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https://github.com/hrydgard/ppsspp.git
synced 2026-07-11 01:25:07 +02:00
270 lines
9.7 KiB
C++
270 lines
9.7 KiB
C++
#include <algorithm>
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#include <cmath>
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#include "ShaderUniforms.h"
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#include "Common/System/Display.h"
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#include "Common/Data/Convert/SmallDataConvert.h"
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#include "Common/Math/lin/matrix4x4.h"
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#include "Common/Math/math_util.h"
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#include "Common/Math/CrossSIMD.h"
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#include "Common/Math/lin/vec3.h"
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#include "Common/TimeUtil.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Common/GPUStateUtils.h"
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#include "GPU/Math3D.h"
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using namespace Lin;
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void UpdateRotation(float rotMatrix[4], bool useBufferedRendering) {
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if (!gstate_c.Use(GPU_USE_PRE_ROTATION) || useBufferedRendering) {
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rotMatrix[0] = 1.0f;
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rotMatrix[1] = 0.0f;
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rotMatrix[2] = 0.0f;
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rotMatrix[3] = 1.0f;
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} else {
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const DisplayRotation rotation = g_display.rotation;
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// The others are ROTATE_90 and so on.
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rotMatrix[0] = rotation == DisplayRotation::ROTATE_0 ? 1.0 : (rotation == DisplayRotation::ROTATE_180 ? -1.0 : 0.0);
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rotMatrix[1] = rotation == DisplayRotation::ROTATE_90 ? 1.0 : (rotation == DisplayRotation::ROTATE_270 ? -1.0 : 0.0);
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rotMatrix[2] = rotation == DisplayRotation::ROTATE_270 ? 1.0 : (rotation == DisplayRotation::ROTATE_90 ? -1.0 : 0.0);
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rotMatrix[3] = rotation == DisplayRotation::ROTATE_0 ? 1.0 : (rotation == DisplayRotation::ROTATE_180 ? -1.0 : 0.0);
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}
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}
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void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool useBufferedRendering) {
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if (dirtyUniforms & DIRTY_TEXENV) {
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Uint8x3ToFloat3(ub->texEnvColor, gstate.texenvcolor);
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}
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if (dirtyUniforms & DIRTY_ALPHACOLORREF) {
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ub->alphaColorRef = gstate.getColorTestRef() | ((gstate.getAlphaTestRef() & gstate.getAlphaTestMask()) << 24);
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}
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if (dirtyUniforms & DIRTY_ALPHACOLORMASK) {
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ub->colorTestMask = gstate.getColorTestMask() | (gstate.getAlphaTestMask() << 24);
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}
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if (dirtyUniforms & DIRTY_FOGCOLOR) {
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Uint8x3ToFloat3(ub->fogColor, gstate.fogcolor);
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}
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if (dirtyUniforms & DIRTY_SHADERBLEND) {
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Uint8x3ToFloat3(ub->blendFixA, gstate.getFixA());
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Uint8x3ToFloat3(ub->blendFixB, gstate.getFixB());
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}
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if (dirtyUniforms & DIRTY_TEXCLAMP) {
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const float invW = 1.0f / (float)gstate_c.curTextureWidth;
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const float invH = 1.0f / (float)gstate_c.curTextureHeight;
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const int w = gstate.getTextureWidth(0);
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const int h = gstate.getTextureHeight(0);
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const float widthFactor = (float)w * invW;
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const float heightFactor = (float)h * invH;
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// First wrap xy, then half texel xy (for clamp.)
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ub->texClamp[0] = widthFactor;
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ub->texClamp[1] = heightFactor;
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ub->texClamp[2] = invW * 0.5f;
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ub->texClamp[3] = invH * 0.5f;
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ub->texClampOffset[0] = gstate_c.curTextureXOffset * invW;
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ub->texClampOffset[1] = gstate_c.curTextureYOffset * invH;
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}
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if (dirtyUniforms & DIRTY_MIPBIAS) {
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float mipBias = (float)gstate.getTexLevelOffset16() * (1.0 / 16.0f);
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ub->mipBias = (mipBias + 0.5f) / (float)(gstate.getTextureMaxLevel() + 1);
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}
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if (dirtyUniforms & DIRTY_PROJMATRIX) {
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CopyMatrix4x4(ub->proj, gstate.projMatrix);
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ub->rotation = useBufferedRendering ? 0 : (float)g_display.rotation;
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}
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if (dirtyUniforms & DIRTY_PROJTHROUGHMATRIX) {
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ub->xywh[0] = (float)gstate_c.curRTOffsetX;
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ub->xywh[1] = (float)gstate_c.curRTOffsetY;
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ub->xywh[2] = (float)gstate_c.curRTWidth;
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ub->xywh[3] = (float)gstate_c.curRTHeight;
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ub->rotation = useBufferedRendering ? 0 : (float)g_display.rotation;
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}
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if (dirtyUniforms & DIRTY_RASTER_OFFSET) {
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ub->rasterOffset[0] = gstate.getOffsetX();
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ub->rasterOffset[1] = gstate.getOffsetY();
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ub->minZmaxZ[0] = (float)gstate.getDepthRangeMin();
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ub->minZmaxZ[1] = (float)gstate.getDepthRangeMax();
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// test sine wave
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// ub->minZmaxZ[0] = (sin(time_now_d()) * 0.5f + 0.5f) * 65536.0;
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}
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if (dirtyUniforms & DIRTY_VIEWPORT_UNIFORMS) {
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// TODO: This should be a couple of SIMD instructions.
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Vec4F32 vpScale = Vec4F32::LoadF24x4(&gstate.viewportxscale);
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Vec4F32 vpOffset = Vec4F32::LoadF24x4(&gstate.viewportxcenter);
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vpScale.Store(ub->vpScale);
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vpOffset.Store(ub->vpOffset);
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ub->NaN = std::numeric_limits<float>::quiet_NaN(); // Used in the shader for range culling.
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}
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// Transform
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if (dirtyUniforms & DIRTY_WORLDMATRIX) {
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// TODO: We could change the shader to directly read these "malformed" matrices, but we'd
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// be doing the matrix multiplication manually.
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ConvertMatrix4x3To3x4Transposed(ub->world, gstate.worldMatrix);
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}
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if (dirtyUniforms & DIRTY_VIEWMATRIX) {
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ConvertMatrix4x3To3x4Transposed(ub->view, gstate.viewMatrix);
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}
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if (dirtyUniforms & DIRTY_TEXMATRIX) {
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ConvertMatrix4x3To3x4Transposed(ub->tex, gstate.tgenMatrix);
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}
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if (dirtyUniforms & DIRTY_FOGCOEF) {
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UpdateFogCoef(gstate, ub->fogCoef);
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}
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if (dirtyUniforms & DIRTY_TEX_ALPHA_MUL) {
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bool doTextureAlpha = gstate.isTextureAlphaUsed();
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if (gstate_c.textureSolidAlpha && gstate.getTextureFunction() != GE_TEXFUNC_REPLACE) {
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doTextureAlpha = false;
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}
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ub->texNoAlpha = doTextureAlpha ? 0.0f : 1.0f;
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ub->texMul = gstate.isColorDoublingEnabled() ? 2.0f : 1.0f;
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}
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if (dirtyUniforms & DIRTY_STENCILREPLACEVALUE) {
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ub->stencilReplaceValue = (float)gstate.getStencilTestRef() * (1.0 / 255.0);
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}
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// Note - this one is not in lighting but in transformCommon as it has uses beyond lighting
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if (dirtyUniforms & DIRTY_MATAMBIENTALPHA) {
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Uint8x3ToFloat4_AlphaUint8(ub->matAmbient, gstate.materialambient, gstate.getMaterialAmbientA());
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}
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if (dirtyUniforms & DIRTY_COLORWRITEMASK) {
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ub->colorWriteMask = ~((gstate.pmska << 24) | (gstate.pmskc & 0xFFFFFF));
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}
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// Texturing
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if (dirtyUniforms & DIRTY_UVSCALEOFFSET) {
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UpdateUVScaleOff(gstate, ub->uvScaleOffset);
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}
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if (dirtyUniforms & DIRTY_DEPAL) {
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ub->depal_mask_shift_off_fmt = PackDepalBits();
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}
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}
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uint32_t PackDepalBits() {
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const int indexMask = gstate.getClutIndexMask();
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const int indexShift = gstate.getClutIndexShift();
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const int indexOffset = gstate.getClutIndexStartPos() >> 4;
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const int format = gstate_c.depalTextureFormat;
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uint32_t val = BytesToUint32(indexMask, indexShift, indexOffset, format);
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// NOTE: This must follow similar logic to TextureCacheCommon::GetSamplingParams -
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// maybe we can share it somehow.
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// TOOD: Handle replaced textures.
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bool bilinear = gstate.isMagnifyFilteringEnabled() && !gstate_c.pixelMapped;
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switch (g_Config.iTexFiltering) {
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case TEX_FILTER_FORCE_NEAREST:
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bilinear = false;
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break;
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case TEX_FILTER_FORCE_LINEAR:
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if (CanForceBilinear(gstate)) {
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bilinear = true;
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}
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break;
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default:
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break;
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}
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if (bilinear) {
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// Poke in a bilinear filter flag in the top bit.
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val |= 0x80000000;
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}
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return val;
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}
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// For "light ubershader" bits.
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// TODO: We pack these bits even when not using ubershader lighting. Maybe not bother.
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uint32_t PackLightControlBits() {
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// Bit organization
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// Bottom 4 bits are enable bits for each light.
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// Then, for each light, comes 2 bits for "comp" and 2 bits for "type".
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// At the end, at bit 20, we put the three material update bits.
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uint32_t lightControl = 0;
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for (int i = 0; i < 4; i++) {
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if (gstate.isLightChanEnabled(i)) {
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lightControl |= 1 << i;
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}
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u32 computation = (u32)gstate.getLightComputation(i); // 2 bits
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u32 type = (u32)gstate.getLightType(i); // 2 bits
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if (type == 3) { type = 0; } // Don't want to handle this degenerate case in the shader.
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lightControl |= computation << (4 + i * 4);
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lightControl |= type << (4 + i * 4 + 2);
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}
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// Material update is 3 bits.
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lightControl |= gstate.getMaterialUpdate() << 20;
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return lightControl;
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}
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void LightUpdateUniforms(UB_VS_Lights *ub, uint64_t dirtyUniforms) {
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// Lighting
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if (dirtyUniforms & DIRTY_AMBIENT) {
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Uint8x3ToFloat4_AlphaUint8(ub->ambientColor, gstate.ambientcolor, gstate.getAmbientA());
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}
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if (dirtyUniforms & DIRTY_MATDIFFUSE) {
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Uint8x3ToFloat4(ub->materialDiffuse, gstate.materialdiffuse);
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}
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if (dirtyUniforms & DIRTY_MATSPECULAR) {
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Uint8x3ToFloat4_Alpha(ub->materialSpecular, gstate.materialspecular, std::max(0.0f, getFloat24(gstate.materialspecularcoef)));
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}
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if (dirtyUniforms & DIRTY_MATEMISSIVE) {
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// We're not touching the fourth f32 here, because we store an u32 of control bits in it.
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Uint8x3ToFloat3(ub->materialEmissive, gstate.materialemissive);
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}
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if (dirtyUniforms & DIRTY_LIGHT_CONTROL) {
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ub->lightControl = PackLightControlBits();
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}
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for (int i = 0; i < 4; i++) {
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if (dirtyUniforms & (DIRTY_LIGHT0 << i)) {
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if (gstate.isDirectionalLight(i)) {
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// Prenormalize
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ExpandFloat24x3ToFloat4AndNormalize(ub->lpos[i], &gstate.lpos[i * 3]);
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} else {
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ExpandFloat24x3ToFloat4(ub->lpos[i], &gstate.lpos[i * 3]);
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}
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// ldir is only used for spotlights. Prenormalize it.
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ExpandFloat24x3ToFloat4AndNormalize(ub->ldir[i], &gstate.ldir[i * 3]);
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ExpandFloat24x3ToFloat4(ub->latt[i], &gstate.latt[i * 3]);
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float lightAngle_spotCoef[2] = { getFloat24(gstate.lcutoff[i]), getFloat24(gstate.lconv[i]) };
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CopyFloat2To4(ub->lightAngle_SpotCoef[i], lightAngle_spotCoef);
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Uint8x3ToFloat4(ub->lightAmbient[i], gstate.lcolor[i * 3]);
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Uint8x3ToFloat4(ub->lightDiffuse[i], gstate.lcolor[i * 3 + 1]);
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Uint8x3ToFloat4(ub->lightSpecular[i], gstate.lcolor[i * 3 + 2]);
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}
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}
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}
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void BoneUpdateUniforms(UB_VS_Bones *ub, uint64_t dirtyUniforms) {
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for (int i = 0; i < 8; i++) {
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if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
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ConvertMatrix4x3To3x4Transposed(ub->bones[i], gstate.boneMatrix + 12 * i);
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}
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}
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}
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void UpdateFogCoef(const GEState &state, float fogCoef[2]) {
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fogCoef[0] = getFloat24(gstate.fog1);
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fogCoef[1] = getFloat24(gstate.fog2);
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// The PSP just ignores infnan here (ignoring IEEE), so take it down to a valid float.
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// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
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if (my_isnanorinf(fogCoef[0])) {
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// Not really sure what a sensible value might be, but let's try 64k.
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fogCoef[0] = std::signbit(fogCoef[0]) ? -65535.0f : 65535.0f;
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}
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if (my_isnanorinf(fogCoef[1])) {
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fogCoef[1] = std::signbit(fogCoef[1]) ? -65535.0f : 65535.0f;
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}
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}
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