gl_shader_gen: Add support for D0 LUT scaling.
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@ -657,6 +657,44 @@ struct Regs {
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DistanceAttenuation = 16,
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};
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/**
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* Pica fragment lighting supports using different LUTs for each lighting component:
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* Reflectance R, G, and B channels, distribution function for specular components 0 and 1,
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* fresnel factor, and spotlight attenuation. Furthermore, which LUTs are used for each channel
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* (or whether a channel is enabled at all) is specified by various pre-defined lighting
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* configurations. With configurations that require more LUTs, more cycles are required on HW to
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* perform lighting computations.
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*/
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enum class LightingConfig {
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Config0 = 0, ///< Reflect Red, Distribution 0, Spotlight
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Config1 = 1, ///< Reflect Red, Fresnel, Spotlight
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Config2 = 2, ///< Reflect Red, Distribution 0/1
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Config3 = 3, ///< Distribution 0/1, Fresnel
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Config4 = 4, ///< Reflect Red/Green/Blue, Distribution 0/1, Spotlight
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Config5 = 5, ///< Reflect Red/Green/Blue, Distribution 0, Fresnel, Spotlight
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Config6 = 6, ///< Reflect Red, Distribution 0/1, Fresnel, Spotlight
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Config7 = 8, ///< Reflect Red/Green/Blue, Distribution 0/1, Fresnel, Spotlight
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///< NOTE: '8' is intentional, '7' does not appear to be a valid configuration
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};
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/// Selects which lighting components are affected by fresnel
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enum class LightingFresnelSelector {
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None = 0, ///< Fresnel is disabled
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PrimaryAlpha = 1, ///< Primary (diffuse) lighting alpha is affected by fresnel
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SecondaryAlpha = 2, ///< Secondary (specular) lighting alpha is affected by fresnel
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Both = PrimaryAlpha | SecondaryAlpha, ///< Both primary and secondary lighting alphas are affected by fresnel
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};
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/// Factor used to scale the output of a lighting LUT
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enum class LightingScale {
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Scale1 = 0, ///< Scale is 1x
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Scale2 = 1, ///< Scale is 2x
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Scale4 = 2, ///< Scale is 4x
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Scale8 = 3, ///< Scale is 8x
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Scale1_4 = 6, ///< Scale is 0.25x
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Scale1_2 = 7, ///< Scale is 0.5x
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};
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enum class LightingLutInput {
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NH = 0, // Cosine of the angle between the normal and half-angle vectors
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VH = 1, // Cosine of the angle between the view and half-angle vectors
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@ -775,7 +813,35 @@ struct Regs {
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BitField<24, 3, u32> rr;
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} lut_input;
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INSERT_PADDING_WORDS(0x7);
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union {
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BitField< 0, 3, LightingScale> d0;
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BitField< 4, 3, LightingScale> d1;
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BitField< 8, 3, LightingScale> sp;
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BitField<12, 3, LightingScale> fr;
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BitField<16, 3, LightingScale> rb;
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BitField<20, 3, LightingScale> rg;
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BitField<24, 3, LightingScale> rr;
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static float GetScale(LightingScale scale) {
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switch (scale) {
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case LightingScale::Scale1:
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return 1.0f;
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case LightingScale::Scale2:
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return 2.0f;
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case LightingScale::Scale4:
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return 4.0f;
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case LightingScale::Scale8:
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return 8.0f;
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case LightingScale::Scale1_4:
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return 0.25f;
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case LightingScale::Scale1_2:
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return 0.5f;
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}
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return 0.0f;
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}
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} lut_scale;
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INSERT_PADDING_WORDS(0x6);
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union {
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// There are 8 light enable "slots", corresponding to the total number of lights
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@ -90,6 +90,7 @@ struct PicaShaderConfig {
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res.lighting.lut_d0.enable = regs.lighting.lut_enable_d0 == 0;
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res.lighting.lut_d0.abs_input = regs.lighting.abs_lut_input.d0 == 0;
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res.lighting.lut_d0.type = (Pica::Regs::LightingLutInput)regs.lighting.lut_input.d0.Value();
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res.lighting.lut_d0.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d0);
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res.lighting.clamp_highlights = regs.lighting.clamp_highlights != 0;
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return res;
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@ -130,7 +131,8 @@ struct PicaShaderConfig {
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bool enable = false;
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bool abs_input = false;
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Pica::Regs::LightingLutInput type = Pica::Regs::LightingLutInput::NH;
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} lut_d0;
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float scale = 1.0f;
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} lut_d0, lut_d1, lut_fr;
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} lighting;
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};
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};
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@ -412,7 +412,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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std::string d0_lut_value = "1.0";
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if (config.lighting.lut_d0.enable) {
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std::string d0_lut_index = GetLutIndex(light_config.num, config.lighting.lut_d0.type, config.lighting.lut_d0.abs_input);
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d0_lut_value = GetLutValue(Regs::LightingSampler::Distribution0, d0_lut_index);
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d0_lut_value = "(" + std::to_string(config.lighting.lut_d0.scale) + " * " + GetLutValue(Regs::LightingSampler::Distribution0, d0_lut_index) + ")";
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}
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// Compute secondary fragment color (specular lighting) function
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