mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-02 18:46:52 +00:00
d4ff7cc928
This makes backends more consistent in which values they use, and reduces the (relatively uncommon compared to other drawcalls) dirty checks for splines.
258 lines
9.2 KiB
C++
258 lines
9.2 KiB
C++
#include <algorithm>
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#include "ShaderUniforms.h"
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#include "base/display.h"
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#include "math/dataconv.h"
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#include "math/lin/matrix4x4.h"
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#include "math/math_util.h"
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#include "math/lin/vec3.h"
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#include "GPU/GPUState.h"
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#include "GPU/Math3D.h"
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#include "Core/Reporting.h"
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#include "Core/Config.h"
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static void ConvertProjMatrixToVulkan(Matrix4x4 &in) {
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const Vec3 trans(0, 0, 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(0, 0, 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 BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipViewport) {
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if (dirtyUniforms & DIRTY_TEXENV) {
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Uint8x3ToFloat4(ub->texEnvColor, gstate.texenvcolor);
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}
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if (dirtyUniforms & DIRTY_ALPHACOLORREF) {
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Uint8x3ToInt4_Alpha(ub->alphaColorRef, gstate.getColorTestRef(), gstate.getAlphaTestRef() & gstate.getAlphaTestMask());
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}
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if (dirtyUniforms & DIRTY_ALPHACOLORMASK) {
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Uint8x3ToInt4_Alpha(ub->colorTestMask, gstate.getColorTestMask(), gstate.getAlphaTestMask());
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}
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if (dirtyUniforms & DIRTY_FOGCOLOR) {
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Uint8x3ToFloat4(ub->fogColor, gstate.fogcolor);
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}
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if (dirtyUniforms & DIRTY_SHADERBLEND) {
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Uint8x3ToFloat4(ub->blendFixA, gstate.getFixA());
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Uint8x3ToFloat4(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_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 (g_Config.iRenderingMode == 0 && 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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}
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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 (g_Config.iRenderingMode == 0 && 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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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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// Combined two small uniforms
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if (dirtyUniforms & (DIRTY_FOGCOEF | DIRTY_STENCILREPLACEVALUE)) {
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float fogcoef_stencil[3] = {
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getFloat24(gstate.fog1),
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getFloat24(gstate.fog2),
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(float)gstate.getStencilTestRef()/255.0f
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};
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if (my_isinf(fogcoef_stencil[1])) {
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// not really sure what a sensible value might be.
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fogcoef_stencil[1] = fogcoef_stencil[1] < 0.0f ? -10000.0f : 10000.0f;
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} else if (my_isnan(fogcoef_stencil[1])) {
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// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
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// Just put the fog far away at a large finite distance.
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// Infinities and NaNs are rather unpredictable in shaders on many GPUs
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// so it's best to just make it a sane calculation.
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fogcoef_stencil[0] = 100000.0f;
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fogcoef_stencil[1] = 1.0f;
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}
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#ifndef MOBILE_DEVICE
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else if (my_isnanorinf(fogcoef_stencil[1]) || my_isnanorinf(fogcoef_stencil[0])) {
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ERROR_LOG_REPORT_ONCE(fognan, G3D, "Unhandled fog NaN/INF combo: %f %f", fogcoef_stencil[0], fogcoef_stencil[1]);
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}
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#endif
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CopyFloat3(ub->fogCoef_stencil, fogcoef_stencil);
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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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// 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.bezier || gstate_c.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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float viewZScale = gstate.getViewportZScale();
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float viewZCenter = gstate.getViewportZCenter();
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// We had to scale and translate Z to account for our clamped Z range.
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// Therefore, we also need to reverse this to round properly.
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//
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// Example: scale = 65535.0, center = 0.0
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// Resulting range = -65535 to 65535, clamped to [0, 65535]
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// gstate_c.vpDepthScale = 2.0f
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// gstate_c.vpZOffset = -1.0f
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//
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// The projection already accounts for those, so we need to reverse them.
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//
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// Additionally, D3D9 uses a range from [0, 1]. We double and move the center.
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viewZScale *= (1.0f / gstate_c.vpDepthScale) * 2.0f;
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viewZCenter -= 65535.0f * gstate_c.vpZOffset + 32768.5f;
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float viewZInvScale;
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if (viewZScale != 0.0) {
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viewZInvScale = 1.0f / viewZScale;
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} else {
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viewZInvScale = 0.0;
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}
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ub->depthRange[0] = viewZScale;
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ub->depthRange[1] = viewZCenter;
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ub->depthRange[2] = viewZCenter;
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ub->depthRange[3] = viewZInvScale;
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}
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if (dirtyUniforms & DIRTY_BEZIERSPLINE) {
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ub->spline_count_u = gstate_c.spline_count_u;
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ub->spline_count_v = gstate_c.spline_count_v;
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ub->spline_type_u = gstate_c.spline_type_u;
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ub->spline_type_v = gstate_c.spline_type_v;
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}
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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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Uint8x3ToFloat4(ub->materialEmissive, gstate.materialemissive);
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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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float x = getFloat24(gstate.lpos[i * 3 + 0]);
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float y = getFloat24(gstate.lpos[i * 3 + 1]);
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float z = getFloat24(gstate.lpos[i * 3 + 2]);
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float len = sqrtf(x*x + y*y + z*z);
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if (len == 0.0f)
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len = 1.0f;
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else
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len = 1.0f / len;
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float vec[3] = { x * len, y * len, z * len };
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CopyFloat3To4(ub->lpos[i], vec);
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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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ExpandFloat24x3ToFloat4(ub->ldir[i], &gstate.ldir[i * 3]);
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ExpandFloat24x3ToFloat4(ub->latt[i], &gstate.latt[i * 3]);
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CopyFloat1To4(ub->lightAngle[i], getFloat24(gstate.lcutoff[i]));
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CopyFloat1To4(ub->lightSpotCoef[i], getFloat24(gstate.lconv[i]));
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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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