1214 lines
50 KiB
C++
1214 lines
50 KiB
C++
// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <cstring>
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#include <memory>
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#include <glad/glad.h>
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#include "common/color.h"
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#include "common/file_util.h"
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#include "common/make_unique.h"
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#include "common/math_util.h"
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#include "common/microprofile.h"
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#include "common/profiler.h"
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#include "core/memory.h"
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#include "core/settings.h"
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#include "core/hw/gpu.h"
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#include "video_core/pica.h"
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#include "video_core/pica_state.h"
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#include "video_core/utils.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_shader_gen.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/pica_to_gl.h"
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static bool IsPassThroughTevStage(const Pica::Regs::TevStageConfig& stage) {
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return (stage.color_op == Pica::Regs::TevStageConfig::Operation::Replace &&
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stage.alpha_op == Pica::Regs::TevStageConfig::Operation::Replace &&
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stage.color_source1 == Pica::Regs::TevStageConfig::Source::Previous &&
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stage.alpha_source1 == Pica::Regs::TevStageConfig::Source::Previous &&
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stage.color_modifier1 == Pica::Regs::TevStageConfig::ColorModifier::SourceColor &&
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stage.alpha_modifier1 == Pica::Regs::TevStageConfig::AlphaModifier::SourceAlpha &&
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stage.GetColorMultiplier() == 1 &&
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stage.GetAlphaMultiplier() == 1);
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}
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RasterizerOpenGL::RasterizerOpenGL() : cached_fb_color_addr(0), cached_fb_depth_addr(0) { }
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RasterizerOpenGL::~RasterizerOpenGL() { }
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void RasterizerOpenGL::InitObjects() {
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// Create sampler objects
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for (size_t i = 0; i < texture_samplers.size(); ++i) {
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texture_samplers[i].Create();
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state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
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}
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// Generate VBO, VAO and UBO
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vertex_buffer.Create();
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vertex_array.Create();
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uniform_buffer.Create();
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state.draw.vertex_array = vertex_array.handle;
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state.draw.vertex_buffer = vertex_buffer.handle;
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state.draw.uniform_buffer = uniform_buffer.handle;
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state.Apply();
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// Bind the UBO to binding point 0
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer.handle);
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uniform_block_data.dirty = true;
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// Set vertex attributes
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glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION);
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glVertexAttribPointer(GLShader::ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, color));
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_COLOR);
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glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord0));
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glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD1, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord1));
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glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD2, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord2));
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD0);
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD1);
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD2);
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glVertexAttribPointer(GLShader::ATTRIBUTE_NORMQUAT, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, normquat));
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_NORMQUAT);
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glVertexAttribPointer(GLShader::ATTRIBUTE_VIEW, 3, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, view));
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_VIEW);
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SetShader();
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// Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
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fb_color_texture.texture.Create();
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ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
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state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
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state.Apply();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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fb_depth_texture.texture.Create();
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ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
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state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
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state.Apply();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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// Configure OpenGL framebuffer
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framebuffer.Create();
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state.draw.framebuffer = framebuffer.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_color_texture.texture.handle, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0);
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for (size_t i = 0; i < lighting_lut.size(); ++i) {
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lighting_lut[i].Create();
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state.lighting_lut[i].texture_1d = lighting_lut[i].handle;
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glActiveTexture(GL_TEXTURE3 + i);
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glBindTexture(GL_TEXTURE_1D, state.lighting_lut[i].texture_1d);
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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state.Apply();
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ASSERT_MSG(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE,
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"OpenGL rasterizer framebuffer setup failed, status %X", glCheckFramebufferStatus(GL_FRAMEBUFFER));
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}
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void RasterizerOpenGL::Reset() {
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SyncCullMode();
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SyncDepthModifiers();
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SyncBlendEnabled();
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SyncBlendFuncs();
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SyncBlendColor();
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SyncLogicOp();
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SyncStencilTest();
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SyncDepthTest();
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SetShader();
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res_cache.InvalidateAll();
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}
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/**
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* This is a helper function to resolve an issue with opposite quaternions being interpolated by
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* OpenGL. See below for a detailed description of this issue (yuriks):
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*
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* For any rotation, there are two quaternions Q, and -Q, that represent the same rotation. If you
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* interpolate two quaternions that are opposite, instead of going from one rotation to another
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* using the shortest path, you'll go around the longest path. You can test if two quaternions are
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* opposite by checking if Dot(Q1, W2) < 0. In that case, you can flip either of them, therefore
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* making Dot(-Q1, W2) positive.
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*
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* NOTE: This solution corrects this issue per-vertex before passing the quaternions to OpenGL. This
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* should be correct for nearly all cases, however a more correct implementation (but less trivial
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* and perhaps unnecessary) would be to handle this per-fragment, by interpolating the quaternions
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* manually using two Lerps, and doing this correction before each Lerp.
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*/
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static bool AreQuaternionsOpposite(Math::Vec4<Pica::float24> qa, Math::Vec4<Pica::float24> qb) {
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Math::Vec4f a{ qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32() };
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Math::Vec4f b{ qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32() };
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return (Math::Dot(a, b) < 0.f);
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}
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void RasterizerOpenGL::AddTriangle(const Pica::Shader::OutputVertex& v0,
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const Pica::Shader::OutputVertex& v1,
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const Pica::Shader::OutputVertex& v2) {
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vertex_batch.emplace_back(v0, false);
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vertex_batch.emplace_back(v1, AreQuaternionsOpposite(v0.quat, v1.quat));
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vertex_batch.emplace_back(v2, AreQuaternionsOpposite(v0.quat, v2.quat));
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}
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void RasterizerOpenGL::DrawTriangles() {
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if (vertex_batch.empty())
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return;
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SyncFramebuffer();
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SyncDrawState();
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if (state.draw.shader_dirty) {
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SetShader();
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state.draw.shader_dirty = false;
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}
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for (unsigned index = 0; index < lighting_lut.size(); index++) {
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if (uniform_block_data.lut_dirty[index]) {
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SyncLightingLUT(index);
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uniform_block_data.lut_dirty[index] = false;
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}
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}
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if (uniform_block_data.dirty) {
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW);
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uniform_block_data.dirty = false;
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}
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glBufferData(GL_ARRAY_BUFFER, vertex_batch.size() * sizeof(HardwareVertex), vertex_batch.data(), GL_STREAM_DRAW);
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glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertex_batch.size());
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vertex_batch.clear();
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// Flush the resource cache at the current depth and color framebuffer addresses for render-to-texture
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const auto& regs = Pica::g_state.regs;
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u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
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* fb_color_texture.width * fb_color_texture.height;
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u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
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* fb_depth_texture.width * fb_depth_texture.height;
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res_cache.InvalidateInRange(cached_fb_color_addr, cached_fb_color_size, true);
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res_cache.InvalidateInRange(cached_fb_depth_addr, cached_fb_depth_size, true);
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}
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void RasterizerOpenGL::FlushFramebuffer() {
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CommitColorBuffer();
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CommitDepthBuffer();
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}
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void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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const auto& regs = Pica::g_state.regs;
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switch(id) {
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// Culling
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case PICA_REG_INDEX(cull_mode):
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SyncCullMode();
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break;
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// Depth modifiers
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case PICA_REG_INDEX(viewport_depth_range):
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case PICA_REG_INDEX(viewport_depth_far_plane):
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SyncDepthModifiers();
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break;
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// Blending
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case PICA_REG_INDEX(output_merger.alphablend_enable):
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SyncBlendEnabled();
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break;
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case PICA_REG_INDEX(output_merger.alpha_blending):
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SyncBlendFuncs();
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break;
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case PICA_REG_INDEX(output_merger.blend_const):
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SyncBlendColor();
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break;
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// Alpha test
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case PICA_REG_INDEX(output_merger.alpha_test):
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SyncAlphaTest();
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state.draw.shader_dirty = true;
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break;
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// Stencil test
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case PICA_REG_INDEX(output_merger.stencil_test.raw_func):
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case PICA_REG_INDEX(output_merger.stencil_test.raw_op):
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SyncStencilTest();
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break;
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// Depth test
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case PICA_REG_INDEX(output_merger.depth_test_enable):
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SyncDepthTest();
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break;
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// Logic op
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case PICA_REG_INDEX(output_merger.logic_op):
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SyncLogicOp();
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break;
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// TEV stages
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case PICA_REG_INDEX(tev_stage0.color_source1):
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case PICA_REG_INDEX(tev_stage0.color_modifier1):
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case PICA_REG_INDEX(tev_stage0.color_op):
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case PICA_REG_INDEX(tev_stage0.color_scale):
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case PICA_REG_INDEX(tev_stage1.color_source1):
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case PICA_REG_INDEX(tev_stage1.color_modifier1):
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case PICA_REG_INDEX(tev_stage1.color_op):
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case PICA_REG_INDEX(tev_stage1.color_scale):
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case PICA_REG_INDEX(tev_stage2.color_source1):
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case PICA_REG_INDEX(tev_stage2.color_modifier1):
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case PICA_REG_INDEX(tev_stage2.color_op):
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case PICA_REG_INDEX(tev_stage2.color_scale):
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case PICA_REG_INDEX(tev_stage3.color_source1):
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case PICA_REG_INDEX(tev_stage3.color_modifier1):
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case PICA_REG_INDEX(tev_stage3.color_op):
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case PICA_REG_INDEX(tev_stage3.color_scale):
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case PICA_REG_INDEX(tev_stage4.color_source1):
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case PICA_REG_INDEX(tev_stage4.color_modifier1):
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case PICA_REG_INDEX(tev_stage4.color_op):
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case PICA_REG_INDEX(tev_stage4.color_scale):
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case PICA_REG_INDEX(tev_stage5.color_source1):
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case PICA_REG_INDEX(tev_stage5.color_modifier1):
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case PICA_REG_INDEX(tev_stage5.color_op):
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case PICA_REG_INDEX(tev_stage5.color_scale):
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case PICA_REG_INDEX(tev_combiner_buffer_input):
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state.draw.shader_dirty = true;
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break;
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case PICA_REG_INDEX(tev_stage0.const_r):
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SyncTevConstColor(0, regs.tev_stage0);
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break;
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case PICA_REG_INDEX(tev_stage1.const_r):
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SyncTevConstColor(1, regs.tev_stage1);
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break;
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case PICA_REG_INDEX(tev_stage2.const_r):
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SyncTevConstColor(2, regs.tev_stage2);
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break;
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case PICA_REG_INDEX(tev_stage3.const_r):
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SyncTevConstColor(3, regs.tev_stage3);
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break;
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case PICA_REG_INDEX(tev_stage4.const_r):
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SyncTevConstColor(4, regs.tev_stage4);
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break;
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case PICA_REG_INDEX(tev_stage5.const_r):
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SyncTevConstColor(5, regs.tev_stage5);
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break;
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// TEV combiner buffer color
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case PICA_REG_INDEX(tev_combiner_buffer_color):
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SyncCombinerColor();
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break;
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// Fragment lighting specular 0 color
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_0, 0x140 + 0 * 0x10):
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SyncLightSpecular0(0);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[1].specular_0, 0x140 + 1 * 0x10):
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SyncLightSpecular0(1);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[2].specular_0, 0x140 + 2 * 0x10):
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SyncLightSpecular0(2);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[3].specular_0, 0x140 + 3 * 0x10):
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SyncLightSpecular0(3);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[4].specular_0, 0x140 + 4 * 0x10):
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SyncLightSpecular0(4);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[5].specular_0, 0x140 + 5 * 0x10):
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SyncLightSpecular0(5);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[6].specular_0, 0x140 + 6 * 0x10):
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SyncLightSpecular0(6);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[7].specular_0, 0x140 + 7 * 0x10):
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SyncLightSpecular0(7);
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break;
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// Fragment lighting specular 1 color
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_1, 0x141 + 0 * 0x10):
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SyncLightSpecular1(0);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[1].specular_1, 0x141 + 1 * 0x10):
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SyncLightSpecular1(1);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[2].specular_1, 0x141 + 2 * 0x10):
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SyncLightSpecular1(2);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[3].specular_1, 0x141 + 3 * 0x10):
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SyncLightSpecular1(3);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[4].specular_1, 0x141 + 4 * 0x10):
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SyncLightSpecular1(4);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[5].specular_1, 0x141 + 5 * 0x10):
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SyncLightSpecular1(5);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[6].specular_1, 0x141 + 6 * 0x10):
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SyncLightSpecular1(6);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[7].specular_1, 0x141 + 7 * 0x10):
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SyncLightSpecular1(7);
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break;
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// Fragment lighting diffuse color
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].diffuse, 0x142 + 0 * 0x10):
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SyncLightDiffuse(0);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[1].diffuse, 0x142 + 1 * 0x10):
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SyncLightDiffuse(1);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[2].diffuse, 0x142 + 2 * 0x10):
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SyncLightDiffuse(2);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[3].diffuse, 0x142 + 3 * 0x10):
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SyncLightDiffuse(3);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[4].diffuse, 0x142 + 4 * 0x10):
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SyncLightDiffuse(4);
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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;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::FlushRegion(PAddr addr, u32 size) {
|
|
const auto& regs = Pica::g_state.regs;
|
|
|
|
u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
|
|
* fb_color_texture.width * fb_color_texture.height;
|
|
|
|
u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
|
|
* fb_depth_texture.width * fb_depth_texture.height;
|
|
|
|
// If source memory region overlaps 3DS framebuffers, commit them before the copy happens
|
|
if (MathUtil::IntervalsIntersect(addr, size, cached_fb_color_addr, cached_fb_color_size))
|
|
CommitColorBuffer();
|
|
|
|
if (MathUtil::IntervalsIntersect(addr, size, cached_fb_depth_addr, cached_fb_depth_size))
|
|
CommitDepthBuffer();
|
|
}
|
|
|
|
void RasterizerOpenGL::InvalidateRegion(PAddr addr, u32 size) {
|
|
const auto& regs = Pica::g_state.regs;
|
|
|
|
u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
|
|
* fb_color_texture.width * fb_color_texture.height;
|
|
|
|
u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
|
|
* fb_depth_texture.width * fb_depth_texture.height;
|
|
|
|
// If modified memory region overlaps 3DS framebuffers, reload their contents into OpenGL
|
|
if (MathUtil::IntervalsIntersect(addr, size, cached_fb_color_addr, cached_fb_color_size))
|
|
ReloadColorBuffer();
|
|
|
|
if (MathUtil::IntervalsIntersect(addr, size, cached_fb_depth_addr, cached_fb_depth_size))
|
|
ReloadDepthBuffer();
|
|
|
|
// Notify cache of flush in case the region touches a cached resource
|
|
res_cache.InvalidateInRange(addr, size);
|
|
}
|
|
|
|
void RasterizerOpenGL::SamplerInfo::Create() {
|
|
sampler.Create();
|
|
mag_filter = min_filter = TextureConfig::Linear;
|
|
wrap_s = wrap_t = TextureConfig::Repeat;
|
|
border_color = 0;
|
|
|
|
glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // default is GL_LINEAR_MIPMAP_LINEAR
|
|
// Other attributes have correct defaults
|
|
}
|
|
|
|
void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Pica::Regs::TextureConfig& config) {
|
|
GLuint s = sampler.handle;
|
|
|
|
if (mag_filter != config.mag_filter) {
|
|
mag_filter = config.mag_filter;
|
|
glSamplerParameteri(s, GL_TEXTURE_MAG_FILTER, PicaToGL::TextureFilterMode(mag_filter));
|
|
}
|
|
if (min_filter != config.min_filter) {
|
|
min_filter = config.min_filter;
|
|
glSamplerParameteri(s, GL_TEXTURE_MIN_FILTER, PicaToGL::TextureFilterMode(min_filter));
|
|
}
|
|
|
|
if (wrap_s != config.wrap_s) {
|
|
wrap_s = config.wrap_s;
|
|
glSamplerParameteri(s, GL_TEXTURE_WRAP_S, PicaToGL::WrapMode(wrap_s));
|
|
}
|
|
if (wrap_t != config.wrap_t) {
|
|
wrap_t = config.wrap_t;
|
|
glSamplerParameteri(s, GL_TEXTURE_WRAP_T, PicaToGL::WrapMode(wrap_t));
|
|
}
|
|
|
|
if (wrap_s == TextureConfig::ClampToBorder || wrap_t == TextureConfig::ClampToBorder) {
|
|
if (border_color != config.border_color.raw) {
|
|
auto gl_color = PicaToGL::ColorRGBA8(border_color);
|
|
glSamplerParameterfv(s, GL_TEXTURE_BORDER_COLOR, gl_color.data());
|
|
}
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height) {
|
|
GLint internal_format;
|
|
|
|
texture.format = format;
|
|
texture.width = width;
|
|
texture.height = height;
|
|
|
|
switch (format) {
|
|
case Pica::Regs::ColorFormat::RGBA8:
|
|
internal_format = GL_RGBA;
|
|
texture.gl_format = GL_RGBA;
|
|
texture.gl_type = GL_UNSIGNED_INT_8_8_8_8;
|
|
break;
|
|
|
|
case Pica::Regs::ColorFormat::RGB8:
|
|
// This pixel format uses BGR since GL_UNSIGNED_BYTE specifies byte-order, unlike every
|
|
// specific OpenGL type used in this function using native-endian (that is, little-endian
|
|
// mostly everywhere) for words or half-words.
|
|
// TODO: check how those behave on big-endian processors.
|
|
internal_format = GL_RGB;
|
|
texture.gl_format = GL_BGR;
|
|
texture.gl_type = GL_UNSIGNED_BYTE;
|
|
break;
|
|
|
|
case Pica::Regs::ColorFormat::RGB5A1:
|
|
internal_format = GL_RGBA;
|
|
texture.gl_format = GL_RGBA;
|
|
texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
|
|
break;
|
|
|
|
case Pica::Regs::ColorFormat::RGB565:
|
|
internal_format = GL_RGB;
|
|
texture.gl_format = GL_RGB;
|
|
texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
|
|
break;
|
|
|
|
case Pica::Regs::ColorFormat::RGBA4:
|
|
internal_format = GL_RGBA;
|
|
texture.gl_format = GL_RGBA;
|
|
texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
|
|
break;
|
|
|
|
default:
|
|
LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer texture color format %x", format);
|
|
UNIMPLEMENTED();
|
|
break;
|
|
}
|
|
|
|
state.texture_units[0].texture_2d = texture.texture.handle;
|
|
state.Apply();
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
|
|
texture.gl_format, texture.gl_type, nullptr);
|
|
|
|
state.texture_units[0].texture_2d = 0;
|
|
state.Apply();
|
|
}
|
|
|
|
void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) {
|
|
GLint internal_format;
|
|
|
|
texture.format = format;
|
|
texture.width = width;
|
|
texture.height = height;
|
|
|
|
switch (format) {
|
|
case Pica::Regs::DepthFormat::D16:
|
|
internal_format = GL_DEPTH_COMPONENT16;
|
|
texture.gl_format = GL_DEPTH_COMPONENT;
|
|
texture.gl_type = GL_UNSIGNED_SHORT;
|
|
break;
|
|
|
|
case Pica::Regs::DepthFormat::D24:
|
|
internal_format = GL_DEPTH_COMPONENT24;
|
|
texture.gl_format = GL_DEPTH_COMPONENT;
|
|
texture.gl_type = GL_UNSIGNED_INT;
|
|
break;
|
|
|
|
case Pica::Regs::DepthFormat::D24S8:
|
|
internal_format = GL_DEPTH24_STENCIL8;
|
|
texture.gl_format = GL_DEPTH_STENCIL;
|
|
texture.gl_type = GL_UNSIGNED_INT_24_8;
|
|
break;
|
|
|
|
default:
|
|
LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer texture depth format %x", format);
|
|
UNIMPLEMENTED();
|
|
break;
|
|
}
|
|
|
|
state.texture_units[0].texture_2d = texture.texture.handle;
|
|
state.Apply();
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
|
|
texture.gl_format, texture.gl_type, nullptr);
|
|
|
|
state.texture_units[0].texture_2d = 0;
|
|
state.Apply();
|
|
}
|
|
|
|
void RasterizerOpenGL::SetShader() {
|
|
PicaShaderConfig config = PicaShaderConfig::CurrentConfig();
|
|
std::unique_ptr<PicaShader> shader = Common::make_unique<PicaShader>();
|
|
|
|
// Find (or generate) the GLSL shader for the current TEV state
|
|
auto cached_shader = shader_cache.find(config);
|
|
if (cached_shader != shader_cache.end()) {
|
|
current_shader = cached_shader->second.get();
|
|
|
|
state.draw.shader_program = current_shader->shader.handle;
|
|
state.Apply();
|
|
} else {
|
|
LOG_DEBUG(Render_OpenGL, "Creating new shader");
|
|
|
|
shader->shader.Create(GLShader::GenerateVertexShader().c_str(), GLShader::GenerateFragmentShader(config).c_str());
|
|
|
|
state.draw.shader_program = shader->shader.handle;
|
|
state.Apply();
|
|
|
|
// Set the texture samplers to correspond to different texture units
|
|
GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]");
|
|
if (uniform_tex != -1) { glUniform1i(uniform_tex, 0); }
|
|
uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]");
|
|
if (uniform_tex != -1) { glUniform1i(uniform_tex, 1); }
|
|
uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]");
|
|
if (uniform_tex != -1) { glUniform1i(uniform_tex, 2); }
|
|
|
|
// Set the texture samplers to correspond to different lookup table texture units
|
|
GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[0]");
|
|
if (uniform_lut != -1) { glUniform1i(uniform_lut, 3); }
|
|
uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[1]");
|
|
if (uniform_lut != -1) { glUniform1i(uniform_lut, 4); }
|
|
uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[2]");
|
|
if (uniform_lut != -1) { glUniform1i(uniform_lut, 5); }
|
|
uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[3]");
|
|
if (uniform_lut != -1) { glUniform1i(uniform_lut, 6); }
|
|
uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[4]");
|
|
if (uniform_lut != -1) { glUniform1i(uniform_lut, 7); }
|
|
uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[5]");
|
|
if (uniform_lut != -1) { glUniform1i(uniform_lut, 8); }
|
|
|
|
current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
|
|
|
|
unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
|
|
glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
|
|
|
|
// Update uniforms
|
|
SyncAlphaTest();
|
|
SyncCombinerColor();
|
|
auto& tev_stages = Pica::g_state.regs.GetTevStages();
|
|
for (int index = 0; index < tev_stages.size(); ++index)
|
|
SyncTevConstColor(index, tev_stages[index]);
|
|
|
|
SyncGlobalAmbient();
|
|
for (int light_index = 0; light_index < 8; light_index++) {
|
|
SyncLightDiffuse(light_index);
|
|
SyncLightAmbient(light_index);
|
|
SyncLightPosition(light_index);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncFramebuffer() {
|
|
const auto& regs = Pica::g_state.regs;
|
|
|
|
PAddr new_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress();
|
|
Pica::Regs::ColorFormat new_fb_color_format = regs.framebuffer.color_format;
|
|
|
|
PAddr new_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
|
|
Pica::Regs::DepthFormat new_fb_depth_format = regs.framebuffer.depth_format;
|
|
|
|
bool fb_size_changed = fb_color_texture.width != static_cast<GLsizei>(regs.framebuffer.GetWidth()) ||
|
|
fb_color_texture.height != static_cast<GLsizei>(regs.framebuffer.GetHeight());
|
|
|
|
bool color_fb_prop_changed = fb_color_texture.format != new_fb_color_format ||
|
|
fb_size_changed;
|
|
|
|
bool depth_fb_prop_changed = fb_depth_texture.format != new_fb_depth_format ||
|
|
fb_size_changed;
|
|
|
|
bool color_fb_modified = cached_fb_color_addr != new_fb_color_addr ||
|
|
color_fb_prop_changed;
|
|
|
|
bool depth_fb_modified = cached_fb_depth_addr != new_fb_depth_addr ||
|
|
depth_fb_prop_changed;
|
|
|
|
// Commit if framebuffer modified in any way
|
|
if (color_fb_modified)
|
|
CommitColorBuffer();
|
|
|
|
if (depth_fb_modified)
|
|
CommitDepthBuffer();
|
|
|
|
// Reconfigure framebuffer textures if any property has changed
|
|
if (color_fb_prop_changed) {
|
|
ReconfigureColorTexture(fb_color_texture, new_fb_color_format,
|
|
regs.framebuffer.GetWidth(), regs.framebuffer.GetHeight());
|
|
}
|
|
|
|
if (depth_fb_prop_changed) {
|
|
ReconfigureDepthTexture(fb_depth_texture, new_fb_depth_format,
|
|
regs.framebuffer.GetWidth(), regs.framebuffer.GetHeight());
|
|
|
|
// Only attach depth buffer as stencil if it supports stencil
|
|
switch (new_fb_depth_format) {
|
|
case Pica::Regs::DepthFormat::D16:
|
|
case Pica::Regs::DepthFormat::D24:
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
|
|
break;
|
|
|
|
case Pica::Regs::DepthFormat::D24S8:
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0);
|
|
break;
|
|
|
|
default:
|
|
LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer depth format %x", new_fb_depth_format);
|
|
UNIMPLEMENTED();
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Load buffer data again if fb modified in any way
|
|
if (color_fb_modified) {
|
|
cached_fb_color_addr = new_fb_color_addr;
|
|
|
|
ReloadColorBuffer();
|
|
}
|
|
|
|
if (depth_fb_modified) {
|
|
cached_fb_depth_addr = new_fb_depth_addr;
|
|
|
|
ReloadDepthBuffer();
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncCullMode() {
|
|
const auto& regs = Pica::g_state.regs;
|
|
|
|
switch (regs.cull_mode) {
|
|
case Pica::Regs::CullMode::KeepAll:
|
|
state.cull.enabled = false;
|
|
break;
|
|
|
|
case Pica::Regs::CullMode::KeepClockWise:
|
|
state.cull.enabled = true;
|
|
state.cull.front_face = GL_CW;
|
|
break;
|
|
|
|
case Pica::Regs::CullMode::KeepCounterClockWise:
|
|
state.cull.enabled = true;
|
|
state.cull.front_face = GL_CCW;
|
|
break;
|
|
|
|
default:
|
|
LOG_CRITICAL(Render_OpenGL, "Unknown cull mode %d", regs.cull_mode.Value());
|
|
UNIMPLEMENTED();
|
|
break;
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncDepthModifiers() {
|
|
float depth_scale = -Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_range).ToFloat32();
|
|
float depth_offset = Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_far_plane).ToFloat32() / 2.0f;
|
|
|
|
// TODO: Implement scale modifier
|
|
uniform_block_data.data.depth_offset = depth_offset;
|
|
uniform_block_data.dirty = true;
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncBlendEnabled() {
|
|
state.blend.enabled = (Pica::g_state.regs.output_merger.alphablend_enable == 1);
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncBlendFuncs() {
|
|
const auto& regs = Pica::g_state.regs;
|
|
state.blend.src_rgb_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_source_rgb);
|
|
state.blend.dst_rgb_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_dest_rgb);
|
|
state.blend.src_a_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_source_a);
|
|
state.blend.dst_a_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_dest_a);
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncBlendColor() {
|
|
auto blend_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.output_merger.blend_const.raw);
|
|
state.blend.color.red = blend_color[0];
|
|
state.blend.color.green = blend_color[1];
|
|
state.blend.color.blue = blend_color[2];
|
|
state.blend.color.alpha = blend_color[3];
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncAlphaTest() {
|
|
const auto& regs = Pica::g_state.regs;
|
|
if (regs.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) {
|
|
uniform_block_data.data.alphatest_ref = regs.output_merger.alpha_test.ref;
|
|
uniform_block_data.dirty = true;
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncLogicOp() {
|
|
state.logic_op = PicaToGL::LogicOp(Pica::g_state.regs.output_merger.logic_op);
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncStencilTest() {
|
|
const auto& regs = Pica::g_state.regs;
|
|
state.stencil.test_enabled = regs.output_merger.stencil_test.enable && regs.framebuffer.depth_format == Pica::Regs::DepthFormat::D24S8;
|
|
state.stencil.test_func = PicaToGL::CompareFunc(regs.output_merger.stencil_test.func);
|
|
state.stencil.test_ref = regs.output_merger.stencil_test.reference_value;
|
|
state.stencil.test_mask = regs.output_merger.stencil_test.input_mask;
|
|
state.stencil.write_mask = regs.output_merger.stencil_test.write_mask;
|
|
state.stencil.action_stencil_fail = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_stencil_fail);
|
|
state.stencil.action_depth_fail = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_depth_fail);
|
|
state.stencil.action_depth_pass = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_depth_pass);
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncDepthTest() {
|
|
const auto& regs = Pica::g_state.regs;
|
|
state.depth.test_enabled = regs.output_merger.depth_test_enable == 1 ||
|
|
regs.output_merger.depth_write_enable == 1;
|
|
state.depth.test_func = regs.output_merger.depth_test_enable == 1 ?
|
|
PicaToGL::CompareFunc(regs.output_merger.depth_test_func) : GL_ALWAYS;
|
|
state.color_mask.red_enabled = regs.output_merger.red_enable;
|
|
state.color_mask.green_enabled = regs.output_merger.green_enable;
|
|
state.color_mask.blue_enabled = regs.output_merger.blue_enable;
|
|
state.color_mask.alpha_enabled = regs.output_merger.alpha_enable;
|
|
state.depth.write_mask = regs.output_merger.depth_write_enable ? GL_TRUE : GL_FALSE;
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncCombinerColor() {
|
|
auto combiner_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.tev_combiner_buffer_color.raw);
|
|
if (combiner_color != uniform_block_data.data.tev_combiner_buffer_color) {
|
|
uniform_block_data.data.tev_combiner_buffer_color = combiner_color;
|
|
uniform_block_data.dirty = true;
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncTevConstColor(int stage_index, const Pica::Regs::TevStageConfig& tev_stage) {
|
|
auto const_color = PicaToGL::ColorRGBA8(tev_stage.const_color);
|
|
if (const_color != uniform_block_data.data.const_color[stage_index]) {
|
|
uniform_block_data.data.const_color[stage_index] = const_color;
|
|
uniform_block_data.dirty = true;
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncGlobalAmbient() {
|
|
auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.global_ambient);
|
|
if (color != uniform_block_data.data.lighting_global_ambient) {
|
|
uniform_block_data.data.lighting_global_ambient = color;
|
|
uniform_block_data.dirty = true;
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) {
|
|
std::array<GLvec4, 256> new_data;
|
|
|
|
for (unsigned offset = 0; offset < new_data.size(); ++offset) {
|
|
new_data[offset][0] = Pica::g_state.lighting.luts[(lut_index * 4) + 0][offset].ToFloat();
|
|
new_data[offset][1] = Pica::g_state.lighting.luts[(lut_index * 4) + 1][offset].ToFloat();
|
|
new_data[offset][2] = Pica::g_state.lighting.luts[(lut_index * 4) + 2][offset].ToFloat();
|
|
new_data[offset][3] = Pica::g_state.lighting.luts[(lut_index * 4) + 3][offset].ToFloat();
|
|
}
|
|
|
|
if (new_data != lighting_lut_data[lut_index]) {
|
|
lighting_lut_data[lut_index] = new_data;
|
|
glActiveTexture(GL_TEXTURE3 + lut_index);
|
|
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, lighting_lut_data[lut_index].data());
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncLightSpecular0(int light_index) {
|
|
auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].specular_0);
|
|
if (color != uniform_block_data.data.light_src[light_index].specular_0) {
|
|
uniform_block_data.data.light_src[light_index].specular_0 = color;
|
|
uniform_block_data.dirty = true;
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncLightSpecular1(int light_index) {
|
|
auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].specular_1);
|
|
if (color != uniform_block_data.data.light_src[light_index].specular_1) {
|
|
uniform_block_data.data.light_src[light_index].specular_1 = color;
|
|
uniform_block_data.dirty = true;
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncLightDiffuse(int light_index) {
|
|
auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].diffuse);
|
|
if (color != uniform_block_data.data.light_src[light_index].diffuse) {
|
|
uniform_block_data.data.light_src[light_index].diffuse = color;
|
|
uniform_block_data.dirty = true;
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncLightAmbient(int light_index) {
|
|
auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].ambient);
|
|
if (color != uniform_block_data.data.light_src[light_index].ambient) {
|
|
uniform_block_data.data.light_src[light_index].ambient = color;
|
|
uniform_block_data.dirty = true;
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncLightPosition(int light_index) {
|
|
GLvec3 position = {
|
|
Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].x).ToFloat32(),
|
|
Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].y).ToFloat32(),
|
|
Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].z).ToFloat32() };
|
|
|
|
if (position != uniform_block_data.data.light_src[light_index].position) {
|
|
uniform_block_data.data.light_src[light_index].position = position;
|
|
uniform_block_data.dirty = true;
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncDrawState() {
|
|
const auto& regs = Pica::g_state.regs;
|
|
|
|
// Sync the viewport
|
|
GLsizei viewport_width = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_x).ToFloat32() * 2;
|
|
GLsizei viewport_height = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_y).ToFloat32() * 2;
|
|
|
|
// OpenGL uses different y coordinates, so negate corner offset and flip origin
|
|
// TODO: Ensure viewport_corner.x should not be negated or origin flipped
|
|
// TODO: Use floating-point viewports for accuracy if supported
|
|
glViewport((GLsizei)regs.viewport_corner.x,
|
|
(GLsizei)regs.viewport_corner.y,
|
|
viewport_width, viewport_height);
|
|
|
|
// Sync bound texture(s), upload if not cached
|
|
const auto pica_textures = regs.GetTextures();
|
|
for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
|
|
const auto& texture = pica_textures[texture_index];
|
|
|
|
if (texture.enabled) {
|
|
texture_samplers[texture_index].SyncWithConfig(texture.config);
|
|
res_cache.LoadAndBindTexture(state, texture_index, texture);
|
|
} else {
|
|
state.texture_units[texture_index].texture_2d = 0;
|
|
}
|
|
}
|
|
|
|
state.draw.uniform_buffer = uniform_buffer.handle;
|
|
state.Apply();
|
|
}
|
|
|
|
MICROPROFILE_DEFINE(OpenGL_FramebufferReload, "OpenGL", "FB Reload", MP_RGB(70, 70, 200));
|
|
|
|
void RasterizerOpenGL::ReloadColorBuffer() {
|
|
u8* color_buffer = Memory::GetPhysicalPointer(cached_fb_color_addr);
|
|
|
|
if (color_buffer == nullptr)
|
|
return;
|
|
|
|
MICROPROFILE_SCOPE(OpenGL_FramebufferReload);
|
|
|
|
u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
|
|
|
|
std::unique_ptr<u8[]> temp_fb_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
|
|
|
|
// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
|
|
for (int y = 0; y < fb_color_texture.height; ++y) {
|
|
for (int x = 0; x < fb_color_texture.width; ++x) {
|
|
const u32 coarse_y = y & ~7;
|
|
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
|
|
u32 gl_pixel_index = (x + (fb_color_texture.height - 1 - y) * fb_color_texture.width) * bytes_per_pixel;
|
|
|
|
u8* pixel = color_buffer + dst_offset;
|
|
memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel);
|
|
}
|
|
}
|
|
|
|
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
|
|
state.Apply();
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height,
|
|
fb_color_texture.gl_format, fb_color_texture.gl_type, temp_fb_color_buffer.get());
|
|
|
|
state.texture_units[0].texture_2d = 0;
|
|
state.Apply();
|
|
}
|
|
|
|
void RasterizerOpenGL::ReloadDepthBuffer() {
|
|
if (cached_fb_depth_addr == 0)
|
|
return;
|
|
|
|
// TODO: Appears to work, but double-check endianness of depth values and order of depth-stencil
|
|
u8* depth_buffer = Memory::GetPhysicalPointer(cached_fb_depth_addr);
|
|
|
|
if (depth_buffer == nullptr)
|
|
return;
|
|
|
|
MICROPROFILE_SCOPE(OpenGL_FramebufferReload);
|
|
|
|
u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
|
|
|
|
// OpenGL needs 4 bpp alignment for D24
|
|
u32 gl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel;
|
|
|
|
std::unique_ptr<u8[]> temp_fb_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
|
|
|
|
u8* temp_fb_depth_data = bytes_per_pixel == 3 ? (temp_fb_depth_buffer.get() + 1) : temp_fb_depth_buffer.get();
|
|
|
|
if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
|
|
for (int y = 0; y < fb_depth_texture.height; ++y) {
|
|
for (int x = 0; x < fb_depth_texture.width; ++x) {
|
|
const u32 coarse_y = y & ~7;
|
|
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
|
|
u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
|
|
|
|
u8* pixel = depth_buffer + dst_offset;
|
|
u32 depth_stencil = *(u32*)pixel;
|
|
((u32*)temp_fb_depth_data)[gl_pixel_index] = (depth_stencil << 8) | (depth_stencil >> 24);
|
|
}
|
|
}
|
|
} else {
|
|
for (int y = 0; y < fb_depth_texture.height; ++y) {
|
|
for (int x = 0; x < fb_depth_texture.width; ++x) {
|
|
const u32 coarse_y = y & ~7;
|
|
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
|
|
u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
|
|
|
|
u8* pixel = depth_buffer + dst_offset;
|
|
memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel);
|
|
}
|
|
}
|
|
}
|
|
|
|
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
|
|
state.Apply();
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
|
|
// TODO(Subv): There is a bug with Intel Windows drivers that makes glTexSubImage2D not change the stencil buffer.
|
|
// The bug has been reported to Intel (https://communities.intel.com/message/324464)
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, fb_depth_texture.width, fb_depth_texture.height, 0,
|
|
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, temp_fb_depth_buffer.get());
|
|
} else {
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
|
|
fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
|
|
}
|
|
|
|
state.texture_units[0].texture_2d = 0;
|
|
state.Apply();
|
|
}
|
|
|
|
Common::Profiling::TimingCategory buffer_commit_category("Framebuffer Commit");
|
|
MICROPROFILE_DEFINE(OpenGL_FramebufferCommit, "OpenGL", "FB Commit", MP_RGB(70, 70, 200));
|
|
|
|
void RasterizerOpenGL::CommitColorBuffer() {
|
|
if (cached_fb_color_addr != 0) {
|
|
u8* color_buffer = Memory::GetPhysicalPointer(cached_fb_color_addr);
|
|
|
|
if (color_buffer != nullptr) {
|
|
Common::Profiling::ScopeTimer timer(buffer_commit_category);
|
|
MICROPROFILE_SCOPE(OpenGL_FramebufferCommit);
|
|
|
|
u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
|
|
|
|
std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
|
|
|
|
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
|
|
state.Apply();
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_gl_color_buffer.get());
|
|
|
|
state.texture_units[0].texture_2d = 0;
|
|
state.Apply();
|
|
|
|
// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
|
|
for (int y = 0; y < fb_color_texture.height; ++y) {
|
|
for (int x = 0; x < fb_color_texture.width; ++x) {
|
|
const u32 coarse_y = y & ~7;
|
|
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
|
|
u32 gl_pixel_index = x * bytes_per_pixel + (fb_color_texture.height - 1 - y) * fb_color_texture.width * bytes_per_pixel;
|
|
|
|
u8* pixel = color_buffer + dst_offset;
|
|
memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::CommitDepthBuffer() {
|
|
if (cached_fb_depth_addr != 0) {
|
|
// TODO: Output seems correct visually, but doesn't quite match sw renderer output. One of them is wrong.
|
|
u8* depth_buffer = Memory::GetPhysicalPointer(cached_fb_depth_addr);
|
|
|
|
if (depth_buffer != nullptr) {
|
|
Common::Profiling::ScopeTimer timer(buffer_commit_category);
|
|
MICROPROFILE_SCOPE(OpenGL_FramebufferCommit);
|
|
|
|
u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
|
|
|
|
// OpenGL needs 4 bpp alignment for D24
|
|
u32 gl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel;
|
|
|
|
std::unique_ptr<u8[]> temp_gl_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
|
|
|
|
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
|
|
state.Apply();
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_gl_depth_buffer.get());
|
|
|
|
state.texture_units[0].texture_2d = 0;
|
|
state.Apply();
|
|
|
|
u8* temp_gl_depth_data = bytes_per_pixel == 3 ? (temp_gl_depth_buffer.get() + 1) : temp_gl_depth_buffer.get();
|
|
|
|
if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
|
|
for (int y = 0; y < fb_depth_texture.height; ++y) {
|
|
for (int x = 0; x < fb_depth_texture.width; ++x) {
|
|
const u32 coarse_y = y & ~7;
|
|
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
|
|
u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
|
|
|
|
u8* pixel = depth_buffer + dst_offset;
|
|
u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index];
|
|
*(u32*)pixel = (depth_stencil >> 8) | (depth_stencil << 24);
|
|
}
|
|
}
|
|
} else {
|
|
for (int y = 0; y < fb_depth_texture.height; ++y) {
|
|
for (int x = 0; x < fb_depth_texture.width; ++x) {
|
|
const u32 coarse_y = y & ~7;
|
|
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
|
|
u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
|
|
|
|
u8* pixel = depth_buffer + dst_offset;
|
|
memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|