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	Merge pull request #1875 from JayFoxRox/fog
Implement standard fog (fog mode 5)
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						7d2d6e5f78
					
				| @ -423,6 +423,20 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { | |||||||
|             break; |             break; | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|  |         case PICA_REG_INDEX_WORKAROUND(fog_lut_data[0], 0xe8): | ||||||
|  |         case PICA_REG_INDEX_WORKAROUND(fog_lut_data[1], 0xe9): | ||||||
|  |         case PICA_REG_INDEX_WORKAROUND(fog_lut_data[2], 0xea): | ||||||
|  |         case PICA_REG_INDEX_WORKAROUND(fog_lut_data[3], 0xeb): | ||||||
|  |         case PICA_REG_INDEX_WORKAROUND(fog_lut_data[4], 0xec): | ||||||
|  |         case PICA_REG_INDEX_WORKAROUND(fog_lut_data[5], 0xed): | ||||||
|  |         case PICA_REG_INDEX_WORKAROUND(fog_lut_data[6], 0xee): | ||||||
|  |         case PICA_REG_INDEX_WORKAROUND(fog_lut_data[7], 0xef): | ||||||
|  |         { | ||||||
|  |             g_state.fog.lut[regs.fog_lut_offset % 128].raw = value; | ||||||
|  |             regs.fog_lut_offset.Assign(regs.fog_lut_offset + 1); | ||||||
|  |             break; | ||||||
|  |         } | ||||||
|  | 
 | ||||||
|         default: |         default: | ||||||
|             break; |             break; | ||||||
|     } |     } | ||||||
|  | |||||||
| @ -401,22 +401,47 @@ struct Regs { | |||||||
|     TevStageConfig tev_stage3; |     TevStageConfig tev_stage3; | ||||||
|     INSERT_PADDING_WORDS(0x3); |     INSERT_PADDING_WORDS(0x3); | ||||||
| 
 | 
 | ||||||
|  |     enum class FogMode : u32 { | ||||||
|  |         None = 0, | ||||||
|  |         Fog  = 5, | ||||||
|  |         Gas  = 7, | ||||||
|  |     }; | ||||||
|  | 
 | ||||||
|     union { |     union { | ||||||
|         // Tev stages 0-3 write their output to the combiner buffer if the corresponding bit in
 |         BitField<0, 3, FogMode> fog_mode; | ||||||
|         // these masks are set
 |         BitField<16, 1, u32> fog_flip; | ||||||
|         BitField< 8, 4, u32> update_mask_rgb; |  | ||||||
|         BitField<12, 4, u32> update_mask_a; |  | ||||||
| 
 | 
 | ||||||
|         bool TevStageUpdatesCombinerBufferColor(unsigned stage_index) const { |         union { | ||||||
|             return (stage_index < 4) && (update_mask_rgb & (1 << stage_index)); |             // Tev stages 0-3 write their output to the combiner buffer if the corresponding bit in
 | ||||||
|         } |             // these masks are set
 | ||||||
|  |             BitField< 8, 4, u32> update_mask_rgb; | ||||||
|  |             BitField<12, 4, u32> update_mask_a; | ||||||
| 
 | 
 | ||||||
|         bool TevStageUpdatesCombinerBufferAlpha(unsigned stage_index) const { |             bool TevStageUpdatesCombinerBufferColor(unsigned stage_index) const { | ||||||
|             return (stage_index < 4) && (update_mask_a & (1 << stage_index)); |                 return (stage_index < 4) && (update_mask_rgb & (1 << stage_index)); | ||||||
|         } |             } | ||||||
|     } tev_combiner_buffer_input; | 
 | ||||||
|  |             bool TevStageUpdatesCombinerBufferAlpha(unsigned stage_index) const { | ||||||
|  |                 return (stage_index < 4) && (update_mask_a & (1 << stage_index)); | ||||||
|  |             } | ||||||
|  |         } tev_combiner_buffer_input; | ||||||
|  |     }; | ||||||
|  | 
 | ||||||
|  |     union { | ||||||
|  |         u32 raw; | ||||||
|  |         BitField< 0, 8, u32> r; | ||||||
|  |         BitField< 8, 8, u32> g; | ||||||
|  |         BitField<16, 8, u32> b; | ||||||
|  |     } fog_color; | ||||||
|  | 
 | ||||||
|  |     INSERT_PADDING_WORDS(0x4); | ||||||
|  | 
 | ||||||
|  |     BitField<0, 16, u32> fog_lut_offset; | ||||||
|  | 
 | ||||||
|  |     INSERT_PADDING_WORDS(0x1); | ||||||
|  | 
 | ||||||
|  |     u32 fog_lut_data[8]; | ||||||
| 
 | 
 | ||||||
|     INSERT_PADDING_WORDS(0xf); |  | ||||||
|     TevStageConfig tev_stage4; |     TevStageConfig tev_stage4; | ||||||
|     INSERT_PADDING_WORDS(0x3); |     INSERT_PADDING_WORDS(0x3); | ||||||
|     TevStageConfig tev_stage5; |     TevStageConfig tev_stage5; | ||||||
| @ -1318,6 +1343,10 @@ ASSERT_REG_POSITION(tev_stage1, 0xc8); | |||||||
| ASSERT_REG_POSITION(tev_stage2, 0xd0); | ASSERT_REG_POSITION(tev_stage2, 0xd0); | ||||||
| ASSERT_REG_POSITION(tev_stage3, 0xd8); | ASSERT_REG_POSITION(tev_stage3, 0xd8); | ||||||
| ASSERT_REG_POSITION(tev_combiner_buffer_input, 0xe0); | ASSERT_REG_POSITION(tev_combiner_buffer_input, 0xe0); | ||||||
|  | ASSERT_REG_POSITION(fog_mode, 0xe0); | ||||||
|  | ASSERT_REG_POSITION(fog_color, 0xe1); | ||||||
|  | ASSERT_REG_POSITION(fog_lut_offset, 0xe6); | ||||||
|  | ASSERT_REG_POSITION(fog_lut_data, 0xe8); | ||||||
| ASSERT_REG_POSITION(tev_stage4, 0xf0); | ASSERT_REG_POSITION(tev_stage4, 0xf0); | ||||||
| ASSERT_REG_POSITION(tev_stage5, 0xf8); | ASSERT_REG_POSITION(tev_stage5, 0xf8); | ||||||
| ASSERT_REG_POSITION(tev_combiner_buffer_color, 0xfd); | ASSERT_REG_POSITION(tev_combiner_buffer_color, 0xfd); | ||||||
|  | |||||||
| @ -33,10 +33,10 @@ struct State { | |||||||
|             u32 raw; |             u32 raw; | ||||||
| 
 | 
 | ||||||
|             // LUT value, encoded as 12-bit fixed point, with 12 fraction bits
 |             // LUT value, encoded as 12-bit fixed point, with 12 fraction bits
 | ||||||
|             BitField< 0, 12, u32> value; |             BitField< 0, 12, u32> value; // 0.0.12 fixed point
 | ||||||
| 
 | 
 | ||||||
|             // Used by HW for efficient interpolation, Citra does not use these
 |             // Used by HW for efficient interpolation, Citra does not use these
 | ||||||
|             BitField<12, 12, u32> difference; |             BitField<12, 12, s32> difference; // 1.0.11 fixed point
 | ||||||
| 
 | 
 | ||||||
|             float ToFloat() { |             float ToFloat() { | ||||||
|                 return static_cast<float>(value) / 4095.f; |                 return static_cast<float>(value) / 4095.f; | ||||||
| @ -46,6 +46,18 @@ struct State { | |||||||
|         std::array<std::array<LutEntry, 256>, 24> luts; |         std::array<std::array<LutEntry, 256>, 24> luts; | ||||||
|     } lighting; |     } lighting; | ||||||
| 
 | 
 | ||||||
|  |     struct { | ||||||
|  |         union LutEntry { | ||||||
|  |             // Used for raw access
 | ||||||
|  |             u32 raw; | ||||||
|  | 
 | ||||||
|  |             BitField< 0, 13, s32> difference; // 1.1.11 fixed point
 | ||||||
|  |             BitField<13, 11, u32> value; // 0.0.11 fixed point
 | ||||||
|  |         }; | ||||||
|  | 
 | ||||||
|  |         std::array<LutEntry, 128> lut; | ||||||
|  |     } fog; | ||||||
|  | 
 | ||||||
|     /// Current Pica command list
 |     /// Current Pica command list
 | ||||||
|     struct { |     struct { | ||||||
|         const u32* head_ptr; |         const u32* head_ptr; | ||||||
|  | |||||||
| @ -398,6 +398,26 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, | |||||||
|                                                 float24::FromFloat32(static_cast<float>(w2))); |                                                 float24::FromFloat32(static_cast<float>(w2))); | ||||||
|             float24 interpolated_w_inverse = float24::FromFloat32(1.0f) / Math::Dot(w_inverse, baricentric_coordinates); |             float24 interpolated_w_inverse = float24::FromFloat32(1.0f) / Math::Dot(w_inverse, baricentric_coordinates); | ||||||
| 
 | 
 | ||||||
|  |             // interpolated_z = z / w
 | ||||||
|  |             float interpolated_z_over_w = (v0.screenpos[2].ToFloat32() * w0 + | ||||||
|  |                                            v1.screenpos[2].ToFloat32() * w1 + | ||||||
|  |                                            v2.screenpos[2].ToFloat32() * w2) / wsum; | ||||||
|  | 
 | ||||||
|  |             // Not fully accurate. About 3 bits in precision are missing.
 | ||||||
|  |             // Z-Buffer (z / w * scale + offset)
 | ||||||
|  |             float depth_scale = float24::FromRaw(regs.viewport_depth_range).ToFloat32(); | ||||||
|  |             float depth_offset = float24::FromRaw(regs.viewport_depth_near_plane).ToFloat32(); | ||||||
|  |             float depth = interpolated_z_over_w * depth_scale + depth_offset; | ||||||
|  | 
 | ||||||
|  |             // Potentially switch to W-Buffer
 | ||||||
|  |             if (regs.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) { | ||||||
|  |                 // W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
 | ||||||
|  |                 depth *= interpolated_w_inverse.ToFloat32() * wsum; | ||||||
|  |             } | ||||||
|  | 
 | ||||||
|  |             // Clamp the result
 | ||||||
|  |             depth = MathUtil::Clamp(depth, 0.0f, 1.0f); | ||||||
|  | 
 | ||||||
|             // Perspective correct attribute interpolation:
 |             // Perspective correct attribute interpolation:
 | ||||||
|             // Attribute values cannot be calculated by simple linear interpolation since
 |             // Attribute values cannot be calculated by simple linear interpolation since
 | ||||||
|             // they are not linear in screen space. For example, when interpolating a
 |             // they are not linear in screen space. For example, when interpolating a
 | ||||||
| @ -833,6 +853,38 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, | |||||||
|                     continue; |                     continue; | ||||||
|             } |             } | ||||||
| 
 | 
 | ||||||
|  |             // Apply fog combiner
 | ||||||
|  |             // Not fully accurate. We'd have to know what data type is used to
 | ||||||
|  |             // store the depth etc. Using float for now until we know more
 | ||||||
|  |             // about Pica datatypes
 | ||||||
|  |             if (regs.fog_mode == Regs::FogMode::Fog) { | ||||||
|  |                 const Math::Vec3<u8> fog_color = { | ||||||
|  |                     static_cast<u8>(regs.fog_color.r.Value()), | ||||||
|  |                     static_cast<u8>(regs.fog_color.g.Value()), | ||||||
|  |                     static_cast<u8>(regs.fog_color.b.Value()), | ||||||
|  |                 }; | ||||||
|  | 
 | ||||||
|  |                 // Get index into fog LUT
 | ||||||
|  |                 float fog_index; | ||||||
|  |                 if (g_state.regs.fog_flip) { | ||||||
|  |                     fog_index = (1.0f - depth) * 128.0f; | ||||||
|  |                 } else { | ||||||
|  |                     fog_index = depth * 128.0f; | ||||||
|  |                 } | ||||||
|  | 
 | ||||||
|  |                 // Generate clamped fog factor from LUT for given fog index
 | ||||||
|  |                 float fog_i = MathUtil::Clamp(floorf(fog_index), 0.0f, 127.0f); | ||||||
|  |                 float fog_f = fog_index - fog_i; | ||||||
|  |                 const auto& fog_lut_entry = g_state.fog.lut[static_cast<unsigned int>(fog_i)]; | ||||||
|  |                 float fog_factor = (fog_lut_entry.value + fog_lut_entry.difference * fog_f) / 2047.0f; // This is signed fixed point 1.11
 | ||||||
|  |                 fog_factor = MathUtil::Clamp(fog_factor, 0.0f, 1.0f); | ||||||
|  | 
 | ||||||
|  |                 // Blend the fog
 | ||||||
|  |                 for (unsigned i = 0; i < 3; i++) { | ||||||
|  |                     combiner_output[i] = fog_factor * combiner_output[i] + (1.0f - fog_factor) * fog_color[i]; | ||||||
|  |                 } | ||||||
|  |             } | ||||||
|  | 
 | ||||||
|             u8 old_stencil = 0; |             u8 old_stencil = 0; | ||||||
| 
 | 
 | ||||||
|             auto UpdateStencil = [stencil_test, x, y, &old_stencil](Pica::Regs::StencilAction action) { |             auto UpdateStencil = [stencil_test, x, y, &old_stencil](Pica::Regs::StencilAction action) { | ||||||
| @ -887,27 +939,6 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, | |||||||
|                 } |                 } | ||||||
|             } |             } | ||||||
| 
 | 
 | ||||||
|             // interpolated_z = z / w
 |  | ||||||
|             float interpolated_z_over_w = (v0.screenpos[2].ToFloat32() * w0 + |  | ||||||
|                                            v1.screenpos[2].ToFloat32() * w1 + |  | ||||||
|                                            v2.screenpos[2].ToFloat32() * w2) / wsum; |  | ||||||
| 
 |  | ||||||
|             // Not fully accurate. About 3 bits in precision are missing.
 |  | ||||||
|             // Z-Buffer (z / w * scale + offset)
 |  | ||||||
|             float depth_scale = float24::FromRaw(regs.viewport_depth_range).ToFloat32(); |  | ||||||
|             float depth_offset = float24::FromRaw(regs.viewport_depth_near_plane).ToFloat32(); |  | ||||||
|             float depth = interpolated_z_over_w * depth_scale + depth_offset; |  | ||||||
| 
 |  | ||||||
|             // Potentially switch to W-Buffer
 |  | ||||||
|             if (regs.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) { |  | ||||||
| 
 |  | ||||||
|                 // W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
 |  | ||||||
|                 depth *= interpolated_w_inverse.ToFloat32() * wsum; |  | ||||||
|             } |  | ||||||
| 
 |  | ||||||
|             // Clamp the result
 |  | ||||||
|             depth = MathUtil::Clamp(depth, 0.0f, 1.0f); |  | ||||||
| 
 |  | ||||||
|             // Convert float to integer
 |             // Convert float to integer
 | ||||||
|             unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format); |             unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format); | ||||||
|             u32 z = (u32)(depth * ((1 << num_bits) - 1)); |             u32 z = (u32)(depth * ((1 << num_bits) - 1)); | ||||||
|  | |||||||
| @ -62,6 +62,8 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { | |||||||
|         uniform_block_data.lut_dirty[index] = true; |         uniform_block_data.lut_dirty[index] = true; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|  |     uniform_block_data.fog_lut_dirty = true; | ||||||
|  | 
 | ||||||
|     // Set vertex attributes
 |     // Set vertex attributes
 | ||||||
|     glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position)); |     glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position)); | ||||||
|     glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION); |     glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION); | ||||||
| @ -102,6 +104,18 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { | |||||||
|         glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |         glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|  |     // Setup the LUT for the fog
 | ||||||
|  |     { | ||||||
|  |         fog_lut.Create(); | ||||||
|  |         state.fog_lut.texture_1d = fog_lut.handle; | ||||||
|  |     } | ||||||
|  |     state.Apply(); | ||||||
|  | 
 | ||||||
|  |     glActiveTexture(GL_TEXTURE9); | ||||||
|  |     glTexImage1D(GL_TEXTURE_1D, 0, GL_R32UI, 128, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, nullptr); | ||||||
|  |     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | ||||||
|  |     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | ||||||
|  | 
 | ||||||
|     // Sync fixed function OpenGL state
 |     // Sync fixed function OpenGL state
 | ||||||
|     SyncCullMode(); |     SyncCullMode(); | ||||||
|     SyncBlendEnabled(); |     SyncBlendEnabled(); | ||||||
| @ -215,6 +229,12 @@ void RasterizerOpenGL::DrawTriangles() { | |||||||
|         } |         } | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|  |     // Sync the fog lut
 | ||||||
|  |     if (uniform_block_data.fog_lut_dirty) { | ||||||
|  |         SyncFogLUT(); | ||||||
|  |         uniform_block_data.fog_lut_dirty = false; | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|     // Sync the uniform data
 |     // Sync the uniform data
 | ||||||
|     if (uniform_block_data.dirty) { |     if (uniform_block_data.dirty) { | ||||||
|         glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW); |         glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW); | ||||||
| @ -280,6 +300,21 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { | |||||||
|         SyncBlendColor(); |         SyncBlendColor(); | ||||||
|         break; |         break; | ||||||
| 
 | 
 | ||||||
|  |     // Fog state
 | ||||||
|  |     case PICA_REG_INDEX(fog_color): | ||||||
|  |         SyncFogColor(); | ||||||
|  |         break; | ||||||
|  |     case PICA_REG_INDEX_WORKAROUND(fog_lut_data[0], 0xe8): | ||||||
|  |     case PICA_REG_INDEX_WORKAROUND(fog_lut_data[1], 0xe9): | ||||||
|  |     case PICA_REG_INDEX_WORKAROUND(fog_lut_data[2], 0xea): | ||||||
|  |     case PICA_REG_INDEX_WORKAROUND(fog_lut_data[3], 0xeb): | ||||||
|  |     case PICA_REG_INDEX_WORKAROUND(fog_lut_data[4], 0xec): | ||||||
|  |     case PICA_REG_INDEX_WORKAROUND(fog_lut_data[5], 0xed): | ||||||
|  |     case PICA_REG_INDEX_WORKAROUND(fog_lut_data[6], 0xee): | ||||||
|  |     case PICA_REG_INDEX_WORKAROUND(fog_lut_data[7], 0xef): | ||||||
|  |         uniform_block_data.fog_lut_dirty = true; | ||||||
|  |         break; | ||||||
|  | 
 | ||||||
|     // Alpha test
 |     // Alpha test
 | ||||||
|     case PICA_REG_INDEX(output_merger.alpha_test): |     case PICA_REG_INDEX(output_merger.alpha_test): | ||||||
|         SyncAlphaTest(); |         SyncAlphaTest(); | ||||||
| @ -329,6 +364,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { | |||||||
|         break; |         break; | ||||||
| 
 | 
 | ||||||
|     // TEV stages
 |     // TEV stages
 | ||||||
|  |     // (This also syncs fog_mode and fog_flip which are part of tev_combiner_buffer_input)
 | ||||||
|     case PICA_REG_INDEX(tev_stage0.color_source1): |     case PICA_REG_INDEX(tev_stage0.color_source1): | ||||||
|     case PICA_REG_INDEX(tev_stage0.color_modifier1): |     case PICA_REG_INDEX(tev_stage0.color_modifier1): | ||||||
|     case PICA_REG_INDEX(tev_stage0.color_op): |     case PICA_REG_INDEX(tev_stage0.color_op): | ||||||
| @ -950,9 +986,15 @@ void RasterizerOpenGL::SetShader() { | |||||||
|         uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[5]"); |         uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[5]"); | ||||||
|         if (uniform_lut != -1) { glUniform1i(uniform_lut, 8); } |         if (uniform_lut != -1) { glUniform1i(uniform_lut, 8); } | ||||||
| 
 | 
 | ||||||
|  |         GLuint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut"); | ||||||
|  |         if (uniform_fog_lut != -1) { glUniform1i(uniform_fog_lut, 9); } | ||||||
|  | 
 | ||||||
|         current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get(); |         current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get(); | ||||||
| 
 | 
 | ||||||
|         unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data"); |         unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data"); | ||||||
|  |         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!"); | ||||||
|         glUniformBlockBinding(current_shader->shader.handle, block_index, 0); |         glUniformBlockBinding(current_shader->shader.handle, block_index, 0); | ||||||
| 
 | 
 | ||||||
|         // Update uniforms
 |         // Update uniforms
 | ||||||
| @ -974,6 +1016,8 @@ void RasterizerOpenGL::SetShader() { | |||||||
|             SyncLightDistanceAttenuationBias(light_index); |             SyncLightDistanceAttenuationBias(light_index); | ||||||
|             SyncLightDistanceAttenuationScale(light_index); |             SyncLightDistanceAttenuationScale(light_index); | ||||||
|         } |         } | ||||||
|  | 
 | ||||||
|  |         SyncFogColor(); | ||||||
|     } |     } | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| @ -1040,6 +1084,30 @@ void RasterizerOpenGL::SyncBlendColor() { | |||||||
|     state.blend.color.alpha = blend_color[3]; |     state.blend.color.alpha = blend_color[3]; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  | void RasterizerOpenGL::SyncFogColor() { | ||||||
|  |     const auto& regs = Pica::g_state.regs; | ||||||
|  |     uniform_block_data.data.fog_color = { | ||||||
|  |       regs.fog_color.r.Value() / 255.0f, | ||||||
|  |       regs.fog_color.g.Value() / 255.0f, | ||||||
|  |       regs.fog_color.b.Value() / 255.0f | ||||||
|  |     }; | ||||||
|  |     uniform_block_data.dirty = true; | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void RasterizerOpenGL::SyncFogLUT() { | ||||||
|  |     std::array<GLuint, 128> new_data; | ||||||
|  | 
 | ||||||
|  |     std::transform(Pica::g_state.fog.lut.begin(), Pica::g_state.fog.lut.end(), new_data.begin(), [](const auto& entry) { | ||||||
|  |         return entry.raw; | ||||||
|  |     }); | ||||||
|  | 
 | ||||||
|  |     if (new_data != fog_lut_data) { | ||||||
|  |         fog_lut_data = new_data; | ||||||
|  |         glActiveTexture(GL_TEXTURE9); | ||||||
|  |         glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RED_INTEGER, GL_UNSIGNED_INT, fog_lut_data.data()); | ||||||
|  |     } | ||||||
|  | } | ||||||
|  | 
 | ||||||
| void RasterizerOpenGL::SyncAlphaTest() { | void RasterizerOpenGL::SyncAlphaTest() { | ||||||
|     const auto& regs = Pica::g_state.regs; |     const auto& regs = Pica::g_state.regs; | ||||||
|     if (regs.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) { |     if (regs.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) { | ||||||
|  | |||||||
| @ -76,6 +76,9 @@ union PicaShaderConfig { | |||||||
|             state.tev_stages[i].scales_raw = tev_stage.scales_raw; |             state.tev_stages[i].scales_raw = tev_stage.scales_raw; | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|  |         state.fog_mode = regs.fog_mode; | ||||||
|  |         state.fog_flip = regs.fog_flip; | ||||||
|  | 
 | ||||||
|         state.combiner_buffer_input = |         state.combiner_buffer_input = | ||||||
|             regs.tev_combiner_buffer_input.update_mask_rgb.Value() | |             regs.tev_combiner_buffer_input.update_mask_rgb.Value() | | ||||||
|             regs.tev_combiner_buffer_input.update_mask_a.Value() << 4; |             regs.tev_combiner_buffer_input.update_mask_a.Value() << 4; | ||||||
| @ -168,13 +171,14 @@ union PicaShaderConfig { | |||||||
|     }; |     }; | ||||||
| 
 | 
 | ||||||
|     struct State { |     struct State { | ||||||
| 
 |  | ||||||
|         Pica::Regs::CompareFunc alpha_test_func; |         Pica::Regs::CompareFunc alpha_test_func; | ||||||
|         Pica::Regs::TextureConfig::TextureType texture0_type; |         Pica::Regs::TextureConfig::TextureType texture0_type; | ||||||
|         std::array<TevStageConfigRaw, 6> tev_stages; |         std::array<TevStageConfigRaw, 6> tev_stages; | ||||||
|         u8 combiner_buffer_input; |         u8 combiner_buffer_input; | ||||||
| 
 | 
 | ||||||
|         Pica::Regs::DepthBuffering depthmap_enable; |         Pica::Regs::DepthBuffering depthmap_enable; | ||||||
|  |         Pica::Regs::FogMode fog_mode; | ||||||
|  |         bool fog_flip; | ||||||
| 
 | 
 | ||||||
|         struct { |         struct { | ||||||
|             struct { |             struct { | ||||||
| @ -316,19 +320,22 @@ private: | |||||||
|         GLfloat dist_atten_scale; |         GLfloat dist_atten_scale; | ||||||
|     }; |     }; | ||||||
| 
 | 
 | ||||||
|     /// Uniform structure for the Uniform Buffer Object, all members must be 16-byte aligned
 |     /// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
 | ||||||
|  |     // NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
 | ||||||
|  |     //       the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
 | ||||||
|  |     //       Not following that rule will cause problems on some AMD drivers.
 | ||||||
|     struct UniformData { |     struct UniformData { | ||||||
|         // A vec4 color for each of the six tev stages
 |  | ||||||
|         GLvec4 const_color[6]; |  | ||||||
|         GLvec4 tev_combiner_buffer_color; |  | ||||||
|         GLint alphatest_ref; |         GLint alphatest_ref; | ||||||
|         GLfloat depth_scale; |         GLfloat depth_scale; | ||||||
|         GLfloat depth_offset; |         GLfloat depth_offset; | ||||||
|  |         alignas(16) GLvec3 fog_color; | ||||||
|         alignas(16) GLvec3 lighting_global_ambient; |         alignas(16) GLvec3 lighting_global_ambient; | ||||||
|         LightSrc light_src[8]; |         LightSrc light_src[8]; | ||||||
|  |         alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
 | ||||||
|  |         alignas(16) GLvec4 tev_combiner_buffer_color; | ||||||
|     }; |     }; | ||||||
| 
 | 
 | ||||||
|     static_assert(sizeof(UniformData) == 0x390, "The size of the UniformData structure has changed, update the structure in the shader"); |     static_assert(sizeof(UniformData) == 0x3A0, "The size of the UniformData structure has changed, update the structure in the shader"); | ||||||
|     static_assert(sizeof(UniformData) < 16384, "UniformData structure must be less than 16kb as per the OpenGL spec"); |     static_assert(sizeof(UniformData) < 16384, "UniformData structure must be less than 16kb as per the OpenGL spec"); | ||||||
| 
 | 
 | ||||||
|     /// Sets the OpenGL shader in accordance with the current PICA register state
 |     /// Sets the OpenGL shader in accordance with the current PICA register state
 | ||||||
| @ -352,6 +359,10 @@ private: | |||||||
|     /// Syncs the blend color to match the PICA register
 |     /// Syncs the blend color to match the PICA register
 | ||||||
|     void SyncBlendColor(); |     void SyncBlendColor(); | ||||||
| 
 | 
 | ||||||
|  |     /// Syncs the fog states to match the PICA register
 | ||||||
|  |     void SyncFogColor(); | ||||||
|  |     void SyncFogLUT(); | ||||||
|  | 
 | ||||||
|     /// Syncs the alpha test states to match the PICA register
 |     /// Syncs the alpha test states to match the PICA register
 | ||||||
|     void SyncAlphaTest(); |     void SyncAlphaTest(); | ||||||
| 
 | 
 | ||||||
| @ -419,6 +430,7 @@ private: | |||||||
|     struct { |     struct { | ||||||
|         UniformData data; |         UniformData data; | ||||||
|         bool lut_dirty[6]; |         bool lut_dirty[6]; | ||||||
|  |         bool fog_lut_dirty; | ||||||
|         bool dirty; |         bool dirty; | ||||||
|     } uniform_block_data = {}; |     } uniform_block_data = {}; | ||||||
| 
 | 
 | ||||||
| @ -430,4 +442,7 @@ private: | |||||||
| 
 | 
 | ||||||
|     std::array<OGLTexture, 6> lighting_luts; |     std::array<OGLTexture, 6> lighting_luts; | ||||||
|     std::array<std::array<GLvec4, 256>, 6> lighting_lut_data{}; |     std::array<std::array<GLvec4, 256>, 6> lighting_lut_data{}; | ||||||
|  | 
 | ||||||
|  |     OGLTexture fog_lut; | ||||||
|  |     std::array<GLuint, 128> fog_lut_data{}; | ||||||
| }; | }; | ||||||
|  | |||||||
| @ -552,17 +552,19 @@ struct LightSrc { | |||||||
| }; | }; | ||||||
| 
 | 
 | ||||||
| layout (std140) uniform shader_data { | layout (std140) uniform shader_data { | ||||||
|     vec4 const_color[NUM_TEV_STAGES]; |  | ||||||
|     vec4 tev_combiner_buffer_color; |  | ||||||
|     int alphatest_ref; |     int alphatest_ref; | ||||||
|     float depth_scale; |     float depth_scale; | ||||||
|     float depth_offset; |     float depth_offset; | ||||||
|  |     vec3 fog_color; | ||||||
|     vec3 lighting_global_ambient; |     vec3 lighting_global_ambient; | ||||||
|     LightSrc light_src[NUM_LIGHTS]; |     LightSrc light_src[NUM_LIGHTS]; | ||||||
|  |     vec4 const_color[NUM_TEV_STAGES]; | ||||||
|  |     vec4 tev_combiner_buffer_color; | ||||||
| }; | }; | ||||||
| 
 | 
 | ||||||
| uniform sampler2D tex[3]; | uniform sampler2D tex[3]; | ||||||
| uniform sampler1D lut[6]; | uniform sampler1D lut[6]; | ||||||
|  | uniform usampler1D fog_lut; | ||||||
| 
 | 
 | ||||||
| // Rotate the vector v by the quaternion q
 | // Rotate the vector v by the quaternion q
 | ||||||
| vec3 quaternion_rotate(vec4 q, vec3 v) { | vec3 quaternion_rotate(vec4 q, vec3 v) { | ||||||
| @ -580,6 +582,12 @@ vec4 secondary_fragment_color = vec4(0.0); | |||||||
|         return out; |         return out; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|  |     out += "float z_over_w = 1.0 - gl_FragCoord.z * 2.0;\n"; | ||||||
|  |     out += "float depth = z_over_w * depth_scale + depth_offset;\n"; | ||||||
|  |     if (state.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) { | ||||||
|  |         out += "depth /= gl_FragCoord.w;\n"; | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|     if (state.lighting.enable) |     if (state.lighting.enable) | ||||||
|         WriteLighting(out, config); |         WriteLighting(out, config); | ||||||
| 
 | 
 | ||||||
| @ -596,14 +604,30 @@ vec4 secondary_fragment_color = vec4(0.0); | |||||||
|         out += ") discard;\n"; |         out += ") discard;\n"; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     out += "color = last_tex_env_out;\n"; |     // Append fog combiner
 | ||||||
|  |     if (state.fog_mode == Regs::FogMode::Fog) { | ||||||
|  |         // Get index into fog LUT
 | ||||||
|  |         if (state.fog_flip) { | ||||||
|  |             out += "float fog_index = (1.0 - depth) * 128.0;\n"; | ||||||
|  |         } else { | ||||||
|  |             out += "float fog_index = depth * 128.0;\n"; | ||||||
|  |         } | ||||||
| 
 | 
 | ||||||
|     out += "float z_over_w = 1.0 - gl_FragCoord.z * 2.0;\n"; |         // Generate clamped fog factor from LUT for given fog index
 | ||||||
|     out += "float depth = z_over_w * depth_scale + depth_offset;\n"; |         out += "float fog_i = clamp(floor(fog_index), 0.0, 127.0);\n"; | ||||||
|     if (state.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) { |         out += "float fog_f = fog_index - fog_i;\n"; | ||||||
|         out += "depth /= gl_FragCoord.w;\n"; |         out += "uint fog_lut_entry = texelFetch(fog_lut, int(fog_i), 0).r;\n"; | ||||||
|  |         out += "float fog_lut_entry_difference = float(int((fog_lut_entry & 0x1FFFU) << 19U) >> 19);\n"; // Extract signed difference
 | ||||||
|  |         out += "float fog_lut_entry_value = float((fog_lut_entry >> 13U) & 0x7FFU);\n"; | ||||||
|  |         out += "float fog_factor = (fog_lut_entry_value + fog_lut_entry_difference * fog_f) / 2047.0;\n"; | ||||||
|  |         out += "fog_factor = clamp(fog_factor, 0.0, 1.0);\n"; | ||||||
|  | 
 | ||||||
|  |         // Blend the fog
 | ||||||
|  |         out += "last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);\n"; | ||||||
|     } |     } | ||||||
|  | 
 | ||||||
|     out += "gl_FragDepth = depth;\n"; |     out += "gl_FragDepth = depth;\n"; | ||||||
|  |     out += "color = last_tex_env_out;\n"; | ||||||
| 
 | 
 | ||||||
|     out += "}"; |     out += "}"; | ||||||
| 
 | 
 | ||||||
|  | |||||||
| @ -58,6 +58,8 @@ OpenGLState::OpenGLState() { | |||||||
|         lut.texture_1d = 0; |         lut.texture_1d = 0; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|  |     fog_lut.texture_1d = 0; | ||||||
|  | 
 | ||||||
|     draw.read_framebuffer = 0; |     draw.read_framebuffer = 0; | ||||||
|     draw.draw_framebuffer = 0; |     draw.draw_framebuffer = 0; | ||||||
|     draw.vertex_array = 0; |     draw.vertex_array = 0; | ||||||
| @ -195,6 +197,12 @@ void OpenGLState::Apply() const { | |||||||
|         } |         } | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|  |     // Fog LUT
 | ||||||
|  |     if (fog_lut.texture_1d != cur_state.fog_lut.texture_1d) { | ||||||
|  |         glActiveTexture(GL_TEXTURE9); | ||||||
|  |         glBindTexture(GL_TEXTURE_1D, fog_lut.texture_1d); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|     // Framebuffer
 |     // Framebuffer
 | ||||||
|     if (draw.read_framebuffer != cur_state.draw.read_framebuffer) { |     if (draw.read_framebuffer != cur_state.draw.read_framebuffer) { | ||||||
|         glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer); |         glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer); | ||||||
|  | |||||||
| @ -67,6 +67,10 @@ public: | |||||||
|         GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 |         GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 | ||||||
|     } lighting_luts[6]; |     } lighting_luts[6]; | ||||||
| 
 | 
 | ||||||
|  |     struct { | ||||||
|  |         GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 | ||||||
|  |     } fog_lut; | ||||||
|  | 
 | ||||||
|     struct { |     struct { | ||||||
|         GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
 |         GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
 | ||||||
|         GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
 |         GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
 | ||||||
|  | |||||||
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