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https://gitlab.com/suyu-emu/suyu.git
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Merge pull request #1846 from JayFoxRox/missing-dirty-lighting
OpenGL: Set shader_dirty on lighting changes
This commit is contained in:
commit
201a7af92a
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@ -787,7 +787,6 @@ struct Regs {
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LightColor diffuse; // material.diffuse * light.diffuse
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LightColor ambient; // material.ambient * light.ambient
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struct {
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// Encoded as 16-bit floating point
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union {
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BitField< 0, 16, u32> x;
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@ -802,8 +801,7 @@ struct Regs {
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union {
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BitField<0, 1, u32> directional;
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BitField<1, 1, u32> two_sided_diffuse; // When disabled, clamp dot-product to 0
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};
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};
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} config;
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BitField<0, 20, u32> dist_atten_bias;
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BitField<0, 20, u32> dist_atten_scale;
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@ -824,7 +822,7 @@ struct Regs {
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BitField<27, 1, u32> clamp_highlights;
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BitField<28, 2, LightingBumpMode> bump_mode;
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BitField<30, 1, u32> disable_bump_renorm;
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};
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} config0;
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union {
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BitField<16, 1, u32> disable_lut_d0;
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@ -845,13 +843,13 @@ struct Regs {
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BitField<29, 1, u32> disable_dist_atten_light_5;
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BitField<30, 1, u32> disable_dist_atten_light_6;
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BitField<31, 1, u32> disable_dist_atten_light_7;
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};
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} config1;
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bool IsDistAttenDisabled(unsigned index) const {
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const unsigned disable[] = { disable_dist_atten_light_0, disable_dist_atten_light_1,
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disable_dist_atten_light_2, disable_dist_atten_light_3,
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disable_dist_atten_light_4, disable_dist_atten_light_5,
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disable_dist_atten_light_6, disable_dist_atten_light_7 };
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const unsigned disable[] = { config1.disable_dist_atten_light_0, config1.disable_dist_atten_light_1,
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config1.disable_dist_atten_light_2, config1.disable_dist_atten_light_3,
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config1.disable_dist_atten_light_4, config1.disable_dist_atten_light_5,
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config1.disable_dist_atten_light_6, config1.disable_dist_atten_light_7 };
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return disable[index] != 0;
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}
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@ -380,6 +380,17 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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SyncCombinerColor();
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break;
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// Fragment lighting switches
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case PICA_REG_INDEX(lighting.disable):
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case PICA_REG_INDEX(lighting.num_lights):
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case PICA_REG_INDEX(lighting.config0):
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case PICA_REG_INDEX(lighting.config1):
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case PICA_REG_INDEX(lighting.abs_lut_input):
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case PICA_REG_INDEX(lighting.lut_input):
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case PICA_REG_INDEX(lighting.lut_scale):
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case PICA_REG_INDEX(lighting.light_enable):
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break;
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// Fragment lighting specular 0 color
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_0, 0x140 + 0 * 0x10):
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SyncLightSpecular0(0);
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@ -518,6 +529,70 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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SyncLightPosition(7);
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break;
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// Fragment lighting light source config
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].config, 0x149 + 0 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[1].config, 0x149 + 1 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[2].config, 0x149 + 2 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[3].config, 0x149 + 3 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[4].config, 0x149 + 4 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[5].config, 0x149 + 5 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[6].config, 0x149 + 6 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[7].config, 0x149 + 7 * 0x10):
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shader_dirty = true;
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break;
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// Fragment lighting distance attenuation bias
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].dist_atten_bias, 0x014A + 0 * 0x10):
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SyncLightDistanceAttenuationBias(0);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[1].dist_atten_bias, 0x014A + 1 * 0x10):
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SyncLightDistanceAttenuationBias(1);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[2].dist_atten_bias, 0x014A + 2 * 0x10):
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SyncLightDistanceAttenuationBias(2);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[3].dist_atten_bias, 0x014A + 3 * 0x10):
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SyncLightDistanceAttenuationBias(3);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[4].dist_atten_bias, 0x014A + 4 * 0x10):
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SyncLightDistanceAttenuationBias(4);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[5].dist_atten_bias, 0x014A + 5 * 0x10):
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SyncLightDistanceAttenuationBias(5);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[6].dist_atten_bias, 0x014A + 6 * 0x10):
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SyncLightDistanceAttenuationBias(6);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[7].dist_atten_bias, 0x014A + 7 * 0x10):
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SyncLightDistanceAttenuationBias(7);
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break;
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// Fragment lighting distance attenuation scale
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].dist_atten_scale, 0x014B + 0 * 0x10):
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SyncLightDistanceAttenuationScale(0);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[1].dist_atten_scale, 0x014B + 1 * 0x10):
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SyncLightDistanceAttenuationScale(1);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[2].dist_atten_scale, 0x014B + 2 * 0x10):
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SyncLightDistanceAttenuationScale(2);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[3].dist_atten_scale, 0x014B + 3 * 0x10):
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SyncLightDistanceAttenuationScale(3);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[4].dist_atten_scale, 0x014B + 4 * 0x10):
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SyncLightDistanceAttenuationScale(4);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[5].dist_atten_scale, 0x014B + 5 * 0x10):
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SyncLightDistanceAttenuationScale(5);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[6].dist_atten_scale, 0x014B + 6 * 0x10):
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SyncLightDistanceAttenuationScale(6);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[7].dist_atten_scale, 0x014B + 7 * 0x10):
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SyncLightDistanceAttenuationScale(7);
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break;
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// Fragment lighting global ambient color (emission + ambient * ambient)
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case PICA_REG_INDEX_WORKAROUND(lighting.global_ambient, 0x1c0):
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SyncGlobalAmbient();
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@ -896,6 +971,8 @@ void RasterizerOpenGL::SetShader() {
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SyncLightDiffuse(light_index);
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SyncLightAmbient(light_index);
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SyncLightPosition(light_index);
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SyncLightDistanceAttenuationBias(light_index);
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SyncLightDistanceAttenuationScale(light_index);
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}
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}
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}
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@ -1105,3 +1182,21 @@ void RasterizerOpenGL::SyncLightPosition(int light_index) {
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncLightDistanceAttenuationBias(int light_index) {
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GLfloat dist_atten_bias = Pica::float20::FromRaw(Pica::g_state.regs.lighting.light[light_index].dist_atten_bias).ToFloat32();
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if (dist_atten_bias != uniform_block_data.data.light_src[light_index].dist_atten_bias) {
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uniform_block_data.data.light_src[light_index].dist_atten_bias = dist_atten_bias;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncLightDistanceAttenuationScale(int light_index) {
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GLfloat dist_atten_scale = Pica::float20::FromRaw(Pica::g_state.regs.lighting.light[light_index].dist_atten_scale).ToFloat32();
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if (dist_atten_scale != uniform_block_data.data.light_src[light_index].dist_atten_scale) {
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uniform_block_data.data.light_src[light_index].dist_atten_scale = dist_atten_scale;
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uniform_block_data.dirty = true;
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}
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}
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@ -89,49 +89,47 @@ union PicaShaderConfig {
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unsigned num = regs.lighting.light_enable.GetNum(light_index);
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const auto& light = regs.lighting.light[num];
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state.lighting.light[light_index].num = num;
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state.lighting.light[light_index].directional = light.directional != 0;
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state.lighting.light[light_index].two_sided_diffuse = light.two_sided_diffuse != 0;
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state.lighting.light[light_index].directional = light.config.directional != 0;
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state.lighting.light[light_index].two_sided_diffuse = light.config.two_sided_diffuse != 0;
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state.lighting.light[light_index].dist_atten_enable = !regs.lighting.IsDistAttenDisabled(num);
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state.lighting.light[light_index].dist_atten_bias = Pica::float20::FromRaw(light.dist_atten_bias).ToFloat32();
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state.lighting.light[light_index].dist_atten_scale = Pica::float20::FromRaw(light.dist_atten_scale).ToFloat32();
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}
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state.lighting.lut_d0.enable = regs.lighting.disable_lut_d0 == 0;
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state.lighting.lut_d0.enable = regs.lighting.config1.disable_lut_d0 == 0;
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state.lighting.lut_d0.abs_input = regs.lighting.abs_lut_input.disable_d0 == 0;
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state.lighting.lut_d0.type = regs.lighting.lut_input.d0.Value();
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state.lighting.lut_d0.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d0);
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state.lighting.lut_d1.enable = regs.lighting.disable_lut_d1 == 0;
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state.lighting.lut_d1.enable = regs.lighting.config1.disable_lut_d1 == 0;
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state.lighting.lut_d1.abs_input = regs.lighting.abs_lut_input.disable_d1 == 0;
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state.lighting.lut_d1.type = regs.lighting.lut_input.d1.Value();
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state.lighting.lut_d1.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d1);
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state.lighting.lut_fr.enable = regs.lighting.disable_lut_fr == 0;
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state.lighting.lut_fr.enable = regs.lighting.config1.disable_lut_fr == 0;
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state.lighting.lut_fr.abs_input = regs.lighting.abs_lut_input.disable_fr == 0;
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state.lighting.lut_fr.type = regs.lighting.lut_input.fr.Value();
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state.lighting.lut_fr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.fr);
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state.lighting.lut_rr.enable = regs.lighting.disable_lut_rr == 0;
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state.lighting.lut_rr.enable = regs.lighting.config1.disable_lut_rr == 0;
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state.lighting.lut_rr.abs_input = regs.lighting.abs_lut_input.disable_rr == 0;
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state.lighting.lut_rr.type = regs.lighting.lut_input.rr.Value();
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state.lighting.lut_rr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rr);
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state.lighting.lut_rg.enable = regs.lighting.disable_lut_rg == 0;
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state.lighting.lut_rg.enable = regs.lighting.config1.disable_lut_rg == 0;
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state.lighting.lut_rg.abs_input = regs.lighting.abs_lut_input.disable_rg == 0;
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state.lighting.lut_rg.type = regs.lighting.lut_input.rg.Value();
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state.lighting.lut_rg.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rg);
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state.lighting.lut_rb.enable = regs.lighting.disable_lut_rb == 0;
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state.lighting.lut_rb.enable = regs.lighting.config1.disable_lut_rb == 0;
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state.lighting.lut_rb.abs_input = regs.lighting.abs_lut_input.disable_rb == 0;
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state.lighting.lut_rb.type = regs.lighting.lut_input.rb.Value();
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state.lighting.lut_rb.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rb);
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state.lighting.config = regs.lighting.config;
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state.lighting.fresnel_selector = regs.lighting.fresnel_selector;
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state.lighting.bump_mode = regs.lighting.bump_mode;
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state.lighting.bump_selector = regs.lighting.bump_selector;
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state.lighting.bump_renorm = regs.lighting.disable_bump_renorm == 0;
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state.lighting.clamp_highlights = regs.lighting.clamp_highlights != 0;
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state.lighting.config = regs.lighting.config0.config;
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state.lighting.fresnel_selector = regs.lighting.config0.fresnel_selector;
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state.lighting.bump_mode = regs.lighting.config0.bump_mode;
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state.lighting.bump_selector = regs.lighting.config0.bump_selector;
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state.lighting.bump_renorm = regs.lighting.config0.disable_bump_renorm == 0;
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state.lighting.clamp_highlights = regs.lighting.config0.clamp_highlights != 0;
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return res;
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}
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@ -184,8 +182,6 @@ union PicaShaderConfig {
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bool directional;
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bool two_sided_diffuse;
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bool dist_atten_enable;
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GLfloat dist_atten_scale;
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GLfloat dist_atten_bias;
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} light[8];
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bool enable;
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@ -316,6 +312,8 @@ private:
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alignas(16) GLvec3 diffuse;
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alignas(16) GLvec3 ambient;
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alignas(16) GLvec3 position;
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GLfloat dist_atten_bias;
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GLfloat dist_atten_scale;
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};
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/// Uniform structure for the Uniform Buffer Object, all members must be 16-byte aligned
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@ -330,7 +328,7 @@ private:
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LightSrc light_src[8];
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};
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static_assert(sizeof(UniformData) == 0x310, "The size of the UniformData structure has changed, update the structure in the shader");
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static_assert(sizeof(UniformData) == 0x390, "The size of the UniformData structure has changed, update the structure in the shader");
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static_assert(sizeof(UniformData) < 16384, "UniformData structure must be less than 16kb as per the OpenGL spec");
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/// Sets the OpenGL shader in accordance with the current PICA register state
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@ -402,6 +400,12 @@ private:
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/// Syncs the specified light's position to match the PICA register
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void SyncLightPosition(int light_index);
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/// Syncs the specified light's distance attenuation bias to match the PICA register
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void SyncLightDistanceAttenuationBias(int light_index);
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/// Syncs the specified light's distance attenuation scale to match the PICA register
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void SyncLightDistanceAttenuationScale(int light_index);
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OpenGLState state;
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RasterizerCacheOpenGL res_cache;
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@ -439,9 +439,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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// If enabled, compute distance attenuation value
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std::string dist_atten = "1.0";
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if (light_config.dist_atten_enable) {
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std::string scale = std::to_string(light_config.dist_atten_scale);
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std::string bias = std::to_string(light_config.dist_atten_bias);
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std::string index = "(" + scale + " * length(-view - " + light_src + ".position) + " + bias + ")";
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std::string index = "(" + light_src + ".dist_atten_scale * length(-view - " + light_src + ".position) + " + light_src + ".dist_atten_bias)";
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index = "((clamp(" + index + ", 0.0, FLOAT_255)))";
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const unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + light_config.num);
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dist_atten = GetLutValue((Regs::LightingSampler)lut_num, index);
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@ -549,6 +547,8 @@ struct LightSrc {
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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layout (std140) uniform shader_data {
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