diff --git a/src/video_core/CMakeLists.txt b/src/video_core/CMakeLists.txt index c3d7294d5..4b5d298f3 100644 --- a/src/video_core/CMakeLists.txt +++ b/src/video_core/CMakeLists.txt @@ -33,6 +33,7 @@ set(HEADERS command_processor.h gpu_debugger.h pica.h + pica_types.h primitive_assembly.h rasterizer.h rasterizer_interface.h diff --git a/src/video_core/clipper.cpp b/src/video_core/clipper.cpp index 5d609da06..a385589d2 100644 --- a/src/video_core/clipper.cpp +++ b/src/video_core/clipper.cpp @@ -59,15 +59,17 @@ static void InitScreenCoordinates(OutputVertex& vtx) } viewport; const auto& regs = g_state.regs; - viewport.halfsize_x = float24::FromRawFloat24(regs.viewport_size_x); - viewport.halfsize_y = float24::FromRawFloat24(regs.viewport_size_y); + viewport.halfsize_x = float24::FromRaw(regs.viewport_size_x); + viewport.halfsize_y = float24::FromRaw(regs.viewport_size_y); viewport.offset_x = float24::FromFloat32(static_cast(regs.viewport_corner.x)); viewport.offset_y = float24::FromFloat32(static_cast(regs.viewport_corner.y)); - viewport.zscale = float24::FromRawFloat24(regs.viewport_depth_range); - viewport.offset_z = float24::FromRawFloat24(regs.viewport_depth_far_plane); + viewport.zscale = float24::FromRaw(regs.viewport_depth_range); + viewport.offset_z = float24::FromRaw(regs.viewport_depth_far_plane); float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w; vtx.color *= inv_w; + vtx.view *= inv_w; + vtx.quat *= inv_w; vtx.tc0 *= inv_w; vtx.tc1 *= inv_w; vtx.tc2 *= inv_w; diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp index 59c75042c..5dfedfe31 100644 --- a/src/video_core/command_processor.cpp +++ b/src/video_core/command_processor.cpp @@ -98,10 +98,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { Math::Vec4& attribute = g_state.vs.default_attributes[setup.index]; // NOTE: The destination component order indeed is "backwards" - attribute.w = float24::FromRawFloat24(default_attr_write_buffer[0] >> 8); - attribute.z = float24::FromRawFloat24(((default_attr_write_buffer[0] & 0xFF) << 16) | ((default_attr_write_buffer[1] >> 16) & 0xFFFF)); - attribute.y = float24::FromRawFloat24(((default_attr_write_buffer[1] & 0xFFFF) << 8) | ((default_attr_write_buffer[2] >> 24) & 0xFF)); - attribute.x = float24::FromRawFloat24(default_attr_write_buffer[2] & 0xFFFFFF); + attribute.w = float24::FromRaw(default_attr_write_buffer[0] >> 8); + attribute.z = float24::FromRaw(((default_attr_write_buffer[0] & 0xFF) << 16) | ((default_attr_write_buffer[1] >> 16) & 0xFFFF)); + attribute.y = float24::FromRaw(((default_attr_write_buffer[1] & 0xFFFF) << 8) | ((default_attr_write_buffer[2] >> 24) & 0xFF)); + attribute.x = float24::FromRaw(default_attr_write_buffer[2] & 0xFFFFFF); LOG_TRACE(HW_GPU, "Set default VS attribute %x to (%f %f %f %f)", (int)setup.index, attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(), @@ -418,10 +418,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i])); } else { // TODO: Untested - uniform.w = float24::FromRawFloat24(uniform_write_buffer[0] >> 8); - uniform.z = float24::FromRawFloat24(((uniform_write_buffer[0] & 0xFF)<<16) | ((uniform_write_buffer[1] >> 16) & 0xFFFF)); - uniform.y = float24::FromRawFloat24(((uniform_write_buffer[1] & 0xFFFF)<<8) | ((uniform_write_buffer[2] >> 24) & 0xFF)); - uniform.x = float24::FromRawFloat24(uniform_write_buffer[2] & 0xFFFFFF); + uniform.w = float24::FromRaw(uniform_write_buffer[0] >> 8); + uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) | ((uniform_write_buffer[1] >> 16) & 0xFFFF)); + uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) | ((uniform_write_buffer[2] >> 24) & 0xFF)); + uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF); } LOG_TRACE(HW_GPU, "Set uniform %x to (%f %f %f %f)", (int)uniform_setup.index, @@ -464,6 +464,24 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { break; } + 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; + + ASSERT_MSG(lut_config.index < 256, "lut_config.index exceeded maximum value of 255!"); + + g_state.lighting.luts[lut_config.type][lut_config.index].raw = value; + lut_config.index = lut_config.index + 1; + break; + } + default: break; } diff --git a/src/video_core/pica.h b/src/video_core/pica.h index 2f1b2dec4..9077b1725 100644 --- a/src/video_core/pica.h +++ b/src/video_core/pica.h @@ -16,6 +16,8 @@ #include "common/vector_math.h" #include "common/logging/log.h" +#include "pica_types.h" + namespace Pica { // Returns index corresponding to the Regs member labeled by field_name @@ -239,7 +241,8 @@ struct Regs { TextureConfig texture0; INSERT_PADDING_WORDS(0x8); BitField<0, 4, TextureFormat> texture0_format; - INSERT_PADDING_WORDS(0x2); + BitField<0, 1, u32> fragment_lighting_enable; + INSERT_PADDING_WORDS(0x1); TextureConfig texture1; BitField<0, 4, TextureFormat> texture1_format; INSERT_PADDING_WORDS(0x2); @@ -641,7 +644,268 @@ struct Regs { } } - INSERT_PADDING_WORDS(0xe0); + INSERT_PADDING_WORDS(0x20); + + enum class LightingSampler { + Distribution0 = 0, + Distribution1 = 1, + Fresnel = 3, + ReflectBlue = 4, + ReflectGreen = 5, + ReflectRed = 6, + SpotlightAttenuation = 8, + DistanceAttenuation = 16, + }; + + /** + * Pica fragment lighting supports using different LUTs for each lighting component: + * Reflectance R, G, and B channels, distribution function for specular components 0 and 1, + * fresnel factor, and spotlight attenuation. Furthermore, which LUTs are used for each channel + * (or whether a channel is enabled at all) is specified by various pre-defined lighting + * configurations. With configurations that require more LUTs, more cycles are required on HW to + * perform lighting computations. + */ + enum class LightingConfig { + Config0 = 0, ///< Reflect Red, Distribution 0, Spotlight + Config1 = 1, ///< Reflect Red, Fresnel, Spotlight + Config2 = 2, ///< Reflect Red, Distribution 0/1 + Config3 = 3, ///< Distribution 0/1, Fresnel + Config4 = 4, ///< Reflect Red/Green/Blue, Distribution 0/1, Spotlight + Config5 = 5, ///< Reflect Red/Green/Blue, Distribution 0, Fresnel, Spotlight + Config6 = 6, ///< Reflect Red, Distribution 0/1, Fresnel, Spotlight + Config7 = 8, ///< Reflect Red/Green/Blue, Distribution 0/1, Fresnel, Spotlight + ///< NOTE: '8' is intentional, '7' does not appear to be a valid configuration + }; + + /// Selects which lighting components are affected by fresnel + enum class LightingFresnelSelector { + None = 0, ///< Fresnel is disabled + PrimaryAlpha = 1, ///< Primary (diffuse) lighting alpha is affected by fresnel + SecondaryAlpha = 2, ///< Secondary (specular) lighting alpha is affected by fresnel + Both = PrimaryAlpha | SecondaryAlpha, ///< Both primary and secondary lighting alphas are affected by fresnel + }; + + /// Factor used to scale the output of a lighting LUT + enum class LightingScale { + Scale1 = 0, ///< Scale is 1x + Scale2 = 1, ///< Scale is 2x + Scale4 = 2, ///< Scale is 4x + Scale8 = 3, ///< Scale is 8x + Scale1_4 = 6, ///< Scale is 0.25x + Scale1_2 = 7, ///< Scale is 0.5x + }; + + enum class LightingLutInput { + NH = 0, // Cosine of the angle between the normal and half-angle vectors + VH = 1, // Cosine of the angle between the view and half-angle vectors + NV = 2, // Cosine of the angle between the normal and the view vector + LN = 3, // Cosine of the angle between the light and the normal vectors + }; + + enum class LightingBumpMode : u32 { + None = 0, + NormalMap = 1, + TangentMap = 2, + }; + + union LightColor { + BitField< 0, 10, u32> b; + BitField<10, 10, u32> g; + BitField<20, 10, u32> r; + + Math::Vec3f ToVec3f() const { + // These fields are 10 bits wide, however 255 corresponds to 1.0f for each color component + return Math::MakeVec((f32)r / 255.f, (f32)g / 255.f, (f32)b / 255.f); + } + }; + + /// Returns true if the specified lighting sampler is supported by the current Pica lighting configuration + static bool IsLightingSamplerSupported(LightingConfig config, LightingSampler sampler) { + switch (sampler) { + case LightingSampler::Distribution0: + return (config != LightingConfig::Config1); + + case LightingSampler::Distribution1: + return (config != LightingConfig::Config0) && (config != LightingConfig::Config1) && (config != LightingConfig::Config5); + + case LightingSampler::Fresnel: + return (config != LightingConfig::Config0) && (config != LightingConfig::Config2) && (config != LightingConfig::Config4); + + case LightingSampler::ReflectRed: + return (config != LightingConfig::Config3); + + case LightingSampler::ReflectGreen: + case LightingSampler::ReflectBlue: + return (config == LightingConfig::Config4) || (config == LightingConfig::Config5) || (config == LightingConfig::Config7); + } + return false; + } + + struct { + struct LightSrc { + LightColor specular_0; // material.specular_0 * light.specular_0 + LightColor specular_1; // material.specular_1 * light.specular_1 + LightColor diffuse; // material.diffuse * light.diffuse + LightColor ambient; // material.ambient * light.ambient + + struct { + // Encoded as 16-bit floating point + union { + BitField< 0, 16, u32> x; + BitField<16, 16, u32> y; + }; + union { + BitField< 0, 16, u32> z; + }; + + INSERT_PADDING_WORDS(0x3); + + union { + BitField<0, 1, u32> directional; + BitField<1, 1, u32> two_sided_diffuse; // When disabled, clamp dot-product to 0 + }; + }; + + BitField<0, 20, u32> dist_atten_bias; + BitField<0, 20, u32> dist_atten_scale; + + INSERT_PADDING_WORDS(0x4); + }; + static_assert(sizeof(LightSrc) == 0x10 * sizeof(u32), "LightSrc structure must be 0x10 words"); + + LightSrc light[8]; + LightColor global_ambient; // Emission + (material.ambient * lighting.ambient) + INSERT_PADDING_WORDS(0x1); + BitField<0, 3, u32> num_lights; // Number of enabled lights - 1 + + union { + BitField< 2, 2, LightingFresnelSelector> fresnel_selector; + BitField< 4, 4, LightingConfig> config; + BitField<22, 2, u32> bump_selector; // 0: Texture 0, 1: Texture 1, 2: Texture 2 + BitField<27, 1, u32> clamp_highlights; + BitField<28, 2, LightingBumpMode> bump_mode; + BitField<30, 1, u32> disable_bump_renorm; + }; + + union { + BitField<16, 1, u32> disable_lut_d0; + BitField<17, 1, u32> disable_lut_d1; + BitField<19, 1, u32> disable_lut_fr; + BitField<20, 1, u32> disable_lut_rr; + BitField<21, 1, u32> disable_lut_rg; + BitField<22, 1, u32> disable_lut_rb; + + // Each bit specifies whether distance attenuation should be applied for the + // corresponding light + + BitField<24, 1, u32> disable_dist_atten_light_0; + BitField<25, 1, u32> disable_dist_atten_light_1; + BitField<26, 1, u32> disable_dist_atten_light_2; + BitField<27, 1, u32> disable_dist_atten_light_3; + BitField<28, 1, u32> disable_dist_atten_light_4; + BitField<29, 1, u32> disable_dist_atten_light_5; + BitField<30, 1, u32> disable_dist_atten_light_6; + BitField<31, 1, u32> disable_dist_atten_light_7; + }; + + bool IsDistAttenDisabled(unsigned index) const { + const unsigned disable[] = { disable_dist_atten_light_0, disable_dist_atten_light_1, + disable_dist_atten_light_2, disable_dist_atten_light_3, + disable_dist_atten_light_4, disable_dist_atten_light_5, + disable_dist_atten_light_6, disable_dist_atten_light_7 }; + return disable[index] != 0; + } + + union { + BitField<0, 8, u32> index; ///< Index at which to set data in the LUT + BitField<8, 5, u32> type; ///< Type of LUT for which to set data + } lut_config; + + BitField<0, 1, u32> disable; + INSERT_PADDING_WORDS(0x1); + + // When data is written to any of these registers, it gets written to the lookup table of + // the selected type at the selected index, specified above in the `lut_config` register. + // With each write, `lut_config.index` is incremented. It does not matter which of these + // registers is written to, the behavior will be the same. + u32 lut_data[8]; + + // These are used to specify if absolute (abs) value should be used for each LUT index. When + // abs mode is disabled, LUT indexes are in the range of (-1.0, 1.0). Otherwise, they are in + // the range of (0.0, 1.0). + union { + BitField< 1, 1, u32> disable_d0; + BitField< 5, 1, u32> disable_d1; + BitField< 9, 1, u32> disable_sp; + BitField<13, 1, u32> disable_fr; + BitField<17, 1, u32> disable_rb; + BitField<21, 1, u32> disable_rg; + BitField<25, 1, u32> disable_rr; + } abs_lut_input; + + union { + BitField< 0, 3, LightingLutInput> d0; + BitField< 4, 3, LightingLutInput> d1; + BitField< 8, 3, LightingLutInput> sp; + BitField<12, 3, LightingLutInput> fr; + BitField<16, 3, LightingLutInput> rb; + BitField<20, 3, LightingLutInput> rg; + BitField<24, 3, LightingLutInput> rr; + } lut_input; + + union { + BitField< 0, 3, LightingScale> d0; + BitField< 4, 3, LightingScale> d1; + BitField< 8, 3, LightingScale> sp; + BitField<12, 3, LightingScale> fr; + BitField<16, 3, LightingScale> rb; + BitField<20, 3, LightingScale> rg; + BitField<24, 3, LightingScale> rr; + + static float GetScale(LightingScale scale) { + switch (scale) { + case LightingScale::Scale1: + return 1.0f; + case LightingScale::Scale2: + return 2.0f; + case LightingScale::Scale4: + return 4.0f; + case LightingScale::Scale8: + return 8.0f; + case LightingScale::Scale1_4: + return 0.25f; + case LightingScale::Scale1_2: + return 0.5f; + } + return 0.0f; + } + } lut_scale; + + INSERT_PADDING_WORDS(0x6); + + union { + // There are 8 light enable "slots", corresponding to the total number of lights + // supported by Pica. For N enabled lights (specified by register 0x1c2, or 'src_num' + // above), the first N slots below will be set to integers within the range of 0-7, + // corresponding to the actual light that is enabled for each slot. + + BitField< 0, 3, u32> slot_0; + BitField< 4, 3, u32> slot_1; + BitField< 8, 3, u32> slot_2; + BitField<12, 3, u32> slot_3; + BitField<16, 3, u32> slot_4; + BitField<20, 3, u32> slot_5; + BitField<24, 3, u32> slot_6; + BitField<28, 3, u32> slot_7; + + unsigned GetNum(unsigned index) const { + const unsigned enable_slots[] = { slot_0, slot_1, slot_2, slot_3, slot_4, slot_5, slot_6, slot_7 }; + return enable_slots[index]; + } + } light_enable; + } lighting; + + INSERT_PADDING_WORDS(0x26); enum class VertexAttributeFormat : u64 { BYTE = 0, @@ -990,6 +1254,7 @@ ASSERT_REG_POSITION(viewport_corner, 0x68); ASSERT_REG_POSITION(texture0_enable, 0x80); ASSERT_REG_POSITION(texture0, 0x81); ASSERT_REG_POSITION(texture0_format, 0x8e); +ASSERT_REG_POSITION(fragment_lighting_enable, 0x8f); ASSERT_REG_POSITION(texture1, 0x91); ASSERT_REG_POSITION(texture1_format, 0x96); ASSERT_REG_POSITION(texture2, 0x99); @@ -1004,6 +1269,7 @@ ASSERT_REG_POSITION(tev_stage5, 0xf8); ASSERT_REG_POSITION(tev_combiner_buffer_color, 0xfd); ASSERT_REG_POSITION(output_merger, 0x100); ASSERT_REG_POSITION(framebuffer, 0x110); +ASSERT_REG_POSITION(lighting, 0x140); ASSERT_REG_POSITION(vertex_attributes, 0x200); ASSERT_REG_POSITION(index_array, 0x227); ASSERT_REG_POSITION(num_vertices, 0x228); @@ -1026,118 +1292,6 @@ static_assert(sizeof(Regs::ShaderConfig) == 0x30 * sizeof(u32), "ShaderConfig st static_assert(sizeof(Regs) <= 0x300 * sizeof(u32), "Register set structure larger than it should be"); static_assert(sizeof(Regs) >= 0x300 * sizeof(u32), "Register set structure smaller than it should be"); -struct float24 { - static float24 FromFloat32(float val) { - float24 ret; - ret.value = val; - return ret; - } - - // 16 bit mantissa, 7 bit exponent, 1 bit sign - // TODO: No idea if this works as intended - static float24 FromRawFloat24(u32 hex) { - float24 ret; - if ((hex & 0xFFFFFF) == 0) { - ret.value = 0; - } else { - u32 mantissa = hex & 0xFFFF; - u32 exponent = (hex >> 16) & 0x7F; - u32 sign = hex >> 23; - ret.value = std::pow(2.0f, (float)exponent-63.0f) * (1.0f + mantissa * std::pow(2.0f, -16.f)); - if (sign) - ret.value = -ret.value; - } - return ret; - } - - static float24 Zero() { - return FromFloat32(0.f); - } - - // Not recommended for anything but logging - float ToFloat32() const { - return value; - } - - float24 operator * (const float24& flt) const { - if ((this->value == 0.f && !std::isnan(flt.value)) || - (flt.value == 0.f && !std::isnan(this->value))) - // PICA gives 0 instead of NaN when multiplying by inf - return Zero(); - return float24::FromFloat32(ToFloat32() * flt.ToFloat32()); - } - - float24 operator / (const float24& flt) const { - return float24::FromFloat32(ToFloat32() / flt.ToFloat32()); - } - - float24 operator + (const float24& flt) const { - return float24::FromFloat32(ToFloat32() + flt.ToFloat32()); - } - - float24 operator - (const float24& flt) const { - return float24::FromFloat32(ToFloat32() - flt.ToFloat32()); - } - - float24& operator *= (const float24& flt) { - if ((this->value == 0.f && !std::isnan(flt.value)) || - (flt.value == 0.f && !std::isnan(this->value))) - // PICA gives 0 instead of NaN when multiplying by inf - *this = Zero(); - else value *= flt.ToFloat32(); - return *this; - } - - float24& operator /= (const float24& flt) { - value /= flt.ToFloat32(); - return *this; - } - - float24& operator += (const float24& flt) { - value += flt.ToFloat32(); - return *this; - } - - float24& operator -= (const float24& flt) { - value -= flt.ToFloat32(); - return *this; - } - - float24 operator - () const { - return float24::FromFloat32(-ToFloat32()); - } - - bool operator < (const float24& flt) const { - return ToFloat32() < flt.ToFloat32(); - } - - bool operator > (const float24& flt) const { - return ToFloat32() > flt.ToFloat32(); - } - - bool operator >= (const float24& flt) const { - return ToFloat32() >= flt.ToFloat32(); - } - - bool operator <= (const float24& flt) const { - return ToFloat32() <= flt.ToFloat32(); - } - - bool operator == (const float24& flt) const { - return ToFloat32() == flt.ToFloat32(); - } - - bool operator != (const float24& flt) const { - return ToFloat32() != flt.ToFloat32(); - } - -private: - // Stored as a regular float, merely for convenience - // TODO: Perform proper arithmetic on this! - float value; -}; -static_assert(sizeof(float24) == sizeof(float), "Shader JIT assumes float24 is implemented as a 32-bit float"); - /// Struct used to describe current Pica state struct State { /// Pica registers @@ -1163,6 +1317,25 @@ struct State { ShaderSetup vs; ShaderSetup gs; + struct { + union LutEntry { + // Used for raw access + u32 raw; + + // LUT value, encoded as 12-bit fixed point, with 12 fraction bits + BitField< 0, 12, u32> value; + + // Used by HW for efficient interpolation, Citra does not use these + BitField<12, 12, u32> difference; + + float ToFloat() { + return static_cast(value) / 4095.f; + } + }; + + std::array, 24> luts; + } lighting; + /// Current Pica command list struct { const u32* head_ptr; diff --git a/src/video_core/pica_types.h b/src/video_core/pica_types.h new file mode 100644 index 000000000..ecf45654b --- /dev/null +++ b/src/video_core/pica_types.h @@ -0,0 +1,146 @@ +// Copyright 2015 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#pragma once + +#include + +#include "common/common_types.h" + +namespace Pica { + +/** + * Template class for converting arbitrary Pica float types to IEEE 754 32-bit single-precision + * floating point. + * + * When decoding, format is as follows: + * - The first `M` bits are the mantissa + * - The next `E` bits are the exponent + * - The last bit is the sign bit + * + * @todo Verify on HW if this conversion is sufficiently accurate. + */ +template +struct Float { +public: + static Float FromFloat32(float val) { + Float ret; + ret.value = val; + return ret; + } + + static Float FromRaw(u32 hex) { + Float res; + + const int width = M + E + 1; + const int bias = 128 - (1 << (E - 1)); + const int exponent = (hex >> M) & ((1 << E) - 1); + const unsigned mantissa = hex & ((1 << M) - 1); + + if (hex & ((1 << (width - 1)) - 1)) + hex = ((hex >> (E + M)) << 31) | (mantissa << (23 - M)) | ((exponent + bias) << 23); + else + hex = ((hex >> (E + M)) << 31); + + std::memcpy(&res.value, &hex, sizeof(float)); + + return res; + } + + static Float Zero() { + return FromFloat32(0.f); + } + + // Not recommended for anything but logging + float ToFloat32() const { + return value; + } + + Float operator * (const Float& flt) const { + if ((this->value == 0.f && !std::isnan(flt.value)) || + (flt.value == 0.f && !std::isnan(this->value))) + // PICA gives 0 instead of NaN when multiplying by inf + return Zero(); + return Float::FromFloat32(ToFloat32() * flt.ToFloat32()); + } + + Float operator / (const Float& flt) const { + return Float::FromFloat32(ToFloat32() / flt.ToFloat32()); + } + + Float operator + (const Float& flt) const { + return Float::FromFloat32(ToFloat32() + flt.ToFloat32()); + } + + Float operator - (const Float& flt) const { + return Float::FromFloat32(ToFloat32() - flt.ToFloat32()); + } + + Float& operator *= (const Float& flt) { + if ((this->value == 0.f && !std::isnan(flt.value)) || + (flt.value == 0.f && !std::isnan(this->value))) + // PICA gives 0 instead of NaN when multiplying by inf + *this = Zero(); + else value *= flt.ToFloat32(); + return *this; + } + + Float& operator /= (const Float& flt) { + value /= flt.ToFloat32(); + return *this; + } + + Float& operator += (const Float& flt) { + value += flt.ToFloat32(); + return *this; + } + + Float& operator -= (const Float& flt) { + value -= flt.ToFloat32(); + return *this; + } + + Float operator - () const { + return Float::FromFloat32(-ToFloat32()); + } + + bool operator < (const Float& flt) const { + return ToFloat32() < flt.ToFloat32(); + } + + bool operator > (const Float& flt) const { + return ToFloat32() > flt.ToFloat32(); + } + + bool operator >= (const Float& flt) const { + return ToFloat32() >= flt.ToFloat32(); + } + + bool operator <= (const Float& flt) const { + return ToFloat32() <= flt.ToFloat32(); + } + + bool operator == (const Float& flt) const { + return ToFloat32() == flt.ToFloat32(); + } + + bool operator != (const Float& flt) const { + return ToFloat32() != flt.ToFloat32(); + } + +private: + static const unsigned MASK = (1 << (M + E + 1)) - 1; + static const unsigned MANTISSA_MASK = (1 << M) - 1; + static const unsigned EXPONENT_MASK = (1 << E) - 1; + + // Stored as a regular float, merely for convenience + // TODO: Perform proper arithmetic on this! + float value; +}; + +using float24 = Float<16, 7>; +using float20 = Float<12, 7>; +using float16 = Float<10, 5>; + +} // namespace Pica diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 6441e2586..b7d19bf94 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -75,6 +75,12 @@ void RasterizerOpenGL::InitObjects() { 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(); // Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation @@ -120,6 +126,19 @@ void RasterizerOpenGL::InitObjects() { 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(); + ASSERT_MSG(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "OpenGL rasterizer framebuffer setup failed, status %X", glCheckFramebufferStatus(GL_FRAMEBUFFER)); } @@ -139,12 +158,34 @@ void RasterizerOpenGL::Reset() { res_cache.InvalidateAll(); } +/** + * 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 qa, Math::Vec4 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); - vertex_batch.emplace_back(v1); - vertex_batch.emplace_back(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)); } void RasterizerOpenGL::DrawTriangles() { @@ -156,6 +197,13 @@ void RasterizerOpenGL::DrawTriangles() { 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; @@ -283,6 +331,165 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { 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; + } + } } @@ -491,18 +698,39 @@ void RasterizerOpenGL::SetShader() { 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]); + // 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); + } + } } void RasterizerOpenGL::SyncFramebuffer() { @@ -604,8 +832,8 @@ void RasterizerOpenGL::SyncCullMode() { } void RasterizerOpenGL::SyncDepthModifiers() { - float depth_scale = -Pica::float24::FromRawFloat24(Pica::g_state.regs.viewport_depth_range).ToFloat32(); - float depth_offset = Pica::float24::FromRawFloat24(Pica::g_state.regs.viewport_depth_far_plane).ToFloat32() / 2.0f; + 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; // TODO: Implement scale modifier uniform_block_data.data.depth_offset = depth_offset; @@ -683,12 +911,81 @@ void RasterizerOpenGL::SyncTevConstColor(int stage_index, const Pica::Regs::TevS } } +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 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; + } +} + void RasterizerOpenGL::SyncDrawState() { const auto& regs = Pica::g_state.regs; // Sync the viewport - GLsizei viewport_width = (GLsizei)Pica::float24::FromRawFloat24(regs.viewport_size_x).ToFloat32() * 2; - GLsizei viewport_height = (GLsizei)Pica::float24::FromRawFloat24(regs.viewport_size_y).ToFloat32() * 2; + 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; // OpenGL uses different y coordinates, so negate corner offset and flip origin // TODO: Ensure viewport_corner.x should not be negated or origin flipped diff --git a/src/video_core/renderer_opengl/gl_rasterizer.h b/src/video_core/renderer_opengl/gl_rasterizer.h index 569beaa5c..fef5f5331 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.h +++ b/src/video_core/renderer_opengl/gl_rasterizer.h @@ -17,6 +17,7 @@ #include "video_core/rasterizer_interface.h" #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" /** @@ -71,6 +72,59 @@ struct PicaShaderConfig { 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; } @@ -86,9 +140,37 @@ struct PicaShaderConfig { return std::memcmp(this, &o, sizeof(PicaShaderConfig)) == 0; }; - Pica::Regs::CompareFunc alpha_test_func; + Pica::Regs::CompareFunc alpha_test_func = Pica::Regs::CompareFunc::Never; std::array tev_stages = {}; - u8 combiner_buffer_input; + 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 { @@ -167,7 +249,7 @@ private: /// Structure that the hardware rendered vertices are composed of struct HardwareVertex { - HardwareVertex(const Pica::Shader::OutputVertex& v) { + 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(); @@ -182,6 +264,19 @@ private: 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; + } + } } GLfloat position[4]; @@ -189,20 +284,31 @@ private: 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; }; /// 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 - std::array const_color[6]; - std::array tev_combiner_buffer_color; + GLvec4 const_color[6]; + GLvec4 tev_combiner_buffer_color; GLint alphatest_ref; GLfloat depth_offset; - INSERT_PADDING_BYTES(8); + alignas(16) GLvec3 lighting_global_ambient; + LightSrc light_src[8]; }; - static_assert(sizeof(UniformData) == 0x80, "The size of the UniformData structure has changed, update the structure in the shader"); - static_assert(sizeof(UniformData) < 16000, "UniformData structure must be less than 16kb as per the OpenGL spec"); + 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"); /// Reconfigure the OpenGL color texture to use the given format and dimensions void ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height); @@ -249,6 +355,27 @@ private: /// 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); + /// Syncs the remaining OpenGL drawing state to match the current PICA state void SyncDrawState(); @@ -291,6 +418,7 @@ private: struct { UniformData data; + bool lut_dirty[6]; bool dirty; } uniform_block_data; @@ -298,4 +426,7 @@ private: OGLBuffer vertex_buffer; OGLBuffer uniform_buffer; OGLFramebuffer framebuffer; + + std::array lighting_lut; + std::array, 6> lighting_lut_data; }; diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index 22022f7f4..ee4b54ab9 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -32,12 +32,10 @@ static void AppendSource(std::string& out, TevStageConfig::Source source, out += "primary_color"; break; case Source::PrimaryFragmentColor: - // HACK: Until we implement fragment lighting, use primary_color - out += "primary_color"; + out += "primary_fragment_color"; break; case Source::SecondaryFragmentColor: - // HACK: Until we implement fragment lighting, use zero - out += "vec4(0.0)"; + out += "secondary_fragment_color"; break; case Source::Texture0: out += "texture(tex[0], texcoord[0])"; @@ -320,26 +318,229 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi out += "next_combiner_buffer.a = last_tex_env_out.a;\n"; } +/// Writes the code to emulate fragment lighting +static void WriteLighting(std::string& out, const PicaShaderConfig& config) { + // Define lighting globals + out += "vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);\n" + "vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);\n" + "vec3 light_vector = vec3(0.0);\n" + "vec3 refl_value = vec3(0.0);\n"; + + // Compute fragment normals + if (config.lighting.bump_mode == Pica::Regs::LightingBumpMode::NormalMap) { + // Bump mapping is enabled using a normal map, read perturbation vector from the selected texture + std::string bump_selector = std::to_string(config.lighting.bump_selector); + out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], texcoord[" + bump_selector + "]).rgb - 1.0;\n"; + + // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher precision result + if (config.lighting.bump_renorm) { + std::string val = "(1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y))"; + out += "surface_normal.z = sqrt(max(" + val + ", 0.0));\n"; + } + } else if (config.lighting.bump_mode == Pica::Regs::LightingBumpMode::TangentMap) { + // Bump mapping is enabled using a tangent map + LOG_CRITICAL(HW_GPU, "unimplemented bump mapping mode (tangent mapping)"); + UNIMPLEMENTED(); + } else { + // No bump mapping - surface local normal is just a unit normal + out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n"; + } + + // Rotate the surface-local normal by the interpolated normal quaternion to convert it to eyespace + out += "vec3 normal = normalize(quaternion_rotate(normquat, surface_normal));\n"; + + // Gets the index into the specified lookup table for specular lighting + auto GetLutIndex = [config](unsigned light_num, Regs::LightingLutInput input, bool abs) { + const std::string half_angle = "normalize(normalize(view) + light_vector)"; + std::string index; + switch (input) { + case Regs::LightingLutInput::NH: + index = "dot(normal, " + half_angle + ")"; + break; + + case Regs::LightingLutInput::VH: + index = std::string("dot(normalize(view), " + half_angle + ")"); + break; + + case Regs::LightingLutInput::NV: + index = std::string("dot(normal, normalize(view))"); + break; + + case Regs::LightingLutInput::LN: + index = std::string("dot(light_vector, normal)"); + break; + + default: + LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input); + UNIMPLEMENTED(); + break; + } + + if (abs) { + // LUT index is in the range of (0.0, 1.0) + index = config.lighting.light[light_num].two_sided_diffuse ? "abs(" + index + ")" : "max(" + index + ", 0.f)"; + return "(FLOAT_255 * clamp(" + index + ", 0.0, 1.0))"; + } else { + // LUT index is in the range of (-1.0, 1.0) + index = "clamp(" + index + ", -1.0, 1.0)"; + return "(FLOAT_255 * ((" + index + " < 0) ? " + index + " + 2.0 : " + index + ") / 2.0)"; + } + + return std::string(); + }; + + // Gets the lighting lookup table value given the specified sampler and index + auto GetLutValue = [](Regs::LightingSampler sampler, std::string lut_index) { + return std::string("texture(lut[" + std::to_string((unsigned)sampler / 4) + "], " + + lut_index + ")[" + std::to_string((unsigned)sampler & 3) + "]"); + }; + + // Write the code to emulate each enabled light + for (unsigned light_index = 0; light_index < config.lighting.src_num; ++light_index) { + const auto& light_config = config.lighting.light[light_index]; + std::string light_src = "light_src[" + std::to_string(light_config.num) + "]"; + + // Compute light vector (directional or positional) + if (light_config.directional) + out += "light_vector = normalize(" + light_src + ".position);\n"; + else + out += "light_vector = normalize(" + light_src + ".position + view);\n"; + + // Compute dot product of light_vector and normal, adjust if lighting is one-sided or two-sided + std::string dot_product = light_config.two_sided_diffuse ? "abs(dot(light_vector, normal))" : "max(dot(light_vector, normal), 0.0)"; + + // If enabled, compute distance attenuation value + std::string dist_atten = "1.0"; + if (light_config.dist_atten_enable) { + std::string scale = std::to_string(light_config.dist_atten_scale); + std::string bias = std::to_string(light_config.dist_atten_bias); + std::string index = "(" + scale + " * length(-view - " + light_src + ".position) + " + bias + ")"; + index = "((clamp(" + index + ", 0.0, FLOAT_255)))"; + const unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + light_config.num); + dist_atten = GetLutValue((Regs::LightingSampler)lut_num, index); + } + + // If enabled, clamp specular component if lighting result is negative + std::string clamp_highlights = config.lighting.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0"; + + // Specular 0 component + std::string d0_lut_value = "1.0"; + if (config.lighting.lut_d0.enable && Pica::Regs::IsLightingSamplerSupported(config.lighting.config, Pica::Regs::LightingSampler::Distribution0)) { + // Lookup specular "distribution 0" LUT value + std::string index = GetLutIndex(light_config.num, config.lighting.lut_d0.type, config.lighting.lut_d0.abs_input); + d0_lut_value = "(" + std::to_string(config.lighting.lut_d0.scale) + " * " + GetLutValue(Regs::LightingSampler::Distribution0, index) + ")"; + } + std::string specular_0 = "(" + d0_lut_value + " * " + light_src + ".specular_0)"; + + // If enabled, lookup ReflectRed value, otherwise, 1.0 is used + if (config.lighting.lut_rr.enable && Pica::Regs::IsLightingSamplerSupported(config.lighting.config, Pica::Regs::LightingSampler::ReflectRed)) { + std::string index = GetLutIndex(light_config.num, config.lighting.lut_rr.type, config.lighting.lut_rr.abs_input); + std::string value = "(" + std::to_string(config.lighting.lut_rr.scale) + " * " + GetLutValue(Regs::LightingSampler::ReflectRed, index) + ")"; + out += "refl_value.r = " + value + ";\n"; + } else { + out += "refl_value.r = 1.0;\n"; + } + + // If enabled, lookup ReflectGreen value, otherwise, ReflectRed value is used + if (config.lighting.lut_rg.enable && Pica::Regs::IsLightingSamplerSupported(config.lighting.config, Pica::Regs::LightingSampler::ReflectGreen)) { + std::string index = GetLutIndex(light_config.num, config.lighting.lut_rg.type, config.lighting.lut_rg.abs_input); + std::string value = "(" + std::to_string(config.lighting.lut_rg.scale) + " * " + GetLutValue(Regs::LightingSampler::ReflectGreen, index) + ")"; + out += "refl_value.g = " + value + ";\n"; + } else { + out += "refl_value.g = refl_value.r;\n"; + } + + // If enabled, lookup ReflectBlue value, otherwise, ReflectRed value is used + if (config.lighting.lut_rb.enable && Pica::Regs::IsLightingSamplerSupported(config.lighting.config, Pica::Regs::LightingSampler::ReflectBlue)) { + std::string index = GetLutIndex(light_config.num, config.lighting.lut_rb.type, config.lighting.lut_rb.abs_input); + std::string value = "(" + std::to_string(config.lighting.lut_rb.scale) + " * " + GetLutValue(Regs::LightingSampler::ReflectBlue, index) + ")"; + out += "refl_value.b = " + value + ";\n"; + } else { + out += "refl_value.b = refl_value.r;\n"; + } + + // Specular 1 component + std::string d1_lut_value = "1.0"; + if (config.lighting.lut_d1.enable && Pica::Regs::IsLightingSamplerSupported(config.lighting.config, Pica::Regs::LightingSampler::Distribution1)) { + // Lookup specular "distribution 1" LUT value + std::string index = GetLutIndex(light_config.num, config.lighting.lut_d1.type, config.lighting.lut_d1.abs_input); + d1_lut_value = "(" + std::to_string(config.lighting.lut_d1.scale) + " * " + GetLutValue(Regs::LightingSampler::Distribution1, index) + ")"; + } + std::string specular_1 = "(" + d1_lut_value + " * refl_value * " + light_src + ".specular_1)"; + + // Fresnel + if (config.lighting.lut_fr.enable && Pica::Regs::IsLightingSamplerSupported(config.lighting.config, Pica::Regs::LightingSampler::Fresnel)) { + // Lookup fresnel LUT value + std::string index = GetLutIndex(light_config.num, config.lighting.lut_fr.type, config.lighting.lut_fr.abs_input); + std::string value = "(" + std::to_string(config.lighting.lut_fr.scale) + " * " + GetLutValue(Regs::LightingSampler::Fresnel, index) + ")"; + + // Enabled for difffuse lighting alpha component + if (config.lighting.fresnel_selector == Pica::Regs::LightingFresnelSelector::PrimaryAlpha || + config.lighting.fresnel_selector == Pica::Regs::LightingFresnelSelector::Both) + out += "diffuse_sum.a *= " + value + ";\n"; + + // Enabled for the specular lighting alpha component + if (config.lighting.fresnel_selector == Pica::Regs::LightingFresnelSelector::SecondaryAlpha || + config.lighting.fresnel_selector == Pica::Regs::LightingFresnelSelector::Both) + out += "specular_sum.a *= " + value + ";\n"; + } + + // Compute primary fragment color (diffuse lighting) function + out += "diffuse_sum.rgb += ((" + light_src + ".diffuse * " + dot_product + ") + " + light_src + ".ambient) * " + dist_atten + ";\n"; + + // Compute secondary fragment color (specular lighting) function + out += "specular_sum.rgb += (" + specular_0 + " + " + specular_1 + ") * " + clamp_highlights + " * " + dist_atten + ";\n"; + } + + // Sum final lighting result + out += "diffuse_sum.rgb += lighting_global_ambient;\n"; + out += "primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));\n"; + out += "secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));\n"; +} + std::string GenerateFragmentShader(const PicaShaderConfig& config) { std::string out = R"( #version 330 core #define NUM_TEV_STAGES 6 +#define NUM_LIGHTS 8 +#define LIGHTING_LUT_SIZE 256 +#define FLOAT_255 (255.0 / 256.0) in vec4 primary_color; in vec2 texcoord[3]; +in vec4 normquat; +in vec3 view; out vec4 color; +struct LightSrc { + vec3 specular_0; + vec3 specular_1; + vec3 diffuse; + vec3 ambient; + vec3 position; +}; + layout (std140) uniform shader_data { vec4 const_color[NUM_TEV_STAGES]; vec4 tev_combiner_buffer_color; int alphatest_ref; float depth_offset; + vec3 lighting_global_ambient; + LightSrc light_src[NUM_LIGHTS]; }; uniform sampler2D tex[3]; +uniform sampler1D lut[6]; + +// Rotate the vector v by the quaternion q +vec3 quaternion_rotate(vec4 q, vec3 v) { + return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v); +} void main() { +vec4 primary_fragment_color = vec4(0.0); +vec4 secondary_fragment_color = vec4(0.0); )"; // Do not do any sort of processing if it's obvious we're not going to pass the alpha test @@ -348,6 +549,9 @@ void main() { return out; } + if (config.lighting.enable) + WriteLighting(out, config); + out += "vec4 combiner_buffer = vec4(0.0);\n"; out += "vec4 next_combiner_buffer = tev_combiner_buffer_color;\n"; out += "vec4 last_tex_env_out = vec4(0.0);\n"; @@ -369,21 +573,28 @@ void main() { std::string GenerateVertexShader() { std::string out = "#version 330 core\n"; + out += "layout(location = " + std::to_string((int)ATTRIBUTE_POSITION) + ") in vec4 vert_position;\n"; out += "layout(location = " + std::to_string((int)ATTRIBUTE_COLOR) + ") in vec4 vert_color;\n"; out += "layout(location = " + std::to_string((int)ATTRIBUTE_TEXCOORD0) + ") in vec2 vert_texcoord0;\n"; out += "layout(location = " + std::to_string((int)ATTRIBUTE_TEXCOORD1) + ") in vec2 vert_texcoord1;\n"; out += "layout(location = " + std::to_string((int)ATTRIBUTE_TEXCOORD2) + ") in vec2 vert_texcoord2;\n"; + out += "layout(location = " + std::to_string((int)ATTRIBUTE_NORMQUAT) + ") in vec4 vert_normquat;\n"; + out += "layout(location = " + std::to_string((int)ATTRIBUTE_VIEW) + ") in vec3 vert_view;\n"; out += R"( out vec4 primary_color; out vec2 texcoord[3]; +out vec4 normquat; +out vec3 view; void main() { primary_color = vert_color; texcoord[0] = vert_texcoord0; texcoord[1] = vert_texcoord1; texcoord[2] = vert_texcoord2; + normquat = vert_normquat; + view = vert_view; gl_Position = vec4(vert_position.x, vert_position.y, -vert_position.z, vert_position.w); } )"; diff --git a/src/video_core/renderer_opengl/gl_shader_util.h b/src/video_core/renderer_opengl/gl_shader_util.h index 046aae14f..097242f6f 100644 --- a/src/video_core/renderer_opengl/gl_shader_util.h +++ b/src/video_core/renderer_opengl/gl_shader_util.h @@ -14,6 +14,8 @@ enum Attributes { ATTRIBUTE_TEXCOORD0, ATTRIBUTE_TEXCOORD1, ATTRIBUTE_TEXCOORD2, + ATTRIBUTE_NORMQUAT, + ATTRIBUTE_VIEW, }; /** diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp index a82372995..ab4b6c7b1 100644 --- a/src/video_core/renderer_opengl/gl_state.cpp +++ b/src/video_core/renderer_opengl/gl_state.cpp @@ -170,6 +170,14 @@ void OpenGLState::Apply() { } } + // Lighting LUTs + for (unsigned i = 0; i < ARRAY_SIZE(lighting_lut); ++i) { + if (lighting_lut[i].texture_1d != cur_state.lighting_lut[i].texture_1d) { + glActiveTexture(GL_TEXTURE3 + i); + glBindTexture(GL_TEXTURE_1D, lighting_lut[i].texture_1d); + } + } + // Framebuffer if (draw.framebuffer != cur_state.draw.framebuffer) { glBindFramebuffer(GL_FRAMEBUFFER, draw.framebuffer); diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h index b8ab45bb8..e848058d7 100644 --- a/src/video_core/renderer_opengl/gl_state.h +++ b/src/video_core/renderer_opengl/gl_state.h @@ -61,6 +61,10 @@ public: GLuint sampler; // GL_SAMPLER_BINDING } texture_units[3]; + struct { + GLuint texture_1d; // GL_TEXTURE_BINDING_1D + } lighting_lut[6]; + struct { GLuint framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING diff --git a/src/video_core/renderer_opengl/pica_to_gl.h b/src/video_core/renderer_opengl/pica_to_gl.h index 04c1d1a34..3d6c4e9e5 100644 --- a/src/video_core/renderer_opengl/pica_to_gl.h +++ b/src/video_core/renderer_opengl/pica_to_gl.h @@ -10,6 +10,9 @@ #include "video_core/pica.h" +using GLvec3 = std::array; +using GLvec4 = std::array; + namespace PicaToGL { inline GLenum TextureFilterMode(Pica::Regs::TextureConfig::TextureFilter mode) { @@ -175,7 +178,7 @@ inline GLenum StencilOp(Pica::Regs::StencilAction action) { return stencil_op_table[(unsigned)action]; } -inline std::array ColorRGBA8(const u32 color) { +inline GLvec4 ColorRGBA8(const u32 color) { return { { (color >> 0 & 0xFF) / 255.0f, (color >> 8 & 0xFF) / 255.0f, (color >> 16 & 0xFF) / 255.0f, @@ -183,4 +186,11 @@ inline std::array ColorRGBA8(const u32 color) { } }; } +inline std::array LightColor(const Pica::Regs::LightColor& color) { + return { { color.r / 255.0f, + color.g / 255.0f, + color.b / 255.0f + } }; +} + } // namespace diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index a6a38f0af..ca3a6a6b4 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -81,8 +81,8 @@ struct ScreenRectVertex { * The projection part of the matrix is trivial, hence these operations are represented * by a 3x2 matrix. */ -static std::array MakeOrthographicMatrix(const float width, const float height) { - std::array matrix; +static std::array MakeOrthographicMatrix(const float width, const float height) { + std::array matrix; matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f; matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f; diff --git a/src/video_core/shader/shader.cpp b/src/video_core/shader/shader.cpp index 59f54236b..44c234ed8 100644 --- a/src/video_core/shader/shader.cpp +++ b/src/video_core/shader/shader.cpp @@ -134,11 +134,13 @@ OutputVertex Run(UnitState& state, const InputVertex& input, int num_attr std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); } - LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), quat (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)", + LOG_TRACE(Render_Software, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), " + "col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)", ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(), ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(), ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(), - ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32()); + ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(), + ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32()); return ret; } diff --git a/src/video_core/shader/shader.h b/src/video_core/shader/shader.h index 1c6fa592c..f068cd93f 100644 --- a/src/video_core/shader/shader.h +++ b/src/video_core/shader/shader.h @@ -37,17 +37,19 @@ struct OutputVertex { Math::Vec4 color; Math::Vec2 tc0; Math::Vec2 tc1; - float24 pad[6]; + INSERT_PADDING_WORDS(2); + Math::Vec3 view; + INSERT_PADDING_WORDS(1); Math::Vec2 tc2; // Padding for optimal alignment - float24 pad2[4]; + INSERT_PADDING_WORDS(4); // Attributes used to store intermediate results // position after perspective divide Math::Vec3 screenpos; - float24 pad3; + INSERT_PADDING_WORDS(1); // Linear interpolation // factor: 0=this, 1=vtx