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 <cstddef>
#include <cstring>
#include <memory>
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#include <vector>
#include <unordered_map>
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#include "common/common_types.h"
#include "common/hash.h"
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#include "video_core/pica.h"
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#include "video_core/pica_state.h"
#include "video_core/rasterizer_interface.h"
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#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/pica_to_gl.h"
#include "video_core/shader/shader_interpreter.h"
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/**
* This struct contains all state used to generate the GLSL shader program that emulates the current
* Pica register configuration. This struct is used as a cache key for generated GLSL shader
* programs. The functions in gl_shader_gen.cpp should retrieve state from this struct only, not by
* directly accessing Pica registers. This should reduce the risk of bugs in shader generation where
* Pica state is not being captured in the shader cache key, thereby resulting in (what should be)
* two separate shaders sharing the same key.
*/
struct PicaShaderConfig {
/// Construct a PicaShaderConfig with the current Pica register configuration.
static PicaShaderConfig CurrentConfig() {
PicaShaderConfig res;
const auto& regs = Pica::g_state.regs;
res.alpha_test_func = regs.output_merger.alpha_test.enable ?
regs.output_merger.alpha_test.func.Value() : Pica::Regs::CompareFunc::Always;
// Copy relevant TevStageConfig fields only. We're doing this manually (instead of calling
// the GetTevStages() function) because BitField explicitly disables copies.
res.tev_stages[0].sources_raw = regs.tev_stage0.sources_raw;
res.tev_stages[1].sources_raw = regs.tev_stage1.sources_raw;
res.tev_stages[2].sources_raw = regs.tev_stage2.sources_raw;
res.tev_stages[3].sources_raw = regs.tev_stage3.sources_raw;
res.tev_stages[4].sources_raw = regs.tev_stage4.sources_raw;
res.tev_stages[5].sources_raw = regs.tev_stage5.sources_raw;
res.tev_stages[0].modifiers_raw = regs.tev_stage0.modifiers_raw;
res.tev_stages[1].modifiers_raw = regs.tev_stage1.modifiers_raw;
res.tev_stages[2].modifiers_raw = regs.tev_stage2.modifiers_raw;
res.tev_stages[3].modifiers_raw = regs.tev_stage3.modifiers_raw;
res.tev_stages[4].modifiers_raw = regs.tev_stage4.modifiers_raw;
res.tev_stages[5].modifiers_raw = regs.tev_stage5.modifiers_raw;
res.tev_stages[0].ops_raw = regs.tev_stage0.ops_raw;
res.tev_stages[1].ops_raw = regs.tev_stage1.ops_raw;
res.tev_stages[2].ops_raw = regs.tev_stage2.ops_raw;
res.tev_stages[3].ops_raw = regs.tev_stage3.ops_raw;
res.tev_stages[4].ops_raw = regs.tev_stage4.ops_raw;
res.tev_stages[5].ops_raw = regs.tev_stage5.ops_raw;
res.tev_stages[0].scales_raw = regs.tev_stage0.scales_raw;
res.tev_stages[1].scales_raw = regs.tev_stage1.scales_raw;
res.tev_stages[2].scales_raw = regs.tev_stage2.scales_raw;
res.tev_stages[3].scales_raw = regs.tev_stage3.scales_raw;
res.tev_stages[4].scales_raw = regs.tev_stage4.scales_raw;
res.tev_stages[5].scales_raw = regs.tev_stage5.scales_raw;
res.combiner_buffer_input =
regs.tev_combiner_buffer_input.update_mask_rgb.Value() |
regs.tev_combiner_buffer_input.update_mask_a.Value() << 4;
// Fragment lighting
res.lighting.enable = !regs.lighting.disable;
res.lighting.src_num = regs.lighting.num_lights + 1;
for (unsigned light_index = 0; light_index < res.lighting.src_num; ++light_index) {
unsigned num = regs.lighting.light_enable.GetNum(light_index);
const auto& light = regs.lighting.light[num];
res.lighting.light[light_index].num = num;
res.lighting.light[light_index].directional = light.directional != 0;
res.lighting.light[light_index].two_sided_diffuse = light.two_sided_diffuse != 0;
res.lighting.light[light_index].dist_atten_enable = !regs.lighting.IsDistAttenDisabled(num);
res.lighting.light[light_index].dist_atten_bias = Pica::float20::FromRaw(light.dist_atten_bias).ToFloat32();
res.lighting.light[light_index].dist_atten_scale = Pica::float20::FromRaw(light.dist_atten_scale).ToFloat32();
}
res.lighting.lut_d0.enable = regs.lighting.disable_lut_d0 == 0;
res.lighting.lut_d0.abs_input = regs.lighting.abs_lut_input.disable_d0 == 0;
res.lighting.lut_d0.type = regs.lighting.lut_input.d0.Value();
res.lighting.lut_d0.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d0);
res.lighting.lut_d1.enable = regs.lighting.disable_lut_d1 == 0;
res.lighting.lut_d1.abs_input = regs.lighting.abs_lut_input.disable_d1 == 0;
res.lighting.lut_d1.type = regs.lighting.lut_input.d1.Value();
res.lighting.lut_d1.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d1);
res.lighting.lut_fr.enable = regs.lighting.disable_lut_fr == 0;
res.lighting.lut_fr.abs_input = regs.lighting.abs_lut_input.disable_fr == 0;
res.lighting.lut_fr.type = regs.lighting.lut_input.fr.Value();
res.lighting.lut_fr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.fr);
res.lighting.lut_rr.enable = regs.lighting.disable_lut_rr == 0;
res.lighting.lut_rr.abs_input = regs.lighting.abs_lut_input.disable_rr == 0;
res.lighting.lut_rr.type = regs.lighting.lut_input.rr.Value();
res.lighting.lut_rr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rr);
res.lighting.lut_rg.enable = regs.lighting.disable_lut_rg == 0;
res.lighting.lut_rg.abs_input = regs.lighting.abs_lut_input.disable_rg == 0;
res.lighting.lut_rg.type = regs.lighting.lut_input.rg.Value();
res.lighting.lut_rg.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rg);
res.lighting.lut_rb.enable = regs.lighting.disable_lut_rb == 0;
res.lighting.lut_rb.abs_input = regs.lighting.abs_lut_input.disable_rb == 0;
res.lighting.lut_rb.type = regs.lighting.lut_input.rb.Value();
res.lighting.lut_rb.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rb);
res.lighting.config = regs.lighting.config;
res.lighting.fresnel_selector = regs.lighting.fresnel_selector;
res.lighting.bump_mode = regs.lighting.bump_mode;
res.lighting.bump_selector = regs.lighting.bump_selector;
res.lighting.bump_renorm = regs.lighting.disable_bump_renorm == 0;
res.lighting.clamp_highlights = regs.lighting.clamp_highlights != 0;
return res;
}
bool TevStageUpdatesCombinerBufferColor(unsigned stage_index) const {
return (stage_index < 4) && (combiner_buffer_input & (1 << stage_index));
}
bool TevStageUpdatesCombinerBufferAlpha(unsigned stage_index) const {
return (stage_index < 4) && ((combiner_buffer_input >> 4) & (1 << stage_index));
}
bool operator ==(const PicaShaderConfig& o) const {
return std::memcmp(this, &o, sizeof(PicaShaderConfig)) == 0;
};
Pica::Regs::CompareFunc alpha_test_func = Pica::Regs::CompareFunc::Never;
std::array<Pica::Regs::TevStageConfig, 6> tev_stages = {};
u8 combiner_buffer_input = 0;
struct {
struct {
unsigned num = 0;
bool directional = false;
bool two_sided_diffuse = false;
bool dist_atten_enable = false;
GLfloat dist_atten_scale = 0.0f;
GLfloat dist_atten_bias = 0.0f;
} light[8];
bool enable = false;
unsigned src_num = 0;
Pica::Regs::LightingBumpMode bump_mode = Pica::Regs::LightingBumpMode::None;
unsigned bump_selector = 0;
bool bump_renorm = false;
bool clamp_highlights = false;
Pica::Regs::LightingConfig config = Pica::Regs::LightingConfig::Config0;
Pica::Regs::LightingFresnelSelector fresnel_selector = Pica::Regs::LightingFresnelSelector::None;
struct {
bool enable = false;
bool abs_input = false;
Pica::Regs::LightingLutInput type = Pica::Regs::LightingLutInput::NH;
float scale = 1.0f;
} lut_d0, lut_d1, lut_fr, lut_rr, lut_rg, lut_rb;
} lighting;
};
namespace std {
template <>
struct hash<PicaShaderConfig> {
size_t operator()(const PicaShaderConfig& k) const {
return Common::ComputeHash64(&k, sizeof(PicaShaderConfig));
}
};
} // namespace std
class RasterizerOpenGL : public VideoCore::RasterizerInterface {
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public:
RasterizerOpenGL();
~RasterizerOpenGL() override;
void InitObjects() override;
void Reset() 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 FlushFramebuffer() override;
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void NotifyPicaRegisterChanged(u32 id) override;
void FlushRegion(PAddr addr, u32 size) override;
void InvalidateRegion(PAddr addr, u32 size) override;
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/// OpenGL shader generated for a given Pica register state
struct PicaShader {
/// OpenGL shader resource
OGLShader shader;
};
private:
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/// Structure used for storing information about color textures
struct TextureInfo {
OGLTexture texture;
GLsizei width;
GLsizei height;
Pica::Regs::ColorFormat format;
GLenum gl_format;
GLenum gl_type;
};
/// Structure used for storing information about depth textures
struct DepthTextureInfo {
OGLTexture texture;
GLsizei width;
GLsizei height;
Pica::Regs::DepthFormat format;
GLenum gl_format;
GLenum gl_type;
};
struct SamplerInfo {
using TextureConfig = Pica::Regs::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();
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];
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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};
/// Uniform structure for the Uniform Buffer Object, all members must be 16-byte aligned
struct UniformData {
// A vec4 color for each of the six tev stages
GLvec4 const_color[6];
GLvec4 tev_combiner_buffer_color;
GLint alphatest_ref;
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GLfloat depth_offset;
alignas(16) GLvec3 lighting_global_ambient;
LightSrc light_src[8];
};
static_assert(sizeof(UniformData) == 0x310, "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");
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/// Reconfigure the OpenGL color texture to use the given format and dimensions
void ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height);
/// Reconfigure the OpenGL depth texture to use the given format and dimensions
void ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height);
/// Sets the OpenGL shader in accordance with the current PICA register state
void SetShader();
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/// Syncs the state and contents of the OpenGL framebuffer to match the current PICA framebuffer
void SyncFramebuffer();
/// Syncs the cull mode to match the PICA register
void SyncCullMode();
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/// Syncs the depth scale and offset to match the PICA registers
void SyncDepthModifiers();
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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();
/// 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 constant color to match the PICA register
void SyncTevConstColor(int tev_index, const Pica::Regs::TevStageConfig& tev_stage);
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/// Syncs the TEV combiner color buffer to match the PICA register
void SyncCombinerColor();
/// 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 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);
/// 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);
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/// Syncs the remaining OpenGL drawing state to match the current PICA state
void SyncDrawState();
/// Copies the 3DS color framebuffer into the OpenGL color framebuffer texture
void ReloadColorBuffer();
/// Copies the 3DS depth framebuffer into the OpenGL depth framebuffer texture
void ReloadDepthBuffer();
/**
* Save the current OpenGL color framebuffer to the current PICA framebuffer in 3DS memory
* Loads the OpenGL framebuffer textures into temporary buffers
* Then copies into the 3DS framebuffer using proper Morton order
*/
void CommitColorBuffer();
/**
* Save the current OpenGL depth framebuffer to the current PICA framebuffer in 3DS memory
* Loads the OpenGL framebuffer textures into temporary buffers
* Then copies into the 3DS framebuffer using proper Morton order
*/
void CommitDepthBuffer();
RasterizerCacheOpenGL res_cache;
std::vector<HardwareVertex> vertex_batch;
OpenGLState state;
PAddr cached_fb_color_addr;
PAddr cached_fb_depth_addr;
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// Hardware rasterizer
std::array<SamplerInfo, 3> texture_samplers;
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TextureInfo fb_color_texture;
DepthTextureInfo fb_depth_texture;
std::unordered_map<PicaShaderConfig, std::unique_ptr<PicaShader>> shader_cache;
const PicaShader* current_shader = nullptr;
struct {
UniformData data;
bool lut_dirty[6];
bool dirty;
} uniform_block_data;
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OGLVertexArray vertex_array;
OGLBuffer vertex_buffer;
OGLBuffer uniform_buffer;
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OGLFramebuffer framebuffer;
std::array<OGLTexture, 6> lighting_lut;
std::array<std::array<GLvec4, 256>, 6> lighting_lut_data;
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};