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https://github.com/Lime3DS/Lime3DS
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1f6393e7d5
* video_core: Refactor GLSL fragment emitter * shader: Add back custom normal maps
172 lines
5.8 KiB
C++
172 lines
5.8 KiB
C++
// Copyright 2023 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "common/vector_math.h"
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#include "video_core/rasterizer_interface.h"
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#include "video_core/regs_texturing.h"
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#include "video_core/shader/generator/pica_fs_config.h"
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#include "video_core/shader/generator/shader_uniforms.h"
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namespace Memory {
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class MemorySystem;
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}
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namespace Pica {
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struct Regs;
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}
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namespace VideoCore {
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class RasterizerAccelerated : public RasterizerInterface {
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public:
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RasterizerAccelerated(Memory::MemorySystem& memory);
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virtual ~RasterizerAccelerated() = default;
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void AddTriangle(const Pica::Shader::OutputVertex& v0, const Pica::Shader::OutputVertex& v1,
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const Pica::Shader::OutputVertex& v2) override;
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void NotifyPicaRegisterChanged(u32 id) override;
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void SyncEntireState() override;
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protected:
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/// Sync fixed-function pipeline state
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virtual void SyncFixedState() = 0;
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/// Notifies that a fixed function PICA register changed to the video backend
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virtual void NotifyFixedFunctionPicaRegisterChanged(u32 id) = 0;
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/// Syncs the depth scale to match the PICA register
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void SyncDepthScale();
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/// Syncs the depth offset to match the PICA register
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void SyncDepthOffset();
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/// Syncs the fog states to match the PICA register
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void SyncFogColor();
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/// Sync the procedural texture noise configuration to match the PICA register
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void SyncProcTexNoise();
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/// Sync the procedural texture bias configuration to match the PICA register
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void SyncProcTexBias();
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/// Syncs the alpha test states to match the PICA register
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void SyncAlphaTest();
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/// Syncs the TEV combiner color buffer to match the PICA register
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void SyncCombinerColor();
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/// Syncs the TEV constant color to match the PICA register
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void SyncTevConstColor(std::size_t tev_index,
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const Pica::TexturingRegs::TevStageConfig& tev_stage);
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/// Syncs the lighting global ambient color to match the PICA register
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void SyncGlobalAmbient();
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/// Syncs the specified light's specular 0 color to match the PICA register
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void SyncLightSpecular0(int light_index);
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/// Syncs the specified light's specular 1 color to match the PICA register
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void SyncLightSpecular1(int light_index);
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/// Syncs the specified light's diffuse color to match the PICA register
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void SyncLightDiffuse(int light_index);
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/// Syncs the specified light's ambient color to match the PICA register
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void SyncLightAmbient(int light_index);
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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 spot light direcition to match the PICA register
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void SyncLightSpotDirection(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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/// Syncs the shadow rendering bias to match the PICA register
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void SyncShadowBias();
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/// Syncs the shadow texture bias to match the PICA register
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void SyncShadowTextureBias();
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/// Syncs the texture LOD bias to match the PICA register
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void SyncTextureLodBias(int tex_index);
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/// Syncs the texture border color to match the PICA registers
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void SyncTextureBorderColor(int tex_index);
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/// Syncs the clip plane state to match the PICA register
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void SyncClipPlane();
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protected:
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/// Structure that keeps tracks of the vertex shader uniform state
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struct VSUniformBlockData {
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Pica::Shader::Generator::VSUniformData data{};
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bool dirty = true;
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};
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/// Structure that keeps tracks of the fragment shader uniform state
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struct FSUniformBlockData {
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Pica::Shader::Generator::FSUniformData data{};
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std::array<bool, Pica::LightingRegs::NumLightingSampler> lighting_lut_dirty{};
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bool lighting_lut_dirty_any = true;
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bool fog_lut_dirty = true;
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bool proctex_noise_lut_dirty = true;
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bool proctex_color_map_dirty = true;
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bool proctex_alpha_map_dirty = true;
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bool proctex_lut_dirty = true;
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bool proctex_diff_lut_dirty = true;
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bool dirty = true;
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};
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/// Structure that the hardware rendered vertices are composed of
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struct HardwareVertex {
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HardwareVertex() = default;
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HardwareVertex(const Pica::Shader::OutputVertex& v, bool flip_quaternion);
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Common::Vec4f position;
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Common::Vec4f color;
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Common::Vec2f tex_coord0;
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Common::Vec2f tex_coord1;
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Common::Vec2f tex_coord2;
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float tex_coord0_w;
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Common::Vec4f normquat;
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Common::Vec3f view;
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};
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struct VertexArrayInfo {
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u32 vs_input_index_min;
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u32 vs_input_index_max;
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u32 vs_input_size;
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};
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/// Retrieve the range and the size of the input vertex
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VertexArrayInfo AnalyzeVertexArray(bool is_indexed, u32 stride_alignment = 1);
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protected:
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Memory::MemorySystem& memory;
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Pica::Regs& regs;
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std::vector<HardwareVertex> vertex_batch;
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Pica::Shader::UserConfig user_config{};
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bool shader_dirty = true;
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VSUniformBlockData vs_uniform_block_data{};
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FSUniformBlockData fs_uniform_block_data{};
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std::array<std::array<Common::Vec2f, 256>, Pica::LightingRegs::NumLightingSampler>
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lighting_lut_data{};
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std::array<Common::Vec2f, 128> fog_lut_data{};
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std::array<Common::Vec2f, 128> proctex_noise_lut_data{};
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std::array<Common::Vec2f, 128> proctex_color_map_data{};
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std::array<Common::Vec2f, 128> proctex_alpha_map_data{};
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std::array<Common::Vec4f, 256> proctex_lut_data{};
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std::array<Common::Vec4f, 256> proctex_diff_lut_data{};
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};
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} // namespace VideoCore
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