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- // Copyright 2015 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <memory>
- #include <string>
- #include <tuple>
- #include <utility>
- #include <glad/glad.h>
- #include "common/assert.h"
- #include "common/color.h"
- #include "common/logging/log.h"
- #include "common/math_util.h"
- #include "common/vector_math.h"
- #include "core/hw/gpu.h"
- #include "video_core/pica.h"
- #include "video_core/pica_state.h"
- #include "video_core/renderer_opengl/gl_rasterizer.h"
- #include "video_core/renderer_opengl/gl_shader_gen.h"
- #include "video_core/renderer_opengl/gl_shader_util.h"
- #include "video_core/renderer_opengl/pica_to_gl.h"
- #include "video_core/renderer_opengl/renderer_opengl.h"
- static bool IsPassThroughTevStage(const Pica::Regs::TevStageConfig& stage) {
- return (stage.color_op == Pica::Regs::TevStageConfig::Operation::Replace &&
- stage.alpha_op == Pica::Regs::TevStageConfig::Operation::Replace &&
- stage.color_source1 == Pica::Regs::TevStageConfig::Source::Previous &&
- stage.alpha_source1 == Pica::Regs::TevStageConfig::Source::Previous &&
- stage.color_modifier1 == Pica::Regs::TevStageConfig::ColorModifier::SourceColor &&
- stage.alpha_modifier1 == Pica::Regs::TevStageConfig::AlphaModifier::SourceAlpha &&
- stage.GetColorMultiplier() == 1 &&
- stage.GetAlphaMultiplier() == 1);
- }
- RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
- // Create sampler objects
- for (size_t i = 0; i < texture_samplers.size(); ++i) {
- texture_samplers[i].Create();
- state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
- }
- // Generate VBO, VAO and UBO
- vertex_buffer.Create();
- vertex_array.Create();
- uniform_buffer.Create();
- state.draw.vertex_array = vertex_array.handle;
- state.draw.vertex_buffer = vertex_buffer.handle;
- state.draw.uniform_buffer = uniform_buffer.handle;
- state.Apply();
- // Bind the UBO to binding point 0
- glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer.handle);
- uniform_block_data.dirty = true;
- for (unsigned index = 0; index < lighting_luts.size(); index++) {
- uniform_block_data.lut_dirty[index] = true;
- }
- // Set vertex attributes
- glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
- glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION);
- glVertexAttribPointer(GLShader::ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, color));
- glEnableVertexAttribArray(GLShader::ATTRIBUTE_COLOR);
- glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord0));
- glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD1, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord1));
- glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD2, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord2));
- glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD0);
- glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD1);
- glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD2);
- glVertexAttribPointer(GLShader::ATTRIBUTE_NORMQUAT, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, normquat));
- glEnableVertexAttribArray(GLShader::ATTRIBUTE_NORMQUAT);
- glVertexAttribPointer(GLShader::ATTRIBUTE_VIEW, 3, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, view));
- glEnableVertexAttribArray(GLShader::ATTRIBUTE_VIEW);
- // Create render framebuffer
- framebuffer.Create();
- // Allocate and bind lighting lut textures
- for (size_t i = 0; i < lighting_luts.size(); ++i) {
- lighting_luts[i].Create();
- state.lighting_luts[i].texture_1d = lighting_luts[i].handle;
- }
- state.Apply();
- for (size_t i = 0; i < lighting_luts.size(); ++i) {
- glActiveTexture(static_cast<GLenum>(GL_TEXTURE3 + i));
- glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }
- // Sync fixed function OpenGL state
- SyncCullMode();
- SyncDepthModifiers();
- SyncBlendEnabled();
- SyncBlendFuncs();
- SyncBlendColor();
- SyncLogicOp();
- SyncStencilTest();
- SyncDepthTest();
- SyncColorWriteMask();
- SyncStencilWriteMask();
- SyncDepthWriteMask();
- }
- RasterizerOpenGL::~RasterizerOpenGL() {
- }
- /**
- * This is a helper function to resolve an issue with opposite quaternions being interpolated by
- * OpenGL. See below for a detailed description of this issue (yuriks):
- *
- * For any rotation, there are two quaternions Q, and -Q, that represent the same rotation. If you
- * interpolate two quaternions that are opposite, instead of going from one rotation to another
- * using the shortest path, you'll go around the longest path. You can test if two quaternions are
- * opposite by checking if Dot(Q1, W2) < 0. In that case, you can flip either of them, therefore
- * making Dot(-Q1, W2) positive.
- *
- * NOTE: This solution corrects this issue per-vertex before passing the quaternions to OpenGL. This
- * should be correct for nearly all cases, however a more correct implementation (but less trivial
- * and perhaps unnecessary) would be to handle this per-fragment, by interpolating the quaternions
- * manually using two Lerps, and doing this correction before each Lerp.
- */
- static bool AreQuaternionsOpposite(Math::Vec4<Pica::float24> qa, Math::Vec4<Pica::float24> qb) {
- Math::Vec4f a{ qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32() };
- Math::Vec4f b{ qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32() };
- return (Math::Dot(a, b) < 0.f);
- }
- void RasterizerOpenGL::AddTriangle(const Pica::Shader::OutputVertex& v0,
- const Pica::Shader::OutputVertex& v1,
- const Pica::Shader::OutputVertex& v2) {
- vertex_batch.emplace_back(v0, false);
- vertex_batch.emplace_back(v1, AreQuaternionsOpposite(v0.quat, v1.quat));
- vertex_batch.emplace_back(v2, AreQuaternionsOpposite(v0.quat, v2.quat));
- }
- void RasterizerOpenGL::DrawTriangles() {
- if (vertex_batch.empty())
- return;
- const auto& regs = Pica::g_state.regs;
- // Sync and bind the framebuffer surfaces
- CachedSurface* color_surface;
- CachedSurface* depth_surface;
- MathUtil::Rectangle<int> rect;
- std::tie(color_surface, depth_surface, rect) = res_cache.GetFramebufferSurfaces(regs.framebuffer);
- state.draw.draw_framebuffer = framebuffer.handle;
- state.Apply();
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_surface != nullptr ? color_surface->texture.handle : 0, 0);
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_surface != nullptr ? depth_surface->texture.handle : 0, 0);
- bool has_stencil = regs.framebuffer.depth_format == Pica::Regs::DepthFormat::D24S8;
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, (has_stencil && depth_surface != nullptr) ? depth_surface->texture.handle : 0, 0);
- if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
- return;
- }
- // Sync the viewport
- // These registers hold half-width and half-height, so must be multiplied by 2
- GLsizei viewport_width = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_x).ToFloat32() * 2;
- GLsizei viewport_height = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_y).ToFloat32() * 2;
- glViewport((GLint)(rect.left + regs.viewport_corner.x * color_surface->res_scale_width),
- (GLint)(rect.bottom + regs.viewport_corner.y * color_surface->res_scale_height),
- (GLsizei)(viewport_width * color_surface->res_scale_width), (GLsizei)(viewport_height * color_surface->res_scale_height));
- // Sync and bind the texture surfaces
- const auto pica_textures = regs.GetTextures();
- for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
- const auto& texture = pica_textures[texture_index];
- if (texture.enabled) {
- texture_samplers[texture_index].SyncWithConfig(texture.config);
- CachedSurface* surface = res_cache.GetTextureSurface(texture);
- if (surface != nullptr) {
- state.texture_units[texture_index].texture_2d = surface->texture.handle;
- } else {
- // Can occur when texture addr is null or its memory is unmapped/invalid
- state.texture_units[texture_index].texture_2d = 0;
- }
- } else {
- state.texture_units[texture_index].texture_2d = 0;
- }
- }
- // Sync and bind the shader
- if (shader_dirty) {
- SetShader();
- shader_dirty = false;
- }
- // Sync the lighting luts
- for (unsigned index = 0; index < lighting_luts.size(); index++) {
- if (uniform_block_data.lut_dirty[index]) {
- SyncLightingLUT(index);
- uniform_block_data.lut_dirty[index] = 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;
- }
- 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());
- // Mark framebuffer surfaces as dirty
- // TODO: Restrict invalidation area to the viewport
- if (color_surface != nullptr) {
- color_surface->dirty = true;
- res_cache.FlushRegion(color_surface->addr, color_surface->size, color_surface, true);
- }
- if (depth_surface != nullptr) {
- depth_surface->dirty = true;
- res_cache.FlushRegion(depth_surface->addr, depth_surface->size, depth_surface, true);
- }
- 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();
- }
- void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
- const auto& regs = Pica::g_state.regs;
- switch(id) {
- // Culling
- case PICA_REG_INDEX(cull_mode):
- SyncCullMode();
- break;
- // Depth modifiers
- case PICA_REG_INDEX(viewport_depth_range):
- case PICA_REG_INDEX(viewport_depth_far_plane):
- SyncDepthModifiers();
- break;
- // Blending
- case PICA_REG_INDEX(output_merger.alphablend_enable):
- SyncBlendEnabled();
- break;
- case PICA_REG_INDEX(output_merger.alpha_blending):
- SyncBlendFuncs();
- break;
- case PICA_REG_INDEX(output_merger.blend_const):
- SyncBlendColor();
- break;
- // Alpha test
- case PICA_REG_INDEX(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(output_merger.stencil_test.raw_func):
- SyncStencilTest();
- SyncStencilWriteMask();
- break;
- case PICA_REG_INDEX(output_merger.stencil_test.raw_op):
- case PICA_REG_INDEX(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(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.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.allow_color_write):
- SyncColorWriteMask();
- break;
- // Logic op
- case PICA_REG_INDEX(output_merger.logic_op):
- SyncLogicOp();
- break;
- // TEV stages
- case PICA_REG_INDEX(tev_stage0.color_source1):
- case PICA_REG_INDEX(tev_stage0.color_modifier1):
- case PICA_REG_INDEX(tev_stage0.color_op):
- case PICA_REG_INDEX(tev_stage0.color_scale):
- case PICA_REG_INDEX(tev_stage1.color_source1):
- case PICA_REG_INDEX(tev_stage1.color_modifier1):
- case PICA_REG_INDEX(tev_stage1.color_op):
- case PICA_REG_INDEX(tev_stage1.color_scale):
- case PICA_REG_INDEX(tev_stage2.color_source1):
- case PICA_REG_INDEX(tev_stage2.color_modifier1):
- case PICA_REG_INDEX(tev_stage2.color_op):
- case PICA_REG_INDEX(tev_stage2.color_scale):
- case PICA_REG_INDEX(tev_stage3.color_source1):
- case PICA_REG_INDEX(tev_stage3.color_modifier1):
- case PICA_REG_INDEX(tev_stage3.color_op):
- case PICA_REG_INDEX(tev_stage3.color_scale):
- case PICA_REG_INDEX(tev_stage4.color_source1):
- case PICA_REG_INDEX(tev_stage4.color_modifier1):
- case PICA_REG_INDEX(tev_stage4.color_op):
- case PICA_REG_INDEX(tev_stage4.color_scale):
- case PICA_REG_INDEX(tev_stage5.color_source1):
- case PICA_REG_INDEX(tev_stage5.color_modifier1):
- case PICA_REG_INDEX(tev_stage5.color_op):
- case PICA_REG_INDEX(tev_stage5.color_scale):
- case PICA_REG_INDEX(tev_combiner_buffer_input):
- shader_dirty = true;
- break;
- case PICA_REG_INDEX(tev_stage0.const_r):
- SyncTevConstColor(0, regs.tev_stage0);
- break;
- case PICA_REG_INDEX(tev_stage1.const_r):
- SyncTevConstColor(1, regs.tev_stage1);
- break;
- case PICA_REG_INDEX(tev_stage2.const_r):
- SyncTevConstColor(2, regs.tev_stage2);
- break;
- case PICA_REG_INDEX(tev_stage3.const_r):
- SyncTevConstColor(3, regs.tev_stage3);
- break;
- case PICA_REG_INDEX(tev_stage4.const_r):
- SyncTevConstColor(4, regs.tev_stage4);
- break;
- case PICA_REG_INDEX(tev_stage5.const_r):
- SyncTevConstColor(5, regs.tev_stage5);
- break;
- // TEV combiner buffer color
- case PICA_REG_INDEX(tev_combiner_buffer_color):
- SyncCombinerColor();
- break;
- // Fragment lighting specular 0 color
- case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_0, 0x140 + 0 * 0x10):
- SyncLightSpecular0(0);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[1].specular_0, 0x140 + 1 * 0x10):
- SyncLightSpecular0(1);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[2].specular_0, 0x140 + 2 * 0x10):
- SyncLightSpecular0(2);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[3].specular_0, 0x140 + 3 * 0x10):
- SyncLightSpecular0(3);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[4].specular_0, 0x140 + 4 * 0x10):
- SyncLightSpecular0(4);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[5].specular_0, 0x140 + 5 * 0x10):
- SyncLightSpecular0(5);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[6].specular_0, 0x140 + 6 * 0x10):
- SyncLightSpecular0(6);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[7].specular_0, 0x140 + 7 * 0x10):
- SyncLightSpecular0(7);
- break;
- // Fragment lighting specular 1 color
- case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_1, 0x141 + 0 * 0x10):
- SyncLightSpecular1(0);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[1].specular_1, 0x141 + 1 * 0x10):
- SyncLightSpecular1(1);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[2].specular_1, 0x141 + 2 * 0x10):
- SyncLightSpecular1(2);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[3].specular_1, 0x141 + 3 * 0x10):
- SyncLightSpecular1(3);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[4].specular_1, 0x141 + 4 * 0x10):
- SyncLightSpecular1(4);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[5].specular_1, 0x141 + 5 * 0x10):
- SyncLightSpecular1(5);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[6].specular_1, 0x141 + 6 * 0x10):
- SyncLightSpecular1(6);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[7].specular_1, 0x141 + 7 * 0x10):
- SyncLightSpecular1(7);
- break;
- // Fragment lighting diffuse color
- case PICA_REG_INDEX_WORKAROUND(lighting.light[0].diffuse, 0x142 + 0 * 0x10):
- SyncLightDiffuse(0);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[1].diffuse, 0x142 + 1 * 0x10):
- SyncLightDiffuse(1);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[2].diffuse, 0x142 + 2 * 0x10):
- SyncLightDiffuse(2);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[3].diffuse, 0x142 + 3 * 0x10):
- SyncLightDiffuse(3);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[4].diffuse, 0x142 + 4 * 0x10):
- SyncLightDiffuse(4);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[5].diffuse, 0x142 + 5 * 0x10):
- SyncLightDiffuse(5);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[6].diffuse, 0x142 + 6 * 0x10):
- SyncLightDiffuse(6);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[7].diffuse, 0x142 + 7 * 0x10):
- SyncLightDiffuse(7);
- break;
- // Fragment lighting ambient color
- case PICA_REG_INDEX_WORKAROUND(lighting.light[0].ambient, 0x143 + 0 * 0x10):
- SyncLightAmbient(0);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[1].ambient, 0x143 + 1 * 0x10):
- SyncLightAmbient(1);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[2].ambient, 0x143 + 2 * 0x10):
- SyncLightAmbient(2);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[3].ambient, 0x143 + 3 * 0x10):
- SyncLightAmbient(3);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[4].ambient, 0x143 + 4 * 0x10):
- SyncLightAmbient(4);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[5].ambient, 0x143 + 5 * 0x10):
- SyncLightAmbient(5);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[6].ambient, 0x143 + 6 * 0x10):
- SyncLightAmbient(6);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[7].ambient, 0x143 + 7 * 0x10):
- SyncLightAmbient(7);
- break;
- // Fragment lighting position
- case PICA_REG_INDEX_WORKAROUND(lighting.light[0].x, 0x144 + 0 * 0x10):
- case PICA_REG_INDEX_WORKAROUND(lighting.light[0].z, 0x145 + 0 * 0x10):
- SyncLightPosition(0);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[1].x, 0x144 + 1 * 0x10):
- case PICA_REG_INDEX_WORKAROUND(lighting.light[1].z, 0x145 + 1 * 0x10):
- SyncLightPosition(1);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[2].x, 0x144 + 2 * 0x10):
- case PICA_REG_INDEX_WORKAROUND(lighting.light[2].z, 0x145 + 2 * 0x10):
- SyncLightPosition(2);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[3].x, 0x144 + 3 * 0x10):
- case PICA_REG_INDEX_WORKAROUND(lighting.light[3].z, 0x145 + 3 * 0x10):
- SyncLightPosition(3);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[4].x, 0x144 + 4 * 0x10):
- case PICA_REG_INDEX_WORKAROUND(lighting.light[4].z, 0x145 + 4 * 0x10):
- SyncLightPosition(4);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[5].x, 0x144 + 5 * 0x10):
- case PICA_REG_INDEX_WORKAROUND(lighting.light[5].z, 0x145 + 5 * 0x10):
- SyncLightPosition(5);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[6].x, 0x144 + 6 * 0x10):
- case PICA_REG_INDEX_WORKAROUND(lighting.light[6].z, 0x145 + 6 * 0x10):
- SyncLightPosition(6);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[7].x, 0x144 + 7 * 0x10):
- case PICA_REG_INDEX_WORKAROUND(lighting.light[7].z, 0x145 + 7 * 0x10):
- SyncLightPosition(7);
- break;
- // Fragment lighting global ambient color (emission + ambient * ambient)
- case PICA_REG_INDEX_WORKAROUND(lighting.global_ambient, 0x1c0):
- SyncGlobalAmbient();
- break;
- // Fragment lighting lookup tables
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[0], 0x1c8):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[1], 0x1c9):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[2], 0x1ca):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[3], 0x1cb):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[4], 0x1cc):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[5], 0x1cd):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[6], 0x1ce):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[7], 0x1cf):
- {
- auto& lut_config = regs.lighting.lut_config;
- uniform_block_data.lut_dirty[lut_config.type / 4] = true;
- break;
- }
- }
- }
- void RasterizerOpenGL::FlushAll() {
- res_cache.FlushAll();
- }
- void RasterizerOpenGL::FlushRegion(PAddr addr, u32 size) {
- res_cache.FlushRegion(addr, size, nullptr, false);
- }
- void RasterizerOpenGL::FlushAndInvalidateRegion(PAddr addr, u32 size) {
- res_cache.FlushRegion(addr, size, nullptr, true);
- }
- bool RasterizerOpenGL::AccelerateDisplayTransfer(const GPU::Regs::DisplayTransferConfig& config) {
- using PixelFormat = CachedSurface::PixelFormat;
- using SurfaceType = CachedSurface::SurfaceType;
- if (config.is_texture_copy) {
- // TODO(tfarley): Try to hardware accelerate this
- return false;
- }
- CachedSurface src_params;
- src_params.addr = config.GetPhysicalInputAddress();
- src_params.width = config.output_width;
- src_params.height = config.output_height;
- src_params.is_tiled = !config.input_linear;
- src_params.pixel_format = CachedSurface::PixelFormatFromGPUPixelFormat(config.input_format);
- CachedSurface dst_params;
- dst_params.addr = config.GetPhysicalOutputAddress();
- dst_params.width = config.scaling != config.NoScale ? config.output_width / 2 : config.output_width.Value();
- dst_params.height = config.scaling == config.ScaleXY ? config.output_height / 2 : config.output_height.Value();
- dst_params.is_tiled = config.input_linear != config.dont_swizzle;
- dst_params.pixel_format = CachedSurface::PixelFormatFromGPUPixelFormat(config.output_format);
- MathUtil::Rectangle<int> src_rect;
- CachedSurface* src_surface = res_cache.GetSurfaceRect(src_params, false, true, src_rect);
- if (src_surface == nullptr) {
- return false;
- }
- // Require destination surface to have same resolution scale as source to preserve scaling
- dst_params.res_scale_width = src_surface->res_scale_width;
- dst_params.res_scale_height = src_surface->res_scale_height;
- MathUtil::Rectangle<int> dst_rect;
- CachedSurface* dst_surface = res_cache.GetSurfaceRect(dst_params, true, false, dst_rect);
- if (dst_surface == nullptr) {
- return false;
- }
- // Don't accelerate if the src and dst surfaces are the same
- if (src_surface == dst_surface) {
- return false;
- }
- if (config.flip_vertically) {
- std::swap(dst_rect.top, dst_rect.bottom);
- }
- if (!res_cache.TryBlitSurfaces(src_surface, src_rect, dst_surface, dst_rect)) {
- return false;
- }
- u32 dst_size = dst_params.width * dst_params.height * CachedSurface::GetFormatBpp(dst_params.pixel_format) / 8;
- dst_surface->dirty = true;
- res_cache.FlushRegion(config.GetPhysicalOutputAddress(), dst_size, dst_surface, true);
- return true;
- }
- bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config) {
- using PixelFormat = CachedSurface::PixelFormat;
- using SurfaceType = CachedSurface::SurfaceType;
- CachedSurface* dst_surface = res_cache.TryGetFillSurface(config);
- if (dst_surface == nullptr) {
- return false;
- }
- OpenGLState cur_state = OpenGLState::GetCurState();
- SurfaceType dst_type = CachedSurface::GetFormatType(dst_surface->pixel_format);
- GLuint old_fb = cur_state.draw.draw_framebuffer;
- cur_state.draw.draw_framebuffer = framebuffer.handle;
- // TODO: When scissor test is implemented, need to disable scissor test in cur_state here so Clear call isn't affected
- cur_state.Apply();
- if (dst_type == SurfaceType::Color || dst_type == SurfaceType::Texture) {
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_surface->texture.handle, 0);
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
- if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
- return false;
- }
- GLfloat color_values[4] = {0.0f, 0.0f, 0.0f, 0.0f};
- // TODO: Handle additional pixel format and fill value size combinations to accelerate more cases
- // For instance, checking if fill value's bytes/bits repeat to allow filling I8/A8/I4/A4/...
- // Currently only handles formats that are multiples of the fill value size
- if (config.fill_24bit) {
- switch (dst_surface->pixel_format) {
- case PixelFormat::RGB8:
- color_values[0] = config.value_24bit_r / 255.0f;
- color_values[1] = config.value_24bit_g / 255.0f;
- color_values[2] = config.value_24bit_b / 255.0f;
- break;
- default:
- return false;
- }
- } else if (config.fill_32bit) {
- u32 value = config.value_32bit;
- switch (dst_surface->pixel_format) {
- case PixelFormat::RGBA8:
- color_values[0] = (value >> 24) / 255.0f;
- color_values[1] = ((value >> 16) & 0xFF) / 255.0f;
- color_values[2] = ((value >> 8) & 0xFF) / 255.0f;
- color_values[3] = (value & 0xFF) / 255.0f;
- break;
- default:
- return false;
- }
- } else {
- u16 value_16bit = config.value_16bit.Value();
- Math::Vec4<u8> color;
- switch (dst_surface->pixel_format) {
- case PixelFormat::RGBA8:
- color_values[0] = (value_16bit >> 8) / 255.0f;
- color_values[1] = (value_16bit & 0xFF) / 255.0f;
- color_values[2] = color_values[0];
- color_values[3] = color_values[1];
- break;
- case PixelFormat::RGB5A1:
- color = Color::DecodeRGB5A1((const u8*)&value_16bit);
- color_values[0] = color[0] / 31.0f;
- color_values[1] = color[1] / 31.0f;
- color_values[2] = color[2] / 31.0f;
- color_values[3] = color[3];
- break;
- case PixelFormat::RGB565:
- color = Color::DecodeRGB565((const u8*)&value_16bit);
- color_values[0] = color[0] / 31.0f;
- color_values[1] = color[1] / 63.0f;
- color_values[2] = color[2] / 31.0f;
- break;
- case PixelFormat::RGBA4:
- color = Color::DecodeRGBA4((const u8*)&value_16bit);
- color_values[0] = color[0] / 15.0f;
- color_values[1] = color[1] / 15.0f;
- color_values[2] = color[2] / 15.0f;
- color_values[3] = color[3] / 15.0f;
- break;
- case PixelFormat::IA8:
- case PixelFormat::RG8:
- color_values[0] = (value_16bit >> 8) / 255.0f;
- color_values[1] = (value_16bit & 0xFF) / 255.0f;
- break;
- default:
- return false;
- }
- }
- cur_state.color_mask.red_enabled = true;
- cur_state.color_mask.green_enabled = true;
- cur_state.color_mask.blue_enabled = true;
- cur_state.color_mask.alpha_enabled = true;
- cur_state.Apply();
- glClearBufferfv(GL_COLOR, 0, color_values);
- } else if (dst_type == SurfaceType::Depth) {
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_surface->texture.handle, 0);
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
- if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
- return false;
- }
- GLfloat value_float;
- if (dst_surface->pixel_format == CachedSurface::PixelFormat::D16) {
- value_float = config.value_32bit / 65535.0f; // 2^16 - 1
- } else if (dst_surface->pixel_format == CachedSurface::PixelFormat::D24) {
- value_float = config.value_32bit / 16777215.0f; // 2^24 - 1
- }
- cur_state.depth.write_mask = true;
- cur_state.Apply();
- glClearBufferfv(GL_DEPTH, 0, &value_float);
- } else if (dst_type == SurfaceType::DepthStencil) {
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, dst_surface->texture.handle, 0);
- if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
- return false;
- }
- GLfloat value_float = (config.value_32bit & 0xFFFFFF) / 16777215.0f; // 2^24 - 1
- GLint value_int = (config.value_32bit >> 24);
- cur_state.depth.write_mask = true;
- cur_state.stencil.write_mask = true;
- cur_state.Apply();
- glClearBufferfi(GL_DEPTH_STENCIL, 0, value_float, value_int);
- }
- cur_state.draw.draw_framebuffer = old_fb;
- // TODO: Return scissor test to previous value when scissor test is implemented
- cur_state.Apply();
- dst_surface->dirty = true;
- res_cache.FlushRegion(dst_surface->addr, dst_surface->size, dst_surface, true);
- 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;
- }
- CachedSurface src_params;
- src_params.addr = framebuffer_addr;
- src_params.width = config.width;
- src_params.height = config.height;
- src_params.stride = pixel_stride;
- src_params.is_tiled = false;
- src_params.pixel_format = CachedSurface::PixelFormatFromGPUPixelFormat(config.color_format);
- MathUtil::Rectangle<int> src_rect;
- CachedSurface* src_surface = res_cache.GetSurfaceRect(src_params, false, true, src_rect);
- 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.top / (float)scaled_height,
- (float)src_rect.left / (float)scaled_width,
- (float)src_rect.bottom / (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;
- glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // default is GL_LINEAR_MIPMAP_LINEAR
- // Other attributes have correct defaults
- }
- void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Pica::Regs::TextureConfig& config) {
- GLuint s = sampler.handle;
- if (mag_filter != config.mag_filter) {
- mag_filter = config.mag_filter;
- glSamplerParameteri(s, GL_TEXTURE_MAG_FILTER, PicaToGL::TextureFilterMode(mag_filter));
- }
- if (min_filter != config.min_filter) {
- min_filter = config.min_filter;
- glSamplerParameteri(s, GL_TEXTURE_MIN_FILTER, PicaToGL::TextureFilterMode(min_filter));
- }
- if (wrap_s != config.wrap_s) {
- wrap_s = config.wrap_s;
- glSamplerParameteri(s, GL_TEXTURE_WRAP_S, PicaToGL::WrapMode(wrap_s));
- }
- if (wrap_t != config.wrap_t) {
- wrap_t = config.wrap_t;
- glSamplerParameteri(s, GL_TEXTURE_WRAP_T, PicaToGL::WrapMode(wrap_t));
- }
- if (wrap_s == TextureConfig::ClampToBorder || wrap_t == TextureConfig::ClampToBorder) {
- if (border_color != config.border_color.raw) {
- 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() {
- PicaShaderConfig config = PicaShaderConfig::CurrentConfig();
- 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
- GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]");
- if (uniform_tex != -1) { glUniform1i(uniform_tex, 0); }
- uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]");
- if (uniform_tex != -1) { glUniform1i(uniform_tex, 1); }
- uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]");
- if (uniform_tex != -1) { glUniform1i(uniform_tex, 2); }
- // Set the texture samplers to correspond to different lookup table texture units
- GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[0]");
- if (uniform_lut != -1) { glUniform1i(uniform_lut, 3); }
- uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[1]");
- if (uniform_lut != -1) { glUniform1i(uniform_lut, 4); }
- uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[2]");
- if (uniform_lut != -1) { glUniform1i(uniform_lut, 5); }
- uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[3]");
- if (uniform_lut != -1) { glUniform1i(uniform_lut, 6); }
- uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[4]");
- if (uniform_lut != -1) { glUniform1i(uniform_lut, 7); }
- uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[5]");
- if (uniform_lut != -1) { glUniform1i(uniform_lut, 8); }
- current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
- unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
- glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
- // Update uniforms
- SyncAlphaTest();
- SyncCombinerColor();
- auto& tev_stages = Pica::g_state.regs.GetTevStages();
- for (int index = 0; index < tev_stages.size(); ++index)
- SyncTevConstColor(index, tev_stages[index]);
- SyncGlobalAmbient();
- for (int light_index = 0; light_index < 8; light_index++) {
- SyncLightSpecular0(light_index);
- SyncLightSpecular1(light_index);
- SyncLightDiffuse(light_index);
- SyncLightAmbient(light_index);
- SyncLightPosition(light_index);
- }
- }
- }
- void RasterizerOpenGL::SyncCullMode() {
- const auto& regs = Pica::g_state.regs;
- switch (regs.cull_mode) {
- case Pica::Regs::CullMode::KeepAll:
- state.cull.enabled = false;
- break;
- case Pica::Regs::CullMode::KeepClockWise:
- state.cull.enabled = true;
- state.cull.front_face = GL_CW;
- break;
- case Pica::Regs::CullMode::KeepCounterClockWise:
- state.cull.enabled = true;
- state.cull.front_face = GL_CCW;
- break;
- default:
- LOG_CRITICAL(Render_OpenGL, "Unknown cull mode %d", regs.cull_mode.Value());
- UNIMPLEMENTED();
- break;
- }
- }
- void RasterizerOpenGL::SyncDepthModifiers() {
- float depth_scale = -Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_range).ToFloat32();
- float depth_offset = Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_far_plane).ToFloat32() / 2.0f;
- // TODO: Implement scale modifier
- uniform_block_data.data.depth_offset = depth_offset;
- uniform_block_data.dirty = true;
- }
- void RasterizerOpenGL::SyncBlendEnabled() {
- state.blend.enabled = (Pica::g_state.regs.output_merger.alphablend_enable == 1);
- }
- void RasterizerOpenGL::SyncBlendFuncs() {
- const auto& regs = Pica::g_state.regs;
- state.blend.src_rgb_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_source_rgb);
- state.blend.dst_rgb_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_dest_rgb);
- state.blend.src_a_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_source_a);
- state.blend.dst_a_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_dest_a);
- }
- void RasterizerOpenGL::SyncBlendColor() {
- auto blend_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.output_merger.blend_const.raw);
- state.blend.color.red = blend_color[0];
- state.blend.color.green = blend_color[1];
- state.blend.color.blue = blend_color[2];
- state.blend.color.alpha = blend_color[3];
- }
- void RasterizerOpenGL::SyncAlphaTest() {
- const auto& regs = Pica::g_state.regs;
- if (regs.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) {
- uniform_block_data.data.alphatest_ref = regs.output_merger.alpha_test.ref;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncLogicOp() {
- state.logic_op = PicaToGL::LogicOp(Pica::g_state.regs.output_merger.logic_op);
- }
- void RasterizerOpenGL::SyncColorWriteMask() {
- const auto& regs = Pica::g_state.regs;
- auto IsColorWriteEnabled = [&](u32 value) {
- return (regs.framebuffer.allow_color_write != 0 && value != 0) ? GL_TRUE : GL_FALSE;
- };
- state.color_mask.red_enabled = IsColorWriteEnabled(regs.output_merger.red_enable);
- state.color_mask.green_enabled = IsColorWriteEnabled(regs.output_merger.green_enable);
- state.color_mask.blue_enabled = IsColorWriteEnabled(regs.output_merger.blue_enable);
- state.color_mask.alpha_enabled = IsColorWriteEnabled(regs.output_merger.alpha_enable);
- }
- void RasterizerOpenGL::SyncStencilWriteMask() {
- const auto& regs = Pica::g_state.regs;
- state.stencil.write_mask = (regs.framebuffer.allow_depth_stencil_write != 0)
- ? static_cast<GLuint>(regs.output_merger.stencil_test.write_mask)
- : 0;
- }
- void RasterizerOpenGL::SyncDepthWriteMask() {
- const auto& regs = Pica::g_state.regs;
- state.depth.write_mask = (regs.framebuffer.allow_depth_stencil_write != 0 && regs.output_merger.depth_write_enable)
- ? GL_TRUE
- : GL_FALSE;
- }
- void RasterizerOpenGL::SyncStencilTest() {
- const auto& regs = Pica::g_state.regs;
- state.stencil.test_enabled = regs.output_merger.stencil_test.enable && regs.framebuffer.depth_format == Pica::Regs::DepthFormat::D24S8;
- state.stencil.test_func = PicaToGL::CompareFunc(regs.output_merger.stencil_test.func);
- state.stencil.test_ref = regs.output_merger.stencil_test.reference_value;
- state.stencil.test_mask = regs.output_merger.stencil_test.input_mask;
- state.stencil.action_stencil_fail = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_stencil_fail);
- state.stencil.action_depth_fail = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_depth_fail);
- state.stencil.action_depth_pass = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_depth_pass);
- }
- void RasterizerOpenGL::SyncDepthTest() {
- const auto& regs = Pica::g_state.regs;
- state.depth.test_enabled = regs.output_merger.depth_test_enable == 1 ||
- regs.output_merger.depth_write_enable == 1;
- state.depth.test_func = regs.output_merger.depth_test_enable == 1 ?
- PicaToGL::CompareFunc(regs.output_merger.depth_test_func) : GL_ALWAYS;
- }
- void RasterizerOpenGL::SyncCombinerColor() {
- auto combiner_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.tev_combiner_buffer_color.raw);
- if (combiner_color != uniform_block_data.data.tev_combiner_buffer_color) {
- uniform_block_data.data.tev_combiner_buffer_color = combiner_color;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncTevConstColor(int stage_index, const Pica::Regs::TevStageConfig& tev_stage) {
- auto const_color = PicaToGL::ColorRGBA8(tev_stage.const_color);
- if (const_color != uniform_block_data.data.const_color[stage_index]) {
- uniform_block_data.data.const_color[stage_index] = const_color;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncGlobalAmbient() {
- auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.global_ambient);
- if (color != uniform_block_data.data.lighting_global_ambient) {
- uniform_block_data.data.lighting_global_ambient = color;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) {
- std::array<GLvec4, 256> new_data;
- for (unsigned offset = 0; offset < new_data.size(); ++offset) {
- new_data[offset][0] = Pica::g_state.lighting.luts[(lut_index * 4) + 0][offset].ToFloat();
- new_data[offset][1] = Pica::g_state.lighting.luts[(lut_index * 4) + 1][offset].ToFloat();
- new_data[offset][2] = Pica::g_state.lighting.luts[(lut_index * 4) + 2][offset].ToFloat();
- new_data[offset][3] = Pica::g_state.lighting.luts[(lut_index * 4) + 3][offset].ToFloat();
- }
- if (new_data != lighting_lut_data[lut_index]) {
- lighting_lut_data[lut_index] = new_data;
- glActiveTexture(GL_TEXTURE3 + lut_index);
- glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, lighting_lut_data[lut_index].data());
- }
- }
- void RasterizerOpenGL::SyncLightSpecular0(int light_index) {
- auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].specular_0);
- if (color != uniform_block_data.data.light_src[light_index].specular_0) {
- uniform_block_data.data.light_src[light_index].specular_0 = color;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncLightSpecular1(int light_index) {
- auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].specular_1);
- if (color != uniform_block_data.data.light_src[light_index].specular_1) {
- uniform_block_data.data.light_src[light_index].specular_1 = color;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncLightDiffuse(int light_index) {
- auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].diffuse);
- if (color != uniform_block_data.data.light_src[light_index].diffuse) {
- uniform_block_data.data.light_src[light_index].diffuse = color;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncLightAmbient(int light_index) {
- auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].ambient);
- if (color != uniform_block_data.data.light_src[light_index].ambient) {
- uniform_block_data.data.light_src[light_index].ambient = color;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncLightPosition(int light_index) {
- GLvec3 position = {
- Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].x).ToFloat32(),
- Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].y).ToFloat32(),
- Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].z).ToFloat32() };
- if (position != uniform_block_data.data.light_src[light_index].position) {
- uniform_block_data.data.light_src[light_index].position = position;
- uniform_block_data.dirty = true;
- }
- }
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