Lime3DS/src/video_core/rasterizer_accelerated.h
GPUCode 1f6393e7d5
video_core: Refactor GLSL fragment emitter (#7093)
* video_core: Refactor GLSL fragment emitter

* shader: Add back custom normal maps
2023-11-06 12:26:28 -08:00

172 lines
5.8 KiB
C++

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