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https://github.com/hrydgard/ppsspp.git
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0babac5c5f
Reverts #16718 Though maybe we can keep this one? Let's see.
349 lines
13 KiB
C++
349 lines
13 KiB
C++
#include <algorithm>
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#include <cmath>
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#include "ShaderUniforms.h"
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#include "Common/System/Display.h"
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#include "Common/Data/Convert/SmallDataConvert.h"
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#include "Common/Math/lin/matrix4x4.h"
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#include "Common/Math/math_util.h"
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#include "Common/Math/lin/vec3.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Common/GPUStateUtils.h"
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#include "GPU/Math3D.h"
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using namespace Lin;
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static void ConvertProjMatrixToVulkan(Matrix4x4 &in) {
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const Vec3 trans(gstate_c.vpXOffset, gstate_c.vpYOffset, gstate_c.vpZOffset * 0.5f + 0.5f);
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const Vec3 scale(gstate_c.vpWidthScale, gstate_c.vpHeightScale, gstate_c.vpDepthScale * 0.5f);
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in.translateAndScale(trans, scale);
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}
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static void ConvertProjMatrixToD3D11(Matrix4x4 &in) {
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const Vec3 trans(gstate_c.vpXOffset, -gstate_c.vpYOffset, gstate_c.vpZOffset * 0.5f + 0.5f);
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const Vec3 scale(gstate_c.vpWidthScale, -gstate_c.vpHeightScale, gstate_c.vpDepthScale * 0.5f);
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in.translateAndScale(trans, scale);
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}
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void CalcCullRange(float minValues[4], float maxValues[4], bool flipViewport, bool hasNegZ) {
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// Account for the projection viewport adjustment when viewport is too large.
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auto reverseViewportX = [](float x) {
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float pspViewport = (x - gstate.getViewportXCenter()) * (1.0f / gstate.getViewportXScale());
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return (pspViewport * gstate_c.vpWidthScale) - gstate_c.vpXOffset;
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};
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auto reverseViewportY = [flipViewport](float y) {
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float heightScale = gstate_c.vpHeightScale;
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float yOffset = gstate_c.vpYOffset;
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if (flipViewport) {
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// For D3D11 and GLES non-buffered.
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heightScale = -heightScale;
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yOffset = -yOffset;
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}
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float pspViewport = (y - gstate.getViewportYCenter()) * (1.0f / gstate.getViewportYScale());
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return (pspViewport * heightScale) - yOffset;
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};
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auto transformZ = [hasNegZ](float z) {
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// Z culling ignores the viewport, so we just redo the projection matrix adjustments.
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if (hasNegZ) {
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return (z * gstate_c.vpDepthScale) + gstate_c.vpZOffset;
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}
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return (z * gstate_c.vpDepthScale * 0.5f) + gstate_c.vpZOffset * 0.5f + 0.5f;
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};
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auto sortPair = [](float a, float b) {
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return a > b ? std::make_pair(b, a) : std::make_pair(a, b);
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};
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// The PSP seems to use 0.12.4 for X and Y, and 0.16.0 for Z.
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// Any vertex outside this range (unless depth clamp enabled) is discarded.
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auto x = sortPair(reverseViewportX(0.0f), reverseViewportX(4096.0f));
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auto y = sortPair(reverseViewportY(0.0f), reverseViewportY(4096.0f));
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auto z = sortPair(transformZ(-1.000030517578125f), transformZ(1.000030517578125f));
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// Since we have space in w, use it to pass the depth clamp flag. We also pass NAN for w "discard".
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float clampEnable = gstate.isDepthClampEnabled() ? 1.0f : 0.0f;
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minValues[0] = x.first;
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minValues[1] = y.first;
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minValues[2] = z.first;
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minValues[3] = clampEnable;
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maxValues[0] = x.second;
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maxValues[1] = y.second;
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maxValues[2] = z.second;
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maxValues[3] = NAN;
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}
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void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipViewport, bool useBufferedRendering) {
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if (dirtyUniforms & DIRTY_TEXENV) {
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Uint8x3ToFloat3(ub->texEnvColor, gstate.texenvcolor);
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}
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if (dirtyUniforms & DIRTY_ALPHACOLORREF) {
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ub->alphaColorRef = gstate.getColorTestRef() | ((gstate.getAlphaTestRef() & gstate.getAlphaTestMask()) << 24);
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}
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if (dirtyUniforms & DIRTY_ALPHACOLORMASK) {
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ub->colorTestMask = gstate.getColorTestMask() | (gstate.getAlphaTestMask() << 24);
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}
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if (dirtyUniforms & DIRTY_FOGCOLOR) {
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Uint8x3ToFloat3(ub->fogColor, gstate.fogcolor);
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}
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if (dirtyUniforms & DIRTY_SHADERBLEND) {
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Uint8x3ToFloat3(ub->blendFixA, gstate.getFixA());
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Uint8x3ToFloat3(ub->blendFixB, gstate.getFixB());
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}
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if (dirtyUniforms & DIRTY_TEXCLAMP) {
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const float invW = 1.0f / (float)gstate_c.curTextureWidth;
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const float invH = 1.0f / (float)gstate_c.curTextureHeight;
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const int w = gstate.getTextureWidth(0);
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const int h = gstate.getTextureHeight(0);
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const float widthFactor = (float)w * invW;
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const float heightFactor = (float)h * invH;
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// First wrap xy, then half texel xy (for clamp.)
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ub->texClamp[0] = widthFactor;
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ub->texClamp[1] = heightFactor;
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ub->texClamp[2] = invW * 0.5f;
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ub->texClamp[3] = invH * 0.5f;
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ub->texClampOffset[0] = gstate_c.curTextureXOffset * invW;
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ub->texClampOffset[1] = gstate_c.curTextureYOffset * invH;
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}
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if (dirtyUniforms & DIRTY_MIPBIAS) {
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float mipBias = (float)gstate.getTexLevelOffset16() * (1.0 / 16.0f);
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ub->mipBias = (mipBias + 0.5f) / (float)(gstate.getTextureMaxLevel() + 1);
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}
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if (dirtyUniforms & DIRTY_PROJMATRIX) {
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Matrix4x4 flippedMatrix;
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memcpy(&flippedMatrix, gstate.projMatrix, 16 * sizeof(float));
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const bool invertedY = gstate_c.vpHeight < 0;
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if (invertedY) {
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flippedMatrix[1] = -flippedMatrix[1];
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flippedMatrix[5] = -flippedMatrix[5];
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flippedMatrix[9] = -flippedMatrix[9];
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flippedMatrix[13] = -flippedMatrix[13];
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}
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const bool invertedX = gstate_c.vpWidth < 0;
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if (invertedX) {
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flippedMatrix[0] = -flippedMatrix[0];
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flippedMatrix[4] = -flippedMatrix[4];
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flippedMatrix[8] = -flippedMatrix[8];
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flippedMatrix[12] = -flippedMatrix[12];
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}
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if (flipViewport) {
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ConvertProjMatrixToD3D11(flippedMatrix);
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} else {
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ConvertProjMatrixToVulkan(flippedMatrix);
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}
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if (!useBufferedRendering && g_display.rotation != DisplayRotation::ROTATE_0) {
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flippedMatrix = flippedMatrix * g_display.rot_matrix;
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}
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CopyMatrix4x4(ub->proj, flippedMatrix.getReadPtr());
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ub->rotation = useBufferedRendering ? 0 : (float)g_display.rotation;
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}
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if (dirtyUniforms & DIRTY_PROJTHROUGHMATRIX) {
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Matrix4x4 proj_through;
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if (flipViewport) {
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proj_through.setOrthoD3D(0.0f, gstate_c.curRTWidth, gstate_c.curRTHeight, 0, 0, 1);
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} else {
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proj_through.setOrthoVulkan(0.0f, gstate_c.curRTWidth, 0, gstate_c.curRTHeight, 0, 1);
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}
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if (!useBufferedRendering && g_display.rotation != DisplayRotation::ROTATE_0) {
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proj_through = proj_through * g_display.rot_matrix;
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}
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// Negative RT offsets come from split framebuffers (Killzone)
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if (gstate_c.curRTOffsetX < 0 || gstate_c.curRTOffsetY < 0) {
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proj_through.wx += 2.0f * (float)gstate_c.curRTOffsetX / (float)gstate_c.curRTWidth;
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proj_through.wy += 2.0f * (float)gstate_c.curRTOffsetY / (float)gstate_c.curRTHeight;
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}
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CopyMatrix4x4(ub->proj_through, proj_through.getReadPtr());
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}
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// Transform
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if (dirtyUniforms & DIRTY_WORLDMATRIX) {
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ConvertMatrix4x3To3x4Transposed(ub->world, gstate.worldMatrix);
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}
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if (dirtyUniforms & DIRTY_VIEWMATRIX) {
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ConvertMatrix4x3To3x4Transposed(ub->view, gstate.viewMatrix);
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}
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if (dirtyUniforms & DIRTY_TEXMATRIX) {
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ConvertMatrix4x3To3x4Transposed(ub->tex, gstate.tgenMatrix);
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}
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if (dirtyUniforms & DIRTY_FOGCOEF) {
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float fogcoef[2] = {
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getFloat24(gstate.fog1),
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getFloat24(gstate.fog2),
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};
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// The PSP just ignores infnan here (ignoring IEEE), so take it down to a valid float.
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// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
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if (my_isnanorinf(fogcoef[0])) {
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// Not really sure what a sensible value might be, but let's try 64k.
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fogcoef[0] = std::signbit(fogcoef[0]) ? -65535.0f : 65535.0f;
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}
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if (my_isnanorinf(fogcoef[1])) {
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fogcoef[1] = std::signbit(fogcoef[1]) ? -65535.0f : 65535.0f;
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}
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CopyFloat2(ub->fogCoef, fogcoef);
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}
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if (dirtyUniforms & DIRTY_TEX_ALPHA_MUL) {
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bool doTextureAlpha = gstate.isTextureAlphaUsed();
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if (gstate_c.textureFullAlpha && gstate.getTextureFunction() != GE_TEXFUNC_REPLACE) {
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doTextureAlpha = false;
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}
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ub->texNoAlpha = doTextureAlpha ? 0.0f : 1.0f;
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ub->texMul = gstate.isColorDoublingEnabled() ? 2.0f : 1.0f;
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}
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if (dirtyUniforms & DIRTY_STENCILREPLACEVALUE) {
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ub->stencilReplaceValue = (float)gstate.getStencilTestRef() * (1.0 / 255.0);
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}
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// Note - this one is not in lighting but in transformCommon as it has uses beyond lighting
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if (dirtyUniforms & DIRTY_MATAMBIENTALPHA) {
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Uint8x3ToFloat4_AlphaUint8(ub->matAmbient, gstate.materialambient, gstate.getMaterialAmbientA());
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}
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if (dirtyUniforms & DIRTY_COLORWRITEMASK) {
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ub->colorWriteMask = ~((gstate.pmska << 24) | (gstate.pmskc & 0xFFFFFF));
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}
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// Texturing
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if (dirtyUniforms & DIRTY_UVSCALEOFFSET) {
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const float invW = 1.0f / (float)gstate_c.curTextureWidth;
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const float invH = 1.0f / (float)gstate_c.curTextureHeight;
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const int w = gstate.getTextureWidth(0);
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const int h = gstate.getTextureHeight(0);
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const float widthFactor = (float)w * invW;
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const float heightFactor = (float)h * invH;
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if (gstate_c.submitType == SubmitType::HW_BEZIER || gstate_c.submitType == SubmitType::HW_SPLINE) {
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// When we are generating UV coordinates through the bezier/spline, we need to apply the scaling.
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// However, this is missing a check that we're not getting our UV:s supplied for us in the vertices.
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ub->uvScaleOffset[0] = gstate_c.uv.uScale * widthFactor;
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ub->uvScaleOffset[1] = gstate_c.uv.vScale * heightFactor;
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ub->uvScaleOffset[2] = gstate_c.uv.uOff * widthFactor;
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ub->uvScaleOffset[3] = gstate_c.uv.vOff * heightFactor;
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} else {
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ub->uvScaleOffset[0] = widthFactor;
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ub->uvScaleOffset[1] = heightFactor;
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ub->uvScaleOffset[2] = 0.0f;
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ub->uvScaleOffset[3] = 0.0f;
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}
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}
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if (dirtyUniforms & DIRTY_DEPTHRANGE) {
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// Same formulas as D3D9 now. Should work for both Vulkan and D3D11.
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// Depth is [0, 1] mapping to [minz, maxz], not too hard.
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float vpZScale = gstate.getViewportZScale();
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float vpZCenter = gstate.getViewportZCenter();
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// These are just the reverse of the formulas in GPUStateUtils.
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float halfActualZRange = gstate_c.vpDepthScale != 0.0f ? vpZScale / gstate_c.vpDepthScale : 0.0f;
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float inverseDepthScale = gstate_c.vpDepthScale != 0.0f ? 1.0f / gstate_c.vpDepthScale : 0.0f;
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float minz = -((gstate_c.vpZOffset * halfActualZRange) - vpZCenter) - halfActualZRange;
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float viewZScale = halfActualZRange * 2.0f;
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float viewZCenter = minz;
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ub->depthRange[0] = viewZScale;
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ub->depthRange[1] = viewZCenter;
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ub->depthRange[2] = gstate_c.vpZOffset * 0.5f + 0.5f;
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ub->depthRange[3] = 2.0f * inverseDepthScale;
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}
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if (dirtyUniforms & DIRTY_CULLRANGE) {
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CalcCullRange(ub->cullRangeMin, ub->cullRangeMax, flipViewport, false);
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}
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if (dirtyUniforms & DIRTY_BEZIERSPLINE) {
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ub->spline_counts = gstate_c.spline_num_points_u;
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}
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if (dirtyUniforms & DIRTY_DEPAL) {
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int indexMask = gstate.getClutIndexMask();
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int indexShift = gstate.getClutIndexShift();
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int indexOffset = gstate.getClutIndexStartPos() >> 4;
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int format = gstate_c.depalFramebufferFormat;
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uint32_t val = BytesToUint32(indexMask, indexShift, indexOffset, format);
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// Poke in a bilinear filter flag in the top bit.
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val |= gstate.isMagnifyFilteringEnabled() << 31;
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ub->depal_mask_shift_off_fmt = val;
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}
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}
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// For "light ubershader" bits.
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uint32_t PackLightControlBits() {
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// Bit organization
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// Bottom 4 bits are enable bits for each light.
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// Then, for each light, comes 2 bits for "comp" and 2 bits for "type".
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// At the end, at bit 20, we put the three material update bits.
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uint32_t lightControl = 0;
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for (int i = 0; i < 4; i++) {
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if (gstate.isLightChanEnabled(i)) {
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lightControl |= 1 << i;
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}
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u32 computation = (u32)gstate.getLightComputation(i); // 2 bits
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u32 type = (u32)gstate.getLightType(i); // 2 bits
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if (type == 3) { type = 0; } // Don't want to handle this degenerate case in the shader.
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lightControl |= computation << (4 + i * 4);
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lightControl |= type << (4 + i * 4 + 2);
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}
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// Material update is 3 bits.
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lightControl |= gstate.getMaterialUpdate() << 20;
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return lightControl;
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}
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void LightUpdateUniforms(UB_VS_Lights *ub, uint64_t dirtyUniforms) {
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// Lighting
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if (dirtyUniforms & DIRTY_AMBIENT) {
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Uint8x3ToFloat4_AlphaUint8(ub->ambientColor, gstate.ambientcolor, gstate.getAmbientA());
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}
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if (dirtyUniforms & DIRTY_MATDIFFUSE) {
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Uint8x3ToFloat4(ub->materialDiffuse, gstate.materialdiffuse);
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}
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if (dirtyUniforms & DIRTY_MATSPECULAR) {
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Uint8x3ToFloat4_Alpha(ub->materialSpecular, gstate.materialspecular, std::max(0.0f, getFloat24(gstate.materialspecularcoef)));
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}
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if (dirtyUniforms & DIRTY_MATEMISSIVE) {
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// We're not touching the fourth f32 here, because we store an u32 of control bits in it.
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Uint8x3ToFloat3(ub->materialEmissive, gstate.materialemissive);
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}
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if (dirtyUniforms & DIRTY_LIGHT_CONTROL) {
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ub->lightControl = PackLightControlBits();
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}
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for (int i = 0; i < 4; i++) {
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if (dirtyUniforms & (DIRTY_LIGHT0 << i)) {
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if (gstate.isDirectionalLight(i)) {
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// Prenormalize
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ExpandFloat24x3ToFloat4AndNormalize(ub->lpos[i], &gstate.lpos[i * 3]);
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} else {
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ExpandFloat24x3ToFloat4(ub->lpos[i], &gstate.lpos[i * 3]);
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}
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// ldir is only used for spotlights. Prenormalize it.
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ExpandFloat24x3ToFloat4AndNormalize(ub->ldir[i], &gstate.ldir[i * 3]);
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ExpandFloat24x3ToFloat4(ub->latt[i], &gstate.latt[i * 3]);
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float lightAngle_spotCoef[2] = { getFloat24(gstate.lcutoff[i]), getFloat24(gstate.lconv[i]) };
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CopyFloat2To4(ub->lightAngle_SpotCoef[i], lightAngle_spotCoef);
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Uint8x3ToFloat4(ub->lightAmbient[i], gstate.lcolor[i * 3]);
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Uint8x3ToFloat4(ub->lightDiffuse[i], gstate.lcolor[i * 3 + 1]);
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Uint8x3ToFloat4(ub->lightSpecular[i], gstate.lcolor[i * 3 + 2]);
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}
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}
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}
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void BoneUpdateUniforms(UB_VS_Bones *ub, uint64_t dirtyUniforms) {
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for (int i = 0; i < 8; i++) {
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if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
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ConvertMatrix4x3To3x4Transposed(ub->bones[i], gstate.boneMatrix + 12 * i);
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}
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}
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}
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