// Copyright 2015 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include #include #include "common/assert.h" #include "common/color.h" #include "common/logging/log.h" #include "common/math_util.h" #include "common/microprofile.h" #include "common/vector_math.h" #include "core/hw/gpu.h" #include "video_core/pica_state.h" #include "video_core/regs_framebuffer.h" #include "video_core/regs_rasterizer.h" #include "video_core/regs_texturing.h" #include "video_core/renderer_opengl/gl_rasterizer.h" #include "video_core/renderer_opengl/gl_shader_gen.h" #include "video_core/renderer_opengl/pica_to_gl.h" #include "video_core/renderer_opengl/renderer_opengl.h" MICROPROFILE_DEFINE(OpenGL_Drawing, "OpenGL", "Drawing", MP_RGB(128, 128, 192)); MICROPROFILE_DEFINE(OpenGL_Blits, "OpenGL", "Blits", MP_RGB(100, 100, 255)); MICROPROFILE_DEFINE(OpenGL_CacheManagement, "OpenGL", "Cache Mgmt", MP_RGB(100, 255, 100)); RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { // Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0 state.clip_distance[0] = true; // Create sampler objects for (size_t i = 0; i < texture_samplers.size(); ++i) { texture_samplers[i].Create(); state.texture_units[i].sampler = texture_samplers[i].sampler.handle; } // Generate VBO, VAO and UBO vertex_buffer.Create(); vertex_array.Create(); uniform_buffer.Create(); state.draw.vertex_array = vertex_array.handle; state.draw.vertex_buffer = vertex_buffer.handle; state.draw.uniform_buffer = uniform_buffer.handle; state.Apply(); // Bind the UBO to binding point 0 glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer.handle); uniform_block_data.dirty = true; uniform_block_data.lut_dirty.fill(true); uniform_block_data.fog_lut_dirty = true; uniform_block_data.proctex_noise_lut_dirty = true; uniform_block_data.proctex_color_map_dirty = true; uniform_block_data.proctex_alpha_map_dirty = true; uniform_block_data.proctex_lut_dirty = true; uniform_block_data.proctex_diff_lut_dirty = true; // Set vertex attributes glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position)); glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION); glVertexAttribPointer(GLShader::ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, color)); glEnableVertexAttribArray(GLShader::ATTRIBUTE_COLOR); glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord0)); glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD1, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord1)); glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD2, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord2)); glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD0); glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD1); glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD2); glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD0_W, 1, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord0_w)); glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD0_W); glVertexAttribPointer(GLShader::ATTRIBUTE_NORMQUAT, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, normquat)); glEnableVertexAttribArray(GLShader::ATTRIBUTE_NORMQUAT); glVertexAttribPointer(GLShader::ATTRIBUTE_VIEW, 3, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, view)); glEnableVertexAttribArray(GLShader::ATTRIBUTE_VIEW); // Create render framebuffer framebuffer.Create(); // Allocate and bind lighting lut textures lighting_lut.Create(); state.lighting_lut.texture_buffer = lighting_lut.handle; state.Apply(); lighting_lut_buffer.Create(); glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle); glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 256 * Pica::LightingRegs::NumLightingSampler, nullptr, GL_DYNAMIC_DRAW); glActiveTexture(TextureUnits::LightingLUT.Enum()); glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle); // Setup the LUT for the fog fog_lut.Create(); state.fog_lut.texture_buffer = fog_lut.handle; state.Apply(); fog_lut_buffer.Create(); glBindBuffer(GL_TEXTURE_BUFFER, fog_lut_buffer.handle); glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW); glActiveTexture(TextureUnits::FogLUT.Enum()); glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, fog_lut_buffer.handle); // Setup the noise LUT for proctex proctex_noise_lut.Create(); state.proctex_noise_lut.texture_buffer = proctex_noise_lut.handle; state.Apply(); proctex_noise_lut_buffer.Create(); glBindBuffer(GL_TEXTURE_BUFFER, proctex_noise_lut_buffer.handle); glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW); glActiveTexture(TextureUnits::ProcTexNoiseLUT.Enum()); glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_noise_lut_buffer.handle); // Setup the color map for proctex proctex_color_map.Create(); state.proctex_color_map.texture_buffer = proctex_color_map.handle; state.Apply(); proctex_color_map_buffer.Create(); glBindBuffer(GL_TEXTURE_BUFFER, proctex_color_map_buffer.handle); glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW); glActiveTexture(TextureUnits::ProcTexColorMap.Enum()); glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_color_map_buffer.handle); // Setup the alpha map for proctex proctex_alpha_map.Create(); state.proctex_alpha_map.texture_buffer = proctex_alpha_map.handle; state.Apply(); proctex_alpha_map_buffer.Create(); glBindBuffer(GL_TEXTURE_BUFFER, proctex_alpha_map_buffer.handle); glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 2 * 128, nullptr, GL_DYNAMIC_DRAW); glActiveTexture(TextureUnits::ProcTexAlphaMap.Enum()); glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, proctex_alpha_map_buffer.handle); // Setup the LUT for proctex proctex_lut.Create(); state.proctex_lut.texture_buffer = proctex_lut.handle; state.Apply(); proctex_lut_buffer.Create(); glBindBuffer(GL_TEXTURE_BUFFER, proctex_lut_buffer.handle); glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 4 * 256, nullptr, GL_DYNAMIC_DRAW); glActiveTexture(TextureUnits::ProcTexLUT.Enum()); glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_lut_buffer.handle); // Setup the difference LUT for proctex proctex_diff_lut.Create(); state.proctex_diff_lut.texture_buffer = proctex_diff_lut.handle; state.Apply(); proctex_diff_lut_buffer.Create(); glBindBuffer(GL_TEXTURE_BUFFER, proctex_diff_lut_buffer.handle); glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 4 * 256, nullptr, GL_DYNAMIC_DRAW); glActiveTexture(TextureUnits::ProcTexDiffLUT.Enum()); glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, proctex_diff_lut_buffer.handle); // Sync fixed function OpenGL state SyncClipEnabled(); SyncClipCoef(); SyncCullMode(); SyncBlendEnabled(); SyncBlendFuncs(); SyncBlendColor(); SyncLogicOp(); SyncStencilTest(); SyncDepthTest(); SyncColorWriteMask(); SyncStencilWriteMask(); SyncDepthWriteMask(); } RasterizerOpenGL::~RasterizerOpenGL() {} /** * This is a helper function to resolve an issue when interpolating opposite quaternions. See below * for a detailed description of this issue (yuriks): * * For any rotation, there are two quaternions Q, and -Q, that represent the same rotation. If you * interpolate two quaternions that are opposite, instead of going from one rotation to another * using the shortest path, you'll go around the longest path. You can test if two quaternions are * opposite by checking if Dot(Q1, Q2) < 0. In that case, you can flip either of them, therefore * making Dot(Q1, -Q2) positive. * * This solution corrects this issue per-vertex before passing the quaternions to OpenGL. This is * correct for most cases but can still rotate around the long way sometimes. An implementation * which did `lerp(lerp(Q1, Q2), Q3)` (with proper weighting), applying the dot product check * between each step would work for those cases at the cost of being more complex to implement. * * Fortunately however, the 3DS hardware happens to also use this exact same logic to work around * these issues, making this basic implementation actually more accurate to the hardware. */ static bool AreQuaternionsOpposite(Math::Vec4 qa, Math::Vec4 qb) { Math::Vec4f a{qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32()}; Math::Vec4f b{qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32()}; return (Math::Dot(a, b) < 0.f); } void RasterizerOpenGL::AddTriangle(const Pica::Shader::OutputVertex& v0, const Pica::Shader::OutputVertex& v1, const Pica::Shader::OutputVertex& v2) { vertex_batch.emplace_back(v0, false); vertex_batch.emplace_back(v1, AreQuaternionsOpposite(v0.quat, v1.quat)); vertex_batch.emplace_back(v2, AreQuaternionsOpposite(v0.quat, v2.quat)); } void RasterizerOpenGL::DrawTriangles() { if (vertex_batch.empty()) return; MICROPROFILE_SCOPE(OpenGL_Drawing); const auto& regs = Pica::g_state.regs; // Sync and bind the framebuffer surfaces CachedSurface* color_surface; CachedSurface* depth_surface; MathUtil::Rectangle rect; std::tie(color_surface, depth_surface, rect) = res_cache.GetFramebufferSurfaces(regs.framebuffer.framebuffer); state.draw.draw_framebuffer = framebuffer.handle; state.Apply(); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_surface != nullptr ? color_surface->texture.handle : 0, 0); if (depth_surface != nullptr) { if (regs.framebuffer.framebuffer.depth_format == Pica::FramebufferRegs::DepthFormat::D24S8) { // attach both depth and stencil glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depth_surface->texture.handle, 0); } else { // attach depth glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_surface->texture.handle, 0); // clear stencil attachment glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); } } else { // clear both depth and stencil attachment glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); } // Sync the viewport // These registers hold half-width and half-height, so must be multiplied by 2 GLsizei viewport_width = (GLsizei)Pica::float24::FromRaw(regs.rasterizer.viewport_size_x).ToFloat32() * 2; GLsizei viewport_height = (GLsizei)Pica::float24::FromRaw(regs.rasterizer.viewport_size_y).ToFloat32() * 2; glViewport( (GLint)(rect.left + regs.rasterizer.viewport_corner.x * color_surface->res_scale_width), (GLint)(rect.bottom + regs.rasterizer.viewport_corner.y * color_surface->res_scale_height), (GLsizei)(viewport_width * color_surface->res_scale_width), (GLsizei)(viewport_height * color_surface->res_scale_height)); if (uniform_block_data.data.framebuffer_scale[0] != color_surface->res_scale_width || uniform_block_data.data.framebuffer_scale[1] != color_surface->res_scale_height) { uniform_block_data.data.framebuffer_scale[0] = color_surface->res_scale_width; uniform_block_data.data.framebuffer_scale[1] = color_surface->res_scale_height; uniform_block_data.dirty = true; } // Scissor checks are window-, not viewport-relative, which means that if the cached texture // sub-rect changes, the scissor bounds also need to be updated. GLint scissor_x1 = static_cast( rect.left + regs.rasterizer.scissor_test.x1 * color_surface->res_scale_width); GLint scissor_y1 = static_cast( rect.bottom + regs.rasterizer.scissor_test.y1 * color_surface->res_scale_height); // x2, y2 have +1 added to cover the entire pixel area, otherwise you might get cracks when // scaling or doing multisampling. GLint scissor_x2 = static_cast( rect.left + (regs.rasterizer.scissor_test.x2 + 1) * color_surface->res_scale_width); GLint scissor_y2 = static_cast( rect.bottom + (regs.rasterizer.scissor_test.y2 + 1) * color_surface->res_scale_height); if (uniform_block_data.data.scissor_x1 != scissor_x1 || uniform_block_data.data.scissor_x2 != scissor_x2 || uniform_block_data.data.scissor_y1 != scissor_y1 || uniform_block_data.data.scissor_y2 != scissor_y2) { uniform_block_data.data.scissor_x1 = scissor_x1; uniform_block_data.data.scissor_x2 = scissor_x2; uniform_block_data.data.scissor_y1 = scissor_y1; uniform_block_data.data.scissor_y2 = scissor_y2; uniform_block_data.dirty = true; } // Sync and bind the texture surfaces const auto pica_textures = regs.texturing.GetTextures(); for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) { const auto& texture = pica_textures[texture_index]; if (texture.enabled) { texture_samplers[texture_index].SyncWithConfig(texture.config); CachedSurface* surface = res_cache.GetTextureSurface(texture); if (surface != nullptr) { state.texture_units[texture_index].texture_2d = surface->texture.handle; } else { // Can occur when texture addr is null or its memory is unmapped/invalid state.texture_units[texture_index].texture_2d = 0; } } else { state.texture_units[texture_index].texture_2d = 0; } } // Sync and bind the shader if (shader_dirty) { SetShader(); shader_dirty = false; } // Sync the lighting luts for (unsigned index = 0; index < uniform_block_data.lut_dirty.size(); index++) { if (uniform_block_data.lut_dirty[index]) { SyncLightingLUT(index); uniform_block_data.lut_dirty[index] = false; } } // Sync the fog lut if (uniform_block_data.fog_lut_dirty) { SyncFogLUT(); uniform_block_data.fog_lut_dirty = false; } // Sync the proctex noise lut if (uniform_block_data.proctex_noise_lut_dirty) { SyncProcTexNoiseLUT(); uniform_block_data.proctex_noise_lut_dirty = false; } // Sync the proctex color map if (uniform_block_data.proctex_color_map_dirty) { SyncProcTexColorMap(); uniform_block_data.proctex_color_map_dirty = false; } // Sync the proctex alpha map if (uniform_block_data.proctex_alpha_map_dirty) { SyncProcTexAlphaMap(); uniform_block_data.proctex_alpha_map_dirty = false; } // Sync the proctex lut if (uniform_block_data.proctex_lut_dirty) { SyncProcTexLUT(); uniform_block_data.proctex_lut_dirty = false; } // Sync the proctex difference lut if (uniform_block_data.proctex_diff_lut_dirty) { SyncProcTexDiffLUT(); uniform_block_data.proctex_diff_lut_dirty = false; } // Sync the uniform data if (uniform_block_data.dirty) { glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW); uniform_block_data.dirty = false; } state.Apply(); // Draw the vertex batch glBufferData(GL_ARRAY_BUFFER, vertex_batch.size() * sizeof(HardwareVertex), vertex_batch.data(), GL_STREAM_DRAW); glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertex_batch.size()); // Mark framebuffer surfaces as dirty // TODO: Restrict invalidation area to the viewport if (color_surface != nullptr) { color_surface->dirty = true; res_cache.FlushRegion(color_surface->addr, color_surface->size, color_surface, true); } if (depth_surface != nullptr) { depth_surface->dirty = true; res_cache.FlushRegion(depth_surface->addr, depth_surface->size, depth_surface, true); } vertex_batch.clear(); // Unbind textures for potential future use as framebuffer attachments for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) { state.texture_units[texture_index].texture_2d = 0; } state.Apply(); } void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { const auto& regs = Pica::g_state.regs; switch (id) { // Culling case PICA_REG_INDEX(rasterizer.cull_mode): SyncCullMode(); break; // Clipping plane case PICA_REG_INDEX(rasterizer.clip_enable): SyncClipEnabled(); break; case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[0], 0x48): case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[1], 0x49): case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[2], 0x4a): case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[3], 0x4b): SyncClipCoef(); break; // Depth modifiers case PICA_REG_INDEX(rasterizer.viewport_depth_range): SyncDepthScale(); break; case PICA_REG_INDEX(rasterizer.viewport_depth_near_plane): SyncDepthOffset(); break; // Depth buffering case PICA_REG_INDEX(rasterizer.depthmap_enable): shader_dirty = true; break; // Blending case PICA_REG_INDEX(framebuffer.output_merger.alphablend_enable): SyncBlendEnabled(); break; case PICA_REG_INDEX(framebuffer.output_merger.alpha_blending): SyncBlendFuncs(); break; case PICA_REG_INDEX(framebuffer.output_merger.blend_const): SyncBlendColor(); break; // Fog state case PICA_REG_INDEX(texturing.fog_color): SyncFogColor(); break; case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[0], 0xe8): case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[1], 0xe9): case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[2], 0xea): case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[3], 0xeb): case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[4], 0xec): case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[5], 0xed): case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[6], 0xee): case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[7], 0xef): uniform_block_data.fog_lut_dirty = true; break; // ProcTex state case PICA_REG_INDEX(texturing.proctex): case PICA_REG_INDEX(texturing.proctex_lut): case PICA_REG_INDEX(texturing.proctex_lut_offset): shader_dirty = true; break; case PICA_REG_INDEX(texturing.proctex_noise_u): case PICA_REG_INDEX(texturing.proctex_noise_v): case PICA_REG_INDEX(texturing.proctex_noise_frequency): SyncProcTexNoise(); break; case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[0], 0xb0): case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[1], 0xb1): case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[2], 0xb2): case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[3], 0xb3): case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[4], 0xb4): case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[5], 0xb5): case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[6], 0xb6): case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[7], 0xb7): using Pica::TexturingRegs; switch (regs.texturing.proctex_lut_config.ref_table.Value()) { case TexturingRegs::ProcTexLutTable::Noise: uniform_block_data.proctex_noise_lut_dirty = true; break; case TexturingRegs::ProcTexLutTable::ColorMap: uniform_block_data.proctex_color_map_dirty = true; break; case TexturingRegs::ProcTexLutTable::AlphaMap: uniform_block_data.proctex_alpha_map_dirty = true; break; case TexturingRegs::ProcTexLutTable::Color: uniform_block_data.proctex_lut_dirty = true; break; case TexturingRegs::ProcTexLutTable::ColorDiff: uniform_block_data.proctex_diff_lut_dirty = true; break; } break; // Alpha test case PICA_REG_INDEX(framebuffer.output_merger.alpha_test): SyncAlphaTest(); shader_dirty = true; break; // Sync GL stencil test + stencil write mask // (Pica stencil test function register also contains a stencil write mask) case PICA_REG_INDEX(framebuffer.output_merger.stencil_test.raw_func): SyncStencilTest(); SyncStencilWriteMask(); break; case PICA_REG_INDEX(framebuffer.output_merger.stencil_test.raw_op): case PICA_REG_INDEX(framebuffer.framebuffer.depth_format): SyncStencilTest(); break; // Sync GL depth test + depth and color write mask // (Pica depth test function register also contains a depth and color write mask) case PICA_REG_INDEX(framebuffer.output_merger.depth_test_enable): SyncDepthTest(); SyncDepthWriteMask(); SyncColorWriteMask(); break; // Sync GL depth and stencil write mask // (This is a dedicated combined depth / stencil write-enable register) case PICA_REG_INDEX(framebuffer.framebuffer.allow_depth_stencil_write): SyncDepthWriteMask(); SyncStencilWriteMask(); break; // Sync GL color write mask // (This is a dedicated color write-enable register) case PICA_REG_INDEX(framebuffer.framebuffer.allow_color_write): SyncColorWriteMask(); break; // Scissor test case PICA_REG_INDEX(rasterizer.scissor_test.mode): shader_dirty = true; break; // Logic op case PICA_REG_INDEX(framebuffer.output_merger.logic_op): SyncLogicOp(); break; case PICA_REG_INDEX(texturing.main_config): shader_dirty = true; break; // Texture 0 type case PICA_REG_INDEX(texturing.texture0.type): shader_dirty = true; break; // TEV stages // (This also syncs fog_mode and fog_flip which are part of tev_combiner_buffer_input) case PICA_REG_INDEX(texturing.tev_stage0.color_source1): case PICA_REG_INDEX(texturing.tev_stage0.color_modifier1): case PICA_REG_INDEX(texturing.tev_stage0.color_op): case PICA_REG_INDEX(texturing.tev_stage0.color_scale): case PICA_REG_INDEX(texturing.tev_stage1.color_source1): case PICA_REG_INDEX(texturing.tev_stage1.color_modifier1): case PICA_REG_INDEX(texturing.tev_stage1.color_op): case PICA_REG_INDEX(texturing.tev_stage1.color_scale): case PICA_REG_INDEX(texturing.tev_stage2.color_source1): case PICA_REG_INDEX(texturing.tev_stage2.color_modifier1): case PICA_REG_INDEX(texturing.tev_stage2.color_op): case PICA_REG_INDEX(texturing.tev_stage2.color_scale): case PICA_REG_INDEX(texturing.tev_stage3.color_source1): case PICA_REG_INDEX(texturing.tev_stage3.color_modifier1): case PICA_REG_INDEX(texturing.tev_stage3.color_op): case PICA_REG_INDEX(texturing.tev_stage3.color_scale): case PICA_REG_INDEX(texturing.tev_stage4.color_source1): case PICA_REG_INDEX(texturing.tev_stage4.color_modifier1): case PICA_REG_INDEX(texturing.tev_stage4.color_op): case PICA_REG_INDEX(texturing.tev_stage4.color_scale): case PICA_REG_INDEX(texturing.tev_stage5.color_source1): case PICA_REG_INDEX(texturing.tev_stage5.color_modifier1): case PICA_REG_INDEX(texturing.tev_stage5.color_op): case PICA_REG_INDEX(texturing.tev_stage5.color_scale): case PICA_REG_INDEX(texturing.tev_combiner_buffer_input): shader_dirty = true; break; case PICA_REG_INDEX(texturing.tev_stage0.const_r): SyncTevConstColor(0, regs.texturing.tev_stage0); break; case PICA_REG_INDEX(texturing.tev_stage1.const_r): SyncTevConstColor(1, regs.texturing.tev_stage1); break; case PICA_REG_INDEX(texturing.tev_stage2.const_r): SyncTevConstColor(2, regs.texturing.tev_stage2); break; case PICA_REG_INDEX(texturing.tev_stage3.const_r): SyncTevConstColor(3, regs.texturing.tev_stage3); break; case PICA_REG_INDEX(texturing.tev_stage4.const_r): SyncTevConstColor(4, regs.texturing.tev_stage4); break; case PICA_REG_INDEX(texturing.tev_stage5.const_r): SyncTevConstColor(5, regs.texturing.tev_stage5); break; // TEV combiner buffer color case PICA_REG_INDEX(texturing.tev_combiner_buffer_color): SyncCombinerColor(); break; // Fragment lighting switches case PICA_REG_INDEX(lighting.disable): case PICA_REG_INDEX(lighting.max_light_index): case PICA_REG_INDEX(lighting.config0): case PICA_REG_INDEX(lighting.config1): case PICA_REG_INDEX(lighting.abs_lut_input): case PICA_REG_INDEX(lighting.lut_input): case PICA_REG_INDEX(lighting.lut_scale): case PICA_REG_INDEX(lighting.light_enable): break; // Fragment lighting specular 0 color case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_0, 0x140 + 0 * 0x10): SyncLightSpecular0(0); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[1].specular_0, 0x140 + 1 * 0x10): SyncLightSpecular0(1); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[2].specular_0, 0x140 + 2 * 0x10): SyncLightSpecular0(2); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[3].specular_0, 0x140 + 3 * 0x10): SyncLightSpecular0(3); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[4].specular_0, 0x140 + 4 * 0x10): SyncLightSpecular0(4); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[5].specular_0, 0x140 + 5 * 0x10): SyncLightSpecular0(5); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[6].specular_0, 0x140 + 6 * 0x10): SyncLightSpecular0(6); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[7].specular_0, 0x140 + 7 * 0x10): SyncLightSpecular0(7); break; // Fragment lighting specular 1 color case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_1, 0x141 + 0 * 0x10): SyncLightSpecular1(0); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[1].specular_1, 0x141 + 1 * 0x10): SyncLightSpecular1(1); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[2].specular_1, 0x141 + 2 * 0x10): SyncLightSpecular1(2); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[3].specular_1, 0x141 + 3 * 0x10): SyncLightSpecular1(3); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[4].specular_1, 0x141 + 4 * 0x10): SyncLightSpecular1(4); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[5].specular_1, 0x141 + 5 * 0x10): SyncLightSpecular1(5); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[6].specular_1, 0x141 + 6 * 0x10): SyncLightSpecular1(6); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[7].specular_1, 0x141 + 7 * 0x10): SyncLightSpecular1(7); break; // Fragment lighting diffuse color case PICA_REG_INDEX_WORKAROUND(lighting.light[0].diffuse, 0x142 + 0 * 0x10): SyncLightDiffuse(0); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[1].diffuse, 0x142 + 1 * 0x10): SyncLightDiffuse(1); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[2].diffuse, 0x142 + 2 * 0x10): SyncLightDiffuse(2); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[3].diffuse, 0x142 + 3 * 0x10): SyncLightDiffuse(3); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[4].diffuse, 0x142 + 4 * 0x10): SyncLightDiffuse(4); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[5].diffuse, 0x142 + 5 * 0x10): SyncLightDiffuse(5); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[6].diffuse, 0x142 + 6 * 0x10): SyncLightDiffuse(6); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[7].diffuse, 0x142 + 7 * 0x10): SyncLightDiffuse(7); break; // Fragment lighting ambient color case PICA_REG_INDEX_WORKAROUND(lighting.light[0].ambient, 0x143 + 0 * 0x10): SyncLightAmbient(0); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[1].ambient, 0x143 + 1 * 0x10): SyncLightAmbient(1); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[2].ambient, 0x143 + 2 * 0x10): SyncLightAmbient(2); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[3].ambient, 0x143 + 3 * 0x10): SyncLightAmbient(3); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[4].ambient, 0x143 + 4 * 0x10): SyncLightAmbient(4); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[5].ambient, 0x143 + 5 * 0x10): SyncLightAmbient(5); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[6].ambient, 0x143 + 6 * 0x10): SyncLightAmbient(6); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[7].ambient, 0x143 + 7 * 0x10): SyncLightAmbient(7); break; // Fragment lighting position case PICA_REG_INDEX_WORKAROUND(lighting.light[0].x, 0x144 + 0 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[0].z, 0x145 + 0 * 0x10): SyncLightPosition(0); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[1].x, 0x144 + 1 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[1].z, 0x145 + 1 * 0x10): SyncLightPosition(1); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[2].x, 0x144 + 2 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[2].z, 0x145 + 2 * 0x10): SyncLightPosition(2); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[3].x, 0x144 + 3 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[3].z, 0x145 + 3 * 0x10): SyncLightPosition(3); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[4].x, 0x144 + 4 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[4].z, 0x145 + 4 * 0x10): SyncLightPosition(4); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[5].x, 0x144 + 5 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[5].z, 0x145 + 5 * 0x10): SyncLightPosition(5); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[6].x, 0x144 + 6 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[6].z, 0x145 + 6 * 0x10): SyncLightPosition(6); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[7].x, 0x144 + 7 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[7].z, 0x145 + 7 * 0x10): SyncLightPosition(7); break; // Fragment spot lighting direction case PICA_REG_INDEX_WORKAROUND(lighting.light[0].spot_x, 0x146 + 0 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[0].spot_z, 0x147 + 0 * 0x10): SyncLightSpotDirection(0); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[1].spot_x, 0x146 + 1 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[1].spot_z, 0x147 + 1 * 0x10): SyncLightSpotDirection(1); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[2].spot_x, 0x146 + 2 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[2].spot_z, 0x147 + 2 * 0x10): SyncLightSpotDirection(2); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[3].spot_x, 0x146 + 3 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[3].spot_z, 0x147 + 3 * 0x10): SyncLightSpotDirection(3); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[4].spot_x, 0x146 + 4 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[4].spot_z, 0x147 + 4 * 0x10): SyncLightSpotDirection(4); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[5].spot_x, 0x146 + 5 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[5].spot_z, 0x147 + 5 * 0x10): SyncLightSpotDirection(5); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[6].spot_x, 0x146 + 6 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[6].spot_z, 0x147 + 6 * 0x10): SyncLightSpotDirection(6); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[7].spot_x, 0x146 + 7 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[7].spot_z, 0x147 + 7 * 0x10): SyncLightSpotDirection(7); break; // Fragment lighting light source config case PICA_REG_INDEX_WORKAROUND(lighting.light[0].config, 0x149 + 0 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[1].config, 0x149 + 1 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[2].config, 0x149 + 2 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[3].config, 0x149 + 3 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[4].config, 0x149 + 4 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[5].config, 0x149 + 5 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[6].config, 0x149 + 6 * 0x10): case PICA_REG_INDEX_WORKAROUND(lighting.light[7].config, 0x149 + 7 * 0x10): shader_dirty = true; break; // Fragment lighting distance attenuation bias case PICA_REG_INDEX_WORKAROUND(lighting.light[0].dist_atten_bias, 0x014A + 0 * 0x10): SyncLightDistanceAttenuationBias(0); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[1].dist_atten_bias, 0x014A + 1 * 0x10): SyncLightDistanceAttenuationBias(1); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[2].dist_atten_bias, 0x014A + 2 * 0x10): SyncLightDistanceAttenuationBias(2); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[3].dist_atten_bias, 0x014A + 3 * 0x10): SyncLightDistanceAttenuationBias(3); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[4].dist_atten_bias, 0x014A + 4 * 0x10): SyncLightDistanceAttenuationBias(4); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[5].dist_atten_bias, 0x014A + 5 * 0x10): SyncLightDistanceAttenuationBias(5); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[6].dist_atten_bias, 0x014A + 6 * 0x10): SyncLightDistanceAttenuationBias(6); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[7].dist_atten_bias, 0x014A + 7 * 0x10): SyncLightDistanceAttenuationBias(7); break; // Fragment lighting distance attenuation scale case PICA_REG_INDEX_WORKAROUND(lighting.light[0].dist_atten_scale, 0x014B + 0 * 0x10): SyncLightDistanceAttenuationScale(0); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[1].dist_atten_scale, 0x014B + 1 * 0x10): SyncLightDistanceAttenuationScale(1); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[2].dist_atten_scale, 0x014B + 2 * 0x10): SyncLightDistanceAttenuationScale(2); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[3].dist_atten_scale, 0x014B + 3 * 0x10): SyncLightDistanceAttenuationScale(3); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[4].dist_atten_scale, 0x014B + 4 * 0x10): SyncLightDistanceAttenuationScale(4); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[5].dist_atten_scale, 0x014B + 5 * 0x10): SyncLightDistanceAttenuationScale(5); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[6].dist_atten_scale, 0x014B + 6 * 0x10): SyncLightDistanceAttenuationScale(6); break; case PICA_REG_INDEX_WORKAROUND(lighting.light[7].dist_atten_scale, 0x014B + 7 * 0x10): SyncLightDistanceAttenuationScale(7); break; // Fragment lighting global ambient color (emission + ambient * ambient) case PICA_REG_INDEX_WORKAROUND(lighting.global_ambient, 0x1c0): SyncGlobalAmbient(); break; // Fragment lighting lookup tables case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[0], 0x1c8): case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[1], 0x1c9): case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[2], 0x1ca): case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[3], 0x1cb): case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[4], 0x1cc): case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[5], 0x1cd): case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[6], 0x1ce): case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[7], 0x1cf): { auto& lut_config = regs.lighting.lut_config; uniform_block_data.lut_dirty[lut_config.type] = true; break; } } } void RasterizerOpenGL::FlushAll() { MICROPROFILE_SCOPE(OpenGL_CacheManagement); res_cache.FlushAll(); } void RasterizerOpenGL::FlushRegion(PAddr addr, u64 size) { MICROPROFILE_SCOPE(OpenGL_CacheManagement); res_cache.FlushRegion(addr, size, nullptr, false); } void RasterizerOpenGL::FlushAndInvalidateRegion(PAddr addr, u64 size) { MICROPROFILE_SCOPE(OpenGL_CacheManagement); res_cache.FlushRegion(addr, size, nullptr, true); } bool RasterizerOpenGL::AccelerateDisplayTransfer(const GPU::Regs::DisplayTransferConfig& config) { MICROPROFILE_SCOPE(OpenGL_Blits); CachedSurface src_params; src_params.addr = config.GetPhysicalInputAddress(); // It's important to use the correct source input width to properly skip over parts of the input // image which will be cropped from the output but still affect the stride of the input image. src_params.width = config.input_width; // Using the output's height is fine because we don't read or skip over the remaining part of // the image, and it allows for smaller texture cache lookup rectangles. src_params.height = config.output_height; src_params.is_tiled = !config.input_linear; src_params.pixel_format = CachedSurface::PixelFormatFromGPUPixelFormat(config.input_format); CachedSurface dst_params; dst_params.addr = config.GetPhysicalOutputAddress(); dst_params.width = config.scaling != config.NoScale ? config.output_width / 2 : config.output_width.Value(); dst_params.height = config.scaling == config.ScaleXY ? config.output_height / 2 : config.output_height.Value(); dst_params.is_tiled = config.input_linear != config.dont_swizzle; dst_params.pixel_format = CachedSurface::PixelFormatFromGPUPixelFormat(config.output_format); MathUtil::Rectangle src_rect; CachedSurface* src_surface = res_cache.GetSurfaceRect(src_params, false, true, src_rect); if (src_surface == nullptr) { return false; } // Adjust the source rectangle to take into account parts of the input lines being cropped if (config.input_width > config.output_width) { src_rect.right -= static_cast((config.input_width - config.output_width) * src_surface->res_scale_width); } // Require destination surface to have same resolution scale as source to preserve scaling dst_params.res_scale_width = src_surface->res_scale_width; dst_params.res_scale_height = src_surface->res_scale_height; MathUtil::Rectangle dst_rect; CachedSurface* dst_surface = res_cache.GetSurfaceRect(dst_params, true, false, dst_rect); if (dst_surface == nullptr) { return false; } // Don't accelerate if the src and dst surfaces are the same if (src_surface == dst_surface) { return false; } if (config.flip_vertically) { std::swap(dst_rect.top, dst_rect.bottom); } if (!res_cache.TryBlitSurfaces(src_surface, src_rect, dst_surface, dst_rect)) { return false; } u32 dst_size = dst_params.width * dst_params.height * CachedSurface::GetFormatBpp(dst_params.pixel_format) / 8; dst_surface->dirty = true; res_cache.FlushRegion(config.GetPhysicalOutputAddress(), dst_size, dst_surface, true); return true; } bool RasterizerOpenGL::AccelerateTextureCopy(const GPU::Regs::DisplayTransferConfig& config) { // TODO(tfarley): Try to hardware accelerate this return false; } bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config) { MICROPROFILE_SCOPE(OpenGL_Blits); using PixelFormat = CachedSurface::PixelFormat; using SurfaceType = CachedSurface::SurfaceType; CachedSurface* dst_surface = res_cache.TryGetFillSurface(config); if (dst_surface == nullptr) { return false; } OpenGLState cur_state = OpenGLState::GetCurState(); SurfaceType dst_type = CachedSurface::GetFormatType(dst_surface->pixel_format); GLuint old_fb = cur_state.draw.draw_framebuffer; cur_state.draw.draw_framebuffer = framebuffer.handle; // TODO: When scissor test is implemented, need to disable scissor test in cur_state here so // Clear call isn't affected cur_state.Apply(); if (dst_type == SurfaceType::Color || dst_type == SurfaceType::Texture) { glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_surface->texture.handle, 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); GLfloat color_values[4] = {0.0f, 0.0f, 0.0f, 0.0f}; // TODO: Handle additional pixel format and fill value size combinations to accelerate more // cases // For instance, checking if fill value's bytes/bits repeat to allow filling // I8/A8/I4/A4/... // Currently only handles formats that are multiples of the fill value size if (config.fill_24bit) { switch (dst_surface->pixel_format) { case PixelFormat::RGB8: color_values[0] = config.value_24bit_r / 255.0f; color_values[1] = config.value_24bit_g / 255.0f; color_values[2] = config.value_24bit_b / 255.0f; break; default: return false; } } else if (config.fill_32bit) { u32 value = config.value_32bit; switch (dst_surface->pixel_format) { case PixelFormat::RGBA8: color_values[0] = (value >> 24) / 255.0f; color_values[1] = ((value >> 16) & 0xFF) / 255.0f; color_values[2] = ((value >> 8) & 0xFF) / 255.0f; color_values[3] = (value & 0xFF) / 255.0f; break; default: return false; } } else { u16 value_16bit = config.value_16bit.Value(); Math::Vec4 color; switch (dst_surface->pixel_format) { case PixelFormat::RGBA8: color_values[0] = (value_16bit >> 8) / 255.0f; color_values[1] = (value_16bit & 0xFF) / 255.0f; color_values[2] = color_values[0]; color_values[3] = color_values[1]; break; case PixelFormat::RGB5A1: color = Color::DecodeRGB5A1((const u8*)&value_16bit); color_values[0] = color[0] / 31.0f; color_values[1] = color[1] / 31.0f; color_values[2] = color[2] / 31.0f; color_values[3] = color[3]; break; case PixelFormat::RGB565: color = Color::DecodeRGB565((const u8*)&value_16bit); color_values[0] = color[0] / 31.0f; color_values[1] = color[1] / 63.0f; color_values[2] = color[2] / 31.0f; break; case PixelFormat::RGBA4: color = Color::DecodeRGBA4((const u8*)&value_16bit); color_values[0] = color[0] / 15.0f; color_values[1] = color[1] / 15.0f; color_values[2] = color[2] / 15.0f; color_values[3] = color[3] / 15.0f; break; case PixelFormat::IA8: case PixelFormat::RG8: color_values[0] = (value_16bit >> 8) / 255.0f; color_values[1] = (value_16bit & 0xFF) / 255.0f; break; default: return false; } } cur_state.color_mask.red_enabled = GL_TRUE; cur_state.color_mask.green_enabled = GL_TRUE; cur_state.color_mask.blue_enabled = GL_TRUE; cur_state.color_mask.alpha_enabled = GL_TRUE; cur_state.Apply(); glClearBufferfv(GL_COLOR, 0, color_values); } else if (dst_type == SurfaceType::Depth) { glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_surface->texture.handle, 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); GLfloat value_float; if (dst_surface->pixel_format == CachedSurface::PixelFormat::D16) { value_float = config.value_32bit / 65535.0f; // 2^16 - 1 } else if (dst_surface->pixel_format == CachedSurface::PixelFormat::D24) { value_float = config.value_32bit / 16777215.0f; // 2^24 - 1 } cur_state.depth.write_mask = GL_TRUE; cur_state.Apply(); glClearBufferfv(GL_DEPTH, 0, &value_float); } else if (dst_type == SurfaceType::DepthStencil) { glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, dst_surface->texture.handle, 0); GLfloat value_float = (config.value_32bit & 0xFFFFFF) / 16777215.0f; // 2^24 - 1 GLint value_int = (config.value_32bit >> 24); cur_state.depth.write_mask = GL_TRUE; cur_state.stencil.write_mask = 0xFF; cur_state.Apply(); glClearBufferfi(GL_DEPTH_STENCIL, 0, value_float, value_int); } cur_state.draw.draw_framebuffer = old_fb; // TODO: Return scissor test to previous value when scissor test is implemented cur_state.Apply(); dst_surface->dirty = true; res_cache.FlushRegion(dst_surface->addr, dst_surface->size, dst_surface, true); return true; } bool RasterizerOpenGL::AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr, u32 pixel_stride, ScreenInfo& screen_info) { if (framebuffer_addr == 0) { return false; } MICROPROFILE_SCOPE(OpenGL_CacheManagement); CachedSurface src_params; src_params.addr = framebuffer_addr; src_params.width = config.width; src_params.height = config.height; src_params.pixel_stride = pixel_stride; src_params.is_tiled = false; src_params.pixel_format = CachedSurface::PixelFormatFromGPUPixelFormat(config.color_format); MathUtil::Rectangle src_rect; CachedSurface* src_surface = res_cache.GetSurfaceRect(src_params, false, true, src_rect); if (src_surface == nullptr) { return false; } u32 scaled_width = src_surface->GetScaledWidth(); u32 scaled_height = src_surface->GetScaledHeight(); screen_info.display_texcoords = MathUtil::Rectangle( (float)src_rect.top / (float)scaled_height, (float)src_rect.left / (float)scaled_width, (float)src_rect.bottom / (float)scaled_height, (float)src_rect.right / (float)scaled_width); screen_info.display_texture = src_surface->texture.handle; return true; } void RasterizerOpenGL::SamplerInfo::Create() { sampler.Create(); mag_filter = min_filter = TextureConfig::Linear; wrap_s = wrap_t = TextureConfig::Repeat; border_color = 0; glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // default is GL_LINEAR_MIPMAP_LINEAR // Other attributes have correct defaults } void RasterizerOpenGL::SamplerInfo::SyncWithConfig( const Pica::TexturingRegs::TextureConfig& config) { GLuint s = sampler.handle; if (mag_filter != config.mag_filter) { mag_filter = config.mag_filter; glSamplerParameteri(s, GL_TEXTURE_MAG_FILTER, PicaToGL::TextureFilterMode(mag_filter)); } if (min_filter != config.min_filter) { min_filter = config.min_filter; glSamplerParameteri(s, GL_TEXTURE_MIN_FILTER, PicaToGL::TextureFilterMode(min_filter)); } if (wrap_s != config.wrap_s) { wrap_s = config.wrap_s; glSamplerParameteri(s, GL_TEXTURE_WRAP_S, PicaToGL::WrapMode(wrap_s)); } if (wrap_t != config.wrap_t) { wrap_t = config.wrap_t; glSamplerParameteri(s, GL_TEXTURE_WRAP_T, PicaToGL::WrapMode(wrap_t)); } if (wrap_s == TextureConfig::ClampToBorder || wrap_t == TextureConfig::ClampToBorder) { if (border_color != config.border_color.raw) { border_color = config.border_color.raw; auto gl_color = PicaToGL::ColorRGBA8(border_color); glSamplerParameterfv(s, GL_TEXTURE_BORDER_COLOR, gl_color.data()); } } } void RasterizerOpenGL::SetShader() { auto config = GLShader::PicaShaderConfig::BuildFromRegs(Pica::g_state.regs); std::unique_ptr shader = std::make_unique(); // Find (or generate) the GLSL shader for the current TEV state auto cached_shader = shader_cache.find(config); if (cached_shader != shader_cache.end()) { current_shader = cached_shader->second.get(); state.draw.shader_program = current_shader->shader.handle; state.Apply(); } else { LOG_DEBUG(Render_OpenGL, "Creating new shader"); shader->shader.Create(GLShader::GenerateVertexShader().c_str(), GLShader::GenerateFragmentShader(config).c_str()); state.draw.shader_program = shader->shader.handle; state.Apply(); // Set the texture samplers to correspond to different texture units GLint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]"); if (uniform_tex != -1) { glUniform1i(uniform_tex, TextureUnits::PicaTexture(0).id); } uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]"); if (uniform_tex != -1) { glUniform1i(uniform_tex, TextureUnits::PicaTexture(1).id); } uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]"); if (uniform_tex != -1) { glUniform1i(uniform_tex, TextureUnits::PicaTexture(2).id); } // Set the texture samplers to correspond to different lookup table texture units GLint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut"); if (uniform_lut != -1) { glUniform1i(uniform_lut, TextureUnits::LightingLUT.id); } GLint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut"); if (uniform_fog_lut != -1) { glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id); } GLint uniform_proctex_noise_lut = glGetUniformLocation(shader->shader.handle, "proctex_noise_lut"); if (uniform_proctex_noise_lut != -1) { glUniform1i(uniform_proctex_noise_lut, TextureUnits::ProcTexNoiseLUT.id); } GLint uniform_proctex_color_map = glGetUniformLocation(shader->shader.handle, "proctex_color_map"); if (uniform_proctex_color_map != -1) { glUniform1i(uniform_proctex_color_map, TextureUnits::ProcTexColorMap.id); } GLint uniform_proctex_alpha_map = glGetUniformLocation(shader->shader.handle, "proctex_alpha_map"); if (uniform_proctex_alpha_map != -1) { glUniform1i(uniform_proctex_alpha_map, TextureUnits::ProcTexAlphaMap.id); } GLint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut"); if (uniform_proctex_lut != -1) { glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id); } GLint uniform_proctex_diff_lut = glGetUniformLocation(shader->shader.handle, "proctex_diff_lut"); if (uniform_proctex_diff_lut != -1) { glUniform1i(uniform_proctex_diff_lut, TextureUnits::ProcTexDiffLUT.id); } current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get(); GLuint block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data"); if (block_index != GL_INVALID_INDEX) { GLint block_size; glGetActiveUniformBlockiv(current_shader->shader.handle, block_index, GL_UNIFORM_BLOCK_DATA_SIZE, &block_size); ASSERT_MSG(block_size == sizeof(UniformData), "Uniform block size did not match! Got %d, expected %zu", static_cast(block_size), sizeof(UniformData)); glUniformBlockBinding(current_shader->shader.handle, block_index, 0); // Update uniforms SyncDepthScale(); SyncDepthOffset(); SyncAlphaTest(); SyncCombinerColor(); auto& tev_stages = Pica::g_state.regs.texturing.GetTevStages(); for (int index = 0; index < tev_stages.size(); ++index) SyncTevConstColor(index, tev_stages[index]); SyncGlobalAmbient(); for (int light_index = 0; light_index < 8; light_index++) { SyncLightSpecular0(light_index); SyncLightSpecular1(light_index); SyncLightDiffuse(light_index); SyncLightAmbient(light_index); SyncLightPosition(light_index); SyncLightDistanceAttenuationBias(light_index); SyncLightDistanceAttenuationScale(light_index); } SyncFogColor(); SyncProcTexNoise(); } } } void RasterizerOpenGL::SyncClipEnabled() { state.clip_distance[1] = Pica::g_state.regs.rasterizer.clip_enable != 0; } void RasterizerOpenGL::SyncClipCoef() { const auto raw_clip_coef = Pica::g_state.regs.rasterizer.GetClipCoef(); const GLvec4 new_clip_coef = {raw_clip_coef.x.ToFloat32(), raw_clip_coef.y.ToFloat32(), raw_clip_coef.z.ToFloat32(), raw_clip_coef.w.ToFloat32()}; if (new_clip_coef != uniform_block_data.data.clip_coef) { uniform_block_data.data.clip_coef = new_clip_coef; uniform_block_data.dirty = true; } } void RasterizerOpenGL::SyncCullMode() { const auto& regs = Pica::g_state.regs; switch (regs.rasterizer.cull_mode) { case Pica::RasterizerRegs::CullMode::KeepAll: state.cull.enabled = false; break; case Pica::RasterizerRegs::CullMode::KeepClockWise: state.cull.enabled = true; state.cull.front_face = GL_CW; break; case Pica::RasterizerRegs::CullMode::KeepCounterClockWise: state.cull.enabled = true; state.cull.front_face = GL_CCW; break; default: LOG_CRITICAL(Render_OpenGL, "Unknown cull mode %d", regs.rasterizer.cull_mode.Value()); UNIMPLEMENTED(); break; } } void RasterizerOpenGL::SyncDepthScale() { float depth_scale = Pica::float24::FromRaw(Pica::g_state.regs.rasterizer.viewport_depth_range).ToFloat32(); if (depth_scale != uniform_block_data.data.depth_scale) { uniform_block_data.data.depth_scale = depth_scale; uniform_block_data.dirty = true; } } void RasterizerOpenGL::SyncDepthOffset() { float depth_offset = Pica::float24::FromRaw(Pica::g_state.regs.rasterizer.viewport_depth_near_plane).ToFloat32(); if (depth_offset != uniform_block_data.data.depth_offset) { uniform_block_data.data.depth_offset = depth_offset; uniform_block_data.dirty = true; } } void RasterizerOpenGL::SyncBlendEnabled() { state.blend.enabled = (Pica::g_state.regs.framebuffer.output_merger.alphablend_enable == 1); } void RasterizerOpenGL::SyncBlendFuncs() { const auto& regs = Pica::g_state.regs; state.blend.rgb_equation = PicaToGL::BlendEquation(regs.framebuffer.output_merger.alpha_blending.blend_equation_rgb); state.blend.a_equation = PicaToGL::BlendEquation(regs.framebuffer.output_merger.alpha_blending.blend_equation_a); state.blend.src_rgb_func = PicaToGL::BlendFunc(regs.framebuffer.output_merger.alpha_blending.factor_source_rgb); state.blend.dst_rgb_func = PicaToGL::BlendFunc(regs.framebuffer.output_merger.alpha_blending.factor_dest_rgb); state.blend.src_a_func = PicaToGL::BlendFunc(regs.framebuffer.output_merger.alpha_blending.factor_source_a); state.blend.dst_a_func = PicaToGL::BlendFunc(regs.framebuffer.output_merger.alpha_blending.factor_dest_a); } void RasterizerOpenGL::SyncBlendColor() { auto blend_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.framebuffer.output_merger.blend_const.raw); state.blend.color.red = blend_color[0]; state.blend.color.green = blend_color[1]; state.blend.color.blue = blend_color[2]; state.blend.color.alpha = blend_color[3]; } void RasterizerOpenGL::SyncFogColor() { const auto& regs = Pica::g_state.regs; uniform_block_data.data.fog_color = { regs.texturing.fog_color.r.Value() / 255.0f, regs.texturing.fog_color.g.Value() / 255.0f, regs.texturing.fog_color.b.Value() / 255.0f, }; uniform_block_data.dirty = true; } void RasterizerOpenGL::SyncFogLUT() { std::array new_data; std::transform(Pica::g_state.fog.lut.begin(), Pica::g_state.fog.lut.end(), new_data.begin(), [](const auto& entry) { return GLvec2{entry.ToFloat(), entry.DiffToFloat()}; }); if (new_data != fog_lut_data) { fog_lut_data = new_data; glBindBuffer(GL_TEXTURE_BUFFER, fog_lut_buffer.handle); glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec2), new_data.data()); } } void RasterizerOpenGL::SyncProcTexNoise() { const auto& regs = Pica::g_state.regs.texturing; uniform_block_data.data.proctex_noise_f = { Pica::float16::FromRaw(regs.proctex_noise_frequency.u).ToFloat32(), Pica::float16::FromRaw(regs.proctex_noise_frequency.v).ToFloat32(), }; uniform_block_data.data.proctex_noise_a = { regs.proctex_noise_u.amplitude / 4095.0f, regs.proctex_noise_v.amplitude / 4095.0f, }; uniform_block_data.data.proctex_noise_p = { Pica::float16::FromRaw(regs.proctex_noise_u.phase).ToFloat32(), Pica::float16::FromRaw(regs.proctex_noise_v.phase).ToFloat32(), }; uniform_block_data.dirty = true; } // helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap static void SyncProcTexValueLUT(const std::array& lut, std::array& lut_data, GLuint buffer) { std::array new_data; std::transform(lut.begin(), lut.end(), new_data.begin(), [](const auto& entry) { return GLvec2{entry.ToFloat(), entry.DiffToFloat()}; }); if (new_data != lut_data) { lut_data = new_data; glBindBuffer(GL_TEXTURE_BUFFER, buffer); glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec2), new_data.data()); } } void RasterizerOpenGL::SyncProcTexNoiseLUT() { SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data, proctex_noise_lut_buffer.handle); } void RasterizerOpenGL::SyncProcTexColorMap() { SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data, proctex_color_map_buffer.handle); } void RasterizerOpenGL::SyncProcTexAlphaMap() { SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data, proctex_alpha_map_buffer.handle); } void RasterizerOpenGL::SyncProcTexLUT() { std::array new_data; std::transform(Pica::g_state.proctex.color_table.begin(), Pica::g_state.proctex.color_table.end(), new_data.begin(), [](const auto& entry) { auto rgba = entry.ToVector() / 255.0f; return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()}; }); if (new_data != proctex_lut_data) { proctex_lut_data = new_data; glBindBuffer(GL_TEXTURE_BUFFER, proctex_lut_buffer.handle); glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec4), new_data.data()); } } void RasterizerOpenGL::SyncProcTexDiffLUT() { std::array new_data; std::transform(Pica::g_state.proctex.color_diff_table.begin(), Pica::g_state.proctex.color_diff_table.end(), new_data.begin(), [](const auto& entry) { auto rgba = entry.ToVector() / 255.0f; return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()}; }); if (new_data != proctex_diff_lut_data) { proctex_diff_lut_data = new_data; glBindBuffer(GL_TEXTURE_BUFFER, proctex_diff_lut_buffer.handle); glBufferSubData(GL_TEXTURE_BUFFER, 0, new_data.size() * sizeof(GLvec4), new_data.data()); } } void RasterizerOpenGL::SyncAlphaTest() { const auto& regs = Pica::g_state.regs; if (regs.framebuffer.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) { uniform_block_data.data.alphatest_ref = regs.framebuffer.output_merger.alpha_test.ref; uniform_block_data.dirty = true; } } void RasterizerOpenGL::SyncLogicOp() { state.logic_op = PicaToGL::LogicOp(Pica::g_state.regs.framebuffer.output_merger.logic_op); } void RasterizerOpenGL::SyncColorWriteMask() { const auto& regs = Pica::g_state.regs; auto IsColorWriteEnabled = [&](u32 value) { return (regs.framebuffer.framebuffer.allow_color_write != 0 && value != 0) ? GL_TRUE : GL_FALSE; }; state.color_mask.red_enabled = IsColorWriteEnabled(regs.framebuffer.output_merger.red_enable); state.color_mask.green_enabled = IsColorWriteEnabled(regs.framebuffer.output_merger.green_enable); state.color_mask.blue_enabled = IsColorWriteEnabled(regs.framebuffer.output_merger.blue_enable); state.color_mask.alpha_enabled = IsColorWriteEnabled(regs.framebuffer.output_merger.alpha_enable); } void RasterizerOpenGL::SyncStencilWriteMask() { const auto& regs = Pica::g_state.regs; state.stencil.write_mask = (regs.framebuffer.framebuffer.allow_depth_stencil_write != 0) ? static_cast(regs.framebuffer.output_merger.stencil_test.write_mask) : 0; } void RasterizerOpenGL::SyncDepthWriteMask() { const auto& regs = Pica::g_state.regs; state.depth.write_mask = (regs.framebuffer.framebuffer.allow_depth_stencil_write != 0 && regs.framebuffer.output_merger.depth_write_enable) ? GL_TRUE : GL_FALSE; } void RasterizerOpenGL::SyncStencilTest() { const auto& regs = Pica::g_state.regs; state.stencil.test_enabled = regs.framebuffer.output_merger.stencil_test.enable && regs.framebuffer.framebuffer.depth_format == Pica::FramebufferRegs::DepthFormat::D24S8; state.stencil.test_func = PicaToGL::CompareFunc(regs.framebuffer.output_merger.stencil_test.func); state.stencil.test_ref = regs.framebuffer.output_merger.stencil_test.reference_value; state.stencil.test_mask = regs.framebuffer.output_merger.stencil_test.input_mask; state.stencil.action_stencil_fail = PicaToGL::StencilOp(regs.framebuffer.output_merger.stencil_test.action_stencil_fail); state.stencil.action_depth_fail = PicaToGL::StencilOp(regs.framebuffer.output_merger.stencil_test.action_depth_fail); state.stencil.action_depth_pass = PicaToGL::StencilOp(regs.framebuffer.output_merger.stencil_test.action_depth_pass); } void RasterizerOpenGL::SyncDepthTest() { const auto& regs = Pica::g_state.regs; state.depth.test_enabled = regs.framebuffer.output_merger.depth_test_enable == 1 || regs.framebuffer.output_merger.depth_write_enable == 1; state.depth.test_func = regs.framebuffer.output_merger.depth_test_enable == 1 ? PicaToGL::CompareFunc(regs.framebuffer.output_merger.depth_test_func) : GL_ALWAYS; } void RasterizerOpenGL::SyncCombinerColor() { auto combiner_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.texturing.tev_combiner_buffer_color.raw); if (combiner_color != uniform_block_data.data.tev_combiner_buffer_color) { uniform_block_data.data.tev_combiner_buffer_color = combiner_color; uniform_block_data.dirty = true; } } void RasterizerOpenGL::SyncTevConstColor(int stage_index, const Pica::TexturingRegs::TevStageConfig& tev_stage) { auto const_color = PicaToGL::ColorRGBA8(tev_stage.const_color); if (const_color != uniform_block_data.data.const_color[stage_index]) { uniform_block_data.data.const_color[stage_index] = const_color; uniform_block_data.dirty = true; } } void RasterizerOpenGL::SyncGlobalAmbient() { auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.global_ambient); if (color != uniform_block_data.data.lighting_global_ambient) { uniform_block_data.data.lighting_global_ambient = color; uniform_block_data.dirty = true; } } void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) { std::array new_data; const auto& source_lut = Pica::g_state.lighting.luts[lut_index]; std::transform(source_lut.begin(), source_lut.end(), new_data.begin(), [](const auto& entry) { return GLvec2{entry.ToFloat(), entry.DiffToFloat()}; }); if (new_data != lighting_lut_data[lut_index]) { lighting_lut_data[lut_index] = new_data; glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle); glBufferSubData(GL_TEXTURE_BUFFER, lut_index * new_data.size() * sizeof(GLvec2), new_data.size() * sizeof(GLvec2), new_data.data()); } } void RasterizerOpenGL::SyncLightSpecular0(int light_index) { auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].specular_0); if (color != uniform_block_data.data.light_src[light_index].specular_0) { uniform_block_data.data.light_src[light_index].specular_0 = color; uniform_block_data.dirty = true; } } void RasterizerOpenGL::SyncLightSpecular1(int light_index) { auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].specular_1); if (color != uniform_block_data.data.light_src[light_index].specular_1) { uniform_block_data.data.light_src[light_index].specular_1 = color; uniform_block_data.dirty = true; } } void RasterizerOpenGL::SyncLightDiffuse(int light_index) { auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].diffuse); if (color != uniform_block_data.data.light_src[light_index].diffuse) { uniform_block_data.data.light_src[light_index].diffuse = color; uniform_block_data.dirty = true; } } void RasterizerOpenGL::SyncLightAmbient(int light_index) { auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].ambient); if (color != uniform_block_data.data.light_src[light_index].ambient) { uniform_block_data.data.light_src[light_index].ambient = color; uniform_block_data.dirty = true; } } void RasterizerOpenGL::SyncLightPosition(int light_index) { GLvec3 position = { Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].x).ToFloat32(), Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].y).ToFloat32(), Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].z).ToFloat32()}; if (position != uniform_block_data.data.light_src[light_index].position) { uniform_block_data.data.light_src[light_index].position = position; uniform_block_data.dirty = true; } } void RasterizerOpenGL::SyncLightSpotDirection(int light_index) { const auto& light = Pica::g_state.regs.lighting.light[light_index]; GLvec3 spot_direction = {light.spot_x / 2047.0f, light.spot_y / 2047.0f, light.spot_z / 2047.0f}; if (spot_direction != uniform_block_data.data.light_src[light_index].spot_direction) { uniform_block_data.data.light_src[light_index].spot_direction = spot_direction; uniform_block_data.dirty = true; } } void RasterizerOpenGL::SyncLightDistanceAttenuationBias(int light_index) { GLfloat dist_atten_bias = Pica::float20::FromRaw(Pica::g_state.regs.lighting.light[light_index].dist_atten_bias) .ToFloat32(); if (dist_atten_bias != uniform_block_data.data.light_src[light_index].dist_atten_bias) { uniform_block_data.data.light_src[light_index].dist_atten_bias = dist_atten_bias; uniform_block_data.dirty = true; } } void RasterizerOpenGL::SyncLightDistanceAttenuationScale(int light_index) { GLfloat dist_atten_scale = Pica::float20::FromRaw(Pica::g_state.regs.lighting.light[light_index].dist_atten_scale) .ToFloat32(); if (dist_atten_scale != uniform_block_data.data.light_src[light_index].dist_atten_scale) { uniform_block_data.data.light_src[light_index].dist_atten_scale = dist_atten_scale; uniform_block_data.dirty = true; } }