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renderer_opengl: Implement HW fragment lighting LUTs within our default UBO.

This commit is contained in:
bunnei 2015-11-13 22:52:20 -05:00
parent afbef52516
commit e9af70eaf3
4 changed files with 66 additions and 15 deletions

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@ -1216,7 +1216,7 @@ struct State {
} }
}; };
std::array<LutEntry, 256> luts[24]; std::array<std::array<LutEntry, 256>, 24> luts;
} lighting; } lighting;
/// Current Pica command list /// Current Pica command list

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@ -162,6 +162,13 @@ void RasterizerOpenGL::DrawTriangles() {
state.draw.shader_dirty = false; state.draw.shader_dirty = false;
} }
for (unsigned index = 0; index < Pica::g_state.lighting.luts.size(); index++) {
if (uniform_block_data.lut_dirty[index]) {
SyncLightingLUT(index);
uniform_block_data.lut_dirty[index] = false;
}
}
if (uniform_block_data.dirty) { if (uniform_block_data.dirty) {
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW); glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW);
uniform_block_data.dirty = false; uniform_block_data.dirty = false;
@ -381,6 +388,21 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
SyncGlobalAmbient(); SyncGlobalAmbient();
break; 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;
}
} }
} }
@ -593,20 +615,23 @@ void RasterizerOpenGL::SetShader() {
unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data"); unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
glUniformBlockBinding(current_shader->shader.handle, block_index, 0); glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
}
// Update uniforms // Update uniforms
SyncAlphaTest(); SyncAlphaTest();
SyncCombinerColor(); SyncCombinerColor();
auto& tev_stages = Pica::g_state.regs.GetTevStages(); auto& tev_stages = Pica::g_state.regs.GetTevStages();
for (int index = 0; index < tev_stages.size(); ++index) for (int index = 0; index < tev_stages.size(); ++index)
SyncTevConstColor(index, tev_stages[index]); SyncTevConstColor(index, tev_stages[index]);
SyncGlobalAmbient(); for (unsigned index = 0; index < Pica::g_state.lighting.luts.size(); ++index)
for (int light_index = 0; light_index < 8; light_index++) { SyncLightingLUT(index);
SyncLightDiffuse(light_index);
SyncLightAmbient(light_index); SyncGlobalAmbient();
SyncLightPosition(light_index); for (int light_index = 0; light_index < 8; light_index++) {
SyncLightDiffuse(light_index);
SyncLightAmbient(light_index);
SyncLightPosition(light_index);
}
} }
} }
@ -796,6 +821,20 @@ void RasterizerOpenGL::SyncGlobalAmbient() {
} }
} }
void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) {
auto& lut = uniform_block_data.data.lighting_lut[lut_index / 4];
std::array<std::array<GLfloat, 4>, 256> new_lut;
for (int offset = 0; offset < new_lut.size(); ++offset) {
new_lut[offset][lut_index & 3] = Pica::g_state.lighting.luts[lut_index][offset].ToFloat();
}
if (new_lut != lut) {
lut = new_lut;
uniform_block_data.dirty = true;
}
}
void RasterizerOpenGL::SyncLightDiffuse(int light_index) { void RasterizerOpenGL::SyncLightDiffuse(int light_index) {
auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].diffuse); auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].diffuse);
if (color != uniform_block_data.data.light_src[light_index].diffuse) { if (color != uniform_block_data.data.light_src[light_index].diffuse) {

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@ -242,10 +242,11 @@ private:
std::array<GLfloat, 3> lighting_global_ambient; std::array<GLfloat, 3> lighting_global_ambient;
INSERT_PADDING_WORDS(1); INSERT_PADDING_WORDS(1);
LightSrc light_src[8]; LightSrc light_src[8];
std::array<std::array<std::array<GLfloat, 4>, 256>, 6> lighting_lut;
}; };
static_assert(sizeof(UniformData) == 0x210, "The size of the UniformData structure has changed, update the structure in the shader"); static_assert(sizeof(UniformData) == 0x6210, "The size of the UniformData structure has changed, update the structure in the shader");
static_assert(sizeof(UniformData) < 16384, "UniformData structure must be less than 16kb as per the OpenGL spec"); static_assert(sizeof(UniformData) < 32768, "UniformData structure must be less than 32kb");
/// Reconfigure the OpenGL color texture to use the given format and dimensions /// Reconfigure the OpenGL color texture to use the given format and dimensions
void ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height); void ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height);
@ -295,6 +296,9 @@ private:
/// Syncs the lighting global ambient color to match the PICA register /// Syncs the lighting global ambient color to match the PICA register
void SyncGlobalAmbient(); void SyncGlobalAmbient();
/// Syncs the lighting lookup tables
void SyncLightingLUT(unsigned index);
/// Syncs the specified light's diffuse color to match the PICA register /// Syncs the specified light's diffuse color to match the PICA register
void SyncLightDiffuse(int light_index); void SyncLightDiffuse(int light_index);
@ -346,6 +350,7 @@ private:
struct { struct {
UniformData data; UniformData data;
bool lut_dirty[24];
bool dirty; bool dirty;
} uniform_block_data; } uniform_block_data;

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@ -324,6 +324,7 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) {
#version 330 core #version 330 core
#define NUM_TEV_STAGES 6 #define NUM_TEV_STAGES 6
#define NUM_LIGHTS 8 #define NUM_LIGHTS 8
#define LIGHTING_LUT_SIZE 256
in vec4 primary_color; in vec4 primary_color;
in vec2 texcoord[3]; in vec2 texcoord[3];
@ -345,6 +346,12 @@ layout (std140) uniform shader_data {
float depth_offset; float depth_offset;
vec3 lighting_global_ambient; vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS]; LightSrc light_src[NUM_LIGHTS];
vec4 lighting_lut_0[LIGHTING_LUT_SIZE];
vec4 lighting_lut_1[LIGHTING_LUT_SIZE];
vec4 lighting_lut_2[LIGHTING_LUT_SIZE];
vec4 lighting_lut_3[LIGHTING_LUT_SIZE];
vec4 lighting_lut_4[LIGHTING_LUT_SIZE];
vec4 lighting_lut_5[LIGHTING_LUT_SIZE];
}; };
uniform sampler2D tex[3]; uniform sampler2D tex[3];