diff options
Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 1686 |
1 files changed, 0 insertions, 1686 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp deleted file mode 100644 index becaf7bde..000000000 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ /dev/null @@ -1,1686 +0,0 @@ -// 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 - SyncClipEnabled(); - SyncClipCoef(); - 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); - if (depth_surface != nullptr) { - if (regs.framebuffer.framebuffer.depth_format == - Pica::FramebufferRegs::DepthFormat::D24S8) { - // attach both depth and stencil - glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, - depth_surface->texture.handle, 0); - } else { - // attach depth - glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, - depth_surface->texture.handle, 0); - // clear stencil attachment - glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); - } - } else { - // clear both depth and stencil attachment - glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 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; - - // 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 - 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, u64 size) { - MICROPROFILE_SCOPE(OpenGL_CacheManagement); - res_cache.FlushRegion(addr, size, nullptr, false); -} - -void RasterizerOpenGL::FlushAndInvalidateRegion(PAddr addr, u64 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::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() { - 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; - } -} |