// Copyright 2023 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include "common/alignment.h" #include "core/memory.h" #include "video_core/pica_state.h" #include "video_core/rasterizer_accelerated.h" namespace VideoCore { using Pica::f24; static Common::Vec4f ColorRGBA8(const u32 color) { const auto rgba = Common::Vec4u{color >> 0 & 0xFF, color >> 8 & 0xFF, color >> 16 & 0xFF, color >> 24 & 0xFF}; return rgba / 255.0f; } static Common::Vec3f LightColor(const Pica::LightingRegs::LightColor& color) { return Common::Vec3u{color.r, color.g, color.b} / 255.0f; } RasterizerAccelerated::HardwareVertex::HardwareVertex(const Pica::Shader::OutputVertex& v, bool flip_quaternion) { position[0] = v.pos.x.ToFloat32(); position[1] = v.pos.y.ToFloat32(); position[2] = v.pos.z.ToFloat32(); position[3] = v.pos.w.ToFloat32(); color[0] = v.color.x.ToFloat32(); color[1] = v.color.y.ToFloat32(); color[2] = v.color.z.ToFloat32(); color[3] = v.color.w.ToFloat32(); tex_coord0[0] = v.tc0.x.ToFloat32(); tex_coord0[1] = v.tc0.y.ToFloat32(); tex_coord1[0] = v.tc1.x.ToFloat32(); tex_coord1[1] = v.tc1.y.ToFloat32(); tex_coord2[0] = v.tc2.x.ToFloat32(); tex_coord2[1] = v.tc2.y.ToFloat32(); tex_coord0_w = v.tc0_w.ToFloat32(); normquat[0] = v.quat.x.ToFloat32(); normquat[1] = v.quat.y.ToFloat32(); normquat[2] = v.quat.z.ToFloat32(); normquat[3] = v.quat.w.ToFloat32(); view[0] = v.view.x.ToFloat32(); view[1] = v.view.y.ToFloat32(); view[2] = v.view.z.ToFloat32(); if (flip_quaternion) { normquat = -normquat; } } RasterizerAccelerated::RasterizerAccelerated(Memory::MemorySystem& memory_) : memory{memory_}, regs{Pica::g_state.regs} { uniform_block_data.lighting_lut_dirty.fill(true); } /** * This is a helper function to resolve an issue when interpolating opposite quaternions. See below * for a detailed description of this issue (yuriks): * * For any rotation, there are two quaternions Q, and -Q, that represent the same rotation. If you * interpolate two quaternions that are opposite, instead of going from one rotation to another * using the shortest path, you'll go around the longest path. You can test if two quaternions are * opposite by checking if Dot(Q1, Q2) < 0. In that case, you can flip either of them, therefore * making Dot(Q1, -Q2) positive. * * This solution corrects this issue per-vertex before passing the quaternions to OpenGL. This is * correct for most cases but can still rotate around the long way sometimes. An implementation * which did `lerp(lerp(Q1, Q2), Q3)` (with proper weighting), applying the dot product check * between each step would work for those cases at the cost of being more complex to implement. * * Fortunately however, the 3DS hardware happens to also use this exact same logic to work around * these issues, making this basic implementation actually more accurate to the hardware. */ static bool AreQuaternionsOpposite(Common::Vec4 qa, Common::Vec4 qb) { Common::Vec4f a{qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32()}; Common::Vec4f b{qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32()}; return (Common::Dot(a, b) < 0.f); } void RasterizerAccelerated::AddTriangle(const Pica::Shader::OutputVertex& v0, const Pica::Shader::OutputVertex& v1, const Pica::Shader::OutputVertex& v2) { vertex_batch.emplace_back(v0, false); vertex_batch.emplace_back(v1, AreQuaternionsOpposite(v0.quat, v1.quat)); vertex_batch.emplace_back(v2, AreQuaternionsOpposite(v0.quat, v2.quat)); } RasterizerAccelerated::VertexArrayInfo RasterizerAccelerated::AnalyzeVertexArray( bool is_indexed, u32 stride_alignment) { const auto& vertex_attributes = regs.pipeline.vertex_attributes; u32 vertex_min; u32 vertex_max; if (is_indexed) { const auto& index_info = regs.pipeline.index_array; const PAddr address = vertex_attributes.GetPhysicalBaseAddress() + index_info.offset; const u8* index_address_8 = memory.GetPhysicalPointer(address); const u16* index_address_16 = reinterpret_cast(index_address_8); const bool index_u16 = index_info.format != 0; vertex_min = 0xFFFF; vertex_max = 0; const u32 size = regs.pipeline.num_vertices * (index_u16 ? 2 : 1); FlushRegion(address, size); for (u32 index = 0; index < regs.pipeline.num_vertices; ++index) { const u32 vertex = index_u16 ? index_address_16[index] : index_address_8[index]; vertex_min = std::min(vertex_min, vertex); vertex_max = std::max(vertex_max, vertex); } } else { vertex_min = regs.pipeline.vertex_offset; vertex_max = regs.pipeline.vertex_offset + regs.pipeline.num_vertices - 1; } const u32 vertex_num = vertex_max - vertex_min + 1; u32 vs_input_size = 0; for (const auto& loader : vertex_attributes.attribute_loaders) { if (loader.component_count != 0) { const u32 aligned_stride = Common::AlignUp(static_cast(loader.byte_count), stride_alignment); vs_input_size += Common::AlignUp(aligned_stride * vertex_num, 4); } } return {vertex_min, vertex_max, vs_input_size}; } void RasterizerAccelerated::SyncEntireState() { // Sync renderer-specific fixed-function state SyncFixedState(); // Sync uniforms SyncClipCoef(); SyncDepthScale(); SyncDepthOffset(); SyncAlphaTest(); SyncCombinerColor(); auto& tev_stages = regs.texturing.GetTevStages(); for (std::size_t index = 0; index < tev_stages.size(); ++index) { SyncTevConstColor(index, tev_stages[index]); } SyncGlobalAmbient(); for (unsigned light_index = 0; light_index < 8; light_index++) { SyncLightSpecular0(light_index); SyncLightSpecular1(light_index); SyncLightDiffuse(light_index); SyncLightAmbient(light_index); SyncLightPosition(light_index); SyncLightDistanceAttenuationBias(light_index); SyncLightDistanceAttenuationScale(light_index); } SyncFogColor(); SyncProcTexNoise(); SyncProcTexBias(); SyncShadowBias(); SyncShadowTextureBias(); for (unsigned tex_index = 0; tex_index < 3; tex_index++) { SyncTextureLodBias(tex_index); } } void RasterizerAccelerated::NotifyPicaRegisterChanged(u32 id) { switch (id) { // Depth modifiers case PICA_REG_INDEX(rasterizer.viewport_depth_range): SyncDepthScale(); break; case PICA_REG_INDEX(rasterizer.viewport_depth_near_plane): SyncDepthOffset(); break; // Depth buffering case PICA_REG_INDEX(rasterizer.depthmap_enable): shader_dirty = true; break; // Shadow texture case PICA_REG_INDEX(texturing.shadow): SyncShadowTextureBias(); break; // Fog state case PICA_REG_INDEX(texturing.fog_color): SyncFogColor(); break; case PICA_REG_INDEX(texturing.fog_lut_data[0]): case PICA_REG_INDEX(texturing.fog_lut_data[1]): case PICA_REG_INDEX(texturing.fog_lut_data[2]): case PICA_REG_INDEX(texturing.fog_lut_data[3]): case PICA_REG_INDEX(texturing.fog_lut_data[4]): case PICA_REG_INDEX(texturing.fog_lut_data[5]): case PICA_REG_INDEX(texturing.fog_lut_data[6]): case PICA_REG_INDEX(texturing.fog_lut_data[7]): uniform_block_data.fog_lut_dirty = true; break; // ProcTex state case PICA_REG_INDEX(texturing.proctex): case PICA_REG_INDEX(texturing.proctex_lut): case PICA_REG_INDEX(texturing.proctex_lut_offset): SyncProcTexBias(); shader_dirty = true; break; case PICA_REG_INDEX(texturing.proctex_noise_u): case PICA_REG_INDEX(texturing.proctex_noise_v): case PICA_REG_INDEX(texturing.proctex_noise_frequency): SyncProcTexNoise(); break; case PICA_REG_INDEX(texturing.proctex_lut_data[0]): case PICA_REG_INDEX(texturing.proctex_lut_data[1]): case PICA_REG_INDEX(texturing.proctex_lut_data[2]): case PICA_REG_INDEX(texturing.proctex_lut_data[3]): case PICA_REG_INDEX(texturing.proctex_lut_data[4]): case PICA_REG_INDEX(texturing.proctex_lut_data[5]): case PICA_REG_INDEX(texturing.proctex_lut_data[6]): case PICA_REG_INDEX(texturing.proctex_lut_data[7]): using Pica::TexturingRegs; switch (regs.texturing.proctex_lut_config.ref_table.Value()) { case TexturingRegs::ProcTexLutTable::Noise: uniform_block_data.proctex_noise_lut_dirty = true; break; case TexturingRegs::ProcTexLutTable::ColorMap: uniform_block_data.proctex_color_map_dirty = true; break; case TexturingRegs::ProcTexLutTable::AlphaMap: uniform_block_data.proctex_alpha_map_dirty = true; break; case TexturingRegs::ProcTexLutTable::Color: uniform_block_data.proctex_lut_dirty = true; break; case TexturingRegs::ProcTexLutTable::ColorDiff: uniform_block_data.proctex_diff_lut_dirty = true; break; } break; // Fragment operation mode case PICA_REG_INDEX(framebuffer.output_merger.fragment_operation_mode): shader_dirty = true; break; // Alpha test case PICA_REG_INDEX(framebuffer.output_merger.alpha_test): SyncAlphaTest(); shader_dirty = true; break; case PICA_REG_INDEX(framebuffer.shadow): SyncShadowBias(); break; // Scissor test case PICA_REG_INDEX(rasterizer.scissor_test.mode): shader_dirty = true; break; case PICA_REG_INDEX(texturing.main_config): shader_dirty = true; break; // Texture 0 type case PICA_REG_INDEX(texturing.texture0.type): shader_dirty = true; break; // TEV stages // (This also syncs fog_mode and fog_flip which are part of tev_combiner_buffer_input) case PICA_REG_INDEX(texturing.tev_stage0.color_source1): case PICA_REG_INDEX(texturing.tev_stage0.color_modifier1): case PICA_REG_INDEX(texturing.tev_stage0.color_op): case PICA_REG_INDEX(texturing.tev_stage0.color_scale): case PICA_REG_INDEX(texturing.tev_stage1.color_source1): case PICA_REG_INDEX(texturing.tev_stage1.color_modifier1): case PICA_REG_INDEX(texturing.tev_stage1.color_op): case PICA_REG_INDEX(texturing.tev_stage1.color_scale): case PICA_REG_INDEX(texturing.tev_stage2.color_source1): case PICA_REG_INDEX(texturing.tev_stage2.color_modifier1): case PICA_REG_INDEX(texturing.tev_stage2.color_op): case PICA_REG_INDEX(texturing.tev_stage2.color_scale): case PICA_REG_INDEX(texturing.tev_stage3.color_source1): case PICA_REG_INDEX(texturing.tev_stage3.color_modifier1): case PICA_REG_INDEX(texturing.tev_stage3.color_op): case PICA_REG_INDEX(texturing.tev_stage3.color_scale): case PICA_REG_INDEX(texturing.tev_stage4.color_source1): case PICA_REG_INDEX(texturing.tev_stage4.color_modifier1): case PICA_REG_INDEX(texturing.tev_stage4.color_op): case PICA_REG_INDEX(texturing.tev_stage4.color_scale): case PICA_REG_INDEX(texturing.tev_stage5.color_source1): case PICA_REG_INDEX(texturing.tev_stage5.color_modifier1): case PICA_REG_INDEX(texturing.tev_stage5.color_op): case PICA_REG_INDEX(texturing.tev_stage5.color_scale): case PICA_REG_INDEX(texturing.tev_combiner_buffer_input): shader_dirty = true; break; case PICA_REG_INDEX(texturing.tev_stage0.const_r): SyncTevConstColor(0, regs.texturing.tev_stage0); break; case PICA_REG_INDEX(texturing.tev_stage1.const_r): SyncTevConstColor(1, regs.texturing.tev_stage1); break; case PICA_REG_INDEX(texturing.tev_stage2.const_r): SyncTevConstColor(2, regs.texturing.tev_stage2); break; case PICA_REG_INDEX(texturing.tev_stage3.const_r): SyncTevConstColor(3, regs.texturing.tev_stage3); break; case PICA_REG_INDEX(texturing.tev_stage4.const_r): SyncTevConstColor(4, regs.texturing.tev_stage4); break; case PICA_REG_INDEX(texturing.tev_stage5.const_r): SyncTevConstColor(5, regs.texturing.tev_stage5); break; // TEV combiner buffer color case PICA_REG_INDEX(texturing.tev_combiner_buffer_color): SyncCombinerColor(); break; // Fragment lighting switches case PICA_REG_INDEX(lighting.disable): case PICA_REG_INDEX(lighting.max_light_index): case PICA_REG_INDEX(lighting.config0): case PICA_REG_INDEX(lighting.config1): case PICA_REG_INDEX(lighting.abs_lut_input): case PICA_REG_INDEX(lighting.lut_input): case PICA_REG_INDEX(lighting.lut_scale): case PICA_REG_INDEX(lighting.light_enable): break; // Fragment lighting specular 0 color case PICA_REG_INDEX(lighting.light[0].specular_0): SyncLightSpecular0(0); break; case PICA_REG_INDEX(lighting.light[1].specular_0): SyncLightSpecular0(1); break; case PICA_REG_INDEX(lighting.light[2].specular_0): SyncLightSpecular0(2); break; case PICA_REG_INDEX(lighting.light[3].specular_0): SyncLightSpecular0(3); break; case PICA_REG_INDEX(lighting.light[4].specular_0): SyncLightSpecular0(4); break; case PICA_REG_INDEX(lighting.light[5].specular_0): SyncLightSpecular0(5); break; case PICA_REG_INDEX(lighting.light[6].specular_0): SyncLightSpecular0(6); break; case PICA_REG_INDEX(lighting.light[7].specular_0): SyncLightSpecular0(7); break; // Fragment lighting specular 1 color case PICA_REG_INDEX(lighting.light[0].specular_1): SyncLightSpecular1(0); break; case PICA_REG_INDEX(lighting.light[1].specular_1): SyncLightSpecular1(1); break; case PICA_REG_INDEX(lighting.light[2].specular_1): SyncLightSpecular1(2); break; case PICA_REG_INDEX(lighting.light[3].specular_1): SyncLightSpecular1(3); break; case PICA_REG_INDEX(lighting.light[4].specular_1): SyncLightSpecular1(4); break; case PICA_REG_INDEX(lighting.light[5].specular_1): SyncLightSpecular1(5); break; case PICA_REG_INDEX(lighting.light[6].specular_1): SyncLightSpecular1(6); break; case PICA_REG_INDEX(lighting.light[7].specular_1): SyncLightSpecular1(7); break; // Fragment lighting diffuse color case PICA_REG_INDEX(lighting.light[0].diffuse): SyncLightDiffuse(0); break; case PICA_REG_INDEX(lighting.light[1].diffuse): SyncLightDiffuse(1); break; case PICA_REG_INDEX(lighting.light[2].diffuse): SyncLightDiffuse(2); break; case PICA_REG_INDEX(lighting.light[3].diffuse): SyncLightDiffuse(3); break; case PICA_REG_INDEX(lighting.light[4].diffuse): SyncLightDiffuse(4); break; case PICA_REG_INDEX(lighting.light[5].diffuse): SyncLightDiffuse(5); break; case PICA_REG_INDEX(lighting.light[6].diffuse): SyncLightDiffuse(6); break; case PICA_REG_INDEX(lighting.light[7].diffuse): SyncLightDiffuse(7); break; // Fragment lighting ambient color case PICA_REG_INDEX(lighting.light[0].ambient): SyncLightAmbient(0); break; case PICA_REG_INDEX(lighting.light[1].ambient): SyncLightAmbient(1); break; case PICA_REG_INDEX(lighting.light[2].ambient): SyncLightAmbient(2); break; case PICA_REG_INDEX(lighting.light[3].ambient): SyncLightAmbient(3); break; case PICA_REG_INDEX(lighting.light[4].ambient): SyncLightAmbient(4); break; case PICA_REG_INDEX(lighting.light[5].ambient): SyncLightAmbient(5); break; case PICA_REG_INDEX(lighting.light[6].ambient): SyncLightAmbient(6); break; case PICA_REG_INDEX(lighting.light[7].ambient): SyncLightAmbient(7); break; // Fragment lighting position case PICA_REG_INDEX(lighting.light[0].x): case PICA_REG_INDEX(lighting.light[0].z): SyncLightPosition(0); break; case PICA_REG_INDEX(lighting.light[1].x): case PICA_REG_INDEX(lighting.light[1].z): SyncLightPosition(1); break; case PICA_REG_INDEX(lighting.light[2].x): case PICA_REG_INDEX(lighting.light[2].z): SyncLightPosition(2); break; case PICA_REG_INDEX(lighting.light[3].x): case PICA_REG_INDEX(lighting.light[3].z): SyncLightPosition(3); break; case PICA_REG_INDEX(lighting.light[4].x): case PICA_REG_INDEX(lighting.light[4].z): SyncLightPosition(4); break; case PICA_REG_INDEX(lighting.light[5].x): case PICA_REG_INDEX(lighting.light[5].z): SyncLightPosition(5); break; case PICA_REG_INDEX(lighting.light[6].x): case PICA_REG_INDEX(lighting.light[6].z): SyncLightPosition(6); break; case PICA_REG_INDEX(lighting.light[7].x): case PICA_REG_INDEX(lighting.light[7].z): SyncLightPosition(7); break; // Fragment spot lighting direction case PICA_REG_INDEX(lighting.light[0].spot_x): case PICA_REG_INDEX(lighting.light[0].spot_z): SyncLightSpotDirection(0); break; case PICA_REG_INDEX(lighting.light[1].spot_x): case PICA_REG_INDEX(lighting.light[1].spot_z): SyncLightSpotDirection(1); break; case PICA_REG_INDEX(lighting.light[2].spot_x): case PICA_REG_INDEX(lighting.light[2].spot_z): SyncLightSpotDirection(2); break; case PICA_REG_INDEX(lighting.light[3].spot_x): case PICA_REG_INDEX(lighting.light[3].spot_z): SyncLightSpotDirection(3); break; case PICA_REG_INDEX(lighting.light[4].spot_x): case PICA_REG_INDEX(lighting.light[4].spot_z): SyncLightSpotDirection(4); break; case PICA_REG_INDEX(lighting.light[5].spot_x): case PICA_REG_INDEX(lighting.light[5].spot_z): SyncLightSpotDirection(5); break; case PICA_REG_INDEX(lighting.light[6].spot_x): case PICA_REG_INDEX(lighting.light[6].spot_z): SyncLightSpotDirection(6); break; case PICA_REG_INDEX(lighting.light[7].spot_x): case PICA_REG_INDEX(lighting.light[7].spot_z): SyncLightSpotDirection(7); break; // Fragment lighting light source config case PICA_REG_INDEX(lighting.light[0].config): case PICA_REG_INDEX(lighting.light[1].config): case PICA_REG_INDEX(lighting.light[2].config): case PICA_REG_INDEX(lighting.light[3].config): case PICA_REG_INDEX(lighting.light[4].config): case PICA_REG_INDEX(lighting.light[5].config): case PICA_REG_INDEX(lighting.light[6].config): case PICA_REG_INDEX(lighting.light[7].config): shader_dirty = true; break; // Fragment lighting distance attenuation bias case PICA_REG_INDEX(lighting.light[0].dist_atten_bias): SyncLightDistanceAttenuationBias(0); break; case PICA_REG_INDEX(lighting.light[1].dist_atten_bias): SyncLightDistanceAttenuationBias(1); break; case PICA_REG_INDEX(lighting.light[2].dist_atten_bias): SyncLightDistanceAttenuationBias(2); break; case PICA_REG_INDEX(lighting.light[3].dist_atten_bias): SyncLightDistanceAttenuationBias(3); break; case PICA_REG_INDEX(lighting.light[4].dist_atten_bias): SyncLightDistanceAttenuationBias(4); break; case PICA_REG_INDEX(lighting.light[5].dist_atten_bias): SyncLightDistanceAttenuationBias(5); break; case PICA_REG_INDEX(lighting.light[6].dist_atten_bias): SyncLightDistanceAttenuationBias(6); break; case PICA_REG_INDEX(lighting.light[7].dist_atten_bias): SyncLightDistanceAttenuationBias(7); break; // Fragment lighting distance attenuation scale case PICA_REG_INDEX(lighting.light[0].dist_atten_scale): SyncLightDistanceAttenuationScale(0); break; case PICA_REG_INDEX(lighting.light[1].dist_atten_scale): SyncLightDistanceAttenuationScale(1); break; case PICA_REG_INDEX(lighting.light[2].dist_atten_scale): SyncLightDistanceAttenuationScale(2); break; case PICA_REG_INDEX(lighting.light[3].dist_atten_scale): SyncLightDistanceAttenuationScale(3); break; case PICA_REG_INDEX(lighting.light[4].dist_atten_scale): SyncLightDistanceAttenuationScale(4); break; case PICA_REG_INDEX(lighting.light[5].dist_atten_scale): SyncLightDistanceAttenuationScale(5); break; case PICA_REG_INDEX(lighting.light[6].dist_atten_scale): SyncLightDistanceAttenuationScale(6); break; case PICA_REG_INDEX(lighting.light[7].dist_atten_scale): SyncLightDistanceAttenuationScale(7); break; // Fragment lighting global ambient color (emission + ambient * ambient) case PICA_REG_INDEX(lighting.global_ambient): SyncGlobalAmbient(); break; // Fragment lighting lookup tables case PICA_REG_INDEX(lighting.lut_data[0]): case PICA_REG_INDEX(lighting.lut_data[1]): case PICA_REG_INDEX(lighting.lut_data[2]): case PICA_REG_INDEX(lighting.lut_data[3]): case PICA_REG_INDEX(lighting.lut_data[4]): case PICA_REG_INDEX(lighting.lut_data[5]): case PICA_REG_INDEX(lighting.lut_data[6]): case PICA_REG_INDEX(lighting.lut_data[7]): { const auto& lut_config = regs.lighting.lut_config; uniform_block_data.lighting_lut_dirty[lut_config.type] = true; uniform_block_data.lighting_lut_dirty_any = true; break; } // Texture LOD biases case PICA_REG_INDEX(texturing.texture0.lod.bias): SyncTextureLodBias(0); break; case PICA_REG_INDEX(texturing.texture1.lod.bias): SyncTextureLodBias(1); break; case PICA_REG_INDEX(texturing.texture2.lod.bias): SyncTextureLodBias(2); break; // Texture borders case PICA_REG_INDEX(texturing.texture0.border_color): SyncTextureBorderColor(0); break; case PICA_REG_INDEX(texturing.texture1.border_color): SyncTextureBorderColor(1); break; case PICA_REG_INDEX(texturing.texture2.border_color): SyncTextureBorderColor(2); break; // Clipping plane case PICA_REG_INDEX(rasterizer.clip_coef[0]): case PICA_REG_INDEX(rasterizer.clip_coef[1]): case PICA_REG_INDEX(rasterizer.clip_coef[2]): case PICA_REG_INDEX(rasterizer.clip_coef[3]): SyncClipCoef(); break; } // Forward registers that map to fixed function API features to the video backend NotifyFixedFunctionPicaRegisterChanged(id); } void RasterizerAccelerated::SyncDepthScale() { const f32 depth_scale = f24::FromRaw(regs.rasterizer.viewport_depth_range).ToFloat32(); if (depth_scale != uniform_block_data.data.depth_scale) { uniform_block_data.data.depth_scale = depth_scale; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncDepthOffset() { const f32 depth_offset = f24::FromRaw(regs.rasterizer.viewport_depth_near_plane).ToFloat32(); if (depth_offset != uniform_block_data.data.depth_offset) { uniform_block_data.data.depth_offset = depth_offset; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncFogColor() { const auto& fog_color_regs = regs.texturing.fog_color; const Common::Vec3f fog_color = { fog_color_regs.r.Value() / 255.0f, fog_color_regs.g.Value() / 255.0f, fog_color_regs.b.Value() / 255.0f, }; if (fog_color != uniform_block_data.data.fog_color) { uniform_block_data.data.fog_color = fog_color; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncProcTexNoise() { const Common::Vec2f proctex_noise_f = { Pica::f16::FromRaw(regs.texturing.proctex_noise_frequency.u).ToFloat32(), Pica::f16::FromRaw(regs.texturing.proctex_noise_frequency.v).ToFloat32(), }; const Common::Vec2f proctex_noise_a = { regs.texturing.proctex_noise_u.amplitude / 4095.0f, regs.texturing.proctex_noise_v.amplitude / 4095.0f, }; const Common::Vec2f proctex_noise_p = { Pica::f16::FromRaw(regs.texturing.proctex_noise_u.phase).ToFloat32(), Pica::f16::FromRaw(regs.texturing.proctex_noise_v.phase).ToFloat32(), }; if (proctex_noise_f != uniform_block_data.data.proctex_noise_f || proctex_noise_a != uniform_block_data.data.proctex_noise_a || proctex_noise_p != uniform_block_data.data.proctex_noise_p) { uniform_block_data.data.proctex_noise_f = proctex_noise_f; uniform_block_data.data.proctex_noise_a = proctex_noise_a; uniform_block_data.data.proctex_noise_p = proctex_noise_p; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncProcTexBias() { const auto proctex_bias = Pica::f16::FromRaw(regs.texturing.proctex.bias_low | (regs.texturing.proctex_lut.bias_high << 8)) .ToFloat32(); if (proctex_bias != uniform_block_data.data.proctex_bias) { uniform_block_data.data.proctex_bias = proctex_bias; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncAlphaTest() { if (regs.framebuffer.output_merger.alpha_test.ref != static_cast(uniform_block_data.data.alphatest_ref)) { uniform_block_data.data.alphatest_ref = regs.framebuffer.output_merger.alpha_test.ref; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncCombinerColor() { const auto combiner_color = ColorRGBA8(regs.texturing.tev_combiner_buffer_color.raw); if (combiner_color != uniform_block_data.data.tev_combiner_buffer_color) { uniform_block_data.data.tev_combiner_buffer_color = combiner_color; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncTevConstColor( const size_t stage_index, const Pica::TexturingRegs::TevStageConfig& tev_stage) { const auto const_color = ColorRGBA8(tev_stage.const_color); if (const_color == uniform_block_data.data.const_color[stage_index]) { return; } uniform_block_data.data.const_color[stage_index] = const_color; uniform_block_data.dirty = true; } void RasterizerAccelerated::SyncGlobalAmbient() { const auto color = LightColor(regs.lighting.global_ambient); if (color != uniform_block_data.data.lighting_global_ambient) { uniform_block_data.data.lighting_global_ambient = color; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncLightSpecular0(int light_index) { const auto color = LightColor(regs.lighting.light[light_index].specular_0); if (color != uniform_block_data.data.light_src[light_index].specular_0) { uniform_block_data.data.light_src[light_index].specular_0 = color; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncLightSpecular1(int light_index) { const auto color = LightColor(regs.lighting.light[light_index].specular_1); if (color != uniform_block_data.data.light_src[light_index].specular_1) { uniform_block_data.data.light_src[light_index].specular_1 = color; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncLightDiffuse(int light_index) { const auto color = LightColor(regs.lighting.light[light_index].diffuse); if (color != uniform_block_data.data.light_src[light_index].diffuse) { uniform_block_data.data.light_src[light_index].diffuse = color; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncLightAmbient(int light_index) { const auto color = LightColor(regs.lighting.light[light_index].ambient); if (color != uniform_block_data.data.light_src[light_index].ambient) { uniform_block_data.data.light_src[light_index].ambient = color; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncLightPosition(int light_index) { const Common::Vec3f position = { Pica::f16::FromRaw(regs.lighting.light[light_index].x).ToFloat32(), Pica::f16::FromRaw(regs.lighting.light[light_index].y).ToFloat32(), Pica::f16::FromRaw(regs.lighting.light[light_index].z).ToFloat32(), }; if (position != uniform_block_data.data.light_src[light_index].position) { uniform_block_data.data.light_src[light_index].position = position; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncLightSpotDirection(int light_index) { const auto& light = regs.lighting.light[light_index]; const auto spot_direction = Common::Vec3f{light.spot_x / 2047.0f, light.spot_y / 2047.0f, light.spot_z / 2047.0f}; if (spot_direction != uniform_block_data.data.light_src[light_index].spot_direction) { uniform_block_data.data.light_src[light_index].spot_direction = spot_direction; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncLightDistanceAttenuationBias(int light_index) { const f32 dist_atten_bias = Pica::f20::FromRaw(regs.lighting.light[light_index].dist_atten_bias).ToFloat32(); if (dist_atten_bias != uniform_block_data.data.light_src[light_index].dist_atten_bias) { uniform_block_data.data.light_src[light_index].dist_atten_bias = dist_atten_bias; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncLightDistanceAttenuationScale(int light_index) { const f32 dist_atten_scale = Pica::f20::FromRaw(regs.lighting.light[light_index].dist_atten_scale).ToFloat32(); if (dist_atten_scale != uniform_block_data.data.light_src[light_index].dist_atten_scale) { uniform_block_data.data.light_src[light_index].dist_atten_scale = dist_atten_scale; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncShadowBias() { const auto& shadow = regs.framebuffer.shadow; const f32 constant = Pica::f16::FromRaw(shadow.constant).ToFloat32(); const f32 linear = Pica::f16::FromRaw(shadow.linear).ToFloat32(); if (constant != uniform_block_data.data.shadow_bias_constant || linear != uniform_block_data.data.shadow_bias_linear) { uniform_block_data.data.shadow_bias_constant = constant; uniform_block_data.data.shadow_bias_linear = linear; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncShadowTextureBias() { const s32 bias = regs.texturing.shadow.bias << 1; if (bias != uniform_block_data.data.shadow_texture_bias) { uniform_block_data.data.shadow_texture_bias = bias; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncTextureLodBias(int tex_index) { const auto pica_textures = regs.texturing.GetTextures(); const f32 bias = pica_textures[tex_index].config.lod.bias / 256.0f; if (bias != uniform_block_data.data.tex_lod_bias[tex_index]) { uniform_block_data.data.tex_lod_bias[tex_index] = bias; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncTextureBorderColor(int tex_index) { const auto pica_textures = regs.texturing.GetTextures(); const auto params = pica_textures[tex_index].config; const Common::Vec4f border_color = ColorRGBA8(params.border_color.raw); if (border_color != uniform_block_data.data.tex_border_color[tex_index]) { uniform_block_data.data.tex_border_color[tex_index] = border_color; uniform_block_data.dirty = true; } } void RasterizerAccelerated::SyncClipCoef() { const auto raw_clip_coef = regs.rasterizer.GetClipCoef(); const Common::Vec4f new_clip_coef = {raw_clip_coef.x.ToFloat32(), raw_clip_coef.y.ToFloat32(), raw_clip_coef.z.ToFloat32(), raw_clip_coef.w.ToFloat32()}; if (new_clip_coef != uniform_block_data.data.clip_coef) { uniform_block_data.data.clip_coef = new_clip_coef; uniform_block_data.dirty = true; } } } // namespace VideoCore