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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/microprofile.h"
- #include "common/vector_math.h"
- #include "core/hw/gpu.h"
- #include "video_core/pica_state.h"
- #include "video_core/regs_framebuffer.h"
- #include "video_core/regs_rasterizer.h"
- #include "video_core/regs_texturing.h"
- #include "video_core/renderer_opengl/gl_rasterizer.h"
- #include "video_core/renderer_opengl/gl_shader_gen.h"
- #include "video_core/renderer_opengl/pica_to_gl.h"
- #include "video_core/renderer_opengl/renderer_opengl.h"
- MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192));
- MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255));
- MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100));
- RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
- // Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
- state.clip_distance[0] = 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;
- uniform_block_data.lut_dirty.fill(true);
- uniform_block_data.fog_lut_dirty = true;
- uniform_block_data.proctex_noise_lut_dirty = true;
- uniform_block_data.proctex_color_map_dirty = true;
- uniform_block_data.proctex_alpha_map_dirty = true;
- uniform_block_data.proctex_lut_dirty = true;
- uniform_block_data.proctex_diff_lut_dirty = 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_TEXCOORD0_W, 1, GL_FLOAT, GL_FALSE,
- sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord0_w));
- glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD0_W);
- 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
- lighting_lut.Create();
- state.lighting_lut.texture_buffer = lighting_lut.handle;
- state.Apply();
- lighting_lut_buffer.Create();
- glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle);
- glBufferData(GL_TEXTURE_BUFFER,
- sizeof(GLfloat) * 2 * 256 * Pica::LightingRegs::NumLightingSampler, nullptr,
- GL_DYNAMIC_DRAW);
- glActiveTexture(TextureUnits::LightingLUT.Enum());
- glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle);
- // Setup the LUT for the fog
- fog_lut.Create();
- state.fog_lut.texture_buffer = fog_lut.handle;
- state.Apply();
- fog_lut_buffer.Create();
- glBindBuffer(GL_TEXTURE_BUFFER, fog_lut_buffer.handle);
- glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
- glActiveTexture(TextureUnits::FogLUT.Enum());
- glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, fog_lut_buffer.handle);
- // Setup the noise LUT for proctex
- proctex_noise_lut.Create();
- state.proctex_noise_lut.texture_buffer = proctex_noise_lut.handle;
- state.Apply();
- proctex_noise_lut_buffer.Create();
- glBindBuffer(GL_TEXTURE_BUFFER, proctex_noise_lut_buffer.handle);
- glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
- glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum());
- glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_noise_lut_buffer.handle);
- // Setup the color map for proctex
- proctex_color_map.Create();
- state.proctex_color_map.texture_buffer = proctex_color_map.handle;
- state.Apply();
- proctex_color_map_buffer.Create();
- glBindBuffer(GL_TEXTURE_BUFFER, proctex_color_map_buffer.handle);
- glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
- glActiveTexture(TextureUnits::ProcTexColorMap.Enum());
- glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_color_map_buffer.handle);
- // Setup the alpha map for proctex
- proctex_alpha_map.Create();
- state.proctex_alpha_map.texture_buffer = proctex_alpha_map.handle;
- state.Apply();
- proctex_alpha_map_buffer.Create();
- glBindBuffer(GL_TEXTURE_BUFFER, proctex_alpha_map_buffer.handle);
- glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW);
- glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum());
- glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_alpha_map_buffer.handle);
- // Setup the LUT for proctex
- proctex_lut.Create();
- state.proctex_lut.texture_buffer = proctex_lut.handle;
- state.Apply();
- proctex_lut_buffer.Create();
- glBindBuffer(GL_TEXTURE_BUFFER, proctex_lut_buffer.handle);
- glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 4 * 256, nullptr, GL_DYNAMIC_DRAW);
- glActiveTexture(TextureUnits::ProcTexLUT.Enum());
- glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_lut_buffer.handle);
- // Setup the difference LUT for proctex
- proctex_diff_lut.Create();
- state.proctex_diff_lut.texture_buffer = proctex_diff_lut.handle;
- state.Apply();
- proctex_diff_lut_buffer.Create();
- glBindBuffer(GL_TEXTURE_BUFFER, proctex_diff_lut_buffer.handle);
- glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 4 * 256, nullptr, GL_DYNAMIC_DRAW);
- glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum());
- glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle);
- // Sync fixed function OpenGL state
- SyncCullMode();
- SyncBlendEnabled();
- SyncBlendFuncs();
- SyncBlendColor();
- SyncLogicOp();
- SyncStencilTest();
- SyncDepthTest();
- SyncColorWriteMask();
- SyncStencilWriteMask();
- SyncDepthWriteMask();
- }
- RasterizerOpenGL::~RasterizerOpenGL() {}
- /**
- * This is a helper function to resolve an issue when interpolating opposite quaternions. See below
- * for a detailed description of this issue (yuriks):
- *
- * For any rotation, there are two quaternions Q, and -Q, that represent the same rotation. If you
- * interpolate two quaternions that are opposite, instead of going from one rotation to another
- * using the shortest path, you'll go around the longest path. You can test if two quaternions are
- * opposite by checking if Dot(Q1, Q2) < 0. In that case, you can flip either of them, therefore
- * making Dot(Q1, -Q2) positive.
- *
- * This solution corrects this issue per-vertex before passing the quaternions to OpenGL. This is
- * correct for most cases but can still rotate around the long way sometimes. An implementation
- * which did `lerp(lerp(Q1, Q2), Q3)` (with proper weighting), applying the dot product check
- * between each step would work for those cases at the cost of being more complex to implement.
- *
- * Fortunately however, the 3DS hardware happens to also use this exact same logic to work around
- * these issues, making this basic implementation actually more accurate to the hardware.
- */
- static bool AreQuaternionsOpposite(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;
- MICROPROFILE_SCOPE(OpenGL_Drawing);
- 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.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.framebuffer.depth_format == Pica::FramebufferRegs::DepthFormat::D24S8;
- glFramebufferTexture2D(
- GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
- (has_stencil && depth_surface != nullptr) ? depth_surface->texture.handle : 0, 0);
- // 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.rasterizer.viewport_size_x).ToFloat32() * 2;
- GLsizei viewport_height =
- (GLsizei)Pica::float24::FromRaw(regs.rasterizer.viewport_size_y).ToFloat32() * 2;
- glViewport(
- (GLint)(rect.left + regs.rasterizer.viewport_corner.x * color_surface->res_scale_width),
- (GLint)(rect.bottom + regs.rasterizer.viewport_corner.y * color_surface->res_scale_height),
- (GLsizei)(viewport_width * color_surface->res_scale_width),
- (GLsizei)(viewport_height * color_surface->res_scale_height));
- if (uniform_block_data.data.framebuffer_scale[0] != color_surface->res_scale_width ||
- uniform_block_data.data.framebuffer_scale[1] != color_surface->res_scale_height) {
- uniform_block_data.data.framebuffer_scale[0] = color_surface->res_scale_width;
- uniform_block_data.data.framebuffer_scale[1] = color_surface->res_scale_height;
- uniform_block_data.dirty = true;
- }
- // Scissor checks are window-, not viewport-relative, which means that if the cached texture
- // sub-rect changes, the scissor bounds also need to be updated.
- GLint scissor_x1 = static_cast<GLint>(
- rect.left + regs.rasterizer.scissor_test.x1 * color_surface->res_scale_width);
- GLint scissor_y1 = static_cast<GLint>(
- rect.bottom + regs.rasterizer.scissor_test.y1 * color_surface->res_scale_height);
- // x2, y2 have +1 added to cover the entire pixel area, otherwise you might get cracks when
- // scaling or doing multisampling.
- GLint scissor_x2 = static_cast<GLint>(
- rect.left + (regs.rasterizer.scissor_test.x2 + 1) * color_surface->res_scale_width);
- GLint scissor_y2 = static_cast<GLint>(
- rect.bottom + (regs.rasterizer.scissor_test.y2 + 1) * color_surface->res_scale_height);
- if (uniform_block_data.data.scissor_x1 != scissor_x1 ||
- uniform_block_data.data.scissor_x2 != scissor_x2 ||
- uniform_block_data.data.scissor_y1 != scissor_y1 ||
- uniform_block_data.data.scissor_y2 != scissor_y2) {
- uniform_block_data.data.scissor_x1 = scissor_x1;
- uniform_block_data.data.scissor_x2 = scissor_x2;
- uniform_block_data.data.scissor_y1 = scissor_y1;
- uniform_block_data.data.scissor_y2 = scissor_y2;
- uniform_block_data.dirty = true;
- }
- // Sync and bind the texture surfaces
- const auto pica_textures = regs.texturing.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 < uniform_block_data.lut_dirty.size(); index++) {
- if (uniform_block_data.lut_dirty[index]) {
- SyncLightingLUT(index);
- uniform_block_data.lut_dirty[index] = false;
- }
- }
- // Sync the fog lut
- if (uniform_block_data.fog_lut_dirty) {
- SyncFogLUT();
- uniform_block_data.fog_lut_dirty = false;
- }
- // Sync the proctex noise lut
- if (uniform_block_data.proctex_noise_lut_dirty) {
- SyncProcTexNoiseLUT();
- uniform_block_data.proctex_noise_lut_dirty = false;
- }
- // 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;
- }
- 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(rasterizer.cull_mode):
- SyncCullMode();
- 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, nullptr, false);
- }
- void RasterizerOpenGL::FlushAndInvalidateRegion(PAddr addr, u32 size) {
- MICROPROFILE_SCOPE(OpenGL_CacheManagement);
- res_cache.FlushRegion(addr, size, nullptr, true);
- }
- bool RasterizerOpenGL::AccelerateDisplayTransfer(const GPU::Regs::DisplayTransferConfig& config) {
- MICROPROFILE_SCOPE(OpenGL_Blits);
- CachedSurface src_params;
- src_params.addr = config.GetPhysicalInputAddress();
- // It's important to use the correct source input width to properly skip over parts of the input
- // image which will be cropped from the output but still affect the stride of the input image.
- src_params.width = config.input_width;
- // Using the output's height is fine because we don't read or skip over the remaining part of
- // the image, and it allows for smaller texture cache lookup rectangles.
- 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;
- }
- // Adjust the source rectangle to take into account parts of the input lines being cropped
- if (config.input_width > config.output_width) {
- src_rect.right -= static_cast<int>((config.input_width - config.output_width) *
- src_surface->res_scale_width);
- }
- // 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::AccelerateTextureCopy(const GPU::Regs::DisplayTransferConfig& config) {
- // TODO(tfarley): Try to hardware accelerate this
- return false;
- }
- bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config) {
- MICROPROFILE_SCOPE(OpenGL_Blits);
- 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);
- 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 = GL_TRUE;
- cur_state.color_mask.green_enabled = GL_TRUE;
- cur_state.color_mask.blue_enabled = GL_TRUE;
- cur_state.color_mask.alpha_enabled = GL_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);
- 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 = GL_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);
- GLfloat value_float = (config.value_32bit & 0xFFFFFF) / 16777215.0f; // 2^24 - 1
- GLint value_int = (config.value_32bit >> 24);
- cur_state.depth.write_mask = GL_TRUE;
- cur_state.stencil.write_mask = 0xFF;
- 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;
- }
- MICROPROFILE_SCOPE(OpenGL_CacheManagement);
- CachedSurface src_params;
- src_params.addr = framebuffer_addr;
- src_params.width = config.width;
- src_params.height = config.height;
- src_params.pixel_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::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::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 %d", 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) {
- auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].specular_1);
- if (color != uniform_block_data.data.light_src[light_index].specular_1) {
- uniform_block_data.data.light_src[light_index].specular_1 = color;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncLightDiffuse(int light_index) {
- auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].diffuse);
- if (color != uniform_block_data.data.light_src[light_index].diffuse) {
- uniform_block_data.data.light_src[light_index].diffuse = color;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncLightAmbient(int light_index) {
- auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].ambient);
- if (color != uniform_block_data.data.light_src[light_index].ambient) {
- uniform_block_data.data.light_src[light_index].ambient = color;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncLightPosition(int light_index) {
- GLvec3 position = {
- Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].x).ToFloat32(),
- Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].y).ToFloat32(),
- Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].z).ToFloat32()};
- if (position != uniform_block_data.data.light_src[light_index].position) {
- uniform_block_data.data.light_src[light_index].position = position;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncLightSpotDirection(int light_index) {
- const auto& light = Pica::g_state.regs.lighting.light[light_index];
- GLvec3 spot_direction = {light.spot_x / 2047.0f, light.spot_y / 2047.0f,
- light.spot_z / 2047.0f};
- if (spot_direction != uniform_block_data.data.light_src[light_index].spot_direction) {
- uniform_block_data.data.light_src[light_index].spot_direction = spot_direction;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncLightDistanceAttenuationBias(int light_index) {
- GLfloat dist_atten_bias =
- Pica::float20::FromRaw(Pica::g_state.regs.lighting.light[light_index].dist_atten_bias)
- .ToFloat32();
- if (dist_atten_bias != uniform_block_data.data.light_src[light_index].dist_atten_bias) {
- uniform_block_data.data.light_src[light_index].dist_atten_bias = dist_atten_bias;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncLightDistanceAttenuationScale(int light_index) {
- GLfloat dist_atten_scale =
- Pica::float20::FromRaw(Pica::g_state.regs.lighting.light[light_index].dist_atten_scale)
- .ToFloat32();
- if (dist_atten_scale != uniform_block_data.data.light_src[light_index].dist_atten_scale) {
- uniform_block_data.data.light_src[light_index].dist_atten_scale = dist_atten_scale;
- uniform_block_data.dirty = true;
- }
- }
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