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-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp115
1 files changed, 71 insertions, 44 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index bb192affd..9fe183944 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -8,6 +8,7 @@
#include "common/assert.h"
#include "common/bit_field.h"
#include "common/logging/log.h"
+#include "core/core.h"
#include "video_core/regs_framebuffer.h"
#include "video_core/regs_lighting.h"
#include "video_core/regs_rasterizer.h"
@@ -24,6 +25,42 @@ using TevStageConfig = TexturingRegs::TevStageConfig;
namespace GLShader {
+static const std::string UniformBlockDef = R"(
+#define NUM_TEV_STAGES 6
+#define NUM_LIGHTS 8
+
+struct LightSrc {
+ vec3 specular_0;
+ vec3 specular_1;
+ vec3 diffuse;
+ vec3 ambient;
+ vec3 position;
+ vec3 spot_direction;
+ float dist_atten_bias;
+ float dist_atten_scale;
+};
+
+layout (std140) uniform shader_data {
+ vec2 framebuffer_scale;
+ int alphatest_ref;
+ float depth_scale;
+ float depth_offset;
+ int scissor_x1;
+ int scissor_y1;
+ int scissor_x2;
+ int scissor_y2;
+ vec3 fog_color;
+ vec2 proctex_noise_f;
+ vec2 proctex_noise_a;
+ vec2 proctex_noise_p;
+ vec3 lighting_global_ambient;
+ LightSrc light_src[NUM_LIGHTS];
+ vec4 const_color[NUM_TEV_STAGES];
+ vec4 tev_combiner_buffer_color;
+ vec4 clip_coef;
+};
+)";
+
PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
PicaShaderConfig res;
@@ -525,11 +562,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
"float geo_factor = 1.0;\n";
// Compute fragment normals and tangents
- const std::string pertubation =
- "2.0 * (" + SampleTexture(config, lighting.bump_selector) + ").rgb - 1.0";
+ auto Perturbation = [&]() {
+ return "2.0 * (" + SampleTexture(config, lighting.bump_selector) + ").rgb - 1.0";
+ };
if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) {
// Bump mapping is enabled using a normal map
- out += "vec3 surface_normal = " + pertubation + ";\n";
+ out += "vec3 surface_normal = " + Perturbation() + ";\n";
// Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
// precision result
@@ -543,7 +581,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n";
} else if (lighting.bump_mode == LightingRegs::LightingBumpMode::TangentMap) {
// Bump mapping is enabled using a tangent map
- out += "vec3 surface_tangent = " + pertubation + ";\n";
+ out += "vec3 surface_tangent = " + Perturbation() + ";\n";
// Mathematically, recomputing Z-component of the tangent vector won't affect the relevant
// computation below, which is also confirmed on 3DS. So we don't bother recomputing here
// even if 'renorm' is enabled.
@@ -593,8 +631,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
// Note: even if the normal vector is modified by normal map, which is not the
// normal of the tangent plane anymore, the half angle vector is still projected
// using the modified normal vector.
- std::string half_angle_proj = "normalize(half_vector) - normal / dot(normal, "
- "normal) * dot(normal, normalize(half_vector))";
+ std::string half_angle_proj =
+ "normalize(half_vector) - normal * dot(normal, normalize(half_vector))";
// Note: the half angle vector projection is confirmed not normalized before the dot
// product. The result is in fact not cos(phi) as the name suggested.
index = "dot(" + half_angle_proj + ", tangent)";
@@ -749,7 +787,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
}
// Fresnel
- if (lighting.lut_fr.enable &&
+ // Note: only the last entry in the light slots applies the Fresnel factor
+ if (light_index == lighting.src_num - 1 && lighting.lut_fr.enable &&
LightingRegs::IsLightingSamplerSupported(lighting.config,
LightingRegs::LightingSampler::Fresnel)) {
// Lookup fresnel LUT value
@@ -758,17 +797,17 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
lighting.lut_fr.type, lighting.lut_fr.abs_input);
value = "(" + std::to_string(lighting.lut_fr.scale) + " * " + value + ")";
- // Enabled for difffuse lighting alpha component
+ // Enabled for diffuse lighting alpha component
if (lighting.fresnel_selector == LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
lighting.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
- out += "diffuse_sum.a *= " + value + ";\n";
+ out += "diffuse_sum.a = " + value + ";\n";
}
// Enabled for the specular lighting alpha component
if (lighting.fresnel_selector ==
LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
lighting.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
- out += "specular_sum.a *= " + value + ";\n";
+ out += "specular_sum.a = " + value + ";\n";
}
}
@@ -1007,8 +1046,6 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) {
std::string out = R"(
#version 330 core
-#define NUM_TEV_STAGES 6
-#define NUM_LIGHTS 8
in vec4 primary_color;
in vec2 texcoord[3];
@@ -1020,36 +1057,6 @@ in vec4 gl_FragCoord;
out vec4 color;
-struct LightSrc {
- vec3 specular_0;
- vec3 specular_1;
- vec3 diffuse;
- vec3 ambient;
- vec3 position;
- vec3 spot_direction;
- float dist_atten_bias;
- float dist_atten_scale;
-};
-
-layout (std140) uniform shader_data {
- vec2 framebuffer_scale;
- int alphatest_ref;
- float depth_scale;
- float depth_offset;
- int scissor_x1;
- int scissor_y1;
- int scissor_x2;
- int scissor_y2;
- vec3 fog_color;
- vec2 proctex_noise_f;
- vec2 proctex_noise_a;
- vec2 proctex_noise_p;
- vec3 lighting_global_ambient;
- LightSrc light_src[NUM_LIGHTS];
- vec4 const_color[NUM_TEV_STAGES];
- vec4 tev_combiner_buffer_color;
-};
-
uniform sampler2D tex[3];
uniform samplerBuffer lighting_lut;
uniform samplerBuffer fog_lut;
@@ -1058,7 +1065,11 @@ uniform samplerBuffer proctex_color_map;
uniform samplerBuffer proctex_alpha_map;
uniform samplerBuffer proctex_lut;
uniform samplerBuffer proctex_diff_lut;
+)";
+
+ out += UniformBlockDef;
+ out += R"(
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
@@ -1111,7 +1122,10 @@ vec4 secondary_fragment_color = vec4(0.0);
"gl_FragCoord.y < scissor_y2)) discard;\n";
}
- out += "float z_over_w = 1.0 - gl_FragCoord.z * 2.0;\n";
+ // After perspective divide, OpenGL transform z_over_w from [-1, 1] to [near, far]. Here we use
+ // default near = 0 and far = 1, and undo the transformation to get the original z_over_w, then
+ // do our own transformation according to PICA specification.
+ out += "float z_over_w = 2.0 * gl_FragCoord.z - 1.0;\n";
out += "float depth = z_over_w * depth_scale + depth_offset;\n";
if (state.depthmap_enable == RasterizerRegs::DepthBuffering::WBuffering) {
out += "depth /= gl_FragCoord.w;\n";
@@ -1151,6 +1165,11 @@ vec4 secondary_fragment_color = vec4(0.0);
// Blend the fog
out += "last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);\n";
+ } else if (state.fog_mode == TexturingRegs::FogMode::Gas) {
+ Core::Telemetry().AddField(Telemetry::FieldType::Session, "VideoCore_Pica_UseGasMode",
+ true);
+ LOG_CRITICAL(Render_OpenGL, "Unimplemented gas mode");
+ UNIMPLEMENTED();
}
out += "gl_FragDepth = depth;\n";
@@ -1186,6 +1205,12 @@ out float texcoord0_w;
out vec4 normquat;
out vec3 view;
+)";
+
+ out += UniformBlockDef;
+
+ out += R"(
+
void main() {
primary_color = vert_color;
texcoord[0] = vert_texcoord0;
@@ -1194,7 +1219,9 @@ void main() {
texcoord0_w = vert_texcoord0_w;
normquat = vert_normquat;
view = vert_view;
- gl_Position = vec4(vert_position.x, vert_position.y, -vert_position.z, vert_position.w);
+ gl_Position = vert_position;
+ gl_ClipDistance[0] = -vert_position.z; // fixed PICA clipping plane z <= 0
+ gl_ClipDistance[1] = dot(clip_coef, vert_position);
}
)";