#include #include #include "ShaderUniforms.h" #include "Common/System/Display.h" #include "Common/Data/Convert/SmallDataConvert.h" #include "Common/Math/lin/matrix4x4.h" #include "Common/Math/math_util.h" #include "Common/Math/CrossSIMD.h" #include "Common/Math/lin/vec3.h" #include "Common/TimeUtil.h" #include "GPU/GPUState.h" #include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Common/GPUStateUtils.h" #include "GPU/Math3D.h" using namespace Lin; void UpdateRotation(float rotMatrix[4], bool useBufferedRendering) { if (!gstate_c.Use(GPU_USE_PRE_ROTATION) || useBufferedRendering) { rotMatrix[0] = 1.0f; rotMatrix[1] = 0.0f; rotMatrix[2] = 0.0f; rotMatrix[3] = 1.0f; } else { const DisplayRotation rotation = g_display.rotation; // The others are ROTATE_90 and so on. rotMatrix[0] = rotation == DisplayRotation::ROTATE_0 ? 1.0 : (rotation == DisplayRotation::ROTATE_180 ? -1.0 : 0.0); rotMatrix[1] = rotation == DisplayRotation::ROTATE_90 ? 1.0 : (rotation == DisplayRotation::ROTATE_270 ? -1.0 : 0.0); rotMatrix[2] = rotation == DisplayRotation::ROTATE_270 ? 1.0 : (rotation == DisplayRotation::ROTATE_90 ? -1.0 : 0.0); rotMatrix[3] = rotation == DisplayRotation::ROTATE_0 ? 1.0 : (rotation == DisplayRotation::ROTATE_180 ? -1.0 : 0.0); } } void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool useBufferedRendering) { if (dirtyUniforms & DIRTY_TEXENV) { Uint8x3ToFloat3(ub->texEnvColor, gstate.texenvcolor); } if (dirtyUniforms & DIRTY_ALPHACOLORREF) { ub->alphaColorRef = gstate.getColorTestRef() | ((gstate.getAlphaTestRef() & gstate.getAlphaTestMask()) << 24); } if (dirtyUniforms & DIRTY_ALPHACOLORMASK) { ub->colorTestMask = gstate.getColorTestMask() | (gstate.getAlphaTestMask() << 24); } if (dirtyUniforms & DIRTY_FOGCOLOR) { Uint8x3ToFloat3(ub->fogColor, gstate.fogcolor); } if (dirtyUniforms & DIRTY_SHADERBLEND) { Uint8x3ToFloat3(ub->blendFixA, gstate.getFixA()); Uint8x3ToFloat3(ub->blendFixB, gstate.getFixB()); } if (dirtyUniforms & DIRTY_TEXCLAMP) { const float invW = 1.0f / (float)gstate_c.curTextureWidth; const float invH = 1.0f / (float)gstate_c.curTextureHeight; const int w = gstate.getTextureWidth(0); const int h = gstate.getTextureHeight(0); const float widthFactor = (float)w * invW; const float heightFactor = (float)h * invH; // First wrap xy, then half texel xy (for clamp.) ub->texClamp[0] = widthFactor; ub->texClamp[1] = heightFactor; ub->texClamp[2] = invW * 0.5f; ub->texClamp[3] = invH * 0.5f; ub->texClampOffset[0] = gstate_c.curTextureXOffset * invW; ub->texClampOffset[1] = gstate_c.curTextureYOffset * invH; } if (dirtyUniforms & DIRTY_MIPBIAS) { float mipBias = (float)gstate.getTexLevelOffset16() * (1.0 / 16.0f); ub->mipBias = (mipBias + 0.5f) / (float)(gstate.getTextureMaxLevel() + 1); } if (dirtyUniforms & DIRTY_PROJMATRIX) { CopyMatrix4x4(ub->proj, gstate.projMatrix); ub->rotation = useBufferedRendering ? 0 : (float)g_display.rotation; } if (dirtyUniforms & DIRTY_PROJTHROUGHMATRIX) { ub->xywh[0] = (float)gstate_c.curRTOffsetX; ub->xywh[1] = (float)gstate_c.curRTOffsetY; ub->xywh[2] = (float)gstate_c.curRTWidth; ub->xywh[3] = (float)gstate_c.curRTHeight; ub->rotation = useBufferedRendering ? 0 : (float)g_display.rotation; } if (dirtyUniforms & DIRTY_RASTER_OFFSET) { ub->rasterOffset[0] = gstate.getOffsetX(); ub->rasterOffset[1] = gstate.getOffsetY(); ub->minZmaxZ[0] = (float)gstate.getDepthRangeMin(); ub->minZmaxZ[1] = (float)gstate.getDepthRangeMax(); // test sine wave // ub->minZmaxZ[0] = (sin(time_now_d()) * 0.5f + 0.5f) * 65536.0; } if (dirtyUniforms & DIRTY_VIEWPORT_UNIFORMS) { // TODO: This should be a couple of SIMD instructions. Vec4F32 vpScale = Vec4F32::LoadF24x4(&gstate.viewportxscale); Vec4F32 vpOffset = Vec4F32::LoadF24x4(&gstate.viewportxcenter); vpScale.Store(ub->vpScale); vpOffset.Store(ub->vpOffset); ub->NaN = std::numeric_limits::quiet_NaN(); // Used in the shader for range culling. } // Transform if (dirtyUniforms & DIRTY_WORLDMATRIX) { // TODO: We could change the shader to directly read these "malformed" matrices, but we'd // be doing the matrix multiplication manually. ConvertMatrix4x3To3x4Transposed(ub->world, gstate.worldMatrix); } if (dirtyUniforms & DIRTY_VIEWMATRIX) { ConvertMatrix4x3To3x4Transposed(ub->view, gstate.viewMatrix); } if (dirtyUniforms & DIRTY_TEXMATRIX) { ConvertMatrix4x3To3x4Transposed(ub->tex, gstate.tgenMatrix); } if (dirtyUniforms & DIRTY_FOGCOEF) { UpdateFogCoef(gstate, ub->fogCoef); } if (dirtyUniforms & DIRTY_TEX_ALPHA_MUL) { bool doTextureAlpha = gstate.isTextureAlphaUsed(); if (gstate_c.textureSolidAlpha && gstate.getTextureFunction() != GE_TEXFUNC_REPLACE) { doTextureAlpha = false; } ub->texNoAlpha = doTextureAlpha ? 0.0f : 1.0f; ub->texMul = gstate.isColorDoublingEnabled() ? 2.0f : 1.0f; } if (dirtyUniforms & DIRTY_STENCILREPLACEVALUE) { ub->stencilReplaceValue = (float)gstate.getStencilTestRef() * (1.0 / 255.0); } // Note - this one is not in lighting but in transformCommon as it has uses beyond lighting if (dirtyUniforms & DIRTY_MATAMBIENTALPHA) { Uint8x3ToFloat4_AlphaUint8(ub->matAmbient, gstate.materialambient, gstate.getMaterialAmbientA()); } if (dirtyUniforms & DIRTY_COLORWRITEMASK) { ub->colorWriteMask = ~((gstate.pmska << 24) | (gstate.pmskc & 0xFFFFFF)); } // Texturing if (dirtyUniforms & DIRTY_UVSCALEOFFSET) { UpdateUVScaleOff(gstate, ub->uvScaleOffset); } if (dirtyUniforms & DIRTY_DEPAL) { ub->depal_mask_shift_off_fmt = PackDepalBits(); } } uint32_t PackDepalBits() { const int indexMask = gstate.getClutIndexMask(); const int indexShift = gstate.getClutIndexShift(); const int indexOffset = gstate.getClutIndexStartPos() >> 4; const int format = gstate_c.depalTextureFormat; uint32_t val = BytesToUint32(indexMask, indexShift, indexOffset, format); // NOTE: This must follow similar logic to TextureCacheCommon::GetSamplingParams - // maybe we can share it somehow. // TOOD: Handle replaced textures. bool bilinear = gstate.isMagnifyFilteringEnabled() && !gstate_c.pixelMapped; switch (g_Config.iTexFiltering) { case TEX_FILTER_FORCE_NEAREST: bilinear = false; break; case TEX_FILTER_FORCE_LINEAR: if (CanForceBilinear(gstate)) { bilinear = true; } break; default: break; } if (bilinear) { // Poke in a bilinear filter flag in the top bit. val |= 0x80000000; } return val; } // For "light ubershader" bits. // TODO: We pack these bits even when not using ubershader lighting. Maybe not bother. uint32_t PackLightControlBits() { // Bit organization // Bottom 4 bits are enable bits for each light. // Then, for each light, comes 2 bits for "comp" and 2 bits for "type". // At the end, at bit 20, we put the three material update bits. uint32_t lightControl = 0; for (int i = 0; i < 4; i++) { if (gstate.isLightChanEnabled(i)) { lightControl |= 1 << i; } u32 computation = (u32)gstate.getLightComputation(i); // 2 bits u32 type = (u32)gstate.getLightType(i); // 2 bits if (type == 3) { type = 0; } // Don't want to handle this degenerate case in the shader. lightControl |= computation << (4 + i * 4); lightControl |= type << (4 + i * 4 + 2); } // Material update is 3 bits. lightControl |= gstate.getMaterialUpdate() << 20; return lightControl; } void LightUpdateUniforms(UB_VS_Lights *ub, uint64_t dirtyUniforms) { // Lighting if (dirtyUniforms & DIRTY_AMBIENT) { Uint8x3ToFloat4_AlphaUint8(ub->ambientColor, gstate.ambientcolor, gstate.getAmbientA()); } if (dirtyUniforms & DIRTY_MATDIFFUSE) { Uint8x3ToFloat4(ub->materialDiffuse, gstate.materialdiffuse); } if (dirtyUniforms & DIRTY_MATSPECULAR) { Uint8x3ToFloat4_Alpha(ub->materialSpecular, gstate.materialspecular, std::max(0.0f, getFloat24(gstate.materialspecularcoef))); } if (dirtyUniforms & DIRTY_MATEMISSIVE) { // We're not touching the fourth f32 here, because we store an u32 of control bits in it. Uint8x3ToFloat3(ub->materialEmissive, gstate.materialemissive); } if (dirtyUniforms & DIRTY_LIGHT_CONTROL) { ub->lightControl = PackLightControlBits(); } for (int i = 0; i < 4; i++) { if (dirtyUniforms & (DIRTY_LIGHT0 << i)) { if (gstate.isDirectionalLight(i)) { // Prenormalize ExpandFloat24x3ToFloat4AndNormalize(ub->lpos[i], &gstate.lpos[i * 3]); } else { ExpandFloat24x3ToFloat4(ub->lpos[i], &gstate.lpos[i * 3]); } // ldir is only used for spotlights. Prenormalize it. ExpandFloat24x3ToFloat4AndNormalize(ub->ldir[i], &gstate.ldir[i * 3]); ExpandFloat24x3ToFloat4(ub->latt[i], &gstate.latt[i * 3]); float lightAngle_spotCoef[2] = { getFloat24(gstate.lcutoff[i]), getFloat24(gstate.lconv[i]) }; CopyFloat2To4(ub->lightAngle_SpotCoef[i], lightAngle_spotCoef); Uint8x3ToFloat4(ub->lightAmbient[i], gstate.lcolor[i * 3]); Uint8x3ToFloat4(ub->lightDiffuse[i], gstate.lcolor[i * 3 + 1]); Uint8x3ToFloat4(ub->lightSpecular[i], gstate.lcolor[i * 3 + 2]); } } } void BoneUpdateUniforms(UB_VS_Bones *ub, uint64_t dirtyUniforms) { for (int i = 0; i < 8; i++) { if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) { ConvertMatrix4x3To3x4Transposed(ub->bones[i], gstate.boneMatrix + 12 * i); } } } void UpdateFogCoef(const GEState &state, float fogCoef[2]) { fogCoef[0] = getFloat24(gstate.fog1); fogCoef[1] = getFloat24(gstate.fog2); // The PSP just ignores infnan here (ignoring IEEE), so take it down to a valid float. // Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988 if (my_isnanorinf(fogCoef[0])) { // Not really sure what a sensible value might be, but let's try 64k. fogCoef[0] = std::signbit(fogCoef[0]) ? -65535.0f : 65535.0f; } if (my_isnanorinf(fogCoef[1])) { fogCoef[1] = std::signbit(fogCoef[1]) ? -65535.0f : 65535.0f; } }