mirror of
https://git.suyu.dev/suyu/suyu
synced 2024-12-23 18:02:46 -06:00
gl_shader_gen: Add support for D0 LUT scaling.
This commit is contained in:
parent
3d89dacd56
commit
781b046579
3 changed files with 71 additions and 3 deletions
|
@ -657,6 +657,44 @@ struct Regs {
|
|||
DistanceAttenuation = 16,
|
||||
};
|
||||
|
||||
/**
|
||||
* Pica fragment lighting supports using different LUTs for each lighting component:
|
||||
* Reflectance R, G, and B channels, distribution function for specular components 0 and 1,
|
||||
* fresnel factor, and spotlight attenuation. Furthermore, which LUTs are used for each channel
|
||||
* (or whether a channel is enabled at all) is specified by various pre-defined lighting
|
||||
* configurations. With configurations that require more LUTs, more cycles are required on HW to
|
||||
* perform lighting computations.
|
||||
*/
|
||||
enum class LightingConfig {
|
||||
Config0 = 0, ///< Reflect Red, Distribution 0, Spotlight
|
||||
Config1 = 1, ///< Reflect Red, Fresnel, Spotlight
|
||||
Config2 = 2, ///< Reflect Red, Distribution 0/1
|
||||
Config3 = 3, ///< Distribution 0/1, Fresnel
|
||||
Config4 = 4, ///< Reflect Red/Green/Blue, Distribution 0/1, Spotlight
|
||||
Config5 = 5, ///< Reflect Red/Green/Blue, Distribution 0, Fresnel, Spotlight
|
||||
Config6 = 6, ///< Reflect Red, Distribution 0/1, Fresnel, Spotlight
|
||||
Config7 = 8, ///< Reflect Red/Green/Blue, Distribution 0/1, Fresnel, Spotlight
|
||||
///< NOTE: '8' is intentional, '7' does not appear to be a valid configuration
|
||||
};
|
||||
|
||||
/// Selects which lighting components are affected by fresnel
|
||||
enum class LightingFresnelSelector {
|
||||
None = 0, ///< Fresnel is disabled
|
||||
PrimaryAlpha = 1, ///< Primary (diffuse) lighting alpha is affected by fresnel
|
||||
SecondaryAlpha = 2, ///< Secondary (specular) lighting alpha is affected by fresnel
|
||||
Both = PrimaryAlpha | SecondaryAlpha, ///< Both primary and secondary lighting alphas are affected by fresnel
|
||||
};
|
||||
|
||||
/// Factor used to scale the output of a lighting LUT
|
||||
enum class LightingScale {
|
||||
Scale1 = 0, ///< Scale is 1x
|
||||
Scale2 = 1, ///< Scale is 2x
|
||||
Scale4 = 2, ///< Scale is 4x
|
||||
Scale8 = 3, ///< Scale is 8x
|
||||
Scale1_4 = 6, ///< Scale is 0.25x
|
||||
Scale1_2 = 7, ///< Scale is 0.5x
|
||||
};
|
||||
|
||||
enum class LightingLutInput {
|
||||
NH = 0, // Cosine of the angle between the normal and half-angle vectors
|
||||
VH = 1, // Cosine of the angle between the view and half-angle vectors
|
||||
|
@ -775,7 +813,35 @@ struct Regs {
|
|||
BitField<24, 3, u32> rr;
|
||||
} lut_input;
|
||||
|
||||
INSERT_PADDING_WORDS(0x7);
|
||||
union {
|
||||
BitField< 0, 3, LightingScale> d0;
|
||||
BitField< 4, 3, LightingScale> d1;
|
||||
BitField< 8, 3, LightingScale> sp;
|
||||
BitField<12, 3, LightingScale> fr;
|
||||
BitField<16, 3, LightingScale> rb;
|
||||
BitField<20, 3, LightingScale> rg;
|
||||
BitField<24, 3, LightingScale> rr;
|
||||
|
||||
static float GetScale(LightingScale scale) {
|
||||
switch (scale) {
|
||||
case LightingScale::Scale1:
|
||||
return 1.0f;
|
||||
case LightingScale::Scale2:
|
||||
return 2.0f;
|
||||
case LightingScale::Scale4:
|
||||
return 4.0f;
|
||||
case LightingScale::Scale8:
|
||||
return 8.0f;
|
||||
case LightingScale::Scale1_4:
|
||||
return 0.25f;
|
||||
case LightingScale::Scale1_2:
|
||||
return 0.5f;
|
||||
}
|
||||
return 0.0f;
|
||||
}
|
||||
} lut_scale;
|
||||
|
||||
INSERT_PADDING_WORDS(0x6);
|
||||
|
||||
union {
|
||||
// There are 8 light enable "slots", corresponding to the total number of lights
|
||||
|
|
|
@ -90,6 +90,7 @@ struct PicaShaderConfig {
|
|||
res.lighting.lut_d0.enable = regs.lighting.lut_enable_d0 == 0;
|
||||
res.lighting.lut_d0.abs_input = regs.lighting.abs_lut_input.d0 == 0;
|
||||
res.lighting.lut_d0.type = (Pica::Regs::LightingLutInput)regs.lighting.lut_input.d0.Value();
|
||||
res.lighting.lut_d0.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d0);
|
||||
res.lighting.clamp_highlights = regs.lighting.clamp_highlights != 0;
|
||||
|
||||
return res;
|
||||
|
@ -130,7 +131,8 @@ struct PicaShaderConfig {
|
|||
bool enable = false;
|
||||
bool abs_input = false;
|
||||
Pica::Regs::LightingLutInput type = Pica::Regs::LightingLutInput::NH;
|
||||
} lut_d0;
|
||||
float scale = 1.0f;
|
||||
} lut_d0, lut_d1, lut_fr;
|
||||
} lighting;
|
||||
};
|
||||
};
|
||||
|
|
|
@ -412,7 +412,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
|
|||
std::string d0_lut_value = "1.0";
|
||||
if (config.lighting.lut_d0.enable) {
|
||||
std::string d0_lut_index = GetLutIndex(light_config.num, config.lighting.lut_d0.type, config.lighting.lut_d0.abs_input);
|
||||
d0_lut_value = GetLutValue(Regs::LightingSampler::Distribution0, d0_lut_index);
|
||||
d0_lut_value = "(" + std::to_string(config.lighting.lut_d0.scale) + " * " + GetLutValue(Regs::LightingSampler::Distribution0, d0_lut_index) + ")";
|
||||
}
|
||||
|
||||
// Compute secondary fragment color (specular lighting) function
|
||||
|
|
Loading…
Reference in a new issue