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-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp142
1 files changed, 126 insertions, 16 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index 7abdeba05..7b44dade8 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -4,6 +4,7 @@
#include <array>
#include <cstddef>
+#include <cstring>
#include "common/assert.h"
#include "common/bit_field.h"
#include "common/logging/log.h"
@@ -23,6 +24,99 @@ using TevStageConfig = TexturingRegs::TevStageConfig;
namespace GLShader {
+PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
+ PicaShaderConfig res;
+
+ auto& state = res.state;
+ std::memset(&state, 0, sizeof(PicaShaderConfig::State));
+
+ state.scissor_test_mode = regs.rasterizer.scissor_test.mode;
+
+ state.depthmap_enable = regs.rasterizer.depthmap_enable;
+
+ state.alpha_test_func = regs.framebuffer.output_merger.alpha_test.enable
+ ? regs.framebuffer.output_merger.alpha_test.func.Value()
+ : Pica::FramebufferRegs::CompareFunc::Always;
+
+ state.texture0_type = regs.texturing.texture0.type;
+
+ state.texture2_use_coord1 = regs.texturing.main_config.texture2_use_coord1 != 0;
+
+ // Copy relevant tev stages fields.
+ // We don't sync const_color here because of the high variance, it is a
+ // shader uniform instead.
+ const auto& tev_stages = regs.texturing.GetTevStages();
+ DEBUG_ASSERT(state.tev_stages.size() == tev_stages.size());
+ for (size_t i = 0; i < tev_stages.size(); i++) {
+ const auto& tev_stage = tev_stages[i];
+ state.tev_stages[i].sources_raw = tev_stage.sources_raw;
+ state.tev_stages[i].modifiers_raw = tev_stage.modifiers_raw;
+ state.tev_stages[i].ops_raw = tev_stage.ops_raw;
+ state.tev_stages[i].scales_raw = tev_stage.scales_raw;
+ }
+
+ state.fog_mode = regs.texturing.fog_mode;
+ state.fog_flip = regs.texturing.fog_flip != 0;
+
+ state.combiner_buffer_input = regs.texturing.tev_combiner_buffer_input.update_mask_rgb.Value() |
+ regs.texturing.tev_combiner_buffer_input.update_mask_a.Value()
+ << 4;
+
+ // Fragment lighting
+
+ state.lighting.enable = !regs.lighting.disable;
+ state.lighting.src_num = regs.lighting.max_light_index + 1;
+
+ for (unsigned light_index = 0; light_index < state.lighting.src_num; ++light_index) {
+ unsigned num = regs.lighting.light_enable.GetNum(light_index);
+ const auto& light = regs.lighting.light[num];
+ state.lighting.light[light_index].num = num;
+ state.lighting.light[light_index].directional = light.config.directional != 0;
+ state.lighting.light[light_index].two_sided_diffuse = light.config.two_sided_diffuse != 0;
+ state.lighting.light[light_index].dist_atten_enable =
+ !regs.lighting.IsDistAttenDisabled(num);
+ }
+
+ state.lighting.lut_d0.enable = regs.lighting.config1.disable_lut_d0 == 0;
+ state.lighting.lut_d0.abs_input = regs.lighting.abs_lut_input.disable_d0 == 0;
+ state.lighting.lut_d0.type = regs.lighting.lut_input.d0.Value();
+ state.lighting.lut_d0.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d0);
+
+ state.lighting.lut_d1.enable = regs.lighting.config1.disable_lut_d1 == 0;
+ state.lighting.lut_d1.abs_input = regs.lighting.abs_lut_input.disable_d1 == 0;
+ state.lighting.lut_d1.type = regs.lighting.lut_input.d1.Value();
+ state.lighting.lut_d1.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d1);
+
+ state.lighting.lut_fr.enable = regs.lighting.config1.disable_lut_fr == 0;
+ state.lighting.lut_fr.abs_input = regs.lighting.abs_lut_input.disable_fr == 0;
+ state.lighting.lut_fr.type = regs.lighting.lut_input.fr.Value();
+ state.lighting.lut_fr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.fr);
+
+ state.lighting.lut_rr.enable = regs.lighting.config1.disable_lut_rr == 0;
+ state.lighting.lut_rr.abs_input = regs.lighting.abs_lut_input.disable_rr == 0;
+ state.lighting.lut_rr.type = regs.lighting.lut_input.rr.Value();
+ state.lighting.lut_rr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rr);
+
+ state.lighting.lut_rg.enable = regs.lighting.config1.disable_lut_rg == 0;
+ state.lighting.lut_rg.abs_input = regs.lighting.abs_lut_input.disable_rg == 0;
+ state.lighting.lut_rg.type = regs.lighting.lut_input.rg.Value();
+ state.lighting.lut_rg.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rg);
+
+ state.lighting.lut_rb.enable = regs.lighting.config1.disable_lut_rb == 0;
+ state.lighting.lut_rb.abs_input = regs.lighting.abs_lut_input.disable_rb == 0;
+ state.lighting.lut_rb.type = regs.lighting.lut_input.rb.Value();
+ state.lighting.lut_rb.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rb);
+
+ state.lighting.config = regs.lighting.config0.config;
+ state.lighting.fresnel_selector = regs.lighting.config0.fresnel_selector;
+ state.lighting.bump_mode = regs.lighting.config0.bump_mode;
+ state.lighting.bump_selector = regs.lighting.config0.bump_selector;
+ state.lighting.bump_renorm = regs.lighting.config0.disable_bump_renorm == 0;
+ state.lighting.clamp_highlights = regs.lighting.config0.clamp_highlights != 0;
+
+ return res;
+}
+
/// Detects if a TEV stage is configured to be skipped (to avoid generating unnecessary code)
static bool IsPassThroughTevStage(const TevStageConfig& stage) {
return (stage.color_op == TevStageConfig::Operation::Replace &&
@@ -34,6 +128,15 @@ static bool IsPassThroughTevStage(const TevStageConfig& stage) {
stage.GetColorMultiplier() == 1 && stage.GetAlphaMultiplier() == 1);
}
+static std::string TexCoord(const PicaShaderConfig& config, int texture_unit) {
+ if (texture_unit == 2 && config.state.texture2_use_coord1) {
+ return "texcoord[1]";
+ }
+ // TODO: if texture unit 3 (procedural texture) implementation also uses this function,
+ // config.state.texture3_coordinates should be repected here.
+ return "texcoord[" + std::to_string(texture_unit) + "]";
+}
+
/// Writes the specified TEV stage source component(s)
static void AppendSource(std::string& out, const PicaShaderConfig& config,
TevStageConfig::Source source, const std::string& index_name) {
@@ -70,7 +173,7 @@ static void AppendSource(std::string& out, const PicaShaderConfig& config,
out += "texture(tex[1], texcoord[1])";
break;
case Source::Texture2:
- out += "texture(tex[2], texcoord[2])";
+ out += "texture(tex[2], " + TexCoord(config, 2) + ")";
break;
case Source::PreviousBuffer:
out += "combiner_buffer";
@@ -214,8 +317,6 @@ static void AppendColorCombiner(std::string& out, TevStageConfig::Operation oper
out += variable_name + "[0] + " + variable_name + "[1] - vec3(0.5)";
break;
case Operation::Lerp:
- // TODO(bunnei): Verify if HW actually does this per-component, otherwise we can just use
- // builtin lerp
out += variable_name + "[0] * " + variable_name + "[2] + " + variable_name +
"[1] * (vec3(1.0) - " + variable_name + "[2])";
break;
@@ -230,6 +331,7 @@ static void AppendColorCombiner(std::string& out, TevStageConfig::Operation oper
variable_name + "[2]";
break;
case Operation::Dot3_RGB:
+ case Operation::Dot3_RGBA:
out += "vec3(dot(" + variable_name + "[0] - vec3(0.5), " + variable_name +
"[1] - vec3(0.5)) * 4.0)";
break;
@@ -329,17 +431,25 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi
AppendColorCombiner(out, stage.color_op, "color_results_" + index_name);
out += ";\n";
- out += "float alpha_results_" + index_name + "[3] = float[3](";
- AppendAlphaModifier(out, config, stage.alpha_modifier1, stage.alpha_source1, index_name);
- out += ", ";
- AppendAlphaModifier(out, config, stage.alpha_modifier2, stage.alpha_source2, index_name);
- out += ", ";
- AppendAlphaModifier(out, config, stage.alpha_modifier3, stage.alpha_source3, index_name);
- out += ");\n";
-
- out += "float alpha_output_" + index_name + " = ";
- AppendAlphaCombiner(out, stage.alpha_op, "alpha_results_" + index_name);
- out += ";\n";
+ if (stage.color_op == TevStageConfig::Operation::Dot3_RGBA) {
+ // result of Dot3_RGBA operation is also placed to the alpha component
+ out += "float alpha_output_" + index_name + " = color_output_" + index_name + "[0];\n";
+ } else {
+ out += "float alpha_results_" + index_name + "[3] = float[3](";
+ AppendAlphaModifier(out, config, stage.alpha_modifier1, stage.alpha_source1,
+ index_name);
+ out += ", ";
+ AppendAlphaModifier(out, config, stage.alpha_modifier2, stage.alpha_source2,
+ index_name);
+ out += ", ";
+ AppendAlphaModifier(out, config, stage.alpha_modifier3, stage.alpha_source3,
+ index_name);
+ out += ");\n";
+
+ out += "float alpha_output_" + index_name + " = ";
+ AppendAlphaCombiner(out, stage.alpha_op, "alpha_results_" + index_name);
+ out += ";\n";
+ }
out += "last_tex_env_out = vec4("
"clamp(color_output_" +
@@ -374,8 +484,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
// Bump mapping is enabled using a normal map, read perturbation vector from the selected
// texture
std::string bump_selector = std::to_string(lighting.bump_selector);
- out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], texcoord[" +
- bump_selector + "]).rgb - 1.0;\n";
+ out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], " +
+ TexCoord(config, lighting.bump_selector) + ").rgb - 1.0;\n";
// Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
// precision result