citra/src/video_core/renderer_opengl/gl_rasterizer.cpp

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// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
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#include <cstring>
#include <memory>
#include <glad/glad.h>
#include "common/color.h"
#include "common/file_util.h"
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#include "common/math_util.h"
#include "common/microprofile.h"
#include "common/profiler.h"
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#include "core/memory.h"
#include "core/settings.h"
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#include "core/hw/gpu.h"
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#include "video_core/pica.h"
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#include "video_core/pica_state.h"
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#include "video_core/utils.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shader_gen.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/pica_to_gl.h"
static bool IsPassThroughTevStage(const Pica::Regs::TevStageConfig& stage) {
return (stage.color_op == Pica::Regs::TevStageConfig::Operation::Replace &&
stage.alpha_op == Pica::Regs::TevStageConfig::Operation::Replace &&
stage.color_source1 == Pica::Regs::TevStageConfig::Source::Previous &&
stage.alpha_source1 == Pica::Regs::TevStageConfig::Source::Previous &&
stage.color_modifier1 == Pica::Regs::TevStageConfig::ColorModifier::SourceColor &&
stage.alpha_modifier1 == Pica::Regs::TevStageConfig::AlphaModifier::SourceAlpha &&
stage.GetColorMultiplier() == 1 &&
stage.GetAlphaMultiplier() == 1);
}
RasterizerOpenGL::RasterizerOpenGL() : cached_fb_color_addr(0), cached_fb_depth_addr(0) { }
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RasterizerOpenGL::~RasterizerOpenGL() { }
void RasterizerOpenGL::InitObjects() {
// Create sampler objects
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for (size_t i = 0; i < texture_samplers.size(); ++i) {
texture_samplers[i].Create();
state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
}
// Generate VBO, VAO and UBO
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vertex_buffer.Create();
vertex_array.Create();
uniform_buffer.Create();
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state.draw.vertex_array = vertex_array.handle;
state.draw.vertex_buffer = vertex_buffer.handle;
state.draw.uniform_buffer = uniform_buffer.handle;
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state.Apply();
// Bind the UBO to binding point 0
glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer.handle);
uniform_block_data.dirty = true;
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// Set vertex attributes
glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION);
glVertexAttribPointer(GLShader::ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, color));
glEnableVertexAttribArray(GLShader::ATTRIBUTE_COLOR);
glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord0));
glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD1, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord1));
glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD2, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord2));
glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD0);
glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD1);
glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD2);
glVertexAttribPointer(GLShader::ATTRIBUTE_NORMQUAT, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, normquat));
glEnableVertexAttribArray(GLShader::ATTRIBUTE_NORMQUAT);
glVertexAttribPointer(GLShader::ATTRIBUTE_VIEW, 3, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, view));
glEnableVertexAttribArray(GLShader::ATTRIBUTE_VIEW);
SetShader();
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// Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
fb_color_texture.texture.Create();
ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
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state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
state.Apply();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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state.texture_units[0].texture_2d = 0;
state.Apply();
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fb_depth_texture.texture.Create();
ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
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state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
state.Apply();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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state.texture_units[0].texture_2d = 0;
state.Apply();
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// Configure OpenGL framebuffer
framebuffer.Create();
state.draw.framebuffer = framebuffer.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_color_texture.texture.handle, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0);
for (size_t i = 0; i < lighting_lut.size(); ++i) {
lighting_lut[i].Create();
state.lighting_lut[i].texture_1d = lighting_lut[i].handle;
glActiveTexture(GL_TEXTURE3 + i);
glBindTexture(GL_TEXTURE_1D, state.lighting_lut[i].texture_1d);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
state.Apply();
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ASSERT_MSG(status == GL_FRAMEBUFFER_COMPLETE,
"OpenGL rasterizer framebuffer setup failed, status %X", status);
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}
void RasterizerOpenGL::Reset() {
SyncCullMode();
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SyncDepthModifiers();
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SyncBlendEnabled();
SyncBlendFuncs();
SyncBlendColor();
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SyncLogicOp();
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SyncStencilTest();
SyncDepthTest();
SetShader();
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res_cache.InvalidateAll();
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}
/**
* This is a helper function to resolve an issue with opposite quaternions being interpolated by
* OpenGL. 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, W2) < 0. In that case, you can flip either of them, therefore
* making Dot(-Q1, W2) positive.
*
* NOTE: This solution corrects this issue per-vertex before passing the quaternions to OpenGL. This
* should be correct for nearly all cases, however a more correct implementation (but less trivial
* and perhaps unnecessary) would be to handle this per-fragment, by interpolating the quaternions
* manually using two Lerps, and doing this correction before each Lerp.
*/
static bool AreQuaternionsOpposite(Math::Vec4<Pica::float24> qa, Math::Vec4<Pica::float24> qb) {
Math::Vec4f a{ qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32() };
Math::Vec4f b{ qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32() };
return (Math::Dot(a, b) < 0.f);
}
void RasterizerOpenGL::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));
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}
void RasterizerOpenGL::DrawTriangles() {
if (vertex_batch.empty())
return;
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SyncFramebuffer();
SyncDrawState();
if (state.draw.shader_dirty) {
SetShader();
state.draw.shader_dirty = false;
}
for (unsigned index = 0; index < lighting_lut.size(); index++) {
if (uniform_block_data.lut_dirty[index]) {
SyncLightingLUT(index);
uniform_block_data.lut_dirty[index] = false;
}
}
if (uniform_block_data.dirty) {
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW);
uniform_block_data.dirty = false;
}
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glBufferData(GL_ARRAY_BUFFER, vertex_batch.size() * sizeof(HardwareVertex), vertex_batch.data(), GL_STREAM_DRAW);
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertex_batch.size());
vertex_batch.clear();
// Flush the resource cache at the current depth and color framebuffer addresses for render-to-texture
const auto& regs = Pica::g_state.regs;
u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
* fb_color_texture.width * fb_color_texture.height;
u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
* fb_depth_texture.width * fb_depth_texture.height;
res_cache.InvalidateInRange(cached_fb_color_addr, cached_fb_color_size, true);
res_cache.InvalidateInRange(cached_fb_depth_addr, cached_fb_depth_size, true);
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}
void RasterizerOpenGL::FlushFramebuffer() {
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CommitColorBuffer();
CommitDepthBuffer();
}
void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
const auto& regs = Pica::g_state.regs;
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switch(id) {
// Culling
case PICA_REG_INDEX(cull_mode):
SyncCullMode();
break;
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// Depth modifiers
case PICA_REG_INDEX(viewport_depth_range):
case PICA_REG_INDEX(viewport_depth_far_plane):
SyncDepthModifiers();
break;
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// Blending
case PICA_REG_INDEX(output_merger.alphablend_enable):
SyncBlendEnabled();
break;
case PICA_REG_INDEX(output_merger.alpha_blending):
SyncBlendFuncs();
break;
case PICA_REG_INDEX(output_merger.blend_const):
SyncBlendColor();
break;
// Alpha test
case PICA_REG_INDEX(output_merger.alpha_test):
SyncAlphaTest();
state.draw.shader_dirty = true;
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break;
// Stencil test
case PICA_REG_INDEX(output_merger.stencil_test.raw_func):
case PICA_REG_INDEX(output_merger.stencil_test.raw_op):
case PICA_REG_INDEX(framebuffer.depth_format):
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SyncStencilTest();
break;
// Depth test
case PICA_REG_INDEX(output_merger.depth_test_enable):
SyncDepthTest();
break;
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// Logic op
case PICA_REG_INDEX(output_merger.logic_op):
SyncLogicOp();
break;
// TEV stages
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case PICA_REG_INDEX(tev_stage0.color_source1):
case PICA_REG_INDEX(tev_stage0.color_modifier1):
case PICA_REG_INDEX(tev_stage0.color_op):
case PICA_REG_INDEX(tev_stage0.color_scale):
case PICA_REG_INDEX(tev_stage1.color_source1):
case PICA_REG_INDEX(tev_stage1.color_modifier1):
case PICA_REG_INDEX(tev_stage1.color_op):
case PICA_REG_INDEX(tev_stage1.color_scale):
case PICA_REG_INDEX(tev_stage2.color_source1):
case PICA_REG_INDEX(tev_stage2.color_modifier1):
case PICA_REG_INDEX(tev_stage2.color_op):
case PICA_REG_INDEX(tev_stage2.color_scale):
case PICA_REG_INDEX(tev_stage3.color_source1):
case PICA_REG_INDEX(tev_stage3.color_modifier1):
case PICA_REG_INDEX(tev_stage3.color_op):
case PICA_REG_INDEX(tev_stage3.color_scale):
case PICA_REG_INDEX(tev_stage4.color_source1):
case PICA_REG_INDEX(tev_stage4.color_modifier1):
case PICA_REG_INDEX(tev_stage4.color_op):
case PICA_REG_INDEX(tev_stage4.color_scale):
case PICA_REG_INDEX(tev_stage5.color_source1):
case PICA_REG_INDEX(tev_stage5.color_modifier1):
case PICA_REG_INDEX(tev_stage5.color_op):
case PICA_REG_INDEX(tev_stage5.color_scale):
case PICA_REG_INDEX(tev_combiner_buffer_input):
state.draw.shader_dirty = true;
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break;
case PICA_REG_INDEX(tev_stage0.const_r):
SyncTevConstColor(0, regs.tev_stage0);
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break;
case PICA_REG_INDEX(tev_stage1.const_r):
SyncTevConstColor(1, regs.tev_stage1);
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break;
case PICA_REG_INDEX(tev_stage2.const_r):
SyncTevConstColor(2, regs.tev_stage2);
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break;
case PICA_REG_INDEX(tev_stage3.const_r):
SyncTevConstColor(3, regs.tev_stage3);
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break;
case PICA_REG_INDEX(tev_stage4.const_r):
SyncTevConstColor(4, regs.tev_stage4);
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break;
case PICA_REG_INDEX(tev_stage5.const_r):
SyncTevConstColor(5, regs.tev_stage5);
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break;
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// TEV combiner buffer color
case PICA_REG_INDEX(tev_combiner_buffer_color):
SyncCombinerColor();
break;
// Fragment lighting specular 0 color
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_0, 0x140 + 0 * 0x10):
SyncLightSpecular0(0);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].specular_0, 0x140 + 1 * 0x10):
SyncLightSpecular0(1);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].specular_0, 0x140 + 2 * 0x10):
SyncLightSpecular0(2);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].specular_0, 0x140 + 3 * 0x10):
SyncLightSpecular0(3);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].specular_0, 0x140 + 4 * 0x10):
SyncLightSpecular0(4);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].specular_0, 0x140 + 5 * 0x10):
SyncLightSpecular0(5);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].specular_0, 0x140 + 6 * 0x10):
SyncLightSpecular0(6);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].specular_0, 0x140 + 7 * 0x10):
SyncLightSpecular0(7);
break;
// Fragment lighting specular 1 color
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_1, 0x141 + 0 * 0x10):
SyncLightSpecular1(0);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].specular_1, 0x141 + 1 * 0x10):
SyncLightSpecular1(1);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].specular_1, 0x141 + 2 * 0x10):
SyncLightSpecular1(2);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].specular_1, 0x141 + 3 * 0x10):
SyncLightSpecular1(3);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].specular_1, 0x141 + 4 * 0x10):
SyncLightSpecular1(4);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].specular_1, 0x141 + 5 * 0x10):
SyncLightSpecular1(5);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].specular_1, 0x141 + 6 * 0x10):
SyncLightSpecular1(6);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].specular_1, 0x141 + 7 * 0x10):
SyncLightSpecular1(7);
break;
// Fragment lighting diffuse color
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].diffuse, 0x142 + 0 * 0x10):
SyncLightDiffuse(0);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].diffuse, 0x142 + 1 * 0x10):
SyncLightDiffuse(1);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].diffuse, 0x142 + 2 * 0x10):
SyncLightDiffuse(2);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].diffuse, 0x142 + 3 * 0x10):
SyncLightDiffuse(3);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].diffuse, 0x142 + 4 * 0x10):
SyncLightDiffuse(4);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].diffuse, 0x142 + 5 * 0x10):
SyncLightDiffuse(5);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].diffuse, 0x142 + 6 * 0x10):
SyncLightDiffuse(6);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].diffuse, 0x142 + 7 * 0x10):
SyncLightDiffuse(7);
break;
// Fragment lighting ambient color
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].ambient, 0x143 + 0 * 0x10):
SyncLightAmbient(0);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].ambient, 0x143 + 1 * 0x10):
SyncLightAmbient(1);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].ambient, 0x143 + 2 * 0x10):
SyncLightAmbient(2);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].ambient, 0x143 + 3 * 0x10):
SyncLightAmbient(3);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].ambient, 0x143 + 4 * 0x10):
SyncLightAmbient(4);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].ambient, 0x143 + 5 * 0x10):
SyncLightAmbient(5);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].ambient, 0x143 + 6 * 0x10):
SyncLightAmbient(6);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].ambient, 0x143 + 7 * 0x10):
SyncLightAmbient(7);
break;
// Fragment lighting position
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].x, 0x144 + 0 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].z, 0x145 + 0 * 0x10):
SyncLightPosition(0);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].x, 0x144 + 1 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].z, 0x145 + 1 * 0x10):
SyncLightPosition(1);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].x, 0x144 + 2 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].z, 0x145 + 2 * 0x10):
SyncLightPosition(2);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].x, 0x144 + 3 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].z, 0x145 + 3 * 0x10):
SyncLightPosition(3);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].x, 0x144 + 4 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].z, 0x145 + 4 * 0x10):
SyncLightPosition(4);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].x, 0x144 + 5 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].z, 0x145 + 5 * 0x10):
SyncLightPosition(5);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].x, 0x144 + 6 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].z, 0x145 + 6 * 0x10):
SyncLightPosition(6);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].x, 0x144 + 7 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].z, 0x145 + 7 * 0x10):
SyncLightPosition(7);
break;
// Fragment lighting global ambient color (emission + ambient * ambient)
case PICA_REG_INDEX_WORKAROUND(lighting.global_ambient, 0x1c0):
SyncGlobalAmbient();
break;
// Fragment lighting lookup tables
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[0], 0x1c8):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[1], 0x1c9):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[2], 0x1ca):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[3], 0x1cb):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[4], 0x1cc):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[5], 0x1cd):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[6], 0x1ce):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[7], 0x1cf):
{
auto& lut_config = regs.lighting.lut_config;
uniform_block_data.lut_dirty[lut_config.type / 4] = true;
break;
}
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}
}
void RasterizerOpenGL::FlushRegion(PAddr addr, u32 size) {
const auto& regs = Pica::g_state.regs;
u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
* fb_color_texture.width * fb_color_texture.height;
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u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
* fb_depth_texture.width * fb_depth_texture.height;
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// If source memory region overlaps 3DS framebuffers, commit them before the copy happens
if (MathUtil::IntervalsIntersect(addr, size, cached_fb_color_addr, cached_fb_color_size))
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CommitColorBuffer();
if (MathUtil::IntervalsIntersect(addr, size, cached_fb_depth_addr, cached_fb_depth_size))
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CommitDepthBuffer();
}
void RasterizerOpenGL::InvalidateRegion(PAddr addr, u32 size) {
const auto& regs = Pica::g_state.regs;
u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
* fb_color_texture.width * fb_color_texture.height;
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u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
* fb_depth_texture.width * fb_depth_texture.height;
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// If modified memory region overlaps 3DS framebuffers, reload their contents into OpenGL
if (MathUtil::IntervalsIntersect(addr, size, cached_fb_color_addr, cached_fb_color_size))
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ReloadColorBuffer();
if (MathUtil::IntervalsIntersect(addr, size, cached_fb_depth_addr, cached_fb_depth_size))
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ReloadDepthBuffer();
// Notify cache of flush in case the region touches a cached resource
res_cache.InvalidateInRange(addr, size);
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}
void RasterizerOpenGL::SamplerInfo::Create() {
sampler.Create();
mag_filter = min_filter = TextureConfig::Linear;
wrap_s = wrap_t = TextureConfig::Repeat;
border_color = 0;
glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // default is GL_LINEAR_MIPMAP_LINEAR
// Other attributes have correct defaults
}
void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Pica::Regs::TextureConfig& config) {
GLuint s = sampler.handle;
if (mag_filter != config.mag_filter) {
mag_filter = config.mag_filter;
glSamplerParameteri(s, GL_TEXTURE_MAG_FILTER, PicaToGL::TextureFilterMode(mag_filter));
}
if (min_filter != config.min_filter) {
min_filter = config.min_filter;
glSamplerParameteri(s, GL_TEXTURE_MIN_FILTER, PicaToGL::TextureFilterMode(min_filter));
}
if (wrap_s != config.wrap_s) {
wrap_s = config.wrap_s;
glSamplerParameteri(s, GL_TEXTURE_WRAP_S, PicaToGL::WrapMode(wrap_s));
}
if (wrap_t != config.wrap_t) {
wrap_t = config.wrap_t;
glSamplerParameteri(s, GL_TEXTURE_WRAP_T, PicaToGL::WrapMode(wrap_t));
}
if (wrap_s == TextureConfig::ClampToBorder || wrap_t == TextureConfig::ClampToBorder) {
if (border_color != config.border_color.raw) {
auto gl_color = PicaToGL::ColorRGBA8(border_color);
glSamplerParameterfv(s, GL_TEXTURE_BORDER_COLOR, gl_color.data());
}
}
}
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void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height) {
GLint internal_format;
texture.format = format;
texture.width = width;
texture.height = height;
switch (format) {
case Pica::Regs::ColorFormat::RGBA8:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_INT_8_8_8_8;
break;
case Pica::Regs::ColorFormat::RGB8:
// This pixel format uses BGR since GL_UNSIGNED_BYTE specifies byte-order, unlike every
// specific OpenGL type used in this function using native-endian (that is, little-endian
// mostly everywhere) for words or half-words.
// TODO: check how those behave on big-endian processors.
internal_format = GL_RGB;
texture.gl_format = GL_BGR;
texture.gl_type = GL_UNSIGNED_BYTE;
break;
case Pica::Regs::ColorFormat::RGB5A1:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case Pica::Regs::ColorFormat::RGB565:
internal_format = GL_RGB;
texture.gl_format = GL_RGB;
texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
break;
case Pica::Regs::ColorFormat::RGBA4:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
default:
LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer texture color format %x", format);
UNIMPLEMENTED();
break;
}
state.texture_units[0].texture_2d = texture.texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
texture.gl_format, texture.gl_type, nullptr);
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state.texture_units[0].texture_2d = 0;
state.Apply();
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}
void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) {
GLint internal_format;
texture.format = format;
texture.width = width;
texture.height = height;
switch (format) {
case Pica::Regs::DepthFormat::D16:
internal_format = GL_DEPTH_COMPONENT16;
texture.gl_format = GL_DEPTH_COMPONENT;
texture.gl_type = GL_UNSIGNED_SHORT;
break;
case Pica::Regs::DepthFormat::D24:
internal_format = GL_DEPTH_COMPONENT24;
texture.gl_format = GL_DEPTH_COMPONENT;
texture.gl_type = GL_UNSIGNED_INT;
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break;
case Pica::Regs::DepthFormat::D24S8:
internal_format = GL_DEPTH24_STENCIL8;
texture.gl_format = GL_DEPTH_STENCIL;
texture.gl_type = GL_UNSIGNED_INT_24_8;
break;
default:
LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer texture depth format %x", format);
UNIMPLEMENTED();
break;
}
state.texture_units[0].texture_2d = texture.texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
texture.gl_format, texture.gl_type, nullptr);
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state.texture_units[0].texture_2d = 0;
state.Apply();
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}
void RasterizerOpenGL::SetShader() {
PicaShaderConfig config = PicaShaderConfig::CurrentConfig();
std::unique_ptr<PicaShader> shader = std::make_unique<PicaShader>();
// Find (or generate) the GLSL shader for the current TEV state
auto cached_shader = shader_cache.find(config);
if (cached_shader != shader_cache.end()) {
current_shader = cached_shader->second.get();
state.draw.shader_program = current_shader->shader.handle;
state.Apply();
} else {
LOG_DEBUG(Render_OpenGL, "Creating new shader");
shader->shader.Create(GLShader::GenerateVertexShader().c_str(), GLShader::GenerateFragmentShader(config).c_str());
state.draw.shader_program = shader->shader.handle;
state.Apply();
// Set the texture samplers to correspond to different texture units
GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]");
if (uniform_tex != -1) { glUniform1i(uniform_tex, 0); }
uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]");
if (uniform_tex != -1) { glUniform1i(uniform_tex, 1); }
uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]");
if (uniform_tex != -1) { glUniform1i(uniform_tex, 2); }
// Set the texture samplers to correspond to different lookup table texture units
GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[0]");
if (uniform_lut != -1) { glUniform1i(uniform_lut, 3); }
uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[1]");
if (uniform_lut != -1) { glUniform1i(uniform_lut, 4); }
uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[2]");
if (uniform_lut != -1) { glUniform1i(uniform_lut, 5); }
uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[3]");
if (uniform_lut != -1) { glUniform1i(uniform_lut, 6); }
uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[4]");
if (uniform_lut != -1) { glUniform1i(uniform_lut, 7); }
uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[5]");
if (uniform_lut != -1) { glUniform1i(uniform_lut, 8); }
current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
// Update uniforms
SyncAlphaTest();
SyncCombinerColor();
auto& tev_stages = Pica::g_state.regs.GetTevStages();
for (int index = 0; index < tev_stages.size(); ++index)
SyncTevConstColor(index, tev_stages[index]);
SyncGlobalAmbient();
for (int light_index = 0; light_index < 8; light_index++) {
SyncLightDiffuse(light_index);
SyncLightAmbient(light_index);
SyncLightPosition(light_index);
}
}
}
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void RasterizerOpenGL::SyncFramebuffer() {
const auto& regs = Pica::g_state.regs;
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PAddr new_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress();
Pica::Regs::ColorFormat new_fb_color_format = regs.framebuffer.color_format;
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PAddr new_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
Pica::Regs::DepthFormat new_fb_depth_format = regs.framebuffer.depth_format;
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bool fb_size_changed = fb_color_texture.width != static_cast<GLsizei>(regs.framebuffer.GetWidth()) ||
fb_color_texture.height != static_cast<GLsizei>(regs.framebuffer.GetHeight());
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bool color_fb_prop_changed = fb_color_texture.format != new_fb_color_format ||
fb_size_changed;
bool depth_fb_prop_changed = fb_depth_texture.format != new_fb_depth_format ||
fb_size_changed;
bool color_fb_modified = cached_fb_color_addr != new_fb_color_addr ||
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color_fb_prop_changed;
bool depth_fb_modified = cached_fb_depth_addr != new_fb_depth_addr ||
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depth_fb_prop_changed;
// Commit if framebuffer modified in any way
if (color_fb_modified)
CommitColorBuffer();
if (depth_fb_modified)
CommitDepthBuffer();
// Reconfigure framebuffer textures if any property has changed
if (color_fb_prop_changed) {
ReconfigureColorTexture(fb_color_texture, new_fb_color_format,
regs.framebuffer.GetWidth(), regs.framebuffer.GetHeight());
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}
if (depth_fb_prop_changed) {
ReconfigureDepthTexture(fb_depth_texture, new_fb_depth_format,
regs.framebuffer.GetWidth(), regs.framebuffer.GetHeight());
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// Only attach depth buffer as stencil if it supports stencil
switch (new_fb_depth_format) {
case Pica::Regs::DepthFormat::D16:
case Pica::Regs::DepthFormat::D24:
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
break;
case Pica::Regs::DepthFormat::D24S8:
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0);
break;
default:
LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer depth format %x", new_fb_depth_format);
UNIMPLEMENTED();
break;
}
}
// Load buffer data again if fb modified in any way
if (color_fb_modified) {
cached_fb_color_addr = new_fb_color_addr;
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ReloadColorBuffer();
}
if (depth_fb_modified) {
cached_fb_depth_addr = new_fb_depth_addr;
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ReloadDepthBuffer();
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ASSERT_MSG(status == GL_FRAMEBUFFER_COMPLETE,
"OpenGL rasterizer framebuffer setup failed, status %X", status);
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}
void RasterizerOpenGL::SyncCullMode() {
const auto& regs = Pica::g_state.regs;
switch (regs.cull_mode) {
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case Pica::Regs::CullMode::KeepAll:
state.cull.enabled = false;
break;
case Pica::Regs::CullMode::KeepClockWise:
state.cull.enabled = true;
state.cull.front_face = GL_CW;
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break;
case Pica::Regs::CullMode::KeepCounterClockWise:
state.cull.enabled = true;
state.cull.front_face = GL_CCW;
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break;
default:
LOG_CRITICAL(Render_OpenGL, "Unknown cull mode %d", regs.cull_mode.Value());
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UNIMPLEMENTED();
break;
}
}
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void RasterizerOpenGL::SyncDepthModifiers() {
float depth_scale = -Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_range).ToFloat32();
float depth_offset = Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_far_plane).ToFloat32() / 2.0f;
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// TODO: Implement scale modifier
uniform_block_data.data.depth_offset = depth_offset;
uniform_block_data.dirty = true;
}
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void RasterizerOpenGL::SyncBlendEnabled() {
state.blend.enabled = (Pica::g_state.regs.output_merger.alphablend_enable == 1);
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}
void RasterizerOpenGL::SyncBlendFuncs() {
const auto& regs = Pica::g_state.regs;
state.blend.src_rgb_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_source_rgb);
state.blend.dst_rgb_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_dest_rgb);
state.blend.src_a_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_source_a);
state.blend.dst_a_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_dest_a);
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}
void RasterizerOpenGL::SyncBlendColor() {
auto blend_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.output_merger.blend_const.raw);
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state.blend.color.red = blend_color[0];
state.blend.color.green = blend_color[1];
state.blend.color.blue = blend_color[2];
state.blend.color.alpha = blend_color[3];
}
void RasterizerOpenGL::SyncAlphaTest() {
const auto& regs = Pica::g_state.regs;
if (regs.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) {
uniform_block_data.data.alphatest_ref = regs.output_merger.alpha_test.ref;
uniform_block_data.dirty = true;
}
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}
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void RasterizerOpenGL::SyncLogicOp() {
state.logic_op = PicaToGL::LogicOp(Pica::g_state.regs.output_merger.logic_op);
}
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void RasterizerOpenGL::SyncStencilTest() {
const auto& regs = Pica::g_state.regs;
state.stencil.test_enabled = regs.output_merger.stencil_test.enable && regs.framebuffer.depth_format == Pica::Regs::DepthFormat::D24S8;
state.stencil.test_func = PicaToGL::CompareFunc(regs.output_merger.stencil_test.func);
state.stencil.test_ref = regs.output_merger.stencil_test.reference_value;
state.stencil.test_mask = regs.output_merger.stencil_test.input_mask;
state.stencil.write_mask = regs.output_merger.stencil_test.write_mask;
state.stencil.action_stencil_fail = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_stencil_fail);
state.stencil.action_depth_fail = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_depth_fail);
state.stencil.action_depth_pass = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_depth_pass);
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}
void RasterizerOpenGL::SyncDepthTest() {
const auto& regs = Pica::g_state.regs;
state.depth.test_enabled = regs.output_merger.depth_test_enable == 1 ||
regs.output_merger.depth_write_enable == 1;
state.depth.test_func = regs.output_merger.depth_test_enable == 1 ?
PicaToGL::CompareFunc(regs.output_merger.depth_test_func) : GL_ALWAYS;
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state.color_mask.red_enabled = regs.output_merger.red_enable;
state.color_mask.green_enabled = regs.output_merger.green_enable;
state.color_mask.blue_enabled = regs.output_merger.blue_enable;
state.color_mask.alpha_enabled = regs.output_merger.alpha_enable;
state.depth.write_mask = regs.output_merger.depth_write_enable ? GL_TRUE : GL_FALSE;
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}
void RasterizerOpenGL::SyncCombinerColor() {
auto combiner_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.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;
}
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}
void RasterizerOpenGL::SyncTevConstColor(int stage_index, const Pica::Regs::TevStageConfig& tev_stage) {
auto const_color = PicaToGL::ColorRGBA8(tev_stage.const_color);
if (const_color != uniform_block_data.data.const_color[stage_index]) {
uniform_block_data.data.const_color[stage_index] = const_color;
uniform_block_data.dirty = true;
}
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}
void RasterizerOpenGL::SyncGlobalAmbient() {
auto color = PicaToGL::LightColor(Pica::g_state.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 RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) {
std::array<GLvec4, 256> new_data;
for (unsigned offset = 0; offset < new_data.size(); ++offset) {
new_data[offset][0] = Pica::g_state.lighting.luts[(lut_index * 4) + 0][offset].ToFloat();
new_data[offset][1] = Pica::g_state.lighting.luts[(lut_index * 4) + 1][offset].ToFloat();
new_data[offset][2] = Pica::g_state.lighting.luts[(lut_index * 4) + 2][offset].ToFloat();
new_data[offset][3] = Pica::g_state.lighting.luts[(lut_index * 4) + 3][offset].ToFloat();
}
if (new_data != lighting_lut_data[lut_index]) {
lighting_lut_data[lut_index] = new_data;
glActiveTexture(GL_TEXTURE3 + lut_index);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, lighting_lut_data[lut_index].data());
}
}
void RasterizerOpenGL::SyncLightSpecular0(int light_index) {
auto color = PicaToGL::LightColor(Pica::g_state.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 RasterizerOpenGL::SyncLightSpecular1(int light_index) {
auto color = PicaToGL::LightColor(Pica::g_state.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 RasterizerOpenGL::SyncLightDiffuse(int light_index) {
auto color = PicaToGL::LightColor(Pica::g_state.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 RasterizerOpenGL::SyncLightAmbient(int light_index) {
auto color = PicaToGL::LightColor(Pica::g_state.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 RasterizerOpenGL::SyncLightPosition(int light_index) {
GLvec3 position = {
Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].x).ToFloat32(),
Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].y).ToFloat32(),
Pica::float16::FromRaw(Pica::g_state.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;
}
}
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void RasterizerOpenGL::SyncDrawState() {
const auto& regs = Pica::g_state.regs;
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// Sync the viewport
GLsizei viewport_width = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_x).ToFloat32() * 2;
GLsizei viewport_height = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_y).ToFloat32() * 2;
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// OpenGL uses different y coordinates, so negate corner offset and flip origin
// TODO: Ensure viewport_corner.x should not be negated or origin flipped
// TODO: Use floating-point viewports for accuracy if supported
glViewport((GLsizei)regs.viewport_corner.x,
(GLsizei)regs.viewport_corner.y,
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viewport_width, viewport_height);
// Sync bound texture(s), upload if not cached
const auto pica_textures = regs.GetTextures();
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for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
const auto& texture = pica_textures[texture_index];
if (texture.enabled) {
texture_samplers[texture_index].SyncWithConfig(texture.config);
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res_cache.LoadAndBindTexture(state, texture_index, texture);
} else {
state.texture_units[texture_index].texture_2d = 0;
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}
}
state.draw.uniform_buffer = uniform_buffer.handle;
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state.Apply();
}
MICROPROFILE_DEFINE(OpenGL_FramebufferReload, "OpenGL", "FB Reload", MP_RGB(70, 70, 200));
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void RasterizerOpenGL::ReloadColorBuffer() {
u8* color_buffer = Memory::GetPhysicalPointer(cached_fb_color_addr);
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if (color_buffer == nullptr)
return;
MICROPROFILE_SCOPE(OpenGL_FramebufferReload);
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u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
std::unique_ptr<u8[]> temp_fb_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
for (int y = 0; y < fb_color_texture.height; ++y) {
for (int x = 0; x < fb_color_texture.width; ++x) {
const u32 coarse_y = y & ~7;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
u32 gl_pixel_index = (x + (fb_color_texture.height - 1 - y) * fb_color_texture.width) * bytes_per_pixel;
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u8* pixel = color_buffer + dst_offset;
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memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel);
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}
}
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height,
fb_color_texture.gl_format, fb_color_texture.gl_type, temp_fb_color_buffer.get());
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state.texture_units[0].texture_2d = 0;
state.Apply();
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}
void RasterizerOpenGL::ReloadDepthBuffer() {
if (cached_fb_depth_addr == 0)
return;
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// TODO: Appears to work, but double-check endianness of depth values and order of depth-stencil
u8* depth_buffer = Memory::GetPhysicalPointer(cached_fb_depth_addr);
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if (depth_buffer == nullptr)
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return;
MICROPROFILE_SCOPE(OpenGL_FramebufferReload);
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u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
// OpenGL needs 4 bpp alignment for D24
u32 gl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel;
std::unique_ptr<u8[]> temp_fb_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
u8* temp_fb_depth_data = bytes_per_pixel == 3 ? (temp_fb_depth_buffer.get() + 1) : temp_fb_depth_buffer.get();
if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
for (int y = 0; y < fb_depth_texture.height; ++y) {
for (int x = 0; x < fb_depth_texture.width; ++x) {
const u32 coarse_y = y & ~7;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
u8* pixel = depth_buffer + dst_offset;
u32 depth_stencil = *(u32*)pixel;
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((u32*)temp_fb_depth_data)[gl_pixel_index] = (depth_stencil << 8) | (depth_stencil >> 24);
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}
}
} else {
for (int y = 0; y < fb_depth_texture.height; ++y) {
for (int x = 0; x < fb_depth_texture.width; ++x) {
const u32 coarse_y = y & ~7;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
u8* pixel = depth_buffer + dst_offset;
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memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel);
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}
}
}
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
// TODO(Subv): There is a bug with Intel Windows drivers that makes glTexSubImage2D not change the stencil buffer.
// The bug has been reported to Intel (https://communities.intel.com/message/324464)
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, fb_depth_texture.width, fb_depth_texture.height, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, temp_fb_depth_buffer.get());
} else {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
}
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state.texture_units[0].texture_2d = 0;
state.Apply();
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}
Common::Profiling::TimingCategory buffer_commit_category("Framebuffer Commit");
MICROPROFILE_DEFINE(OpenGL_FramebufferCommit, "OpenGL", "FB Commit", MP_RGB(70, 70, 200));
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void RasterizerOpenGL::CommitColorBuffer() {
if (cached_fb_color_addr != 0) {
u8* color_buffer = Memory::GetPhysicalPointer(cached_fb_color_addr);
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if (color_buffer != nullptr) {
Common::Profiling::ScopeTimer timer(buffer_commit_category);
MICROPROFILE_SCOPE(OpenGL_FramebufferCommit);
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u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_gl_color_buffer.get());
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state.texture_units[0].texture_2d = 0;
state.Apply();
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// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
for (int y = 0; y < fb_color_texture.height; ++y) {
for (int x = 0; x < fb_color_texture.width; ++x) {
const u32 coarse_y = y & ~7;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
u32 gl_pixel_index = x * bytes_per_pixel + (fb_color_texture.height - 1 - y) * fb_color_texture.width * bytes_per_pixel;
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u8* pixel = color_buffer + dst_offset;
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memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel);
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}
}
}
}
}
void RasterizerOpenGL::CommitDepthBuffer() {
if (cached_fb_depth_addr != 0) {
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// TODO: Output seems correct visually, but doesn't quite match sw renderer output. One of them is wrong.
u8* depth_buffer = Memory::GetPhysicalPointer(cached_fb_depth_addr);
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if (depth_buffer != nullptr) {
Common::Profiling::ScopeTimer timer(buffer_commit_category);
MICROPROFILE_SCOPE(OpenGL_FramebufferCommit);
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u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
// OpenGL needs 4 bpp alignment for D24
u32 gl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel;
std::unique_ptr<u8[]> temp_gl_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_gl_depth_buffer.get());
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state.texture_units[0].texture_2d = 0;
state.Apply();
u8* temp_gl_depth_data = bytes_per_pixel == 3 ? (temp_gl_depth_buffer.get() + 1) : temp_gl_depth_buffer.get();
if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
for (int y = 0; y < fb_depth_texture.height; ++y) {
for (int x = 0; x < fb_depth_texture.width; ++x) {
const u32 coarse_y = y & ~7;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
u8* pixel = depth_buffer + dst_offset;
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u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index];
*(u32*)pixel = (depth_stencil >> 8) | (depth_stencil << 24);
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}
}
} else {
for (int y = 0; y < fb_depth_texture.height; ++y) {
for (int x = 0; x < fb_depth_texture.width; ++x) {
const u32 coarse_y = y & ~7;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
u8* pixel = depth_buffer + dst_offset;
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memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel);
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}
}
}
}
}
}