambient color
case PICA_REG_INDEX(lighting.light[0].ambient):
SyncLightAmbient(0);
break;
case PICA_REG_INDEX(lighting.light[1].ambient):
SyncLightAmbient(1);
break;
case PICA_REG_INDEX(lighting.light[2].ambient):
SyncLightAmbient(2);
break;
case PICA_REG_INDEX(lighting.light[3].ambient):
SyncLightAmbient(3);
break;
case PICA_REG_INDEX(lighting.light[4].ambient):
SyncLightAmbient(4);
break;
case PICA_REG_INDEX(lighting.light[5].ambient):
SyncLightAmbient(5);
break;
case PICA_REG_INDEX(lighting.light[6].ambient):
SyncLightAmbient(6);
break;
case PICA_REG_INDEX(lighting.light[7].ambient):
SyncLightAmbient(7);
break;
// Fragment lighting position
case PICA_REG_INDEX(lighting.light[0].x):
case PICA_REG_INDEX(lighting.light[0].z):
SyncLightPosition(0);
break;
case PICA_REG_INDEX(lighting.light[1].x):
case PICA_REG_INDEX(lighting.light[1].z):
SyncLightPosition(1);
break;
case PICA_REG_INDEX(lighting.light[2].x):
case PICA_REG_INDEX(lighting.light[2].z):
SyncLightPosition(2);
break;
case PICA_REG_INDEX(lighting.light[3].x):
case PICA_REG_INDEX(lighting.light[3].z):
SyncLightPosition(3);
break;
case PICA_REG_INDEX(lighting.light[4].x):
case PICA_REG_INDEX(lighting.light[4].z):
SyncLightPosition(4);
break;
case PICA_REG_INDEX(lighting.light[5].x):
case PICA_REG_INDEX(lighting.light[5].z):
SyncLightPosition(5);
break;
case PICA_REG_INDEX(lighting.light[6].x):
case PICA_REG_INDEX(lighting.light[6].z):
SyncLightPosition(6);
break;
case PICA_REG_INDEX(lighting.light[7].x):
case PICA_REG_INDEX(lighting.light[7].z):
SyncLightPosition(7);
break;
// Fragment spot lighting direction
case PICA_REG_INDEX(lighting.light[0].spot_x):
case PICA_REG_INDEX(lighting.light[0].spot_z):
SyncLightSpotDirection(0);
break;
case PICA_REG_INDEX(lighting.light[1].spot_x):
case PICA_REG_INDEX(lighting.light[1].spot_z):
SyncLightSpotDirection(1);
break;
case PICA_REG_INDEX(lighting.light[2].spot_x):
case PICA_REG_INDEX(lighting.light[2].spot_z):
SyncLightSpotDirection(2);
break;
case PICA_REG_INDEX(lighting.light[3].spot_x):
case PICA_REG_INDEX(lighting.light[3].spot_z):
SyncLightSpotDirection(3);
break;
case PICA_REG_INDEX(lighting.light[4].spot_x):
case PICA_REG_INDEX(lighting.light[4].spot_z):
SyncLightSpotDirection(4);
break;
case PICA_REG_INDEX(lighting.light[5].spot_x):
case PICA_REG_INDEX(lighting.light[5].spot_z):
SyncLightSpotDirection(5);
break;
case PICA_REG_INDEX(lighting.light[6].spot_x):
case PICA_REG_INDEX(lighting.light[6].spot_z):
SyncLightSpotDirection(6);
break;
case PICA_REG_INDEX(lighting.light[7].spot_x):
case PICA_REG_INDEX(lighting.light[7].spot_z):
SyncLightSpotDirection(7);
break;
// Fragment lighting light source config
case PICA_REG_INDEX(lighting.light[0].config):
case PICA_REG_INDEX(lighting.light[1].config):
case PICA_REG_INDEX(lighting.light[2].config):
case PICA_REG_INDEX(lighting.light[3].config):
case PICA_REG_INDEX(lighting.light[4].config):
case PICA_REG_INDEX(lighting.light[5].config):
case PICA_REG_INDEX(lighting.light[6].config):
case PICA_REG_INDEX(lighting.light[7].config):
shader_dirty = true;
break;
// Fragment lighting distance attenuation bias
case PICA_REG_INDEX(lighting.light[0].dist_atten_bias):
SyncLightDistanceAttenuationBias(0);
break;
case PICA_REG_INDEX(lighting.light[1].dist_atten_bias):
SyncLightDistanceAttenuationBias(1);
break;
case PICA_REG_INDEX(lighting.light[2].dist_atten_bias):
SyncLightDistanceAttenuationBias(2);
break;
case PICA_REG_INDEX(lighting.light[3].dist_atten_bias):
SyncLightDistanceAttenuationBias(3);
break;
case PICA_REG_INDEX(lighting.light[4].dist_atten_bias):
SyncLightDistanceAttenuationBias(4);
break;
case PICA_REG_INDEX(lighting.light[5].dist_atten_bias):
SyncLightDistanceAttenuationBias(5);
break;
case PICA_REG_INDEX(lighting.light[6].dist_atten_bias):
SyncLightDistanceAttenuationBias(6);
break;
case PICA_REG_INDEX(lighting.light[7].dist_atten_bias):
SyncLightDistanceAttenuationBias(7);
break;
// Fragment lighting distance attenuation scale
case PICA_REG_INDEX(lighting.light[0].dist_atten_scale):
SyncLightDistanceAttenuationScale(0);
break;
case PICA_REG_INDEX(lighting.light[1].dist_atten_scale):
SyncLightDistanceAttenuationScale(1);
break;
case PICA_REG_INDEX(lighting.light[2].dist_atten_scale):
SyncLightDistanceAttenuationScale(2);
break;
case PICA_REG_INDEX(lighting.light[3].dist_atten_scale):
SyncLightDistanceAttenuationScale(3);
break;
case PICA_REG_INDEX(lighting.light[4].dist_atten_scale):
SyncLightDistanceAttenuationScale(4);
break;
case PICA_REG_INDEX(lighting.light[5].dist_atten_scale):
SyncLightDistanceAttenuationScale(5);
break;
case PICA_REG_INDEX(lighting.light[6].dist_atten_scale):
SyncLightDistanceAttenuationScale(6);
break;
case PICA_REG_INDEX(lighting.light[7].dist_atten_scale):
SyncLightDistanceAttenuationScale(7);
break;
// Fragment lighting global ambient color (emission + ambient * ambient)
case PICA_REG_INDEX(lighting.global_ambient):
SyncGlobalAmbient();
break;
// Fragment lighting lookup tables
case PICA_REG_INDEX(lighting.lut_data[0]):
case PICA_REG_INDEX(lighting.lut_data[1]):
case PICA_REG_INDEX(lighting.lut_data[2]):
case PICA_REG_INDEX(lighting.lut_data[3]):
case PICA_REG_INDEX(lighting.lut_data[4]):
case PICA_REG_INDEX(lighting.lut_data[5]):
case PICA_REG_INDEX(lighting.lut_data[6]):
case PICA_REG_INDEX(lighting.lut_data[7]): {
const auto& lut_config = regs.lighting.lut_config;
uniform_block_data.lighting_lut_dirty[lut_config.type] = true;
uniform_block_data.lighting_lut_dirty_any = true;
break;
}
// Texture LOD biases
case PICA_REG_INDEX(texturing.texture0.lod.bias):
SyncTextureLodBias(0);
break;
case PICA_REG_INDEX(texturing.texture1.lod.bias):
SyncTextureLodBias(1);
break;
case PICA_REG_INDEX(texturing.texture2.lod.bias):
SyncTextureLodBias(2);
break;
// Clipping plane
case PICA_REG_INDEX(rasterizer.clip_coef[0]):
case PICA_REG_INDEX(rasterizer.clip_coef[1]):
case PICA_REG_INDEX(rasterizer.clip_coef[2]):
case PICA_REG_INDEX(rasterizer.clip_coef[3]):
SyncClipCoef();
break;
default:
// Forward registers that map to fixed function API features to the video backend
NotifyFixedFunctionPicaRegisterChanged(id);
}
}
void RasterizerAccelerated::SyncDepthScale() {
float depth_scale = Pica::float24::FromRaw(regs.rasterizer.viewport_depth_range).ToFloat32();
if (depth_scale != uniform_block_data.data.depth_scale) {
uniform_block_data.data.depth_scale = depth_scale;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncDepthOffset() {
float depth_offset =
Pica::float24::FromRaw(regs.rasterizer.viewport_depth_near_plane).ToFloat32();
if (depth_offset != uniform_block_data.data.depth_offset) {
uniform_block_data.data.depth_offset = depth_offset;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncFogColor() {
const auto& fog_color_regs = regs.texturing.fog_color;
const Common::Vec3f fog_color = {
fog_color_regs.r.Value() / 255.0f,
fog_color_regs.g.Value() / 255.0f,
fog_color_regs.b.Value() / 255.0f,
};
if (fog_color != uniform_block_data.data.fog_color) {
uniform_block_data.data.fog_color = fog_color;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncProcTexNoise() {
const Common::Vec2f proctex_noise_f = {
Pica::float16::FromRaw(regs.texturing.proctex_noise_frequency.u).ToFloat32(),
Pica::float16::FromRaw(regs.texturing.proctex_noise_frequency.v).ToFloat32(),
};
const Common::Vec2f proctex_noise_a = {
regs.texturing.proctex_noise_u.amplitude / 4095.0f,
regs.texturing.proctex_noise_v.amplitude / 4095.0f,
};
const Common::Vec2f proctex_noise_p = {
Pica::float16::FromRaw(regs.texturing.proctex_noise_u.phase).ToFloat32(),
Pica::float16::FromRaw(regs.texturing.proctex_noise_v.phase).ToFloat32(),
};
if (proctex_noise_f != uniform_block_data.data.proctex_noise_f ||
proctex_noise_a != uniform_block_data.data.proctex_noise_a ||
proctex_noise_p != uniform_block_data.data.proctex_noise_p) {
uniform_block_data.data.proctex_noise_f = proctex_noise_f;
uniform_block_data.data.proctex_noise_a = proctex_noise_a;
uniform_block_data.data.proctex_noise_p = proctex_noise_p;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncProcTexBias() {
const auto proctex_bias = Pica::float16::FromRaw(regs.texturing.proctex.bias_low |
(regs.texturing.proctex_lut.bias_high << 8))
.ToFloat32();
if (proctex_bias != uniform_block_data.data.proctex_bias) {
uniform_block_data.data.proctex_bias = proctex_bias;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncAlphaTest() {
if (regs.framebuffer.output_merger.alpha_test.ref !=
static_cast<u32>(uniform_block_data.data.alphatest_ref)) {
Prepare frontend for multiple graphics APIs (#6347) * externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
2023-03-27 13:29:17 +02:00
uniform_block_data.data.alphatest_ref = regs.framebuffer.output_merger.alpha_test.ref;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncCombinerColor() {
auto combiner_color = ColorRGBA8(regs.texturing.tev_combiner_buffer_color.raw);
if (combiner_color != uniform_block_data.data.tev_combiner_buffer_color) {
uniform_block_data.data.tev_combiner_buffer_color = combiner_color;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncTevConstColor(
std::size_t stage_index, const Pica::TexturingRegs::TevStageConfig& tev_stage) {
const auto const_color = ColorRGBA8(tev_stage.const_color);
if (const_color == uniform_block_data.data.const_color[stage_index]) {
return;
}
uniform_block_data.data.const_color[stage_index] = const_color;
uniform_block_data.dirty = true;
}
void RasterizerAccelerated::SyncGlobalAmbient() {
auto color = LightColor(regs.lighting.global_ambient);
if (color != uniform_block_data.data.lighting_global_ambient) {
uniform_block_data.data.lighting_global_ambient = color;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncLightSpecular0(int light_index) {
auto color = LightColor(regs.lighting.light[light_index].specular_0);
if (color != uniform_block_data.data.light_src[light_index].specular_0) {
uniform_block_data.data.light_src[light_index].specular_0 = color;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncLightSpecular1(int light_index) {
auto color = LightColor(regs.lighting.light[light_index].specular_1);
if (color != uniform_block_data.data.light_src[light_index].specular_1) {
uniform_block_data.data.light_src[light_index].specular_1 = color;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncLightDiffuse(int light_index) {
auto color = LightColor(regs.lighting.light[light_index].diffuse);
if (color != uniform_block_data.data.light_src[light_index].diffuse) {
uniform_block_data.data.light_src[light_index].diffuse = color;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncLightAmbient(int light_index) {
auto color = LightColor(regs.lighting.light[light_index].ambient);
if (color != uniform_block_data.data.light_src[light_index].ambient) {
uniform_block_data.data.light_src[light_index].ambient = color;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncLightPosition(int light_index) {
const Common::Vec3f position = {
Pica::float16::FromRaw(regs.lighting.light[light_index].x).ToFloat32(),
Pica::float16::FromRaw(regs.lighting.light[light_index].y).ToFloat32(),
Pica::float16::FromRaw(regs.lighting.light[light_index].z).ToFloat32(),
};
if (position != uniform_block_data.data.light_src[light_index].position) {
uniform_block_data.data.light_src[light_index].position = position;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncLightSpotDirection(int light_index) {
const auto& light = regs.lighting.light[light_index];
const auto spot_direction =
Common::Vec3f{light.spot_x / 2047.0f, light.spot_y / 2047.0f, light.spot_z / 2047.0f};
if (spot_direction != uniform_block_data.data.light_src[light_index].spot_direction) {
uniform_block_data.data.light_src[light_index].spot_direction = spot_direction;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncLightDistanceAttenuationBias(int light_index) {
float dist_atten_bias =
Pica::float20::FromRaw(regs.lighting.light[light_index].dist_atten_bias).ToFloat32();
if (dist_atten_bias != uniform_block_data.data.light_src[light_index].dist_atten_bias) {
uniform_block_data.data.light_src[light_index].dist_atten_bias = dist_atten_bias;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncLightDistanceAttenuationScale(int light_index) {
float dist_atten_scale =
Pica::float20::FromRaw(regs.lighting.light[light_index].dist_atten_scale).ToFloat32();
if (dist_atten_scale != uniform_block_data.data.light_src[light_index].dist_atten_scale) {
uniform_block_data.data.light_src[light_index].dist_atten_scale = dist_atten_scale;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncShadowBias() {
const auto& shadow = regs.framebuffer.shadow;
float constant = Pica::float16::FromRaw(shadow.constant).ToFloat32();
float linear = Pica::float16::FromRaw(shadow.linear).ToFloat32();
if (constant != uniform_block_data.data.shadow_bias_constant ||
linear != uniform_block_data.data.shadow_bias_linear) {
uniform_block_data.data.shadow_bias_constant = constant;
uniform_block_data.data.shadow_bias_linear = linear;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncShadowTextureBias() {
int bias = regs.texturing.shadow.bias << 1;
if (bias != uniform_block_data.data.shadow_texture_bias) {
uniform_block_data.data.shadow_texture_bias = bias;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncTextureLodBias(int tex_index) {
const auto pica_textures = regs.texturing.GetTextures();
const float bias = pica_textures[tex_index].config.lod.bias / 256.0f;
if (bias != uniform_block_data.data.tex_lod_bias[tex_index]) {
uniform_block_data.data.tex_lod_bias[tex_index] = bias;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncClipCoef() {
const auto raw_clip_coef = regs.rasterizer.GetClipCoef();
const Common::Vec4f new_clip_coef = {raw_clip_coef.x.ToFloat32(), raw_clip_coef.y.ToFloat32(),
raw_clip_coef.z.ToFloat32(), raw_clip_coef.w.ToFloat32()};
if (new_clip_coef != uniform_block_data.data.clip_coef) {
uniform_block_data.data.clip_coef = new_clip_coef;
uniform_block_data.dirty = true;
}
}
} // namespace VideoCore