yuzu-emu
/
yuzu-mainline
Archived
1
0
Fork 0

gl_rasterizer: implement custom clip plane

This commit is contained in:
wwylele 2017-08-22 09:49:53 +03:00
parent ea51a3af26
commit addbcd5784
3 changed files with 83 additions and 34 deletions

View File

@ -169,6 +169,8 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle); glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle);
// Sync fixed function OpenGL state // Sync fixed function OpenGL state
SyncClipEnabled();
SyncClipCoef();
SyncCullMode(); SyncCullMode();
SyncBlendEnabled(); SyncBlendEnabled();
SyncBlendFuncs(); SyncBlendFuncs();
@ -401,6 +403,18 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
SyncCullMode(); SyncCullMode();
break; break;
// Clipping plane
case PICA_REG_INDEX(rasterizer.clip_enable):
SyncClipEnabled();
break;
case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[0], 0x48):
case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[1], 0x49):
case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[2], 0x4a):
case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[3], 0x4b):
SyncClipCoef();
break;
// Depth modifiers // Depth modifiers
case PICA_REG_INDEX(rasterizer.viewport_depth_range): case PICA_REG_INDEX(rasterizer.viewport_depth_range):
SyncDepthScale(); SyncDepthScale();
@ -1280,6 +1294,20 @@ void RasterizerOpenGL::SetShader() {
} }
} }
void RasterizerOpenGL::SyncClipEnabled() {
state.clip_distance[1] = Pica::g_state.regs.rasterizer.clip_enable != 0;
}
void RasterizerOpenGL::SyncClipCoef() {
const auto raw_clip_coef = Pica::g_state.regs.rasterizer.GetClipCoef();
const GLvec4 new_clip_coef = {raw_clip_coef.x.ToFloat32(), raw_clip_coef.y.ToFloat32(),
raw_clip_coef.z.ToFloat32(), raw_clip_coef.w.ToFloat32()};
if (new_clip_coef != uniform_block_data.data.clip_coef) {
uniform_block_data.data.clip_coef = new_clip_coef;
uniform_block_data.dirty = true;
}
}
void RasterizerOpenGL::SyncCullMode() { void RasterizerOpenGL::SyncCullMode() {
const auto& regs = Pica::g_state.regs; const auto& regs = Pica::g_state.regs;

View File

@ -151,14 +151,21 @@ private:
LightSrc light_src[8]; LightSrc light_src[8];
alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
alignas(16) GLvec4 tev_combiner_buffer_color; alignas(16) GLvec4 tev_combiner_buffer_color;
alignas(16) GLvec4 clip_coef;
}; };
static_assert( static_assert(
sizeof(UniformData) == 0x460, sizeof(UniformData) == 0x470,
"The size of the UniformData structure has changed, update the structure in the shader"); "The size of the UniformData structure has changed, update the structure in the shader");
static_assert(sizeof(UniformData) < 16384, static_assert(sizeof(UniformData) < 16384,
"UniformData structure must be less than 16kb as per the OpenGL spec"); "UniformData structure must be less than 16kb as per the OpenGL spec");
/// Syncs the clip enabled status to match the PICA register
void SyncClipEnabled();
/// Syncs the clip coefficients to match the PICA register
void SyncClipCoef();
/// Sets the OpenGL shader in accordance with the current PICA register state /// Sets the OpenGL shader in accordance with the current PICA register state
void SetShader(); void SetShader();

View File

@ -24,6 +24,42 @@ using TevStageConfig = TexturingRegs::TevStageConfig;
namespace GLShader { namespace GLShader {
static const std::string UniformBlockDef = R"(
#define NUM_TEV_STAGES 6
#define NUM_LIGHTS 8
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_data {
vec2 framebuffer_scale;
int alphatest_ref;
float depth_scale;
float depth_offset;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
)";
PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) { PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
PicaShaderConfig res; PicaShaderConfig res;
@ -1008,8 +1044,6 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) {
std::string out = R"( std::string out = R"(
#version 330 core #version 330 core
#define NUM_TEV_STAGES 6
#define NUM_LIGHTS 8
in vec4 primary_color; in vec4 primary_color;
in vec2 texcoord[3]; in vec2 texcoord[3];
@ -1021,36 +1055,6 @@ in vec4 gl_FragCoord;
out vec4 color; out vec4 color;
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_data {
vec2 framebuffer_scale;
int alphatest_ref;
float depth_scale;
float depth_offset;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
};
uniform sampler2D tex[3]; uniform sampler2D tex[3];
uniform samplerBuffer lighting_lut; uniform samplerBuffer lighting_lut;
uniform samplerBuffer fog_lut; uniform samplerBuffer fog_lut;
@ -1059,7 +1063,11 @@ uniform samplerBuffer proctex_color_map;
uniform samplerBuffer proctex_alpha_map; uniform samplerBuffer proctex_alpha_map;
uniform samplerBuffer proctex_lut; uniform samplerBuffer proctex_lut;
uniform samplerBuffer proctex_diff_lut; uniform samplerBuffer proctex_diff_lut;
)";
out += UniformBlockDef;
out += R"(
// Rotate the vector v by the quaternion q // Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) { vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v); return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
@ -1190,6 +1198,12 @@ out float texcoord0_w;
out vec4 normquat; out vec4 normquat;
out vec3 view; out vec3 view;
)";
out += UniformBlockDef;
out += R"(
void main() { void main() {
primary_color = vert_color; primary_color = vert_color;
texcoord[0] = vert_texcoord0; texcoord[0] = vert_texcoord0;
@ -1200,7 +1214,7 @@ void main() {
view = vert_view; view = vert_view;
gl_Position = vert_position; gl_Position = vert_position;
gl_ClipDistance[0] = -vert_position.z; // fixed PICA clipping plane z <= 0 gl_ClipDistance[0] = -vert_position.z; // fixed PICA clipping plane z <= 0
// TODO (wwylele): calculate gl_ClipDistance[1] from user-defined clipping plane gl_ClipDistance[1] = dot(clip_coef, vert_position);
} }
)"; )";