Merge pull request #1846 from JayFoxRox/missing-dirty-lighting

OpenGL: Set shader_dirty on lighting changes
This commit is contained in:
bunnei 2016-05-26 17:35:12 -04:00
commit 201a7af92a
4 changed files with 141 additions and 44 deletions

View file

@ -787,7 +787,6 @@ struct Regs {
LightColor diffuse; // material.diffuse * light.diffuse
LightColor ambient; // material.ambient * light.ambient
struct {
// Encoded as 16-bit floating point
union {
BitField< 0, 16, u32> x;
@ -802,8 +801,7 @@ struct Regs {
union {
BitField<0, 1, u32> directional;
BitField<1, 1, u32> two_sided_diffuse; // When disabled, clamp dot-product to 0
};
};
} config;
BitField<0, 20, u32> dist_atten_bias;
BitField<0, 20, u32> dist_atten_scale;
@ -824,7 +822,7 @@ struct Regs {
BitField<27, 1, u32> clamp_highlights;
BitField<28, 2, LightingBumpMode> bump_mode;
BitField<30, 1, u32> disable_bump_renorm;
};
} config0;
union {
BitField<16, 1, u32> disable_lut_d0;
@ -845,13 +843,13 @@ struct Regs {
BitField<29, 1, u32> disable_dist_atten_light_5;
BitField<30, 1, u32> disable_dist_atten_light_6;
BitField<31, 1, u32> disable_dist_atten_light_7;
};
} config1;
bool IsDistAttenDisabled(unsigned index) const {
const unsigned disable[] = { disable_dist_atten_light_0, disable_dist_atten_light_1,
disable_dist_atten_light_2, disable_dist_atten_light_3,
disable_dist_atten_light_4, disable_dist_atten_light_5,
disable_dist_atten_light_6, disable_dist_atten_light_7 };
const unsigned disable[] = { config1.disable_dist_atten_light_0, config1.disable_dist_atten_light_1,
config1.disable_dist_atten_light_2, config1.disable_dist_atten_light_3,
config1.disable_dist_atten_light_4, config1.disable_dist_atten_light_5,
config1.disable_dist_atten_light_6, config1.disable_dist_atten_light_7 };
return disable[index] != 0;
}

View file

@ -380,6 +380,17 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
SyncCombinerColor();
break;
// Fragment lighting switches
case PICA_REG_INDEX(lighting.disable):
case PICA_REG_INDEX(lighting.num_lights):
case PICA_REG_INDEX(lighting.config0):
case PICA_REG_INDEX(lighting.config1):
case PICA_REG_INDEX(lighting.abs_lut_input):
case PICA_REG_INDEX(lighting.lut_input):
case PICA_REG_INDEX(lighting.lut_scale):
case PICA_REG_INDEX(lighting.light_enable):
break;
// Fragment lighting specular 0 color
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_0, 0x140 + 0 * 0x10):
SyncLightSpecular0(0);
@ -518,6 +529,70 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
SyncLightPosition(7);
break;
// Fragment lighting light source config
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].config, 0x149 + 0 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].config, 0x149 + 1 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].config, 0x149 + 2 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].config, 0x149 + 3 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].config, 0x149 + 4 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].config, 0x149 + 5 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].config, 0x149 + 6 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].config, 0x149 + 7 * 0x10):
shader_dirty = true;
break;
// Fragment lighting distance attenuation bias
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].dist_atten_bias, 0x014A + 0 * 0x10):
SyncLightDistanceAttenuationBias(0);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].dist_atten_bias, 0x014A + 1 * 0x10):
SyncLightDistanceAttenuationBias(1);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].dist_atten_bias, 0x014A + 2 * 0x10):
SyncLightDistanceAttenuationBias(2);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].dist_atten_bias, 0x014A + 3 * 0x10):
SyncLightDistanceAttenuationBias(3);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].dist_atten_bias, 0x014A + 4 * 0x10):
SyncLightDistanceAttenuationBias(4);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].dist_atten_bias, 0x014A + 5 * 0x10):
SyncLightDistanceAttenuationBias(5);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].dist_atten_bias, 0x014A + 6 * 0x10):
SyncLightDistanceAttenuationBias(6);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].dist_atten_bias, 0x014A + 7 * 0x10):
SyncLightDistanceAttenuationBias(7);
break;
// Fragment lighting distance attenuation scale
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].dist_atten_scale, 0x014B + 0 * 0x10):
SyncLightDistanceAttenuationScale(0);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].dist_atten_scale, 0x014B + 1 * 0x10):
SyncLightDistanceAttenuationScale(1);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].dist_atten_scale, 0x014B + 2 * 0x10):
SyncLightDistanceAttenuationScale(2);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].dist_atten_scale, 0x014B + 3 * 0x10):
SyncLightDistanceAttenuationScale(3);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].dist_atten_scale, 0x014B + 4 * 0x10):
SyncLightDistanceAttenuationScale(4);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].dist_atten_scale, 0x014B + 5 * 0x10):
SyncLightDistanceAttenuationScale(5);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].dist_atten_scale, 0x014B + 6 * 0x10):
SyncLightDistanceAttenuationScale(6);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].dist_atten_scale, 0x014B + 7 * 0x10):
SyncLightDistanceAttenuationScale(7);
break;
// Fragment lighting global ambient color (emission + ambient * ambient)
case PICA_REG_INDEX_WORKAROUND(lighting.global_ambient, 0x1c0):
SyncGlobalAmbient();
@ -896,6 +971,8 @@ void RasterizerOpenGL::SetShader() {
SyncLightDiffuse(light_index);
SyncLightAmbient(light_index);
SyncLightPosition(light_index);
SyncLightDistanceAttenuationBias(light_index);
SyncLightDistanceAttenuationScale(light_index);
}
}
}
@ -1105,3 +1182,21 @@ void RasterizerOpenGL::SyncLightPosition(int light_index) {
uniform_block_data.dirty = true;
}
}
void RasterizerOpenGL::SyncLightDistanceAttenuationBias(int light_index) {
GLfloat dist_atten_bias = Pica::float20::FromRaw(Pica::g_state.regs.lighting.light[light_index].dist_atten_bias).ToFloat32();
if (dist_atten_bias != uniform_block_data.data.light_src[light_index].dist_atten_bias) {
uniform_block_data.data.light_src[light_index].dist_atten_bias = dist_atten_bias;
uniform_block_data.dirty = true;
}
}
void RasterizerOpenGL::SyncLightDistanceAttenuationScale(int light_index) {
GLfloat dist_atten_scale = Pica::float20::FromRaw(Pica::g_state.regs.lighting.light[light_index].dist_atten_scale).ToFloat32();
if (dist_atten_scale != uniform_block_data.data.light_src[light_index].dist_atten_scale) {
uniform_block_data.data.light_src[light_index].dist_atten_scale = dist_atten_scale;
uniform_block_data.dirty = true;
}
}

View file

@ -89,49 +89,47 @@ union PicaShaderConfig {
unsigned num = regs.lighting.light_enable.GetNum(light_index);
const auto& light = regs.lighting.light[num];
state.lighting.light[light_index].num = num;
state.lighting.light[light_index].directional = light.directional != 0;
state.lighting.light[light_index].two_sided_diffuse = light.two_sided_diffuse != 0;
state.lighting.light[light_index].directional = light.config.directional != 0;
state.lighting.light[light_index].two_sided_diffuse = light.config.two_sided_diffuse != 0;
state.lighting.light[light_index].dist_atten_enable = !regs.lighting.IsDistAttenDisabled(num);
state.lighting.light[light_index].dist_atten_bias = Pica::float20::FromRaw(light.dist_atten_bias).ToFloat32();
state.lighting.light[light_index].dist_atten_scale = Pica::float20::FromRaw(light.dist_atten_scale).ToFloat32();
}
state.lighting.lut_d0.enable = regs.lighting.disable_lut_d0 == 0;
state.lighting.lut_d0.enable = regs.lighting.config1.disable_lut_d0 == 0;
state.lighting.lut_d0.abs_input = regs.lighting.abs_lut_input.disable_d0 == 0;
state.lighting.lut_d0.type = regs.lighting.lut_input.d0.Value();
state.lighting.lut_d0.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d0);
state.lighting.lut_d1.enable = regs.lighting.disable_lut_d1 == 0;
state.lighting.lut_d1.enable = regs.lighting.config1.disable_lut_d1 == 0;
state.lighting.lut_d1.abs_input = regs.lighting.abs_lut_input.disable_d1 == 0;
state.lighting.lut_d1.type = regs.lighting.lut_input.d1.Value();
state.lighting.lut_d1.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d1);
state.lighting.lut_fr.enable = regs.lighting.disable_lut_fr == 0;
state.lighting.lut_fr.enable = regs.lighting.config1.disable_lut_fr == 0;
state.lighting.lut_fr.abs_input = regs.lighting.abs_lut_input.disable_fr == 0;
state.lighting.lut_fr.type = regs.lighting.lut_input.fr.Value();
state.lighting.lut_fr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.fr);
state.lighting.lut_rr.enable = regs.lighting.disable_lut_rr == 0;
state.lighting.lut_rr.enable = regs.lighting.config1.disable_lut_rr == 0;
state.lighting.lut_rr.abs_input = regs.lighting.abs_lut_input.disable_rr == 0;
state.lighting.lut_rr.type = regs.lighting.lut_input.rr.Value();
state.lighting.lut_rr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rr);
state.lighting.lut_rg.enable = regs.lighting.disable_lut_rg == 0;
state.lighting.lut_rg.enable = regs.lighting.config1.disable_lut_rg == 0;
state.lighting.lut_rg.abs_input = regs.lighting.abs_lut_input.disable_rg == 0;
state.lighting.lut_rg.type = regs.lighting.lut_input.rg.Value();
state.lighting.lut_rg.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rg);
state.lighting.lut_rb.enable = regs.lighting.disable_lut_rb == 0;
state.lighting.lut_rb.enable = regs.lighting.config1.disable_lut_rb == 0;
state.lighting.lut_rb.abs_input = regs.lighting.abs_lut_input.disable_rb == 0;
state.lighting.lut_rb.type = regs.lighting.lut_input.rb.Value();
state.lighting.lut_rb.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rb);
state.lighting.config = regs.lighting.config;
state.lighting.fresnel_selector = regs.lighting.fresnel_selector;
state.lighting.bump_mode = regs.lighting.bump_mode;
state.lighting.bump_selector = regs.lighting.bump_selector;
state.lighting.bump_renorm = regs.lighting.disable_bump_renorm == 0;
state.lighting.clamp_highlights = regs.lighting.clamp_highlights != 0;
state.lighting.config = regs.lighting.config0.config;
state.lighting.fresnel_selector = regs.lighting.config0.fresnel_selector;
state.lighting.bump_mode = regs.lighting.config0.bump_mode;
state.lighting.bump_selector = regs.lighting.config0.bump_selector;
state.lighting.bump_renorm = regs.lighting.config0.disable_bump_renorm == 0;
state.lighting.clamp_highlights = regs.lighting.config0.clamp_highlights != 0;
return res;
}
@ -184,8 +182,6 @@ union PicaShaderConfig {
bool directional;
bool two_sided_diffuse;
bool dist_atten_enable;
GLfloat dist_atten_scale;
GLfloat dist_atten_bias;
} light[8];
bool enable;
@ -316,6 +312,8 @@ private:
alignas(16) GLvec3 diffuse;
alignas(16) GLvec3 ambient;
alignas(16) GLvec3 position;
GLfloat dist_atten_bias;
GLfloat dist_atten_scale;
};
/// Uniform structure for the Uniform Buffer Object, all members must be 16-byte aligned
@ -330,7 +328,7 @@ private:
LightSrc light_src[8];
};
static_assert(sizeof(UniformData) == 0x310, "The size of the UniformData structure has changed, update the structure in the shader");
static_assert(sizeof(UniformData) == 0x390, "The size of the UniformData structure has changed, update the structure in the shader");
static_assert(sizeof(UniformData) < 16384, "UniformData structure must be less than 16kb as per the OpenGL spec");
/// Sets the OpenGL shader in accordance with the current PICA register state
@ -402,6 +400,12 @@ private:
/// Syncs the specified light's position to match the PICA register
void SyncLightPosition(int light_index);
/// Syncs the specified light's distance attenuation bias to match the PICA register
void SyncLightDistanceAttenuationBias(int light_index);
/// Syncs the specified light's distance attenuation scale to match the PICA register
void SyncLightDistanceAttenuationScale(int light_index);
OpenGLState state;
RasterizerCacheOpenGL res_cache;

View file

@ -439,9 +439,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
// If enabled, compute distance attenuation value
std::string dist_atten = "1.0";
if (light_config.dist_atten_enable) {
std::string scale = std::to_string(light_config.dist_atten_scale);
std::string bias = std::to_string(light_config.dist_atten_bias);
std::string index = "(" + scale + " * length(-view - " + light_src + ".position) + " + bias + ")";
std::string index = "(" + light_src + ".dist_atten_scale * length(-view - " + light_src + ".position) + " + light_src + ".dist_atten_bias)";
index = "((clamp(" + index + ", 0.0, FLOAT_255)))";
const unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + light_config.num);
dist_atten = GetLutValue((Regs::LightingSampler)lut_num, index);
@ -549,6 +547,8 @@ struct LightSrc {
vec3 diffuse;
vec3 ambient;
vec3 position;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_data {