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https://github.com/yuzu-emu/yuzu-android.git
synced 2024-12-28 11:55:39 +00:00
renderer_opengl: Use textures for fragment shader LUTs instead of UBOs.
- Gets us LUT interpolation for free. - Some older Intel GPU drivers did not support the big UBOs needed to store the LUTs.
This commit is contained in:
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bf89870437
commit
021cb0bced
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@ -126,6 +126,19 @@ void RasterizerOpenGL::InitObjects() {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_color_texture.texture.handle, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0);
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for (size_t i = 0; i < lighting_lut.size(); ++i) {
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lighting_lut[i].Create();
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state.lighting_lut[i].texture_1d = lighting_lut[i].handle;
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glActiveTexture(GL_TEXTURE3 + i);
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glBindTexture(GL_TEXTURE_1D, state.lighting_lut[i].texture_1d);
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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state.Apply();
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ASSERT_MSG(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE,
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"OpenGL rasterizer framebuffer setup failed, status %X", glCheckFramebufferStatus(GL_FRAMEBUFFER));
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}
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@ -162,7 +175,7 @@ void RasterizerOpenGL::DrawTriangles() {
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state.draw.shader_dirty = false;
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}
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for (unsigned index = 0; index < Pica::g_state.lighting.luts.size(); index++) {
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for (unsigned index = 0; index < lighting_lut.size(); index++) {
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if (uniform_block_data.lut_dirty[index]) {
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SyncLightingLUT(index);
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uniform_block_data.lut_dirty[index] = false;
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@ -451,7 +464,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[7], 0x1cf):
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{
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auto& lut_config = regs.lighting.lut_config;
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uniform_block_data.lut_dirty[lut_config.type] = true;
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uniform_block_data.lut_dirty[lut_config.type / 4] = true;
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break;
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}
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@ -663,6 +676,20 @@ void RasterizerOpenGL::SetShader() {
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uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]");
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if (uniform_tex != -1) { glUniform1i(uniform_tex, 2); }
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// Set the texture samplers to correspond to different lookup table texture units
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GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[0]");
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if (uniform_lut != -1) { glUniform1i(uniform_lut, 3); }
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uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[1]");
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if (uniform_lut != -1) { glUniform1i(uniform_lut, 4); }
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uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[2]");
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if (uniform_lut != -1) { glUniform1i(uniform_lut, 5); }
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uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[3]");
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if (uniform_lut != -1) { glUniform1i(uniform_lut, 6); }
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uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[4]");
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if (uniform_lut != -1) { glUniform1i(uniform_lut, 7); }
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uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[5]");
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if (uniform_lut != -1) { glUniform1i(uniform_lut, 8); }
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current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
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unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
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@ -675,9 +702,6 @@ void RasterizerOpenGL::SetShader() {
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for (int index = 0; index < tev_stages.size(); ++index)
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SyncTevConstColor(index, tev_stages[index]);
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for (unsigned index = 0; index < Pica::g_state.lighting.luts.size(); ++index)
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SyncLightingLUT(index);
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SyncGlobalAmbient();
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for (int light_index = 0; light_index < 8; light_index++) {
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SyncLightDiffuse(light_index);
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@ -874,16 +898,19 @@ void RasterizerOpenGL::SyncGlobalAmbient() {
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}
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void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) {
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auto& lut = uniform_block_data.data.lighting_lut[lut_index / 4];
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std::array<std::array<GLfloat, 4>, 256> new_lut;
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std::array<std::array<GLfloat, 4>, 256> new_data;
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for (int offset = 0; offset < new_lut.size(); ++offset) {
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new_lut[offset][lut_index & 3] = Pica::g_state.lighting.luts[lut_index][offset].ToFloat();
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for (unsigned offset = 0; offset < new_data.size(); ++offset) {
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new_data[offset][0] = Pica::g_state.lighting.luts[(lut_index * 4) + 0][offset].ToFloat();
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new_data[offset][1] = Pica::g_state.lighting.luts[(lut_index * 4) + 1][offset].ToFloat();
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new_data[offset][2] = Pica::g_state.lighting.luts[(lut_index * 4) + 2][offset].ToFloat();
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new_data[offset][3] = Pica::g_state.lighting.luts[(lut_index * 4) + 3][offset].ToFloat();
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}
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if (new_lut != lut) {
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lut = new_lut;
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uniform_block_data.dirty = true;
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if (new_data != lighting_lut_data[lut_index]) {
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lighting_lut_data[lut_index] = new_data;
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glActiveTexture(GL_TEXTURE3 + lut_index);
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glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, lighting_lut_data[lut_index].data());
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}
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}
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@ -264,11 +264,10 @@ private:
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std::array<GLfloat, 3> lighting_global_ambient;
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INSERT_PADDING_WORDS(1);
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LightSrc light_src[8];
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std::array<std::array<std::array<GLfloat, 4>, 256>, 6> lighting_lut;
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};
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static_assert(sizeof(UniformData) == 0x6210, "The size of the UniformData structure has changed, update the structure in the shader");
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static_assert(sizeof(UniformData) < 32768, "UniformData structure must be less than 32kb");
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static_assert(sizeof(UniformData) == 0x310, "The size of the UniformData structure has changed, update the structure in the shader");
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static_assert(sizeof(UniformData) < 16384, "UniformData structure must be less than 16kb as per the OpenGL spec");
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/// Reconfigure the OpenGL color texture to use the given format and dimensions
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void ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height);
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@ -378,7 +377,7 @@ private:
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struct {
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UniformData data;
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bool lut_dirty[24];
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bool lut_dirty[6];
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bool dirty;
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} uniform_block_data;
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@ -386,4 +385,7 @@ private:
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OGLBuffer vertex_buffer;
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OGLBuffer uniform_buffer;
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OGLFramebuffer framebuffer;
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std::array<OGLTexture, 6> lighting_lut;
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std::array<std::array<std::array<GLfloat, 4>, 256>, 6> lighting_lut_data;
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};
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@ -324,6 +324,7 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) {
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#define NUM_TEV_STAGES 6
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#define NUM_LIGHTS 8
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#define LIGHTING_LUT_SIZE 256
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#define FLOAT_255 0.99609375
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in vec4 primary_color;
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in vec2 texcoord[3];
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@ -347,15 +348,10 @@ layout (std140) uniform shader_data {
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float depth_offset;
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vec3 lighting_global_ambient;
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LightSrc light_src[NUM_LIGHTS];
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vec4 lighting_lut_0[LIGHTING_LUT_SIZE];
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vec4 lighting_lut_1[LIGHTING_LUT_SIZE];
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vec4 lighting_lut_2[LIGHTING_LUT_SIZE];
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vec4 lighting_lut_3[LIGHTING_LUT_SIZE];
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vec4 lighting_lut_4[LIGHTING_LUT_SIZE];
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vec4 lighting_lut_5[LIGHTING_LUT_SIZE];
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};
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uniform sampler2D tex[3];
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uniform sampler1D lut[6];
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void main() {
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vec4 primary_fragment_color = vec4(0.0);
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@ -404,11 +400,11 @@ vec4 secondary_fragment_color = vec4(0.0);
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if (abs) {
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// In the range of [ 0.f, 1.f]
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index = config.light_src[light_num].two_sided_diffuse ? "abs(" + index + ")" : "max(" + index + ", 0.f)";
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return "clamp(int(" + index + " * 256.0), 0, 255)";
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return "clamp(" + index + ", 0.0, FLOAT_255)";
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} else {
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// In the range of [-1.f, 1.f]
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index = "clamp(" + index + ", -1.0, 1.0)";
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return std::string("uint(int(" + index + " * 127.f) & 0xff)");
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return "clamp(((" + index + " < 0) ? " + index + " + 2.0 : " + index + ") / 2.0, 0.0, FLOAT_255)";
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}
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return std::string();
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@ -435,10 +431,10 @@ vec4 secondary_fragment_color = vec4(0.0);
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std::string scale = std::to_string(config.light_src[light_index].dist_atten_scale);
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std::string bias = std::to_string(config.light_src[light_index].dist_atten_bias);
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std::string lut_index = "(" + scale + " * length(fragment_position - " + light_src + ".position) + " + bias + ")";
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std::string clamped_lut_index = "((clamp(int(" + lut_index + " * 256.0), 0, 255)))";
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std::string clamped_lut_index = "((clamp(" + lut_index + ", 0.0, FLOAT_255)))";
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const unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + num);
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out += "dist_atten = lighting_lut_" + std::to_string(lut_num / 4) + "[" + clamped_lut_index + "][" + std::to_string(lut_num & 3) + "];\n";
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out += "dist_atten = texture(lut[" + std::to_string(lut_num / 4) + "], " + clamped_lut_index + ")[" + std::to_string(lut_num & 3) + "];\n";
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}
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// Compute primary fragment color (diffuse lighting) function
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@ -447,7 +443,7 @@ vec4 secondary_fragment_color = vec4(0.0);
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// Compute secondary fragment color (specular lighting) function
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std::string clamped_lut_index = GetLutIndex(num, config.lighting_lut.d0_type, config.lighting_lut.d0_abs);
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const unsigned lut_num = (unsigned)Regs::LightingSampler::Distribution0;
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std::string lut_lookup = "lighting_lut_" + std::to_string(lut_num / 4) + "[" + clamped_lut_index + "][" + std::to_string(lut_num & 3) + "]";
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std::string lut_lookup = "texture(lut[" + std::to_string(lut_num / 4) + "], " + clamped_lut_index + ")[" + std::to_string(lut_num & 3) + "]";
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out += "specular_sum += (" + lut_lookup + " * light_src[" + std::to_string(num) + "].specular_0 * dist_atten);\n";
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}
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@ -170,6 +170,14 @@ void OpenGLState::Apply() {
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}
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}
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// Lighting LUTs
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for (unsigned i = 0; i < ARRAY_SIZE(lighting_lut); ++i) {
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if (lighting_lut[i].texture_1d != cur_state.lighting_lut[i].texture_1d) {
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glActiveTexture(GL_TEXTURE3 + i);
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glBindTexture(GL_TEXTURE_1D, lighting_lut[i].texture_1d);
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}
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}
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// Framebuffer
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if (draw.framebuffer != cur_state.draw.framebuffer) {
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glBindFramebuffer(GL_FRAMEBUFFER, draw.framebuffer);
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@ -61,6 +61,10 @@ public:
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GLuint sampler; // GL_SAMPLER_BINDING
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} texture_units[3];
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struct {
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GLuint texture_1d; // GL_TEXTURE_BINDING_1D
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} lighting_lut[6];
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struct {
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GLuint framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
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GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING
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