1689 lines
70 KiB
C++
1689 lines
70 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 <memory>
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#include <string>
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#include <tuple>
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#include <utility>
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#include <glad/glad.h>
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#include "common/alignment.h"
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "common/math_util.h"
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#include "common/microprofile.h"
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#include "common/vector_math.h"
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#include "core/hw/gpu.h"
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#include "video_core/pica_state.h"
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#include "video_core/regs_framebuffer.h"
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#include "video_core/regs_rasterizer.h"
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#include "video_core/regs_texturing.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/pica_to_gl.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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using PixelFormat = SurfaceParams::PixelFormat;
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using SurfaceType = SurfaceParams::SurfaceType;
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MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
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MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
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MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
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RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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// Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
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state.clip_distance[0] = true;
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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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uniform_block_data.lut_dirty.fill(true);
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uniform_block_data.fog_lut_dirty = true;
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uniform_block_data.proctex_noise_lut_dirty = true;
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uniform_block_data.proctex_color_map_dirty = true;
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uniform_block_data.proctex_alpha_map_dirty = true;
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uniform_block_data.proctex_lut_dirty = true;
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uniform_block_data.proctex_diff_lut_dirty = true;
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// Set vertex attributes
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glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE,
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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),
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(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,
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sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord0));
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glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD1, 2, GL_FLOAT, GL_FALSE,
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sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord1));
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glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD2, 2, GL_FLOAT, GL_FALSE,
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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_TEXCOORD0_W, 1, GL_FLOAT, GL_FALSE,
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sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord0_w));
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD0_W);
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glVertexAttribPointer(GLShader::ATTRIBUTE_NORMQUAT, 4, GL_FLOAT, GL_FALSE,
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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),
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(GLvoid*)offsetof(HardwareVertex, view));
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glEnableVertexAttribArray(GLShader::ATTRIBUTE_VIEW);
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// Create render framebuffer
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framebuffer.Create();
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// Allocate and bind lighting lut textures
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lighting_lut.Create();
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state.lighting_lut.texture_buffer = lighting_lut.handle;
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state.Apply();
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lighting_lut_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER,
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sizeof(GLfloat) * 2 * 256 * Pica::LightingRegs::NumLightingSampler, nullptr,
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GL_DYNAMIC_DRAW);
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glActiveTexture(TextureUnits::LightingLUT.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle);
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// Setup the LUT for the fog
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fog_lut.Create();
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state.fog_lut.texture_buffer = fog_lut.handle;
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state.Apply();
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fog_lut_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, fog_lut_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
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glActiveTexture(TextureUnits::FogLUT.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, fog_lut_buffer.handle);
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// Setup the noise LUT for proctex
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proctex_noise_lut.Create();
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state.proctex_noise_lut.texture_buffer = proctex_noise_lut.handle;
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state.Apply();
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proctex_noise_lut_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, proctex_noise_lut_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
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glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_noise_lut_buffer.handle);
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// Setup the color map for proctex
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proctex_color_map.Create();
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state.proctex_color_map.texture_buffer = proctex_color_map.handle;
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state.Apply();
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proctex_color_map_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, proctex_color_map_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
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glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_color_map_buffer.handle);
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// Setup the alpha map for proctex
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proctex_alpha_map.Create();
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state.proctex_alpha_map.texture_buffer = proctex_alpha_map.handle;
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state.Apply();
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proctex_alpha_map_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, proctex_alpha_map_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
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glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_alpha_map_buffer.handle);
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// Setup the LUT for proctex
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proctex_lut.Create();
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state.proctex_lut.texture_buffer = proctex_lut.handle;
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state.Apply();
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proctex_lut_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, proctex_lut_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 4 * 256, nullptr, GL_DYNAMIC_DRAW);
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glActiveTexture(TextureUnits::ProcTexLUT.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_lut_buffer.handle);
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// Setup the difference LUT for proctex
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proctex_diff_lut.Create();
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state.proctex_diff_lut.texture_buffer = proctex_diff_lut.handle;
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state.Apply();
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proctex_diff_lut_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, proctex_diff_lut_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 4 * 256, nullptr, GL_DYNAMIC_DRAW);
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glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle);
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glEnable(GL_BLEND);
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// Sync fixed function OpenGL state
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SyncClipEnabled();
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SyncClipCoef();
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SyncCullMode();
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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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SyncColorWriteMask();
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SyncStencilWriteMask();
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SyncDepthWriteMask();
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}
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RasterizerOpenGL::~RasterizerOpenGL() {}
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/**
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* This is a helper function to resolve an issue when interpolating opposite quaternions. See below
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* 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, Q2) < 0. In that case, you can flip either of them, therefore
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* making Dot(Q1, -Q2) positive.
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*
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* This solution corrects this issue per-vertex before passing the quaternions to OpenGL. This is
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* correct for most cases but can still rotate around the long way sometimes. An implementation
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* which did `lerp(lerp(Q1, Q2), Q3)` (with proper weighting), applying the dot product check
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* between each step would work for those cases at the cost of being more complex to implement.
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*
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* Fortunately however, the 3DS hardware happens to also use this exact same logic to work around
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* these issues, making this basic implementation actually more accurate to the hardware.
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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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MICROPROFILE_SCOPE(OpenGL_Drawing);
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const auto& regs = Pica::g_state.regs;
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const bool has_stencil =
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regs.framebuffer.framebuffer.depth_format == Pica::FramebufferRegs::DepthFormat::D24S8;
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const bool write_color_fb =
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state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
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state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
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const bool write_depth_fb =
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(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
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(has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0);
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const bool using_color_fb =
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regs.framebuffer.framebuffer.GetColorBufferPhysicalAddress() != 0 && write_color_fb;
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const bool using_depth_fb =
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regs.framebuffer.framebuffer.GetDepthBufferPhysicalAddress() != 0 &&
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(write_depth_fb || regs.framebuffer.output_merger.depth_test_enable != 0 ||
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(has_stencil && state.stencil.test_enabled));
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MathUtil::Rectangle<s32> viewport_rect_unscaled{
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// These registers hold half-width and half-height, so must be multiplied by 2
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regs.rasterizer.viewport_corner.x, // left
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regs.rasterizer.viewport_corner.y + // top
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static_cast<s32>(Pica::float24::FromRaw(regs.rasterizer.viewport_size_y).ToFloat32() *
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2),
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regs.rasterizer.viewport_corner.x + // right
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static_cast<s32>(Pica::float24::FromRaw(regs.rasterizer.viewport_size_x).ToFloat32() *
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2),
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regs.rasterizer.viewport_corner.y // bottom
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};
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Surface color_surface;
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Surface depth_surface;
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MathUtil::Rectangle<u32> surfaces_rect;
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std::tie(color_surface, depth_surface, surfaces_rect) =
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res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb, viewport_rect_unscaled);
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const u16 res_scale = color_surface != nullptr
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? color_surface->res_scale
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: (depth_surface == nullptr ? 1u : depth_surface->res_scale);
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MathUtil::Rectangle<u32> draw_rect{
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static_cast<u32>(MathUtil::Clamp<s32>(static_cast<s32>(surfaces_rect.left) +
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viewport_rect_unscaled.left * res_scale,
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surfaces_rect.left, surfaces_rect.right)), // Left
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static_cast<u32>(MathUtil::Clamp<s32>(static_cast<s32>(surfaces_rect.bottom) +
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viewport_rect_unscaled.top * res_scale,
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surfaces_rect.bottom, surfaces_rect.top)), // Top
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static_cast<u32>(MathUtil::Clamp<s32>(static_cast<s32>(surfaces_rect.left) +
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viewport_rect_unscaled.right * res_scale,
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surfaces_rect.left, surfaces_rect.right)), // Right
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static_cast<u32>(MathUtil::Clamp<s32>(static_cast<s32>(surfaces_rect.bottom) +
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viewport_rect_unscaled.bottom * res_scale,
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surfaces_rect.bottom, surfaces_rect.top))}; // Bottom
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// Bind the framebuffer surfaces
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state.draw.draw_framebuffer = framebuffer.handle;
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state.Apply();
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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color_surface != nullptr ? color_surface->texture.handle : 0, 0);
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if (depth_surface != nullptr) {
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if (has_stencil) {
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// attach both depth and stencil
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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depth_surface->texture.handle, 0);
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} else {
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// attach depth
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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depth_surface->texture.handle, 0);
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// clear stencil attachment
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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}
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} else {
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// clear both depth and stencil attachment
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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}
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// Sync the viewport
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state.viewport.x =
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static_cast<GLint>(surfaces_rect.left) + viewport_rect_unscaled.left * res_scale;
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state.viewport.y =
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static_cast<GLint>(surfaces_rect.bottom) + viewport_rect_unscaled.bottom * res_scale;
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state.viewport.width = static_cast<GLsizei>(viewport_rect_unscaled.GetWidth() * res_scale);
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state.viewport.height = static_cast<GLsizei>(viewport_rect_unscaled.GetHeight() * res_scale);
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if (uniform_block_data.data.framebuffer_scale != res_scale) {
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uniform_block_data.data.framebuffer_scale = res_scale;
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uniform_block_data.dirty = true;
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}
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// Scissor checks are window-, not viewport-relative, which means that if the cached texture
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// sub-rect changes, the scissor bounds also need to be updated.
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GLint scissor_x1 =
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static_cast<GLint>(surfaces_rect.left + regs.rasterizer.scissor_test.x1 * res_scale);
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GLint scissor_y1 =
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static_cast<GLint>(surfaces_rect.bottom + regs.rasterizer.scissor_test.y1 * res_scale);
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// x2, y2 have +1 added to cover the entire pixel area, otherwise you might get cracks when
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// scaling or doing multisampling.
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GLint scissor_x2 =
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static_cast<GLint>(surfaces_rect.left + (regs.rasterizer.scissor_test.x2 + 1) * res_scale);
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GLint scissor_y2 = static_cast<GLint>(surfaces_rect.bottom +
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(regs.rasterizer.scissor_test.y2 + 1) * res_scale);
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if (uniform_block_data.data.scissor_x1 != scissor_x1 ||
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uniform_block_data.data.scissor_x2 != scissor_x2 ||
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uniform_block_data.data.scissor_y1 != scissor_y1 ||
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uniform_block_data.data.scissor_y2 != scissor_y2) {
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uniform_block_data.data.scissor_x1 = scissor_x1;
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uniform_block_data.data.scissor_x2 = scissor_x2;
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uniform_block_data.data.scissor_y1 = scissor_y1;
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uniform_block_data.data.scissor_y2 = scissor_y2;
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uniform_block_data.dirty = true;
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}
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// Sync and bind the texture surfaces
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const auto pica_textures = regs.texturing.GetTextures();
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for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
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const auto& texture = pica_textures[texture_index];
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if (texture.enabled) {
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texture_samplers[texture_index].SyncWithConfig(texture.config);
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Surface surface = res_cache.GetTextureSurface(texture);
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if (surface != nullptr) {
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state.texture_units[texture_index].texture_2d = surface->texture.handle;
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} else {
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// Can occur when texture addr is null or its memory is unmapped/invalid
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state.texture_units[texture_index].texture_2d = 0;
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}
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} else {
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state.texture_units[texture_index].texture_2d = 0;
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}
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}
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// Sync and bind the shader
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if (shader_dirty) {
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SetShader();
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shader_dirty = false;
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}
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// Sync the lighting luts
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for (unsigned index = 0; index < uniform_block_data.lut_dirty.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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// Sync the fog lut
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if (uniform_block_data.fog_lut_dirty) {
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SyncFogLUT();
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uniform_block_data.fog_lut_dirty = false;
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}
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// Sync the proctex noise lut
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if (uniform_block_data.proctex_noise_lut_dirty) {
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SyncProcTexNoiseLUT();
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uniform_block_data.proctex_noise_lut_dirty = false;
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}
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// Sync the proctex color map
|
|
if (uniform_block_data.proctex_color_map_dirty) {
|
|
SyncProcTexColorMap();
|
|
uniform_block_data.proctex_color_map_dirty = false;
|
|
}
|
|
|
|
// Sync the proctex alpha map
|
|
if (uniform_block_data.proctex_alpha_map_dirty) {
|
|
SyncProcTexAlphaMap();
|
|
uniform_block_data.proctex_alpha_map_dirty = false;
|
|
}
|
|
|
|
// Sync the proctex lut
|
|
if (uniform_block_data.proctex_lut_dirty) {
|
|
SyncProcTexLUT();
|
|
uniform_block_data.proctex_lut_dirty = false;
|
|
}
|
|
|
|
// Sync the proctex difference lut
|
|
if (uniform_block_data.proctex_diff_lut_dirty) {
|
|
SyncProcTexDiffLUT();
|
|
uniform_block_data.proctex_diff_lut_dirty = false;
|
|
}
|
|
|
|
// Sync the uniform data
|
|
if (uniform_block_data.dirty) {
|
|
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data,
|
|
GL_STATIC_DRAW);
|
|
uniform_block_data.dirty = false;
|
|
}
|
|
|
|
// Viewport can have negative offsets or larger
|
|
// dimensions than our framebuffer sub-rect.
|
|
// Enable scissor test to prevent drawing
|
|
// outside of the framebuffer region
|
|
state.scissor.enabled = true;
|
|
state.scissor.x = draw_rect.left;
|
|
state.scissor.y = draw_rect.bottom;
|
|
state.scissor.width = draw_rect.GetWidth();
|
|
state.scissor.height = draw_rect.GetHeight();
|
|
state.Apply();
|
|
|
|
// Draw the vertex batch
|
|
glBufferData(GL_ARRAY_BUFFER, vertex_batch.size() * sizeof(HardwareVertex), vertex_batch.data(),
|
|
GL_STREAM_DRAW);
|
|
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertex_batch.size());
|
|
|
|
// Disable scissor test
|
|
state.scissor.enabled = false;
|
|
|
|
vertex_batch.clear();
|
|
|
|
// Unbind textures for potential future use as framebuffer attachments
|
|
for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
|
|
state.texture_units[texture_index].texture_2d = 0;
|
|
}
|
|
state.Apply();
|
|
|
|
// Mark framebuffer surfaces as dirty
|
|
MathUtil::Rectangle<u32> draw_rect_unscaled{
|
|
draw_rect.left / res_scale, draw_rect.top / res_scale, draw_rect.right / res_scale,
|
|
draw_rect.bottom / res_scale};
|
|
|
|
if (color_surface != nullptr && write_color_fb) {
|
|
auto interval = color_surface->GetSubRectInterval(draw_rect_unscaled);
|
|
res_cache.InvalidateRegion(boost::icl::first(interval), boost::icl::length(interval),
|
|
color_surface);
|
|
}
|
|
if (depth_surface != nullptr && write_depth_fb) {
|
|
auto interval = depth_surface->GetSubRectInterval(draw_rect_unscaled);
|
|
res_cache.InvalidateRegion(boost::icl::first(interval), boost::icl::length(interval),
|
|
depth_surface);
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
|
|
const auto& regs = Pica::g_state.regs;
|
|
|
|
switch (id) {
|
|
// Culling
|
|
case PICA_REG_INDEX(rasterizer.cull_mode):
|
|
SyncCullMode();
|
|
break;
|
|
|
|
// Clipping plane
|
|
case PICA_REG_INDEX(rasterizer.clip_enable):
|
|
SyncClipEnabled();
|
|
break;
|
|
|
|
case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[0], 0x48):
|
|
case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[1], 0x49):
|
|
case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[2], 0x4a):
|
|
case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[3], 0x4b):
|
|
SyncClipCoef();
|
|
break;
|
|
|
|
// 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;
|
|
|
|
// Blending
|
|
case PICA_REG_INDEX(framebuffer.output_merger.alphablend_enable):
|
|
SyncBlendEnabled();
|
|
break;
|
|
case PICA_REG_INDEX(framebuffer.output_merger.alpha_blending):
|
|
SyncBlendFuncs();
|
|
break;
|
|
case PICA_REG_INDEX(framebuffer.output_merger.blend_const):
|
|
SyncBlendColor();
|
|
break;
|
|
|
|
// Fog state
|
|
case PICA_REG_INDEX(texturing.fog_color):
|
|
SyncFogColor();
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[0], 0xe8):
|
|
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[1], 0xe9):
|
|
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[2], 0xea):
|
|
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[3], 0xeb):
|
|
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[4], 0xec):
|
|
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[5], 0xed):
|
|
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[6], 0xee):
|
|
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[7], 0xef):
|
|
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):
|
|
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_WORKAROUND(texturing.proctex_lut_data[0], 0xb0):
|
|
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[1], 0xb1):
|
|
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[2], 0xb2):
|
|
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[3], 0xb3):
|
|
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[4], 0xb4):
|
|
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[5], 0xb5):
|
|
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[6], 0xb6):
|
|
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[7], 0xb7):
|
|
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;
|
|
|
|
// Alpha test
|
|
case PICA_REG_INDEX(framebuffer.output_merger.alpha_test):
|
|
SyncAlphaTest();
|
|
shader_dirty = true;
|
|
break;
|
|
|
|
// Sync GL stencil test + stencil write mask
|
|
// (Pica stencil test function register also contains a stencil write mask)
|
|
case PICA_REG_INDEX(framebuffer.output_merger.stencil_test.raw_func):
|
|
SyncStencilTest();
|
|
SyncStencilWriteMask();
|
|
break;
|
|
case PICA_REG_INDEX(framebuffer.output_merger.stencil_test.raw_op):
|
|
case PICA_REG_INDEX(framebuffer.framebuffer.depth_format):
|
|
SyncStencilTest();
|
|
break;
|
|
|
|
// Sync GL depth test + depth and color write mask
|
|
// (Pica depth test function register also contains a depth and color write mask)
|
|
case PICA_REG_INDEX(framebuffer.output_merger.depth_test_enable):
|
|
SyncDepthTest();
|
|
SyncDepthWriteMask();
|
|
SyncColorWriteMask();
|
|
break;
|
|
|
|
// Sync GL depth and stencil write mask
|
|
// (This is a dedicated combined depth / stencil write-enable register)
|
|
case PICA_REG_INDEX(framebuffer.framebuffer.allow_depth_stencil_write):
|
|
SyncDepthWriteMask();
|
|
SyncStencilWriteMask();
|
|
break;
|
|
|
|
// Sync GL color write mask
|
|
// (This is a dedicated color write-enable register)
|
|
case PICA_REG_INDEX(framebuffer.framebuffer.allow_color_write):
|
|
SyncColorWriteMask();
|
|
break;
|
|
|
|
// Scissor test
|
|
case PICA_REG_INDEX(rasterizer.scissor_test.mode):
|
|
shader_dirty = true;
|
|
break;
|
|
|
|
// Logic op
|
|
case PICA_REG_INDEX(framebuffer.output_merger.logic_op):
|
|
SyncLogicOp();
|
|
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_WORKAROUND(lighting.light[0].specular_0, 0x140 + 0 * 0x10):
|
|
SyncLightSpecular0(0);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].specular_0, 0x140 + 1 * 0x10):
|
|
SyncLightSpecular0(1);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].specular_0, 0x140 + 2 * 0x10):
|
|
SyncLightSpecular0(2);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].specular_0, 0x140 + 3 * 0x10):
|
|
SyncLightSpecular0(3);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].specular_0, 0x140 + 4 * 0x10):
|
|
SyncLightSpecular0(4);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].specular_0, 0x140 + 5 * 0x10):
|
|
SyncLightSpecular0(5);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].specular_0, 0x140 + 6 * 0x10):
|
|
SyncLightSpecular0(6);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].specular_0, 0x140 + 7 * 0x10):
|
|
SyncLightSpecular0(7);
|
|
break;
|
|
|
|
// Fragment lighting specular 1 color
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_1, 0x141 + 0 * 0x10):
|
|
SyncLightSpecular1(0);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].specular_1, 0x141 + 1 * 0x10):
|
|
SyncLightSpecular1(1);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].specular_1, 0x141 + 2 * 0x10):
|
|
SyncLightSpecular1(2);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].specular_1, 0x141 + 3 * 0x10):
|
|
SyncLightSpecular1(3);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].specular_1, 0x141 + 4 * 0x10):
|
|
SyncLightSpecular1(4);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].specular_1, 0x141 + 5 * 0x10):
|
|
SyncLightSpecular1(5);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].specular_1, 0x141 + 6 * 0x10):
|
|
SyncLightSpecular1(6);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].specular_1, 0x141 + 7 * 0x10):
|
|
SyncLightSpecular1(7);
|
|
break;
|
|
|
|
// Fragment lighting diffuse color
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].diffuse, 0x142 + 0 * 0x10):
|
|
SyncLightDiffuse(0);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].diffuse, 0x142 + 1 * 0x10):
|
|
SyncLightDiffuse(1);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].diffuse, 0x142 + 2 * 0x10):
|
|
SyncLightDiffuse(2);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].diffuse, 0x142 + 3 * 0x10):
|
|
SyncLightDiffuse(3);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].diffuse, 0x142 + 4 * 0x10):
|
|
SyncLightDiffuse(4);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].diffuse, 0x142 + 5 * 0x10):
|
|
SyncLightDiffuse(5);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].diffuse, 0x142 + 6 * 0x10):
|
|
SyncLightDiffuse(6);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].diffuse, 0x142 + 7 * 0x10):
|
|
SyncLightDiffuse(7);
|
|
break;
|
|
|
|
// Fragment lighting ambient color
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].ambient, 0x143 + 0 * 0x10):
|
|
SyncLightAmbient(0);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].ambient, 0x143 + 1 * 0x10):
|
|
SyncLightAmbient(1);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].ambient, 0x143 + 2 * 0x10):
|
|
SyncLightAmbient(2);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].ambient, 0x143 + 3 * 0x10):
|
|
SyncLightAmbient(3);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].ambient, 0x143 + 4 * 0x10):
|
|
SyncLightAmbient(4);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].ambient, 0x143 + 5 * 0x10):
|
|
SyncLightAmbient(5);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].ambient, 0x143 + 6 * 0x10):
|
|
SyncLightAmbient(6);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].ambient, 0x143 + 7 * 0x10):
|
|
SyncLightAmbient(7);
|
|
break;
|
|
|
|
// Fragment lighting position
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].x, 0x144 + 0 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].z, 0x145 + 0 * 0x10):
|
|
SyncLightPosition(0);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].x, 0x144 + 1 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].z, 0x145 + 1 * 0x10):
|
|
SyncLightPosition(1);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].x, 0x144 + 2 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].z, 0x145 + 2 * 0x10):
|
|
SyncLightPosition(2);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].x, 0x144 + 3 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].z, 0x145 + 3 * 0x10):
|
|
SyncLightPosition(3);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].x, 0x144 + 4 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].z, 0x145 + 4 * 0x10):
|
|
SyncLightPosition(4);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].x, 0x144 + 5 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].z, 0x145 + 5 * 0x10):
|
|
SyncLightPosition(5);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].x, 0x144 + 6 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].z, 0x145 + 6 * 0x10):
|
|
SyncLightPosition(6);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].x, 0x144 + 7 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].z, 0x145 + 7 * 0x10):
|
|
SyncLightPosition(7);
|
|
break;
|
|
|
|
// Fragment spot lighting direction
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].spot_x, 0x146 + 0 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].spot_z, 0x147 + 0 * 0x10):
|
|
SyncLightSpotDirection(0);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].spot_x, 0x146 + 1 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].spot_z, 0x147 + 1 * 0x10):
|
|
SyncLightSpotDirection(1);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].spot_x, 0x146 + 2 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].spot_z, 0x147 + 2 * 0x10):
|
|
SyncLightSpotDirection(2);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].spot_x, 0x146 + 3 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].spot_z, 0x147 + 3 * 0x10):
|
|
SyncLightSpotDirection(3);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].spot_x, 0x146 + 4 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].spot_z, 0x147 + 4 * 0x10):
|
|
SyncLightSpotDirection(4);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].spot_x, 0x146 + 5 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].spot_z, 0x147 + 5 * 0x10):
|
|
SyncLightSpotDirection(5);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].spot_x, 0x146 + 6 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].spot_z, 0x147 + 6 * 0x10):
|
|
SyncLightSpotDirection(6);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].spot_x, 0x146 + 7 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].spot_z, 0x147 + 7 * 0x10):
|
|
SyncLightSpotDirection(7);
|
|
break;
|
|
|
|
// Fragment lighting light source config
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].config, 0x149 + 0 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].config, 0x149 + 1 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].config, 0x149 + 2 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].config, 0x149 + 3 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].config, 0x149 + 4 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].config, 0x149 + 5 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].config, 0x149 + 6 * 0x10):
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].config, 0x149 + 7 * 0x10):
|
|
shader_dirty = true;
|
|
break;
|
|
|
|
// Fragment lighting distance attenuation bias
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].dist_atten_bias, 0x014A + 0 * 0x10):
|
|
SyncLightDistanceAttenuationBias(0);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].dist_atten_bias, 0x014A + 1 * 0x10):
|
|
SyncLightDistanceAttenuationBias(1);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].dist_atten_bias, 0x014A + 2 * 0x10):
|
|
SyncLightDistanceAttenuationBias(2);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].dist_atten_bias, 0x014A + 3 * 0x10):
|
|
SyncLightDistanceAttenuationBias(3);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].dist_atten_bias, 0x014A + 4 * 0x10):
|
|
SyncLightDistanceAttenuationBias(4);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].dist_atten_bias, 0x014A + 5 * 0x10):
|
|
SyncLightDistanceAttenuationBias(5);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].dist_atten_bias, 0x014A + 6 * 0x10):
|
|
SyncLightDistanceAttenuationBias(6);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].dist_atten_bias, 0x014A + 7 * 0x10):
|
|
SyncLightDistanceAttenuationBias(7);
|
|
break;
|
|
|
|
// Fragment lighting distance attenuation scale
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].dist_atten_scale, 0x014B + 0 * 0x10):
|
|
SyncLightDistanceAttenuationScale(0);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].dist_atten_scale, 0x014B + 1 * 0x10):
|
|
SyncLightDistanceAttenuationScale(1);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].dist_atten_scale, 0x014B + 2 * 0x10):
|
|
SyncLightDistanceAttenuationScale(2);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].dist_atten_scale, 0x014B + 3 * 0x10):
|
|
SyncLightDistanceAttenuationScale(3);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].dist_atten_scale, 0x014B + 4 * 0x10):
|
|
SyncLightDistanceAttenuationScale(4);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].dist_atten_scale, 0x014B + 5 * 0x10):
|
|
SyncLightDistanceAttenuationScale(5);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].dist_atten_scale, 0x014B + 6 * 0x10):
|
|
SyncLightDistanceAttenuationScale(6);
|
|
break;
|
|
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].dist_atten_scale, 0x014B + 7 * 0x10):
|
|
SyncLightDistanceAttenuationScale(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] = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::FlushAll() {
|
|
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
|
|
res_cache.FlushAll();
|
|
}
|
|
|
|
void RasterizerOpenGL::FlushRegion(PAddr addr, u32 size) {
|
|
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
|
|
res_cache.FlushRegion(addr, size);
|
|
}
|
|
|
|
void RasterizerOpenGL::InvalidateRegion(PAddr addr, u32 size) {
|
|
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
|
|
res_cache.InvalidateRegion(addr, size, nullptr);
|
|
}
|
|
|
|
void RasterizerOpenGL::FlushAndInvalidateRegion(PAddr addr, u32 size) {
|
|
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
|
|
res_cache.FlushRegion(addr, size);
|
|
res_cache.InvalidateRegion(addr, size, nullptr);
|
|
}
|
|
|
|
bool RasterizerOpenGL::AccelerateDisplayTransfer(const GPU::Regs::DisplayTransferConfig& config) {
|
|
MICROPROFILE_SCOPE(OpenGL_Blits);
|
|
|
|
SurfaceParams src_params;
|
|
src_params.addr = config.GetPhysicalInputAddress();
|
|
src_params.width = config.output_width;
|
|
src_params.stride = config.input_width;
|
|
src_params.height = config.output_height;
|
|
src_params.is_tiled = !config.input_linear;
|
|
src_params.pixel_format = SurfaceParams::PixelFormatFromGPUPixelFormat(config.input_format);
|
|
src_params.UpdateParams();
|
|
|
|
SurfaceParams dst_params;
|
|
dst_params.addr = config.GetPhysicalOutputAddress();
|
|
dst_params.width = config.scaling != config.NoScale ? config.output_width.Value() / 2
|
|
: config.output_width.Value();
|
|
dst_params.height = config.scaling == config.ScaleXY ? config.output_height.Value() / 2
|
|
: config.output_height.Value();
|
|
dst_params.is_tiled = config.input_linear != config.dont_swizzle;
|
|
dst_params.pixel_format = SurfaceParams::PixelFormatFromGPUPixelFormat(config.output_format);
|
|
dst_params.UpdateParams();
|
|
|
|
MathUtil::Rectangle<u32> src_rect;
|
|
Surface src_surface;
|
|
std::tie(src_surface, src_rect) =
|
|
res_cache.GetSurfaceSubRect(src_params, ScaleMatch::Ignore, true);
|
|
if (src_surface == nullptr)
|
|
return false;
|
|
|
|
dst_params.res_scale = src_surface->res_scale;
|
|
|
|
MathUtil::Rectangle<u32> dst_rect;
|
|
Surface dst_surface;
|
|
std::tie(dst_surface, dst_rect) =
|
|
res_cache.GetSurfaceSubRect(dst_params, ScaleMatch::Upscale, false);
|
|
if (dst_surface == nullptr)
|
|
return false;
|
|
|
|
if (src_surface->is_tiled != dst_surface->is_tiled)
|
|
std::swap(src_rect.top, src_rect.bottom);
|
|
|
|
if (config.flip_vertically)
|
|
std::swap(src_rect.top, src_rect.bottom);
|
|
|
|
if (!res_cache.BlitSurfaces(src_surface, src_rect, dst_surface, dst_rect))
|
|
return false;
|
|
|
|
res_cache.InvalidateRegion(dst_params.addr, dst_params.size, dst_surface);
|
|
return true;
|
|
}
|
|
|
|
bool RasterizerOpenGL::AccelerateTextureCopy(const GPU::Regs::DisplayTransferConfig& config) {
|
|
u32 copy_size = Common::AlignDown(config.texture_copy.size, 16);
|
|
if (copy_size == 0) {
|
|
return false;
|
|
}
|
|
|
|
u32 input_gap = config.texture_copy.input_gap * 16;
|
|
u32 input_width = config.texture_copy.input_width * 16;
|
|
if (input_width == 0 && input_gap != 0) {
|
|
return false;
|
|
}
|
|
if (input_gap == 0 || input_width >= copy_size) {
|
|
input_width = copy_size;
|
|
input_gap = 0;
|
|
}
|
|
if (copy_size % input_width != 0) {
|
|
return false;
|
|
}
|
|
|
|
u32 output_gap = config.texture_copy.output_gap * 16;
|
|
u32 output_width = config.texture_copy.output_width * 16;
|
|
if (output_width == 0 && output_gap != 0) {
|
|
return false;
|
|
}
|
|
if (output_gap == 0 || output_width >= copy_size) {
|
|
output_width = copy_size;
|
|
output_gap = 0;
|
|
}
|
|
if (copy_size % output_width != 0) {
|
|
return false;
|
|
}
|
|
|
|
SurfaceParams src_params;
|
|
src_params.addr = config.GetPhysicalInputAddress();
|
|
src_params.stride = input_width + input_gap; // stride in bytes
|
|
src_params.width = input_width; // width in bytes
|
|
src_params.height = copy_size / input_width;
|
|
src_params.size = ((src_params.height - 1) * src_params.stride) + src_params.width;
|
|
src_params.end = src_params.addr + src_params.size;
|
|
|
|
MathUtil::Rectangle<u32> src_rect;
|
|
Surface src_surface;
|
|
std::tie(src_surface, src_rect) = res_cache.GetTexCopySurface(src_params);
|
|
if (src_surface == nullptr) {
|
|
return false;
|
|
}
|
|
|
|
if (output_gap != 0 &&
|
|
(output_width != src_surface->BytesInPixels(src_rect.GetWidth() / src_surface->res_scale) *
|
|
(src_surface->is_tiled ? 8 : 1) ||
|
|
output_gap % src_surface->BytesInPixels(src_surface->is_tiled ? 64 : 1) != 0)) {
|
|
return false;
|
|
}
|
|
|
|
SurfaceParams dst_params = *src_surface;
|
|
dst_params.addr = config.GetPhysicalOutputAddress();
|
|
dst_params.width = src_rect.GetWidth() / src_surface->res_scale;
|
|
dst_params.stride = dst_params.width + src_surface->PixelsInBytes(
|
|
src_surface->is_tiled ? output_gap / 8 : output_gap);
|
|
dst_params.height = src_rect.GetHeight() / src_surface->res_scale;
|
|
dst_params.res_scale = src_surface->res_scale;
|
|
dst_params.UpdateParams();
|
|
|
|
// Since we are going to invalidate the gap if there is one, we will have to load it first
|
|
const bool load_gap = output_gap != 0;
|
|
MathUtil::Rectangle<u32> dst_rect;
|
|
Surface dst_surface;
|
|
std::tie(dst_surface, dst_rect) =
|
|
res_cache.GetSurfaceSubRect(dst_params, ScaleMatch::Upscale, load_gap);
|
|
if (src_surface == nullptr) {
|
|
return false;
|
|
}
|
|
|
|
if (dst_surface->type == SurfaceType::Texture) {
|
|
return false;
|
|
}
|
|
|
|
if (!res_cache.BlitSurfaces(src_surface, src_rect, dst_surface, dst_rect)) {
|
|
return false;
|
|
}
|
|
|
|
res_cache.InvalidateRegion(dst_params.addr, dst_params.size, dst_surface);
|
|
return true;
|
|
}
|
|
|
|
bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config) {
|
|
Surface dst_surface = res_cache.GetFillSurface(config);
|
|
if (dst_surface == nullptr)
|
|
return false;
|
|
|
|
res_cache.InvalidateRegion(dst_surface->addr, dst_surface->size, dst_surface);
|
|
return true;
|
|
}
|
|
|
|
bool RasterizerOpenGL::AccelerateDisplay(const GPU::Regs::FramebufferConfig& config,
|
|
PAddr framebuffer_addr, u32 pixel_stride,
|
|
ScreenInfo& screen_info) {
|
|
if (framebuffer_addr == 0) {
|
|
return false;
|
|
}
|
|
MICROPROFILE_SCOPE(OpenGL_CacheManagement);
|
|
|
|
SurfaceParams src_params;
|
|
src_params.addr = framebuffer_addr;
|
|
src_params.width = std::min(config.width.Value(), pixel_stride);
|
|
src_params.height = config.height;
|
|
src_params.stride = pixel_stride;
|
|
src_params.is_tiled = false;
|
|
src_params.pixel_format = SurfaceParams::PixelFormatFromGPUPixelFormat(config.color_format);
|
|
src_params.UpdateParams();
|
|
|
|
MathUtil::Rectangle<u32> src_rect;
|
|
Surface src_surface;
|
|
std::tie(src_surface, src_rect) =
|
|
res_cache.GetSurfaceSubRect(src_params, ScaleMatch::Ignore, true);
|
|
|
|
if (src_surface == nullptr) {
|
|
return false;
|
|
}
|
|
|
|
u32 scaled_width = src_surface->GetScaledWidth();
|
|
u32 scaled_height = src_surface->GetScaledHeight();
|
|
|
|
screen_info.display_texcoords = MathUtil::Rectangle<float>(
|
|
(float)src_rect.bottom / (float)scaled_height, (float)src_rect.left / (float)scaled_width,
|
|
(float)src_rect.top / (float)scaled_height, (float)src_rect.right / (float)scaled_width);
|
|
|
|
screen_info.display_texture = src_surface->texture.handle;
|
|
|
|
return true;
|
|
}
|
|
|
|
void RasterizerOpenGL::SamplerInfo::Create() {
|
|
sampler.Create();
|
|
mag_filter = min_filter = TextureConfig::Linear;
|
|
wrap_s = wrap_t = TextureConfig::Repeat;
|
|
border_color = 0;
|
|
|
|
// default is GL_LINEAR_MIPMAP_LINEAR
|
|
glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
// Other attributes have correct defaults
|
|
}
|
|
|
|
void RasterizerOpenGL::SamplerInfo::SyncWithConfig(
|
|
const Pica::TexturingRegs::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) {
|
|
border_color = config.border_color.raw;
|
|
auto gl_color = PicaToGL::ColorRGBA8(border_color);
|
|
glSamplerParameterfv(s, GL_TEXTURE_BORDER_COLOR, gl_color.data());
|
|
}
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SetShader() {
|
|
auto config = GLShader::PicaShaderConfig::BuildFromRegs(Pica::g_state.regs);
|
|
std::unique_ptr<PicaShader> shader = std::make_unique<PicaShader>();
|
|
|
|
// Find (or generate) the GLSL shader for the current TEV state
|
|
auto cached_shader = shader_cache.find(config);
|
|
if (cached_shader != shader_cache.end()) {
|
|
current_shader = cached_shader->second.get();
|
|
|
|
state.draw.shader_program = current_shader->shader.handle;
|
|
state.Apply();
|
|
} else {
|
|
LOG_DEBUG(Render_OpenGL, "Creating new shader");
|
|
|
|
shader->shader.Create(GLShader::GenerateVertexShader().c_str(),
|
|
GLShader::GenerateFragmentShader(config).c_str());
|
|
|
|
state.draw.shader_program = shader->shader.handle;
|
|
state.Apply();
|
|
|
|
// Set the texture samplers to correspond to different texture units
|
|
GLint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]");
|
|
if (uniform_tex != -1) {
|
|
glUniform1i(uniform_tex, TextureUnits::PicaTexture(0).id);
|
|
}
|
|
uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]");
|
|
if (uniform_tex != -1) {
|
|
glUniform1i(uniform_tex, TextureUnits::PicaTexture(1).id);
|
|
}
|
|
uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]");
|
|
if (uniform_tex != -1) {
|
|
glUniform1i(uniform_tex, TextureUnits::PicaTexture(2).id);
|
|
}
|
|
|
|
// Set the texture samplers to correspond to different lookup table texture units
|
|
GLint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut");
|
|
if (uniform_lut != -1) {
|
|
glUniform1i(uniform_lut, TextureUnits::LightingLUT.id);
|
|
}
|
|
|
|
GLint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut");
|
|
if (uniform_fog_lut != -1) {
|
|
glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id);
|
|
}
|
|
|
|
GLint uniform_proctex_noise_lut =
|
|
glGetUniformLocation(shader->shader.handle, "proctex_noise_lut");
|
|
if (uniform_proctex_noise_lut != -1) {
|
|
glUniform1i(uniform_proctex_noise_lut, TextureUnits::ProcTexNoiseLUT.id);
|
|
}
|
|
|
|
GLint uniform_proctex_color_map =
|
|
glGetUniformLocation(shader->shader.handle, "proctex_color_map");
|
|
if (uniform_proctex_color_map != -1) {
|
|
glUniform1i(uniform_proctex_color_map, TextureUnits::ProcTexColorMap.id);
|
|
}
|
|
|
|
GLint uniform_proctex_alpha_map =
|
|
glGetUniformLocation(shader->shader.handle, "proctex_alpha_map");
|
|
if (uniform_proctex_alpha_map != -1) {
|
|
glUniform1i(uniform_proctex_alpha_map, TextureUnits::ProcTexAlphaMap.id);
|
|
}
|
|
|
|
GLint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut");
|
|
if (uniform_proctex_lut != -1) {
|
|
glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id);
|
|
}
|
|
|
|
GLint uniform_proctex_diff_lut =
|
|
glGetUniformLocation(shader->shader.handle, "proctex_diff_lut");
|
|
if (uniform_proctex_diff_lut != -1) {
|
|
glUniform1i(uniform_proctex_diff_lut, TextureUnits::ProcTexDiffLUT.id);
|
|
}
|
|
|
|
current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
|
|
|
|
GLuint block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
|
|
if (block_index != GL_INVALID_INDEX) {
|
|
GLint block_size;
|
|
glGetActiveUniformBlockiv(current_shader->shader.handle, block_index,
|
|
GL_UNIFORM_BLOCK_DATA_SIZE, &block_size);
|
|
ASSERT_MSG(block_size == sizeof(UniformData),
|
|
"Uniform block size did not match! Got %d, expected %zu",
|
|
static_cast<int>(block_size), sizeof(UniformData));
|
|
glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
|
|
|
|
// Update uniforms
|
|
SyncDepthScale();
|
|
SyncDepthOffset();
|
|
SyncAlphaTest();
|
|
SyncCombinerColor();
|
|
auto& tev_stages = Pica::g_state.regs.texturing.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++) {
|
|
SyncLightSpecular0(light_index);
|
|
SyncLightSpecular1(light_index);
|
|
SyncLightDiffuse(light_index);
|
|
SyncLightAmbient(light_index);
|
|
SyncLightPosition(light_index);
|
|
SyncLightDistanceAttenuationBias(light_index);
|
|
SyncLightDistanceAttenuationScale(light_index);
|
|
}
|
|
|
|
SyncFogColor();
|
|
SyncProcTexNoise();
|
|
}
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncClipEnabled() {
|
|
state.clip_distance[1] = Pica::g_state.regs.rasterizer.clip_enable != 0;
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncClipCoef() {
|
|
const auto raw_clip_coef = Pica::g_state.regs.rasterizer.GetClipCoef();
|
|
const GLvec4 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;
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncCullMode() {
|
|
const auto& regs = Pica::g_state.regs;
|
|
|
|
switch (regs.rasterizer.cull_mode) {
|
|
case Pica::RasterizerRegs::CullMode::KeepAll:
|
|
state.cull.enabled = false;
|
|
break;
|
|
|
|
case Pica::RasterizerRegs::CullMode::KeepClockWise:
|
|
state.cull.enabled = true;
|
|
state.cull.front_face = GL_CW;
|
|
break;
|
|
|
|
case Pica::RasterizerRegs::CullMode::KeepCounterClockWise:
|
|
state.cull.enabled = true;
|
|
state.cull.front_face = GL_CCW;
|
|
break;
|
|
|
|
default:
|
|
LOG_CRITICAL(Render_OpenGL, "Unknown cull mode %u",
|
|
static_cast<u32>(regs.rasterizer.cull_mode.Value()));
|
|
UNIMPLEMENTED();
|
|
break;
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncDepthScale() {
|
|
float depth_scale =
|
|
Pica::float24::FromRaw(Pica::g_state.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 RasterizerOpenGL::SyncDepthOffset() {
|
|
float depth_offset =
|
|
Pica::float24::FromRaw(Pica::g_state.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 RasterizerOpenGL::SyncBlendEnabled() {
|
|
state.blend.enabled = (Pica::g_state.regs.framebuffer.output_merger.alphablend_enable == 1);
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncBlendFuncs() {
|
|
const auto& regs = Pica::g_state.regs;
|
|
state.blend.rgb_equation =
|
|
PicaToGL::BlendEquation(regs.framebuffer.output_merger.alpha_blending.blend_equation_rgb);
|
|
state.blend.a_equation =
|
|
PicaToGL::BlendEquation(regs.framebuffer.output_merger.alpha_blending.blend_equation_a);
|
|
state.blend.src_rgb_func =
|
|
PicaToGL::BlendFunc(regs.framebuffer.output_merger.alpha_blending.factor_source_rgb);
|
|
state.blend.dst_rgb_func =
|
|
PicaToGL::BlendFunc(regs.framebuffer.output_merger.alpha_blending.factor_dest_rgb);
|
|
state.blend.src_a_func =
|
|
PicaToGL::BlendFunc(regs.framebuffer.output_merger.alpha_blending.factor_source_a);
|
|
state.blend.dst_a_func =
|
|
PicaToGL::BlendFunc(regs.framebuffer.output_merger.alpha_blending.factor_dest_a);
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncBlendColor() {
|
|
auto blend_color =
|
|
PicaToGL::ColorRGBA8(Pica::g_state.regs.framebuffer.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::SyncFogColor() {
|
|
const auto& regs = Pica::g_state.regs;
|
|
uniform_block_data.data.fog_color = {
|
|
regs.texturing.fog_color.r.Value() / 255.0f,
|
|
regs.texturing.fog_color.g.Value() / 255.0f,
|
|
regs.texturing.fog_color.b.Value() / 255.0f,
|
|
};
|
|
uniform_block_data.dirty = true;
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncFogLUT() {
|
|
std::array<GLvec2, 128> new_data;
|
|
|
|
std::transform(Pica::g_state.fog.lut.begin(), Pica::g_state.fog.lut.end(), new_data.begin(),
|
|
[](const auto& entry) {
|
|
return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
|
|
});
|
|
|
|
if (new_data != fog_lut_data) {
|
|
fog_lut_data = new_data;
|
|
glBindBuffer(GL_TEXTURE_BUFFER, fog_lut_buffer.handle);
|
|
glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec2), new_data.data());
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncProcTexNoise() {
|
|
const auto& regs = Pica::g_state.regs.texturing;
|
|
uniform_block_data.data.proctex_noise_f = {
|
|
Pica::float16::FromRaw(regs.proctex_noise_frequency.u).ToFloat32(),
|
|
Pica::float16::FromRaw(regs.proctex_noise_frequency.v).ToFloat32(),
|
|
};
|
|
uniform_block_data.data.proctex_noise_a = {
|
|
regs.proctex_noise_u.amplitude / 4095.0f,
|
|
regs.proctex_noise_v.amplitude / 4095.0f,
|
|
};
|
|
uniform_block_data.data.proctex_noise_p = {
|
|
Pica::float16::FromRaw(regs.proctex_noise_u.phase).ToFloat32(),
|
|
Pica::float16::FromRaw(regs.proctex_noise_v.phase).ToFloat32(),
|
|
};
|
|
|
|
uniform_block_data.dirty = true;
|
|
}
|
|
|
|
// helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap
|
|
static void SyncProcTexValueLUT(const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
|
|
std::array<GLvec2, 128>& lut_data, GLuint buffer) {
|
|
std::array<GLvec2, 128> new_data;
|
|
std::transform(lut.begin(), lut.end(), new_data.begin(), [](const auto& entry) {
|
|
return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
|
|
});
|
|
|
|
if (new_data != lut_data) {
|
|
lut_data = new_data;
|
|
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
|
|
glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec2), new_data.data());
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncProcTexNoiseLUT() {
|
|
SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data,
|
|
proctex_noise_lut_buffer.handle);
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncProcTexColorMap() {
|
|
SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data,
|
|
proctex_color_map_buffer.handle);
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncProcTexAlphaMap() {
|
|
SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data,
|
|
proctex_alpha_map_buffer.handle);
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncProcTexLUT() {
|
|
std::array<GLvec4, 256> new_data;
|
|
|
|
std::transform(Pica::g_state.proctex.color_table.begin(),
|
|
Pica::g_state.proctex.color_table.end(), new_data.begin(),
|
|
[](const auto& entry) {
|
|
auto rgba = entry.ToVector() / 255.0f;
|
|
return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()};
|
|
});
|
|
|
|
if (new_data != proctex_lut_data) {
|
|
proctex_lut_data = new_data;
|
|
glBindBuffer(GL_TEXTURE_BUFFER, proctex_lut_buffer.handle);
|
|
glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec4), new_data.data());
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncProcTexDiffLUT() {
|
|
std::array<GLvec4, 256> new_data;
|
|
|
|
std::transform(Pica::g_state.proctex.color_diff_table.begin(),
|
|
Pica::g_state.proctex.color_diff_table.end(), new_data.begin(),
|
|
[](const auto& entry) {
|
|
auto rgba = entry.ToVector() / 255.0f;
|
|
return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()};
|
|
});
|
|
|
|
if (new_data != proctex_diff_lut_data) {
|
|
proctex_diff_lut_data = new_data;
|
|
glBindBuffer(GL_TEXTURE_BUFFER, proctex_diff_lut_buffer.handle);
|
|
glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec4), new_data.data());
|
|
}
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncAlphaTest() {
|
|
const auto& regs = Pica::g_state.regs;
|
|
if (regs.framebuffer.output_merger.alpha_test.ref != 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 RasterizerOpenGL::SyncLogicOp() {
|
|
state.logic_op = PicaToGL::LogicOp(Pica::g_state.regs.framebuffer.output_merger.logic_op);
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncColorWriteMask() {
|
|
const auto& regs = Pica::g_state.regs;
|
|
|
|
auto IsColorWriteEnabled = [&](u32 value) {
|
|
return (regs.framebuffer.framebuffer.allow_color_write != 0 && value != 0) ? GL_TRUE
|
|
: GL_FALSE;
|
|
};
|
|
|
|
state.color_mask.red_enabled = IsColorWriteEnabled(regs.framebuffer.output_merger.red_enable);
|
|
state.color_mask.green_enabled =
|
|
IsColorWriteEnabled(regs.framebuffer.output_merger.green_enable);
|
|
state.color_mask.blue_enabled = IsColorWriteEnabled(regs.framebuffer.output_merger.blue_enable);
|
|
state.color_mask.alpha_enabled =
|
|
IsColorWriteEnabled(regs.framebuffer.output_merger.alpha_enable);
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncStencilWriteMask() {
|
|
const auto& regs = Pica::g_state.regs;
|
|
state.stencil.write_mask =
|
|
(regs.framebuffer.framebuffer.allow_depth_stencil_write != 0)
|
|
? static_cast<GLuint>(regs.framebuffer.output_merger.stencil_test.write_mask)
|
|
: 0;
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncDepthWriteMask() {
|
|
const auto& regs = Pica::g_state.regs;
|
|
state.depth.write_mask = (regs.framebuffer.framebuffer.allow_depth_stencil_write != 0 &&
|
|
regs.framebuffer.output_merger.depth_write_enable)
|
|
? GL_TRUE
|
|
: GL_FALSE;
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncStencilTest() {
|
|
const auto& regs = Pica::g_state.regs;
|
|
state.stencil.test_enabled =
|
|
regs.framebuffer.output_merger.stencil_test.enable &&
|
|
regs.framebuffer.framebuffer.depth_format == Pica::FramebufferRegs::DepthFormat::D24S8;
|
|
state.stencil.test_func =
|
|
PicaToGL::CompareFunc(regs.framebuffer.output_merger.stencil_test.func);
|
|
state.stencil.test_ref = regs.framebuffer.output_merger.stencil_test.reference_value;
|
|
state.stencil.test_mask = regs.framebuffer.output_merger.stencil_test.input_mask;
|
|
state.stencil.action_stencil_fail =
|
|
PicaToGL::StencilOp(regs.framebuffer.output_merger.stencil_test.action_stencil_fail);
|
|
state.stencil.action_depth_fail =
|
|
PicaToGL::StencilOp(regs.framebuffer.output_merger.stencil_test.action_depth_fail);
|
|
state.stencil.action_depth_pass =
|
|
PicaToGL::StencilOp(regs.framebuffer.output_merger.stencil_test.action_depth_pass);
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncDepthTest() {
|
|
const auto& regs = Pica::g_state.regs;
|
|
state.depth.test_enabled = regs.framebuffer.output_merger.depth_test_enable == 1 ||
|
|
regs.framebuffer.output_merger.depth_write_enable == 1;
|
|
state.depth.test_func =
|
|
regs.framebuffer.output_merger.depth_test_enable == 1
|
|
? PicaToGL::CompareFunc(regs.framebuffer.output_merger.depth_test_func)
|
|
: GL_ALWAYS;
|
|
}
|
|
|
|
void RasterizerOpenGL::SyncCombinerColor() {
|
|
auto combiner_color =
|
|
PicaToGL::ColorRGBA8(Pica::g_state.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 RasterizerOpenGL::SyncTevConstColor(int stage_index,
|
|
const Pica::TexturingRegs::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<GLvec2, 256> new_data;
|
|
const auto& source_lut = Pica::g_state.lighting.luts[lut_index];
|
|
std::transform(source_lut.begin(), source_lut.end(), new_data.begin(), [](const auto& entry) {
|
|
return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
|
|
});
|
|
|
|
if (new_data != lighting_lut_data[lut_index]) {
|
|
lighting_lut_data[lut_index] = new_data;
|
|
glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle);
|
|
glBufferSubData(GL_TEXTURE_BUFFER, lut_index * new_data.size() * sizeof(GLvec2),
|
|
new_data.size() * sizeof(GLvec2), new_data.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) {
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auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].specular_1);
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if (color != uniform_block_data.data.light_src[light_index].specular_1) {
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uniform_block_data.data.light_src[light_index].specular_1 = color;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncLightDiffuse(int light_index) {
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auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].diffuse);
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if (color != uniform_block_data.data.light_src[light_index].diffuse) {
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uniform_block_data.data.light_src[light_index].diffuse = color;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncLightAmbient(int light_index) {
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auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].ambient);
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if (color != uniform_block_data.data.light_src[light_index].ambient) {
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uniform_block_data.data.light_src[light_index].ambient = color;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncLightPosition(int light_index) {
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GLvec3 position = {
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Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].x).ToFloat32(),
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Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].y).ToFloat32(),
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Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].z).ToFloat32()};
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if (position != uniform_block_data.data.light_src[light_index].position) {
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uniform_block_data.data.light_src[light_index].position = position;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncLightSpotDirection(int light_index) {
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const auto& light = Pica::g_state.regs.lighting.light[light_index];
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GLvec3 spot_direction = {light.spot_x / 2047.0f, light.spot_y / 2047.0f,
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light.spot_z / 2047.0f};
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if (spot_direction != uniform_block_data.data.light_src[light_index].spot_direction) {
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uniform_block_data.data.light_src[light_index].spot_direction = spot_direction;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncLightDistanceAttenuationBias(int light_index) {
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GLfloat dist_atten_bias =
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Pica::float20::FromRaw(Pica::g_state.regs.lighting.light[light_index].dist_atten_bias)
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.ToFloat32();
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if (dist_atten_bias != uniform_block_data.data.light_src[light_index].dist_atten_bias) {
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uniform_block_data.data.light_src[light_index].dist_atten_bias = dist_atten_bias;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncLightDistanceAttenuationScale(int light_index) {
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GLfloat dist_atten_scale =
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Pica::float20::FromRaw(Pica::g_state.regs.lighting.light[light_index].dist_atten_scale)
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.ToFloat32();
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if (dist_atten_scale != uniform_block_data.data.light_src[light_index].dist_atten_scale) {
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uniform_block_data.data.light_src[light_index].dist_atten_scale = dist_atten_scale;
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uniform_block_data.dirty = true;
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}
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}
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