Formatting

This commit is contained in:
wheremyfoodat 2023-07-04 18:15:27 +03:00
parent 0f66527cbe
commit e854d4ba63
4 changed files with 92 additions and 67 deletions

View file

@ -24,23 +24,29 @@ void GPU::writeReg(u32 address, u32 value) {
}
u32 GPU::readInternalReg(u32 index) {
using namespace PICA::InternalRegs;
if (index > regNum) {
Helpers::panic("Tried to read invalid GPU register. Index: %X\n", index);
return 0;
}
using namespace PICA::InternalRegs;
if(index>=LightingLUTData0&&index<=LightingLUTData7){
uint32_t ind = regs[LightingLUTIndex];
uint32_t lut_id = (ind>>8)&(0x1f);
uint32_t lut_addr = ind&0xff;
uint32_t value = 0xffffffff;
if(lut_id<LIGHT_LUT_COUNT){
value = lightingLUT[lut_id*256+lut_addr];
else if (index >= LightingLUTData0 && index <= LightingLUTData7) {
const uint32_t index = regs[LightingLUTIndex]; // Get full LUT index register
const uint32_t lutID = getBits<8, 5>(index); // Get which LUT we're actually writing to
uint32_t lutIndex = getBits<0, 8>(index); // And get the index inside the LUT we're writing to
uint32_t value = 0xffffffff; // Return value
if (lutID < PICA::Lights::LUT_Count) {
value = lightingLUT[lutID * 256 + lutIndex];
}
lut_addr+=1;
regs[LightingLUTIndex]=(ind&~0xff)|(lut_addr&0xff);
// Increment the bottom 8 bits of the lighting LUT index register
lutIndex += 1;
regs[LightingLUTIndex] = (index & ~0xff) | (lutIndex & 0xff);
return value;
}
return regs[index];
}
@ -111,16 +117,21 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
case LightingLUTData5:
case LightingLUTData6:
case LightingLUTData7:{
uint32_t ind = regs[LightingLUTIndex];
uint32_t lut_id = (ind>>8)&(0x1f);
uint32_t lut_addr = ind&0xff;
if(lut_id<LIGHT_LUT_COUNT){
lightingLUT[lut_id*256+lut_addr]=newValue;
const uint32_t index = regs[LightingLUTIndex]; // Get full LUT index register
const uint32_t lutID = getBits<8, 5>(index); // Get which LUT we're actually writing to
uint32_t lutIndex = getBits<0, 8>(index); // And get the index inside the LUT we're writing to
if (lutID < PICA::Lights::LUT_Count) {
lightingLUT[lutID * 256 + lutIndex] = newValue;
lightingLUTDirty = true;
}
lut_addr+=1;
regs[LightingLUTIndex]=(ind&~0xff)|(lut_addr&0xff);
} break;
// Increment the bottom 8 bits of the lighting LUT index register
lutIndex += 1;
regs[LightingLUTIndex] = (index & ~0xff) | (lutIndex & 0xff);
break;
}
case VertexFloatUniformIndex:
shaderUnit.vs.setFloatUniformIndex(value);

View file

@ -5,8 +5,7 @@
using namespace Floats;
using namespace Helpers;
// This is all hacked up to display our first triangle
using namespace PICA;
const char* vertexShader = R"(
#version 410 core
@ -223,6 +222,7 @@ const char* fragmentShader = R"(
return result;
}
#define D0_LUT 0u
#define D1_LUT 1u
#define SP_LUT 2u
@ -281,7 +281,7 @@ const char* fragmentShader = R"(
primary_color = vec4(vec3(0.0),1.0);
secondary_color = vec4(vec3(0.0),1.0);
primary_color.rgb+= regToColor(GPUREG_LIGHTING_AMBIENT);
primary_color.rgb += regToColor(GPUREG_LIGHTING_AMBIENT);
uint GPUREG_LIGHTING_LUTINPUT_ABS = readPicaReg(0x01D0);
uint GPUREG_LIGHTING_LUTINPUT_SELECT = readPicaReg(0x01D1);
@ -753,8 +753,8 @@ void Renderer::bindTexturesToSlots() {
tex.bind();
}
glActiveTexture(GL_TEXTURE0+3);
glBindTexture(GL_TEXTURE_1D_ARRAY,lightLUTTextureArray);
glActiveTexture(GL_TEXTURE0 + 3);
glBindTexture(GL_TEXTURE_1D_ARRAY, lightLUTTextureArray);
glActiveTexture(GL_TEXTURE0);
// Update the texture unit configuration uniform if it changed
@ -765,20 +765,22 @@ void Renderer::bindTexturesToSlots() {
}
}
void Renderer::updateLightingLUT(){
std::array<u16, sizeof(gpu.lightingLUT)/sizeof(gpu.lightingLUT[0])> 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;
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, gpu.LIGHT_LUT_COUNT,0, GL_RED, GL_UNSIGNED_SHORT, u16_lightinglut.data());
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+0);
gpu.lightingLUTDirty=false;
glActiveTexture(GL_TEXTURE0);
gpu.lightingLUTDirty = false;
}
void Renderer::drawVertices(PICA::PrimType primType, std::span<const PicaVertex> vertices) {
@ -841,9 +843,14 @@ void Renderer::drawVertices(PICA::PrimType primType, std::span<const PicaVertex>
setupTextureEnvState();
bindTexturesToSlots();
//Upload Pica Registers
glUniform1uiv(picaRegLoc,0x200-0x47,&regs[0x47]);
if(gpu.lightingLUTDirty)updateLightingLUT();
// Upload PICA Registers as a single uniform. The shader needs access to the rasterizer registers (for depth, starting from index 0x47)
// The texturing and the fragment lighting registers. Therefore we upload them all in one go to avoid multiple slow uniform updates
glUniform1uiv(picaRegLoc, 0x200 - 0x47, &regs[0x47]);
if (gpu.lightingLUTDirty) {
updateLightingLUT();
}
// TODO: Actually use this
float viewportWidth = f24::fromRaw(regs[PICA::InternalRegs::ViewportWidth] & 0xffffff).toFloat32() * 2.0;