Files
ppsspp/GPU/Software/Lighting.cpp
T
Henrik RydgårdandClaude Opus 5.5 d6f045aad9 SoftGPU: Add the diffuse light without branching on its factor
N.L changes sign from vertex to vertex, so the branch on it was mispredicted a lot. A factor that isn't
positive scales the color to 0, so the term can always be added. Vertex reading about 6% faster in
Tekken 6.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 09:07:12 +02:00

397 lines
15 KiB
C++

// Copyright (c) 2013- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "ppsspp_config.h"
#include <cmath>
#include "Common/Common.h"
#include "Common/CPUDetect.h"
#include "Common/Math/SIMDHeaders.h"
#include "GPU/GPUState.h"
#include "GPU/Common/TransformCommon.h"
#include "GPU/Software/GEMath.h"
#include "GPU/Software/Lighting.h"
#include "GPU/Software/TransformUnit.h"
#if PPSSPP_ARCH(SSE2)
// For the SSE4 stuff.
#include <smmintrin.h>
#endif
namespace Lighting {
// Lane 3 is zero.
static inline Vec4F32 GetLightVec(const u32 lparams[12], int light) {
return Vec4F32::LoadF24x3_One(&lparams[3 * light]).WithLane3Zero();
}
static const float zAxis[4] = { 0.0f, 0.0f, 1.0f, 0.0f };
static inline Vec4<int> LightColorFactor(const Vec4<int> &expanded, const Vec4<int> &ones) {
#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
return _mm_add_epi32(_mm_slli_epi32(expanded.ivec, 1), ones.ivec);
#elif PPSSPP_ARCH(ARM64_NEON)
return vaddq_s32(vshlq_n_s32(expanded.ivec, 1), ones.ivec);
#else
return expanded * 2 + ones;
#endif
}
static inline Vec4<int> LightColorFactor(uint32_t c, const Vec4<int> &ones) {
return LightColorFactor(Vec4<int>::FromRGBA(c), ones);
}
// The light vector's constant term (GELightVector): the light position minus the world translation, with the
// GE's adder, both float24s.
static inline Vec4F32 GELightTranslation(Vec4F32 lpos) {
// m[9..11], the world translation (lane 3 reads past the matrix).
const Vec4F32 t = Vec4F32::Load(gstate.worldMatrix + 9).WithLane3Zero();
const Vec4F32 negT = Vec4F32FromBits(Vec4S32FromBits(TruncateToFloat24x4(t)) ^ Vec4S32::Splat((int)0x80000000));
return GEAddFloat24x4(lpos, negT);
}
// Whether a color factor (2c + 1 per channel, see LightColorFactor) has any channel above zero. The alpha
// lane is 1 (light colors have no alpha), so the sum is above 4 exactly then, and so is the maximum above 1.
static inline bool IsLargerThanHalf(const Vec4<int> &v) {
#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
__m128i add23 = _mm_add_epi32(v.ivec, _mm_shuffle_epi32(v.ivec, _MM_SHUFFLE(3, 2, 3, 2)));
__m128i add1 = _mm_add_epi32(add23, _mm_shuffle_epi32(add23, _MM_SHUFFLE(1, 1, 1, 1)));
return _mm_cvtsi128_si32(add1) > 4;
#elif PPSSPP_ARCH(ARM64_NEON)
int32x2_t add02 = vpmax_s32(vget_low_s32(v.ivec), vget_high_s32(v.ivec));
int32x2_t add1 = vpmax_s32(add02, add02);
return vget_lane_s32(add1, 0) > 1;
#else
return v[0] > 1 || v[1] > 1 || v[2] > 1;
#endif
}
void ComputeState(State *state, bool hasColor0) {
const Vec4<int> ones = Vec4<int>::AssignToAll(1);
bool anyAmbient = false;
bool anyDiffuse = false;
bool anySpecular = false;
bool anyNonDirectional = false;
for (int light = 0; light < 4; ++light) {
auto &lstate = state->lights[light];
lstate.enabled = gstate.isLightChanEnabled(light);
if (!lstate.enabled)
continue;
lstate.poweredDiffuse = gstate.isUsingPoweredDiffuseLight(light);
lstate.specular = gstate.isUsingSpecularLight(light);
lstate.ambientColorFactor = LightColorFactor(gstate.getLightAmbientColor(light), ones);
lstate.ambient = IsLargerThanHalf(lstate.ambientColorFactor);
anyAmbient = anyAmbient || lstate.ambient;
lstate.diffuseColorFactor = LightColorFactor(gstate.getDiffuseColor(light), ones);
lstate.diffuse = IsLargerThanHalf(lstate.diffuseColorFactor);
anyDiffuse = anyDiffuse || lstate.diffuse;
if (lstate.specular) {
lstate.specularColorFactor = LightColorFactor(gstate.getSpecularColor(light), ones);
lstate.specular = IsLargerThanHalf(lstate.specularColorFactor);
anySpecular = anySpecular || lstate.specular;
}
// Doesn't actually need to be on if nothing will affect it.
if (!lstate.specular && !lstate.ambient && !lstate.diffuse) {
lstate.enabled = false;
continue;
}
lstate.pos = GetLightVec(gstate.lpos, light);
lstate.directional = gstate.isDirectionalLight(light);
if (lstate.directional) {
// A zero direction stays zero: no diffuse, and the half vector is just the eye's (gpu/probe exp164).
GENormalize4(lstate.pos);
} else {
lstate.att = GetLightVec(gstate.latt, light);
lstate.translated = GELightTranslation(lstate.pos);
anyNonDirectional = true;
}
lstate.spot = gstate.isSpotLight(light);
if (lstate.spot) {
// The direction isn't normalized: the dot with L is scaled by its rsqrt (gpu/probe exp100).
lstate.spotDir = GetLightVec(gstate.ldir, light);
// A component with exponent 255 (inf or NaN) acts as the largest value of its sign, so after the
// scaling below the finite ones vanish next to it (gpu/commands/light: -NAN and -INFINITY light
// like (-1, -1, -1), NAN and INFINITY like (1, 1, 1)).
alignas(16) float dir[4];
lstate.spotDir.Store(dir);
if (!std::isfinite(dir[0]) || !std::isfinite(dir[1]) || !std::isfinite(dir[2])) {
for (int i = 0; i < 3; ++i)
dir[i] = std::isfinite(dir[i]) ? 0.0f : (std::signbit(dir[i]) ? -1.0f : 1.0f);
lstate.spotDir = Vec4F32::Load(dir);
}
const float dirLen2 = GEDot3(lstate.spotDir, lstate.spotDir);
lstate.spotDirRsqrt = dirLen2 > 0.0f && std::isfinite(dirLen2) ? GERsqrt(dirLen2) : 0.0f;
lstate.spotCutoff = getFloat24(gstate.lcutoff[light]);
if (std::isnan(lstate.spotCutoff) && std::signbit(lstate.spotCutoff))
lstate.spotCutoff = 0.0f;
lstate.spotExp = PSPLightExponent(getFloat24(gstate.lconv[light]));
if (lstate.spotExp <= 0.0f)
lstate.spotExp = 0.0f;
}
}
const int materialupdate = gstate.materialupdate & (hasColor0 ? 7 : 0);
state->colorForAmbient = (materialupdate & 1) != 0;
state->colorForDiffuse = (materialupdate & 2) != 0;
state->colorForSpecular = (materialupdate & 4) != 0;
if (!state->colorForAmbient) {
state->material.ambientColorFactor = LightColorFactor(gstate.getMaterialAmbientRGBA(), ones);
if (!IsLargerThanHalf(state->material.ambientColorFactor) && anyAmbient) {
for (int i = 0; i < 4; ++i)
state->lights[i].ambient = false;
}
}
if (anyDiffuse && !state->colorForDiffuse) {
state->material.diffuseColorFactor = LightColorFactor(gstate.getMaterialDiffuse(), ones);
if (!IsLargerThanHalf(state->material.diffuseColorFactor)) {
anyDiffuse = false;
for (int i = 0; i < 4; ++i)
state->lights[i].diffuse = false;
}
}
if (anySpecular && !state->colorForSpecular) {
state->material.specularColorFactor = LightColorFactor(gstate.getMaterialSpecular(), ones);
if (!IsLargerThanHalf(state->material.specularColorFactor)) {
anySpecular = false;
for (int i = 0; i < 4; ++i)
state->lights[i].specular = false;
}
}
if (anyDiffuse || anySpecular) {
state->specularExp = PSPLightExponent(gstate.getMaterialSpecularCoef());
if (state->specularExp <= 0.0f)
state->specularExp = 0.0f;
}
state->baseAmbientColorFactor = LightColorFactor(gstate.getAmbientRGBA(), ones);
state->setColor1 = gstate.isUsingSecondaryColor() && anySpecular;
state->addColor1 = !gstate.isUsingSecondaryColor() && anySpecular;
state->usesWorldPos = anyNonDirectional;
state->usesWorldNormal = gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP || anyDiffuse || anySpecular;
}
// PSPShadeMapCoord in the GE's arithmetic, with L as lighting computes it.
// v . N for the unnormalized normal N, scaled by its reciprocal length (the spot direction works the same).
static inline float GENormalDot(Vec4F32 v, Vec4F32 n, float nRsqrt) {
return ProductToFloat24((double)GEDot3(v, n) * nRsqrt);
}
// The vector from a vertex to a point light as the GE computes it (gpu/probe exp153-158): the light position
// minus the world translation (with the GE's adder), minus the model position times the world matrix, summed
// like a matrix row. No world space position is formed; lighting with one in float24 loses the products' low
// bits to a large translation (Syphon Filter #13568).
static Vec4F32 GELightVector(Vec4F32 translated, Vec4F32 modelpos) {
const float *m = gstate.worldMatrix;
// The three components at once; matrix row k is m[3k..3k+2], negated.
// Negated by the sign bit, as -m is (a subtraction from zero wouldn't flip a NaN's).
const Vec4S32 sign = Vec4S32::Splat((int)0x80000000);
auto negate = [&](const float *p) { return Vec4F32FromBits(Vec4S32FromBits(Vec4F32::Load(p)) ^ sign); };
const Vec4F32 b[4] = { negate(m), negate(m + 3), negate(m + 6), translated };
return GERowSum4<4>(modelpos, b);
}
static float GEShadeMapCoord(int l, Vec4F32 modelpos, Vec4F32 worldnormal, float normalRsqrt, Vec4F32 viewDir) {
Vec4F32 L = GetLightVec(gstate.lpos, l);
if (gstate.getLightType(l) != GE_LIGHTTYPE_DIRECTIONAL)
L = GELightVector(GELightTranslation(L), modelpos);
GENormalize4(L);
if (gstate.isUsingSpecularLight(l)) {
L = GEAddFloat24x4(L, viewDir);
GENormalize4(L);
}
return GEAddFloat24(GENormalDot(L, worldnormal, normalRsqrt), 1.0f) * 0.5f;
}
void GenerateLightST(VertexData &vertex, Vec4F32 modelpos, Vec4F32 worldnormal, float normalRsqrt, Vec4F32 viewDir) {
// Always calculate texture coords from lighting results if environment mapping is active
// This should be done even if lighting is disabled altogether.
vertex.texturecoords.s() = GEShadeMapCoord(gstate.getUVLS0(), modelpos, worldnormal, normalRsqrt, viewDir);
vertex.texturecoords.t() = GEShadeMapCoord(gstate.getUVLS1(), modelpos, worldnormal, normalRsqrt, viewDir);
}
static inline void LightColorSum(Vec4<int> &sum, const Vec4<int> &src) {
#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
sum.ivec = _mm_add_epi32(sum.ivec, src.ivec);
#elif PPSSPP_ARCH(ARM64_NEON)
sum.ivec = vaddq_s32(sum.ivec, src.ivec);
#else
sum += src;
#endif
}
static inline float Dot33(const Vec3f &a, const Vec3f &b) {
#if defined(_M_SSE)
__m128 v = _mm_mul_ps(SAFE_M128(a.vec), SAFE_M128(b.vec)); // [X, Y, Z, W]
__m128 shuf = _mm_shuffle_ps(v, v, _MM_SHUFFLE(3, 2, 0, 1)); // [Y, X, Z, W]
__m128 sums = _mm_add_ps(v, shuf); // [X + Y, X + Y, Z + Z, W + W]
shuf = _mm_movehl_ps(shuf, shuf); // [Z, W, Z, W]
return _mm_cvtss_f32(_mm_add_ss(sums, shuf)); // X + Y + Z
#elif PPSSPP_ARCH(ARM64_NEON)
float32x4_t multipled = vsetq_lane_f32(0.0f, vmulq_f32(a.vec, b.vec), 3);
float32x2_t add1 = vget_low_f32(vpaddq_f32(multipled, multipled));
float32x2_t add2 = vpadd_f32(add1, add1);
return vget_lane_f32(add2, 0);
#else
return Dot(a, b);
#endif
}
template <bool useSSE4>
static void ProcessSIMD(VertexData &vertex, Vec4F32 modelpos, Vec4F32 worldnormal, float normalRsqrt, const State &state) {
// Lighting blending rounds using the half offset method (like alpha blend.)
Vec4<int> colorFactor;
if (state.colorForAmbient || state.colorForDiffuse || state.colorForSpecular) {
const Vec4<int> ones = Vec4<int>::AssignToAll(1);
colorFactor = LightColorFactor(vertex.color0, ones);
}
Vec4<int> mec = Vec4<int>::FromRGBA(gstate.getMaterialEmissive());
Vec4<int> mac = state.colorForAmbient ? colorFactor : state.material.ambientColorFactor;
Vec4<int> ambient = (mac * state.baseAmbientColorFactor) >> 10;
Vec4<int> final_color = mec + ambient;
Vec4<int> specular_color = Vec4<int>::AssignToAll(0);
for (unsigned int light = 0; light < 4; ++light) {
const auto &lstate = state.lights[light];
if (!lstate.enabled)
continue;
// L = vector from vertex to light source
// TODO: Should transfer the light positions to world/view space for these calculations?
Vec4F32 L = lstate.pos;
// Attenuation and spot each scale the light's colors as their own 8-bit factor (gpu/probe exp100).
float att = 1.0f;
float spot = 1.0f;
if (!lstate.directional) {
L = GELightVector(lstate.translated, modelpos);
// TODO: Should this normalize (0, 0, 0) to (0, 0, 1)?
// The quadratic term takes the squared length from the normalization, not d * d (gpu/probe exp63).
const float d2 = GEDot3(L, L);
float d = GENormalize4(L, d2);
if (d == 0.0f)
L = Vec4F32::Load(zAxis);
alignas(16) const float factors[4] = { 1.0f, d, d2, 0.0f };
const float den = GEDot3(lstate.att, Vec4F32::Load(factors));
att = den > 0.0f ? GERecip(den) : 0.0f;
if (!(att > 0.0f))
att = 0.0f;
else if (att > 1.0f)
att = 1.0f;
}
if (lstate.spot) {
float rawSpot = ProductToFloat24((double)GEDot3(lstate.spotDir, L) * lstate.spotDirRsqrt);
if (std::isnan(rawSpot))
rawSpot = std::signbit(rawSpot) ? 0.0f : 1.0f;
if (rawSpot >= lstate.spotCutoff) {
spot = GELightPow(rawSpot, lstate.spotExp);
if (std::isnan(spot))
spot = 0.0f;
} else {
spot = 0.0f;
}
}
auto scaleAttSpot = [&](Vec4<int> c) {
if (att < 1.0f)
c = GELightColorScale(c, att);
if (spot < 1.0f)
c = GELightColorScale(c, spot);
return c;
};
// ambient lighting
if (lstate.ambient) {
Vec4<int> lambient = GELightColorProduct(lstate.ambientColorFactor, mac);
lambient = scaleAttSpot(lambient);
LightColorSum(final_color, lambient);
}
// diffuse lighting
float diffuse_factor;
if (lstate.diffuse || lstate.specular) {
diffuse_factor = GENormalDot(L, worldnormal, normalRsqrt);
if (lstate.poweredDiffuse) {
diffuse_factor = GELightPow(diffuse_factor, state.specularExp);
}
}
// Branchless on the factor, whose sign varies from vertex to vertex: one that isn't positive scales to 0.
if (lstate.diffuse) {
Vec4<int> mdc = state.colorForDiffuse ? colorFactor : state.material.diffuseColorFactor;
Vec4<int> ldiffuse = GELightColorScale(GELightColorProduct(lstate.diffuseColorFactor, mdc), diffuse_factor);
ldiffuse = scaleAttSpot(ldiffuse);
LightColorSum(final_color, ldiffuse);
}
if (lstate.specular && diffuse_factor >= 0.0f) {
Vec4F32 H = GEAddFloat24x4(L, state.viewDir);
if (GENormalize4(H) == 0.0f)
H = Vec4F32::Load(zAxis);
float specular_factor = GENormalDot(H, worldnormal, normalRsqrt);
specular_factor = GELightPow(specular_factor, state.specularExp);
if (specular_factor > 0.0f) {
Vec4<int> msc = state.colorForSpecular ? colorFactor : state.material.specularColorFactor;
Vec4<int> lspecular = GELightColorScale(GELightColorProduct(lstate.specularColorFactor, msc), specular_factor);
lspecular = scaleAttSpot(lspecular);
LightColorSum(specular_color, lspecular);
}
}
}
// Note: these are all naturally clamped by ToRGBA/toRGB.
if (state.setColor1) {
vertex.color0 = final_color.ToRGBA();
vertex.color1 = specular_color.rgb().ToRGB();
} else if (state.addColor1) {
vertex.color0 = (final_color + specular_color).ToRGBA();
} else {
vertex.color0 = final_color.ToRGBA();
}
}
void Process(VertexData &vertex, Vec4F32 modelpos, Vec4F32 worldnormal, float normalRsqrt, const State &state) {
#ifdef _M_SSE
if (cpu_info.bSSE4_1) {
ProcessSIMD<true>(vertex, modelpos, worldnormal, normalRsqrt, state);
return;
}
#endif
ProcessSIMD<false>(vertex, modelpos, worldnormal, normalRsqrt, state);
}
} // namespace