mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-20 04:29:13 +12:00
Merge pull request #69 from wheremyfoodat/GamingProcessingUnit
Gaming (Lights, clipping planes and more things TBD)
This commit is contained in:
commit
1897a32a38
15 changed files with 794 additions and 216 deletions
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@ -10,44 +10,9 @@
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using namespace Floats;
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// A representation of the output vertex as it comes out of the vertex shader, with padding and all
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struct OutputVertex {
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using vec2f = OpenGL::Vector<f24, 2>;
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using vec3f = OpenGL::Vector<f24, 3>;
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using vec4f = OpenGL::Vector<f24, 4>;
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union {
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struct {
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vec4f positions; // Vertex position
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vec4f quaternion; // Quaternion specifying the normal/tangent frame (for fragment lighting)
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vec4f colour; // Vertex color
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vec2f texcoord0; // Texcoords for texture unit 0 (Only U and V, W is stored separately for 3D textures!)
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vec2f texcoord1; // Texcoords for TU 1
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f24 texcoord0_w; // W component for texcoord 0 if using a 3D texture
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u32 padding; // Unused
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vec3f view; // View vector (for fragment lighting)
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u32 padding2; // Unused
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vec2f texcoord2; // Texcoords for TU 2
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} s;
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// The software, non-accelerated vertex loader writes here and then reads specific components from the above struct
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f24 raw[0x20];
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};
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OutputVertex() {}
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};
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#define ASSERT_POS(member, pos) static_assert(offsetof(OutputVertex, s.member) == pos * sizeof(f24), "OutputVertex struct is broken!");
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ASSERT_POS(positions, 0)
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ASSERT_POS(quaternion, 4)
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ASSERT_POS(colour, 8)
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ASSERT_POS(texcoord0, 12)
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ASSERT_POS(texcoord1, 14)
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ASSERT_POS(texcoord0_w, 16)
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ASSERT_POS(view, 18)
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ASSERT_POS(texcoord2, 22)
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GPU::GPU(Memory& mem) : mem(mem), renderer(*this, regs) {
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// Note: For when we have multiple backends, the GL state manager can stay here and have the constructor for the Vulkan-or-whatever renderer ignore it
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// Thus, our GLStateManager being here does not negatively impact renderer-agnosticness
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GPU::GPU(Memory& mem, GLStateManager& gl) : mem(mem), renderer(*this, gl, regs) {
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vram = new u8[vramSize];
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mem.setVRAM(vram); // Give the bus a pointer to our VRAM
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}
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@ -57,6 +22,8 @@ void GPU::reset() {
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shaderUnit.reset();
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shaderJIT.reset();
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std::memset(vram, 0, vramSize);
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lightingLUT.fill(0);
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lightingLUTDirty = true;
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totalAttribCount = 0;
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fixedAttribMask = 0;
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@ -95,7 +62,7 @@ void GPU::drawArrays(bool indexed) {
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}
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}
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static std::array<Vertex, Renderer::vertexBufferSize> vertices;
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static std::array<PICA::Vertex, Renderer::vertexBufferSize> vertices;
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template <bool indexed, bool useShaderJIT>
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void GPU::drawArrays() {
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@ -283,7 +250,7 @@ void GPU::drawArrays() {
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shaderUnit.vs.run();
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}
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OutputVertex out;
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PICA::Vertex& out = vertices[i];
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// Map shader outputs to fixed function properties
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const u32 totalShaderOutputs = regs[PICA::InternalRegs::ShaderOutputCount] & 7;
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for (int i = 0; i < totalShaderOutputs; i++) {
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@ -294,24 +261,13 @@ void GPU::drawArrays() {
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out.raw[mapping] = shaderUnit.vs.outputs[i][j];
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}
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}
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std::memcpy(&vertices[i].position, &out.s.positions, sizeof(vec4f));
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std::memcpy(&vertices[i].colour, &out.s.colour, sizeof(vec4f));
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std::memcpy(&vertices[i].texcoord0, &out.s.texcoord0, 2 * sizeof(f24));
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std::memcpy(&vertices[i].texcoord1, &out.s.texcoord1, 2 * sizeof(f24));
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std::memcpy(&vertices[i].texcoord0_w, &out.s.texcoord0_w, sizeof(f24));
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std::memcpy(&vertices[i].texcoord2, &out.s.texcoord2, 2 * sizeof(f24));
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//printf("(x, y, z, w) = (%f, %f, %f, %f)\n", (double)vertices[i].position.x(), (double)vertices[i].position.y(), (double)vertices[i].position.z(), (double)vertices[i].position.w());
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//printf("(r, g, b, a) = (%f, %f, %f, %f)\n", (double)vertices[i].colour.r(), (double)vertices[i].colour.g(), (double)vertices[i].colour.b(), (double)vertices[i].colour.a());
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//printf("(u, v ) = (%f, %f)\n", vertices[i].UVs.u(), vertices[i].UVs.v());
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}
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renderer.drawVertices(primType, std::span(vertices).first(vertexCount));
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}
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Vertex GPU::getImmediateModeVertex() {
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Vertex v;
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PICA::Vertex GPU::getImmediateModeVertex() {
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PICA::Vertex v;
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const int totalAttrCount = (regs[PICA::InternalRegs::VertexShaderAttrNum] & 0xf) + 1;
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// Copy immediate mode attributes to vertex shader unit
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@ -321,13 +277,13 @@ Vertex GPU::getImmediateModeVertex() {
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// Run VS and return vertex data. TODO: Don't hardcode offsets for each attribute
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shaderUnit.vs.run();
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std::memcpy(&v.position, &shaderUnit.vs.outputs[0], sizeof(vec4f));
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std::memcpy(&v.colour, &shaderUnit.vs.outputs[1], sizeof(vec4f));
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std::memcpy(&v.texcoord0, &shaderUnit.vs.outputs[2], 2 * sizeof(f24));
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std::memcpy(&v.s.positions, &shaderUnit.vs.outputs[0], sizeof(vec4f));
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std::memcpy(&v.s.colour, &shaderUnit.vs.outputs[1], sizeof(vec4f));
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std::memcpy(&v.s.texcoord0, &shaderUnit.vs.outputs[2], 2 * sizeof(f24));
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printf("(x, y, z, w) = (%f, %f, %f, %f)\n", (double)v.position.x(), (double)v.position.y(), (double)v.position.z(), (double)v.position.w());
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printf("(r, g, b, a) = (%f, %f, %f, %f)\n", (double)v.colour.r(), (double)v.colour.g(), (double)v.colour.b(), (double)v.colour.a());
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printf("(u, v ) = (%f, %f)\n", v.texcoord0.u(), v.texcoord0.v());
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printf("(x, y, z, w) = (%f, %f, %f, %f)\n", (double)v.s.positions[0], (double)v.s.positions[1], (double)v.s.positions[2], (double)v.s.positions[3]);
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printf("(r, g, b, a) = (%f, %f, %f, %f)\n", (double)v.s.colour[0], (double)v.s.colour[1], (double)v.s.colour[2], (double)v.s.colour[3]);
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printf("(u, v ) = (%f, %f)\n", (double)v.s.texcoord0[0], (double)v.s.texcoord0[1]);
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return v;
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}
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@ -24,18 +24,36 @@ void GPU::writeReg(u32 address, u32 value) {
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}
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u32 GPU::readInternalReg(u32 index) {
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if (index > regNum) {
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using namespace PICA::InternalRegs;
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if (index > regNum) [[unlikely]] {
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Helpers::panic("Tried to read invalid GPU register. Index: %X\n", index);
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return 0;
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}
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else if (index >= LightingLUTData0 && index <= LightingLUTData7) [[unlikely]] {
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const uint32_t index = regs[LightingLUTIndex]; // Get full LUT index register
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const uint32_t lutID = getBits<8, 5>(index); // Get which LUT we're actually writing to
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uint32_t lutIndex = getBits<0, 8>(index); // And get the index inside the LUT we're writing to
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uint32_t value = 0xffffffff; // Return value
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if (lutID < PICA::Lights::LUT_Count) {
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value = lightingLUT[lutID * 256 + lutIndex];
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}
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// Increment the bottom 8 bits of the lighting LUT index register
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lutIndex += 1;
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regs[LightingLUTIndex] = (index & ~0xff) | (lutIndex & 0xff);
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return value;
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}
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return regs[index];
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}
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void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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using namespace PICA::InternalRegs;
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if (index > regNum) {
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if (index > regNum) [[unlikely]] {
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Helpers::panic("Tried to write to invalid GPU register. Index: %X, value: %08X\n", index, value);
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return;
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}
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@ -91,6 +109,30 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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break;
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}
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case LightingLUTData0:
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case LightingLUTData1:
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case LightingLUTData2:
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case LightingLUTData3:
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case LightingLUTData4:
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case LightingLUTData5:
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case LightingLUTData6:
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case LightingLUTData7:{
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const uint32_t index = regs[LightingLUTIndex]; // Get full LUT index register
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const uint32_t lutID = getBits<8, 5>(index); // Get which LUT we're actually writing to
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uint32_t lutIndex = getBits<0, 8>(index); // And get the index inside the LUT we're writing to
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if (lutID < PICA::Lights::LUT_Count) {
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lightingLUT[lutID * 256 + lutIndex] = newValue;
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lightingLUTDirty = true;
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}
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// Increment the bottom 8 bits of the lighting LUT index register
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lutIndex += 1;
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regs[LightingLUTIndex] = (index & ~0xff) | (lutIndex & 0xff);
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break;
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}
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case VertexFloatUniformIndex:
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shaderUnit.vs.setFloatUniformIndex(value);
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break;
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@ -146,7 +188,7 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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immediateModeAttributes[immediateModeAttrIndex++] = attr;
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if (immediateModeAttrIndex == totalAttrCount) {
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Vertex v = getImmediateModeVertex();
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PICA::Vertex v = getImmediateModeVertex();
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immediateModeAttrIndex = 0;
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immediateModeVertices[immediateModeVertIndex++] = v;
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@ -5,29 +5,41 @@
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using namespace Floats;
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using namespace Helpers;
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// This is all hacked up to display our first triangle
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using namespace PICA;
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const char* vertexShader = R"(
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#version 410 core
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layout (location = 0) in vec4 a_coords;
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layout (location = 1) in vec4 a_vertexColour;
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layout (location = 2) in vec2 a_texcoord0;
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layout (location = 3) in vec2 a_texcoord1;
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layout (location = 4) in float a_texcoord0_w;
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layout (location = 5) in vec2 a_texcoord2;
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layout (location = 0) in vec4 a_coords;
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layout (location = 1) in vec4 a_quaternion;
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layout (location = 2) in vec4 a_vertexColour;
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layout (location = 3) in vec2 a_texcoord0;
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layout (location = 4) in vec2 a_texcoord1;
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layout (location = 5) in float a_texcoord0_w;
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layout (location = 6) in vec3 a_view;
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layout (location = 7) in vec2 a_texcoord2;
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out vec3 v_normal;
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out vec3 v_tangent;
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out vec3 v_bitangent;
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out vec4 v_colour;
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out vec3 v_texcoord0;
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out vec2 v_texcoord1;
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out vec3 v_view;
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out vec2 v_texcoord2;
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flat out vec4 v_textureEnvColor[6];
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flat out vec4 v_textureEnvBufferColor;
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out float gl_ClipDistance[2];
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// TEV uniforms
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uniform uint u_textureEnvColor[6];
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uniform uint u_textureEnvBufferColor;
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uniform uint u_picaRegs[0x200 - 0x48];
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// Helper so that the implementation of u_pica_regs can be changed later
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uint readPicaReg(uint reg_addr){
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return u_picaRegs[reg_addr - 0x48];
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}
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vec4 abgr8888ToVec4(uint abgr) {
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const float scale = 1.0 / 255.0;
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@ -40,6 +52,31 @@ const char* vertexShader = R"(
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);
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}
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vec3 rotateVec3ByQuaternion(vec3 v, vec4 q){
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vec3 u = q.xyz;
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float s = q.w;
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return 2.0 * dot(u, v) * u + (s * s - dot(u, u))* v + 2.0 * s * cross(u, v);
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}
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// Convert an arbitrary-width floating point literal to an f32
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float decodeFP(uint hex, uint E, uint M){
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uint width = M + E + 1u;
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uint bias = 128u - (1u << (E - 1u));
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uint exponent = (hex >> M) & ((1u << E) - 1u);
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uint mantissa = hex & ((1u << M) - 1u);
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uint sign = (hex >> (E + M)) << 31u;
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if ((hex & ((1u << (width - 1u)) - 1u)) != 0) {
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if (exponent == (1u << E) - 1u) exponent = 255u;
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else exponent += bias;
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hex = sign | (mantissa << (23u - M)) | (exponent << 23u);
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} else {
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hex = sign;
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}
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return uintBitsToFloat(hex);
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}
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void main() {
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gl_Position = a_coords;
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v_colour = a_vertexColour;
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@ -48,36 +85,56 @@ const char* vertexShader = R"(
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v_texcoord0 = vec3(a_texcoord0.x, 1.0 - a_texcoord0.y, a_texcoord0_w);
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v_texcoord1 = vec2(a_texcoord1.x, 1.0 - a_texcoord1.y);
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v_texcoord2 = vec2(a_texcoord2.x, 1.0 - a_texcoord2.y);
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v_view = a_view;
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v_normal = normalize(rotateVec3ByQuaternion(vec3(0.0, 0.0, 1.0), a_quaternion));
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v_tangent = normalize(rotateVec3ByQuaternion(vec3(1.0, 0.0, 0.0), a_quaternion));
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v_bitangent = normalize(rotateVec3ByQuaternion(vec3(0.0, 1.0, 0.0), a_quaternion));
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for (int i = 0; i < 6; i++) {
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v_textureEnvColor[i] = abgr8888ToVec4(u_textureEnvColor[i]);
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}
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v_textureEnvBufferColor = abgr8888ToVec4(u_textureEnvBufferColor);
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v_textureEnvBufferColor = abgr8888ToVec4(readPicaReg(0xFD));
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// Parse clipping plane registers
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// The plane registers describe a clipping plane in the form of Ax + By + Cz + D = 0
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// With n = (A, B, C) being the normal vector and D being the origin point distance
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// Therefore, for the second clipping plane, we can just pass the dot product of the clip vector and the input coordinates to gl_ClipDistance[1]
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vec4 clipData = vec4(
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decodeFP(readPicaReg(0x48) & 0xffffffu, 7, 16),
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decodeFP(readPicaReg(0x49) & 0xffffffu, 7, 16),
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decodeFP(readPicaReg(0x4A) & 0xffffffu, 7, 16),
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decodeFP(readPicaReg(0x4B) & 0xffffffu, 7, 16)
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);
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// There's also another, always-on clipping plane based on vertex z
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gl_ClipDistance[0] = -a_coords.z;
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gl_ClipDistance[1] = dot(clipData, a_coords);
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}
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)";
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const char* fragmentShader = R"(
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#version 410 core
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in vec3 v_tangent;
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in vec3 v_normal;
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in vec3 v_bitangent;
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in vec4 v_colour;
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in vec3 v_texcoord0;
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in vec2 v_texcoord1;
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in vec3 v_view;
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in vec2 v_texcoord2;
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flat in vec4 v_textureEnvColor[6];
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flat in vec4 v_textureEnvBufferColor;
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out vec4 fragColour;
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uniform uint u_alphaControl;
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uniform uint u_textureConfig;
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// TEV uniforms
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uniform uint u_textureEnvSource[6];
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uniform uint u_textureEnvOperand[6];
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uniform uint u_textureEnvCombiner[6];
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uniform uint u_textureEnvScale[6];
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uniform uint u_textureEnvUpdateBuffer;
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// Depth control uniforms
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uniform float u_depthScale;
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@ -87,6 +144,14 @@ const char* fragmentShader = R"(
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uniform sampler2D u_tex0;
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uniform sampler2D u_tex1;
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uniform sampler2D u_tex2;
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uniform sampler1DArray u_tex_lighting_lut;
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uniform uint u_picaRegs[0x200 - 0x48];
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// Helper so that the implementation of u_pica_regs can be changed later
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uint readPicaReg(uint reg_addr){
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return u_picaRegs[reg_addr - 0x48];
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}
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vec4 tevSources[16];
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vec4 tevNextPreviousBuffer;
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@ -190,21 +255,215 @@ const char* fragmentShader = R"(
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return result;
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}
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void main() {
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vec2 tex2UV = (u_textureConfig & (1u << 13)) != 0u ? v_texcoord1 : v_texcoord2;
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#define D0_LUT 0u
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#define D1_LUT 1u
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#define SP_LUT 2u
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#define FR_LUT 3u
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#define RB_LUT 4u
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#define RG_LUT 5u
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#define RR_LUT 6u
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float lutLookup(uint lut, uint light, float value){
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if (lut >= FR_LUT && lut <= RR_LUT)
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lut -= 1;
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if (lut==SP_LUT)
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lut = light + 8;
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return texture(u_tex_lighting_lut, vec2(value, lut)).r;
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}
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vec3 regToColor(uint reg) {
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// Normalization scale to convert from [0...255] to [0.0...1.0]
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const float scale = 1.0 / 255.0;
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return scale * vec3(
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float(bitfieldExtract(reg, 20, 8)),
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float(bitfieldExtract(reg, 10, 8)),
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float(bitfieldExtract(reg, 00, 8))
|
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);
|
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}
|
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|
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// Convert an arbitrary-width floating point literal to an f32
|
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float decodeFP(uint hex, uint E, uint M){
|
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uint width = M + E + 1u;
|
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uint bias = 128u - (1u << (E - 1u));
|
||||
uint exponent = (hex >> M) & ((1u << E) - 1u);
|
||||
uint mantissa = hex & ((1u << M) - 1u);
|
||||
uint sign = (hex >> (E + M)) << 31u;
|
||||
|
||||
if ((hex & ((1u << (width - 1u)) - 1u)) != 0) {
|
||||
if (exponent == (1u << E) - 1u) exponent = 255u;
|
||||
else exponent += bias;
|
||||
hex = sign | (mantissa << (23u - M)) | (exponent << 23u);
|
||||
} else {
|
||||
hex = sign;
|
||||
}
|
||||
|
||||
return uintBitsToFloat(hex);
|
||||
}
|
||||
|
||||
// Implements the following algorthm: https://mathb.in/26766
|
||||
void calcLighting(out vec4 primary_color, out vec4 secondary_color){
|
||||
// Quaternions describe a transformation from surface-local space to eye space.
|
||||
// In surface-local space, by definition (and up to permutation) the normal vector is (0,0,1),
|
||||
// the tangent vector is (1,0,0), and the bitangent vector is (0,1,0).
|
||||
vec3 normal = normalize(v_normal );
|
||||
vec3 tangent = normalize(v_tangent );
|
||||
vec3 bitangent = normalize(v_bitangent);
|
||||
vec3 view = normalize(v_view);
|
||||
|
||||
uint GPUREG_LIGHTING_ENABLE = readPicaReg(0x008F);
|
||||
if (bitfieldExtract(GPUREG_LIGHTING_ENABLE, 0, 1) == 0){
|
||||
primary_color = secondary_color = vec4(1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
uint GPUREG_LIGHTING_AMBIENT = readPicaReg(0x01C0);
|
||||
uint GPUREG_LIGHTING_NUM_LIGHTS = (readPicaReg(0x01C2) & 0x7u) +1;
|
||||
uint GPUREG_LIGHTING_LIGHT_PERMUTATION = readPicaReg(0x01D9);
|
||||
|
||||
primary_color = vec4(vec3(0.0),1.0);
|
||||
secondary_color = vec4(vec3(0.0),1.0);
|
||||
|
||||
primary_color.rgb += regToColor(GPUREG_LIGHTING_AMBIENT);
|
||||
|
||||
uint GPUREG_LIGHTING_LUTINPUT_ABS = readPicaReg(0x01D0);
|
||||
uint GPUREG_LIGHTING_LUTINPUT_SELECT = readPicaReg(0x01D1);
|
||||
uint GPUREG_LIGHTING_CONFIG0 = readPicaReg(0x01C3);
|
||||
uint GPUREG_LIGHTING_CONFIG1 = readPicaReg(0x01C4);
|
||||
uint GPUREG_LIGHTING_LUTINPUT_SCALE = readPicaReg(0x01D2);
|
||||
float d[7];
|
||||
|
||||
bool error_unimpl = false;
|
||||
|
||||
for (uint i = 0; i < GPUREG_LIGHTING_NUM_LIGHTS; i++) {
|
||||
uint light_id = bitfieldExtract(GPUREG_LIGHTING_LIGHT_PERMUTATION,int(i*3),3);
|
||||
|
||||
uint GPUREG_LIGHTi_SPECULAR0 = readPicaReg(0x0140 + 0x10 * light_id);
|
||||
uint GPUREG_LIGHTi_SPECULAR1 = readPicaReg(0x0141 + 0x10 * light_id);
|
||||
uint GPUREG_LIGHTi_DIFFUSE = readPicaReg(0x0142 + 0x10 * light_id);
|
||||
uint GPUREG_LIGHTi_AMBIENT = readPicaReg(0x0143 + 0x10 * light_id);
|
||||
uint GPUREG_LIGHTi_VECTOR_LOW = readPicaReg(0x0144 + 0x10 * light_id);
|
||||
uint GPUREG_LIGHTi_VECTOR_HIGH= readPicaReg(0x0145 + 0x10 * light_id);
|
||||
uint GPUREG_LIGHTi_CONFIG = readPicaReg(0x0149 + 0x10 * light_id);
|
||||
|
||||
vec3 light_vector = normalize(vec3(
|
||||
decodeFP(bitfieldExtract(GPUREG_LIGHTi_VECTOR_LOW, 0, 16), 5, 10),
|
||||
decodeFP(bitfieldExtract(GPUREG_LIGHTi_VECTOR_LOW, 16, 16), 5, 10),
|
||||
decodeFP(bitfieldExtract(GPUREG_LIGHTi_VECTOR_HIGH, 0, 16), 5, 10)
|
||||
));
|
||||
|
||||
// Positional Light
|
||||
if (bitfieldExtract(GPUREG_LIGHTi_CONFIG, 0, 1) == 0)
|
||||
error_unimpl = true;
|
||||
|
||||
vec3 half_vector = normalize(normalize(light_vector) + view);
|
||||
|
||||
for (int c = 0; c < 7; c++) {
|
||||
if (bitfieldExtract(GPUREG_LIGHTING_CONFIG1, 16 + c, 1) == 0){
|
||||
uint scale_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SCALE, c * 4, 3);
|
||||
float scale = float(1u << scale_id);
|
||||
if (scale_id >= 6u)
|
||||
scale/=256.0;
|
||||
|
||||
uint input_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SELECT, c * 4, 3);
|
||||
if (input_id == 0u) d[c] = dot(normal,half_vector);
|
||||
else if (input_id == 1u) d[c] = dot(view,half_vector);
|
||||
else if (input_id == 2u) d[c] = dot(normal,view);
|
||||
else if (input_id == 3u) d[c] = dot(light_vector,normal);
|
||||
else if (input_id == 4u){
|
||||
uint GPUREG_LIGHTi_SPOTDIR_LOW = readPicaReg(0x0146 + 0x10 * light_id);
|
||||
uint GPUREG_LIGHTi_SPOTDIR_HIGH= readPicaReg(0x0147 + 0x10 * light_id);
|
||||
vec3 spot_light_vector = normalize(vec3(
|
||||
decodeFP(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 16), 1, 11),
|
||||
decodeFP(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 16), 1, 11),
|
||||
decodeFP(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 16), 1, 11)
|
||||
));
|
||||
d[c] = dot(-light_vector, spot_light_vector); // -L dot P (aka Spotlight aka SP);
|
||||
} else if (input_id == 5u) {
|
||||
d[c] = 1.0; // TODO: cos <greek symbol> (aka CP);
|
||||
error_unimpl = true;
|
||||
} else {
|
||||
d[c] = 1.0;
|
||||
}
|
||||
|
||||
d[c] = lutLookup(c, light_id, d[c] * 0.5 + 0.5) * scale;
|
||||
if (bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_ABS, 2 * c, 1) != 0u)
|
||||
d[c] = abs(d[c]);
|
||||
} else {
|
||||
d[c] = 1.0;
|
||||
}
|
||||
}
|
||||
|
||||
uint lookup_config = bitfieldExtract(GPUREG_LIGHTi_CONFIG,4,4);
|
||||
if (lookup_config == 0) {
|
||||
d[D1_LUT] = 0.0;
|
||||
d[FR_LUT] = 0.0;
|
||||
d[RG_LUT]= d[RB_LUT] = d[RR_LUT];
|
||||
} else if (lookup_config == 1) {
|
||||
d[D0_LUT] = 0.0;
|
||||
d[D1_LUT] = 0.0;
|
||||
d[RG_LUT] = d[RB_LUT] = d[RR_LUT];
|
||||
} else if (lookup_config == 2) {
|
||||
d[FR_LUT] = 0.0;
|
||||
d[SP_LUT] = 0.0;
|
||||
d[RG_LUT] = d[RB_LUT] = d[RR_LUT];
|
||||
} else if (lookup_config == 3) {
|
||||
d[SP_LUT] = 0.0;
|
||||
d[RG_LUT]= d[RB_LUT] = d[RR_LUT] = 1.0;
|
||||
} else if (lookup_config == 4) {
|
||||
d[FR_LUT] = 0.0;
|
||||
} else if (lookup_config == 5) {
|
||||
d[D1_LUT] = 0.0;
|
||||
} else if (lookup_config == 6) {
|
||||
d[RG_LUT] = d[RB_LUT] = d[RR_LUT];
|
||||
}
|
||||
|
||||
float distance_factor = 1.0; // a
|
||||
float indirect_factor = 1.0; // fi
|
||||
float shadow_factor = 1.0; // o
|
||||
|
||||
float NdotL = dot(normal, light_vector); //Li dot N
|
||||
|
||||
// Two sided diffuse
|
||||
if (bitfieldExtract(GPUREG_LIGHTi_CONFIG, 1, 1) == 0) NdotL = max(0.0, NdotL);
|
||||
else NdotL = abs(NdotL);
|
||||
|
||||
float light_factor = distance_factor*d[SP_LUT]*indirect_factor*shadow_factor;
|
||||
|
||||
primary_color.rgb += light_factor * (regToColor(GPUREG_LIGHTi_AMBIENT) + regToColor(GPUREG_LIGHTi_DIFFUSE)*NdotL);
|
||||
secondary_color.rgb += light_factor * (
|
||||
regToColor(GPUREG_LIGHTi_SPECULAR0) * d[D0_LUT] +
|
||||
regToColor(GPUREG_LIGHTi_SPECULAR1) * d[D1_LUT] * vec3(d[RR_LUT], d[RG_LUT], d[RB_LUT])
|
||||
);
|
||||
}
|
||||
uint fresnel_output1 = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 2, 1);
|
||||
uint fresnel_output2 = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 3, 1);
|
||||
|
||||
if (fresnel_output1 == 1u) primary_color.a = d[FR_LUT];
|
||||
if (fresnel_output2 == 1u) secondary_color.a = d[FR_LUT];
|
||||
|
||||
if (error_unimpl) {
|
||||
secondary_color = primary_color = vec4(1.0,0.,1.0,1.0);
|
||||
}
|
||||
}
|
||||
|
||||
void main() {
|
||||
// TODO: what do invalid sources and disabled textures read as?
|
||||
// And what does the "previous combiner" source read initially?
|
||||
tevSources[0] = v_colour; // Primary/vertex color
|
||||
tevSources[1] = vec4(vec3(0.5), 1.0); // Fragment primary color
|
||||
tevSources[2] = vec4(vec3(0.5), 1.0); // Fragment secondary color
|
||||
if ((u_textureConfig & 1u) != 0u) tevSources[3] = texture(u_tex0, v_texcoord0.xy);
|
||||
if ((u_textureConfig & 2u) != 0u) tevSources[4] = texture(u_tex1, v_texcoord1);
|
||||
if ((u_textureConfig & 4u) != 0u) tevSources[5] = texture(u_tex2, tex2UV);
|
||||
calcLighting(tevSources[1],tevSources[2]);
|
||||
|
||||
uint textureConfig = readPicaReg(0x80);
|
||||
vec2 tex2UV = (textureConfig & (1u << 13)) != 0u ? v_texcoord1 : v_texcoord2;
|
||||
|
||||
if ((textureConfig & 1u) != 0u) tevSources[3] = texture(u_tex0, v_texcoord0.xy);
|
||||
if ((textureConfig & 2u) != 0u) tevSources[4] = texture(u_tex1, v_texcoord1);
|
||||
if ((textureConfig & 4u) != 0u) tevSources[5] = texture(u_tex2, tex2UV);
|
||||
tevSources[13] = vec4(0.0); // Previous buffer
|
||||
tevSources[15] = vec4(0.0); // Previous combiner
|
||||
|
||||
tevNextPreviousBuffer = v_textureEnvBufferColor;
|
||||
uint textureEnvUpdateBuffer = readPicaReg(0xE0);
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
tevSources[14] = v_textureEnvColor[i]; // Constant color
|
||||
|
@ -212,11 +471,11 @@ const char* fragmentShader = R"(
|
|||
tevSources[13] = tevNextPreviousBuffer;
|
||||
|
||||
if (i < 4) {
|
||||
if ((u_textureEnvUpdateBuffer & (0x100u << i)) != 0u) {
|
||||
if ((textureEnvUpdateBuffer & (0x100u << i)) != 0u) {
|
||||
tevNextPreviousBuffer.rgb = tevSources[15].rgb;
|
||||
}
|
||||
|
||||
if ((u_textureEnvUpdateBuffer & (0x1000u << i)) != 0u) {
|
||||
if ((textureEnvUpdateBuffer & (0x1000u << i)) != 0u) {
|
||||
tevNextPreviousBuffer.a = tevSources[15].a;
|
||||
}
|
||||
}
|
||||
|
@ -227,6 +486,8 @@ const char* fragmentShader = R"(
|
|||
if (tevUnimplementedSourceFlag) {
|
||||
// fragColour = vec4(1.0, 0.0, 1.0, 1.0);
|
||||
}
|
||||
// fragColour.rg = texture(u_tex_lighting_lut,vec2(gl_FragCoord.x/200.,float(int(gl_FragCoord.y/2)%24))).rr;
|
||||
|
||||
|
||||
// Get original depth value by converting from [near, far] = [0, 1] to [-1, 1]
|
||||
// We do this by converting to [0, 2] first and subtracting 1 to go to [-1, 1]
|
||||
|
@ -239,9 +500,11 @@ const char* fragmentShader = R"(
|
|||
// Write final fragment depth
|
||||
gl_FragDepth = depth;
|
||||
|
||||
if ((u_alphaControl & 1u) != 0u) { // Check if alpha test is on
|
||||
uint func = (u_alphaControl >> 4u) & 7u;
|
||||
float reference = float((u_alphaControl >> 8u) & 0xffu) / 255.0;
|
||||
// Perform alpha test
|
||||
uint alphaControl = readPicaReg(0x104);
|
||||
if ((alphaControl & 1u) != 0u) { // Check if alpha test is on
|
||||
uint func = (alphaControl >> 4u) & 7u;
|
||||
float reference = float((alphaControl >> 8u) & 0xffu) / 255.0;
|
||||
float alpha = fragColour.a;
|
||||
|
||||
switch (func) {
|
||||
|
@ -328,21 +591,17 @@ void Renderer::reset() {
|
|||
if (triangleProgram.exists()) {
|
||||
const auto oldProgram = OpenGL::getProgram();
|
||||
|
||||
triangleProgram.use();
|
||||
oldAlphaControl = 0; // Default alpha control to 0
|
||||
oldTexUnitConfig = 0; // Default tex unit config to 0
|
||||
gl.useProgram(triangleProgram);
|
||||
|
||||
oldDepthScale = -1.0; // Default depth scale to -1.0, which is what games typically use
|
||||
oldDepthOffset = 0.0; // Default depth offset to 0
|
||||
oldDepthmapEnable = false; // Enable w buffering
|
||||
|
||||
glUniform1ui(alphaControlLoc, oldAlphaControl);
|
||||
glUniform1ui(texUnitConfigLoc, oldTexUnitConfig);
|
||||
glUniform1f(depthScaleLoc, oldDepthScale);
|
||||
glUniform1f(depthOffsetLoc, oldDepthOffset);
|
||||
glUniform1i(depthmapEnableLoc, oldDepthmapEnable);
|
||||
|
||||
glUseProgram(oldProgram); // Switch to old GL program
|
||||
gl.useProgram(oldProgram); // Switch to old GL program
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -350,58 +609,61 @@ void Renderer::initGraphicsContext() {
|
|||
OpenGL::Shader vert(vertexShader, OpenGL::Vertex);
|
||||
OpenGL::Shader frag(fragmentShader, OpenGL::Fragment);
|
||||
triangleProgram.create({ vert, frag });
|
||||
triangleProgram.use();
|
||||
|
||||
alphaControlLoc = OpenGL::uniformLocation(triangleProgram, "u_alphaControl");
|
||||
texUnitConfigLoc = OpenGL::uniformLocation(triangleProgram, "u_textureConfig");
|
||||
gl.useProgram(triangleProgram);
|
||||
|
||||
textureEnvSourceLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvSource");
|
||||
textureEnvOperandLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvOperand");
|
||||
textureEnvCombinerLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvCombiner");
|
||||
textureEnvColorLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvColor");
|
||||
textureEnvScaleLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvScale");
|
||||
textureEnvUpdateBufferLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvUpdateBuffer");
|
||||
textureEnvBufferColorLoc = OpenGL::uniformLocation(triangleProgram, "u_textureEnvBufferColor");
|
||||
|
||||
depthScaleLoc = OpenGL::uniformLocation(triangleProgram, "u_depthScale");
|
||||
depthOffsetLoc = OpenGL::uniformLocation(triangleProgram, "u_depthOffset");
|
||||
depthmapEnableLoc = OpenGL::uniformLocation(triangleProgram, "u_depthmapEnable");
|
||||
picaRegLoc = OpenGL::uniformLocation(triangleProgram, "u_picaRegs");
|
||||
|
||||
// Init sampler objects
|
||||
// Init sampler objects. Texture 0 goes in texture unit 0, texture 1 in TU 1, texture 2 in TU 2, and the light maps go in TU 3
|
||||
glUniform1i(OpenGL::uniformLocation(triangleProgram, "u_tex0"), 0);
|
||||
glUniform1i(OpenGL::uniformLocation(triangleProgram, "u_tex1"), 1);
|
||||
glUniform1i(OpenGL::uniformLocation(triangleProgram, "u_tex2"), 2);
|
||||
glUniform1i(OpenGL::uniformLocation(triangleProgram, "u_tex_lighting_lut"), 3);
|
||||
|
||||
OpenGL::Shader vertDisplay(displayVertexShader, OpenGL::Vertex);
|
||||
OpenGL::Shader fragDisplay(displayFragmentShader, OpenGL::Fragment);
|
||||
displayProgram.create({ vertDisplay, fragDisplay });
|
||||
|
||||
displayProgram.use();
|
||||
gl.useProgram(displayProgram);
|
||||
glUniform1i(OpenGL::uniformLocation(displayProgram, "u_texture"), 0); // Init sampler object
|
||||
|
||||
vbo.createFixedSize(sizeof(Vertex) * vertexBufferSize, GL_STREAM_DRAW);
|
||||
vbo.bind();
|
||||
gl.bindVBO(vbo);
|
||||
vao.create();
|
||||
vao.bind();
|
||||
gl.bindVAO(vao);
|
||||
|
||||
// Position (x, y, z, w) attributes
|
||||
vao.setAttributeFloat<float>(0, 4, sizeof(Vertex), offsetof(Vertex, position));
|
||||
vao.setAttributeFloat<float>(0, 4, sizeof(Vertex), offsetof(Vertex, s.positions));
|
||||
vao.enableAttribute(0);
|
||||
// Colour attribute
|
||||
vao.setAttributeFloat<float>(1, 4, sizeof(Vertex), offsetof(Vertex, colour));
|
||||
// Quaternion attribute
|
||||
vao.setAttributeFloat<float>(1, 4, sizeof(Vertex), offsetof(Vertex, s.quaternion));
|
||||
vao.enableAttribute(1);
|
||||
// UV 0 attribute
|
||||
vao.setAttributeFloat<float>(2, 2, sizeof(Vertex), offsetof(Vertex, texcoord0));
|
||||
// Colour attribute
|
||||
vao.setAttributeFloat<float>(2, 4, sizeof(Vertex), offsetof(Vertex, s.colour));
|
||||
vao.enableAttribute(2);
|
||||
// UV 1 attribute
|
||||
vao.setAttributeFloat<float>(3, 2, sizeof(Vertex), offsetof(Vertex, texcoord1));
|
||||
// UV 0 attribute
|
||||
vao.setAttributeFloat<float>(3, 2, sizeof(Vertex), offsetof(Vertex, s.texcoord0));
|
||||
vao.enableAttribute(3);
|
||||
// UV 0 W-component attribute
|
||||
vao.setAttributeFloat<float>(4, 1, sizeof(Vertex), offsetof(Vertex, texcoord0_w));
|
||||
// UV 1 attribute
|
||||
vao.setAttributeFloat<float>(4, 2, sizeof(Vertex), offsetof(Vertex, s.texcoord1));
|
||||
vao.enableAttribute(4);
|
||||
// UV 2 attribute
|
||||
vao.setAttributeFloat<float>(5, 2, sizeof(Vertex), offsetof(Vertex, texcoord2));
|
||||
// UV 0 W-component attribute
|
||||
vao.setAttributeFloat<float>(5, 1, sizeof(Vertex), offsetof(Vertex, s.texcoord0_w));
|
||||
vao.enableAttribute(5);
|
||||
// View
|
||||
vao.setAttributeFloat<float>(6, 3, sizeof(Vertex), offsetof(Vertex, s.view));
|
||||
vao.enableAttribute(6);
|
||||
// UV 2 attribute
|
||||
vao.setAttributeFloat<float>(7, 2, sizeof(Vertex), offsetof(Vertex, s.texcoord2));
|
||||
vao.enableAttribute(7);
|
||||
|
||||
dummyVBO.create();
|
||||
dummyVAO.create();
|
||||
|
@ -409,6 +671,8 @@ void Renderer::initGraphicsContext() {
|
|||
// Create texture and framebuffer for the 3DS screen
|
||||
const u32 screenTextureWidth = 2 * 400; // Top screen is 400 pixels wide, bottom is 320
|
||||
const u32 screenTextureHeight = 2 * 240; // Both screens are 240 pixels tall
|
||||
|
||||
glGenTextures(1,&lightLUTTextureArray);
|
||||
|
||||
auto prevTexture = OpenGL::getTex2D();
|
||||
screenTexture.create(screenTextureWidth, screenTextureHeight, GL_RGBA8);
|
||||
|
@ -451,9 +715,9 @@ void Renderer::setupBlending() {
|
|||
};
|
||||
|
||||
if (!blendingEnabled) {
|
||||
OpenGL::disableBlend();
|
||||
gl.disableBlend();
|
||||
} else {
|
||||
OpenGL::enableBlend();
|
||||
gl.enableBlend();
|
||||
|
||||
// Get blending equations
|
||||
const u32 blendControl = regs[PICA::InternalRegs::BlendFunc];
|
||||
|
@ -509,8 +773,6 @@ void Renderer::setupTextureEnvState() {
|
|||
glUniform1uiv(textureEnvCombinerLoc, 6, textureEnvCombinerRegs);
|
||||
glUniform1uiv(textureEnvColorLoc, 6, textureEnvColourRegs);
|
||||
glUniform1uiv(textureEnvScaleLoc, 6, textureEnvScaleRegs);
|
||||
glUniform1ui(textureEnvUpdateBufferLoc, regs[PICA::InternalRegs::TexEnvUpdateBuffer]);
|
||||
glUniform1ui(textureEnvBufferColorLoc, regs[PICA::InternalRegs::TexEnvBufferColor]);
|
||||
}
|
||||
|
||||
void Renderer::bindTexturesToSlots() {
|
||||
|
@ -538,14 +800,28 @@ void Renderer::bindTexturesToSlots() {
|
|||
tex.bind();
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + 3);
|
||||
glBindTexture(GL_TEXTURE_1D_ARRAY, lightLUTTextureArray);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
// Update the texture unit configuration uniform if it changed
|
||||
const u32 texUnitConfig = regs[PICA::InternalRegs::TexUnitCfg];
|
||||
if (oldTexUnitConfig != texUnitConfig) {
|
||||
oldTexUnitConfig = texUnitConfig;
|
||||
glUniform1ui(texUnitConfigLoc, texUnitConfig);
|
||||
void Renderer::updateLightingLUT() {
|
||||
gpu.lightingLUTDirty = false;
|
||||
std::array<u16, GPU::LightingLutSize> u16_lightinglut;
|
||||
|
||||
for (int i = 0; i < gpu.lightingLUT.size(); i++) {
|
||||
uint64_t value = gpu.lightingLUT[i] & ((1 << 12) - 1);
|
||||
u16_lightinglut[i] = value * 65535 / 4095;
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + 3);
|
||||
glBindTexture(GL_TEXTURE_1D_ARRAY, lightLUTTextureArray);
|
||||
glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_R16, 256, Lights::LUT_Count, 0, GL_RED, GL_UNSIGNED_SHORT, u16_lightinglut.data());
|
||||
glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> vertices) {
|
||||
|
@ -555,20 +831,14 @@ void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> ver
|
|||
};
|
||||
const auto primitiveTopology = primTypes[static_cast<usize>(primType)];
|
||||
|
||||
// TODO: We should implement a GL state tracker that tracks settings like scissor, blending, bound program, etc
|
||||
// This way if we attempt to eg do multiple glEnable(GL_BLEND) calls in a row, it will say "Oh blending is already enabled"
|
||||
// And not actually perform the very expensive driver call for it
|
||||
OpenGL::disableScissor();
|
||||
gl.disableScissor();
|
||||
gl.bindVBO(vbo);
|
||||
gl.bindVAO(vao);
|
||||
gl.useProgram(triangleProgram);
|
||||
|
||||
vbo.bind();
|
||||
vao.bind();
|
||||
triangleProgram.use();
|
||||
|
||||
// Adjust alpha test if necessary
|
||||
const u32 alphaControl = regs[PICA::InternalRegs::AlphaTestConfig];
|
||||
if (alphaControl != oldAlphaControl) {
|
||||
oldAlphaControl = alphaControl;
|
||||
glUniform1ui(alphaControlLoc, alphaControl);
|
||||
OpenGL::enableClipPlane(0); // Clipping plane 0 is always enabled
|
||||
if (regs[PICA::InternalRegs::ClipEnable] & 1) {
|
||||
OpenGL::enableClipPlane(1);
|
||||
}
|
||||
|
||||
setupBlending();
|
||||
|
@ -580,7 +850,7 @@ void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> ver
|
|||
const bool depthWriteEnable = getBit<12>(depthControl);
|
||||
const int depthFunc = getBits<4, 3>(depthControl);
|
||||
const int colourMask = getBits<8, 4>(depthControl);
|
||||
glColorMask(colourMask & 1, colourMask & 2, colourMask & 4, colourMask & 8);
|
||||
gl.setColourMask(colourMask & 1, colourMask & 2, colourMask & 4, colourMask & 8);
|
||||
|
||||
static constexpr std::array<GLenum, 8> depthModes = {
|
||||
GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL
|
||||
|
@ -609,6 +879,14 @@ void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> ver
|
|||
setupTextureEnvState();
|
||||
bindTexturesToSlots();
|
||||
|
||||
// Upload PICA Registers as a single uniform. The shader needs access to the rasterizer registers (for depth, starting from index 0x48)
|
||||
// The texturing and the fragment lighting registers. Therefore we upload them all in one go to avoid multiple slow uniform updates
|
||||
glUniform1uiv(picaRegLoc, 0x200 - 0x48, ®s[0x48]);
|
||||
|
||||
if (gpu.lightingLUTDirty) {
|
||||
updateLightingLUT();
|
||||
}
|
||||
|
||||
// TODO: Actually use this
|
||||
float viewportWidth = f24::fromRaw(regs[PICA::InternalRegs::ViewportWidth] & 0xffffff).toFloat32() * 2.0;
|
||||
float viewportHeight = f24::fromRaw(regs[PICA::InternalRegs::ViewportHeight] & 0xffffff).toFloat32() * 2.0;
|
||||
|
@ -617,18 +895,18 @@ void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> ver
|
|||
// Note: The code below must execute after we've bound the colour buffer & its framebuffer
|
||||
// Because it attaches a depth texture to the aforementioned colour buffer
|
||||
if (depthEnable) {
|
||||
OpenGL::enableDepth();
|
||||
glDepthFunc(depthModes[depthFunc]);
|
||||
glDepthMask(depthWriteEnable ? GL_TRUE : GL_FALSE);
|
||||
gl.enableDepth();
|
||||
gl.setDepthMask(depthWriteEnable ? GL_TRUE : GL_FALSE);
|
||||
gl.setDepthFunc(depthModes[depthFunc]);
|
||||
bindDepthBuffer();
|
||||
} else {
|
||||
if (depthWriteEnable) {
|
||||
OpenGL::enableDepth();
|
||||
glDepthFunc(GL_ALWAYS);
|
||||
glDepthMask(GL_TRUE);
|
||||
gl.enableDepth();
|
||||
gl.setDepthMask(GL_TRUE);
|
||||
gl.setDepthFunc(GL_ALWAYS);
|
||||
bindDepthBuffer();
|
||||
} else {
|
||||
OpenGL::disableDepth();
|
||||
gl.disableDepth();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -639,9 +917,8 @@ void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> ver
|
|||
constexpr u32 topScreenBuffer = 0x1f000000;
|
||||
constexpr u32 bottomScreenBuffer = 0x1f05dc00;
|
||||
|
||||
// Quick hack to display top screen for now
|
||||
void Renderer::display() {
|
||||
OpenGL::disableScissor();
|
||||
gl.disableScissor();
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
screenFramebuffer.bind(OpenGL::ReadFramebuffer);
|
||||
|
@ -732,10 +1009,15 @@ void Renderer::displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32
|
|||
tex.bind();
|
||||
screenFramebuffer.bind(OpenGL::DrawFramebuffer);
|
||||
|
||||
OpenGL::disableBlend();
|
||||
OpenGL::disableDepth();
|
||||
OpenGL::disableScissor();
|
||||
displayProgram.use();
|
||||
gl.disableBlend();
|
||||
gl.disableDepth();
|
||||
gl.disableScissor();
|
||||
gl.setColourMask(true, true, true, true);
|
||||
gl.useProgram(displayProgram);
|
||||
gl.bindVAO(dummyVAO);
|
||||
|
||||
OpenGL::disableClipPlane(0);
|
||||
OpenGL::disableClipPlane(1);
|
||||
|
||||
// Hack: Detect whether we are writing to the top or bottom screen by checking output gap and drawing to the proper part of the output texture
|
||||
// We consider output gap == 320 to mean bottom, and anything else to mean top
|
||||
|
@ -745,6 +1027,5 @@ void Renderer::displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32
|
|||
OpenGL::setViewport(0, 240, 400, 240); // Top screen viewport
|
||||
}
|
||||
|
||||
dummyVAO.bind();
|
||||
OpenGL::draw(OpenGL::TriangleStrip, 4); // Actually draw our 3DS screen
|
||||
}
|
|
@ -1,6 +1,6 @@
|
|||
#include "emulator.hpp"
|
||||
|
||||
Emulator::Emulator() : kernel(cpu, memory, gpu), cpu(memory, kernel), gpu(memory), memory(cpu.getTicksRef()) {
|
||||
Emulator::Emulator() : kernel(cpu, memory, gpu), cpu(memory, kernel), gpu(memory, gl), memory(cpu.getTicksRef()) {
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) < 0) {
|
||||
Helpers::panic("Failed to initialize SDL2");
|
||||
}
|
||||
|
@ -326,3 +326,9 @@ bool Emulator::loadELF(std::ifstream& file) {
|
|||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Reset our graphics context and initialize the GPU's graphics context
|
||||
void Emulator::initGraphicsContext() {
|
||||
gl.reset(); // TODO (For when we have multiple backends): Only do this if we are using OpenGL
|
||||
gpu.initGraphicsContext();
|
||||
}
|
53
src/gl_state.cpp
Normal file
53
src/gl_state.cpp
Normal file
|
@ -0,0 +1,53 @@
|
|||
#include "gl_state.hpp"
|
||||
|
||||
void GLStateManager::resetBlend() {
|
||||
blendEnabled = false;
|
||||
OpenGL::disableBlend();
|
||||
}
|
||||
|
||||
void GLStateManager::resetColourMask() {
|
||||
redMask = greenMask = blueMask = alphaMask = true;
|
||||
OpenGL::setColourMask(redMask, greenMask, blueMask, alphaMask);
|
||||
}
|
||||
|
||||
void GLStateManager::resetDepth() {
|
||||
depthEnabled = false;
|
||||
depthMask = true;
|
||||
depthFunc = GL_LESS;
|
||||
|
||||
OpenGL::disableDepth();
|
||||
OpenGL::setDepthMask(true);
|
||||
OpenGL::setDepthFunc(OpenGL::DepthFunc::Less);
|
||||
}
|
||||
|
||||
void GLStateManager::resetScissor() {
|
||||
scissorEnabled = false;
|
||||
OpenGL::disableScissor();
|
||||
OpenGL::setScissor(0, 0, 0, 0);
|
||||
}
|
||||
|
||||
void GLStateManager::resetVAO() {
|
||||
boundVAO = 0;
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void GLStateManager::resetVBO() {
|
||||
boundVBO = 0;
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
void GLStateManager::resetProgram() {
|
||||
currentProgram = 0;
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void GLStateManager::reset() {
|
||||
resetBlend();
|
||||
resetColourMask();
|
||||
resetDepth();
|
||||
|
||||
resetVAO();
|
||||
resetVBO();
|
||||
resetProgram();
|
||||
resetScissor();
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue