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OpenGL: Use uniforms for dist_atten_bias and dist_atten_scale
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@ -518,6 +518,58 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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SyncLightPosition(7);
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SyncLightPosition(7);
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break;
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break;
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// Fragment lighting distance attenuation bias
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].dist_atten_bias, 0x014A + 0 * 0x10):
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SyncLightDistanceAttenuationBias(0);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[1].dist_atten_bias, 0x014A + 1 * 0x10):
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SyncLightDistanceAttenuationBias(1);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[2].dist_atten_bias, 0x014A + 2 * 0x10):
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SyncLightDistanceAttenuationBias(2);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[3].dist_atten_bias, 0x014A + 3 * 0x10):
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SyncLightDistanceAttenuationBias(3);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[4].dist_atten_bias, 0x014A + 4 * 0x10):
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SyncLightDistanceAttenuationBias(4);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[5].dist_atten_bias, 0x014A + 5 * 0x10):
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SyncLightDistanceAttenuationBias(5);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[6].dist_atten_bias, 0x014A + 6 * 0x10):
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SyncLightDistanceAttenuationBias(6);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[7].dist_atten_bias, 0x014A + 7 * 0x10):
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SyncLightDistanceAttenuationBias(7);
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break;
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// Fragment lighting distance attenuation scale
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].dist_atten_scale, 0x014B + 0 * 0x10):
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SyncLightDistanceAttenuationScale(0);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[1].dist_atten_scale, 0x014B + 1 * 0x10):
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SyncLightDistanceAttenuationScale(1);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[2].dist_atten_scale, 0x014B + 2 * 0x10):
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SyncLightDistanceAttenuationScale(2);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[3].dist_atten_scale, 0x014B + 3 * 0x10):
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SyncLightDistanceAttenuationScale(3);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[4].dist_atten_scale, 0x014B + 4 * 0x10):
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SyncLightDistanceAttenuationScale(4);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[5].dist_atten_scale, 0x014B + 5 * 0x10):
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SyncLightDistanceAttenuationScale(5);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[6].dist_atten_scale, 0x014B + 6 * 0x10):
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SyncLightDistanceAttenuationScale(6);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[7].dist_atten_scale, 0x014B + 7 * 0x10):
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SyncLightDistanceAttenuationScale(7);
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break;
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// Fragment lighting global ambient color (emission + ambient * ambient)
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// Fragment lighting global ambient color (emission + ambient * ambient)
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case PICA_REG_INDEX_WORKAROUND(lighting.global_ambient, 0x1c0):
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case PICA_REG_INDEX_WORKAROUND(lighting.global_ambient, 0x1c0):
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SyncGlobalAmbient();
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SyncGlobalAmbient();
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@ -896,6 +948,8 @@ void RasterizerOpenGL::SetShader() {
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SyncLightDiffuse(light_index);
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SyncLightDiffuse(light_index);
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SyncLightAmbient(light_index);
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SyncLightAmbient(light_index);
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SyncLightPosition(light_index);
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SyncLightPosition(light_index);
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SyncLightDistanceAttenuationBias(light_index);
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SyncLightDistanceAttenuationScale(light_index);
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}
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}
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}
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}
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}
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}
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@ -1105,3 +1159,21 @@ void RasterizerOpenGL::SyncLightPosition(int light_index) {
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uniform_block_data.dirty = true;
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uniform_block_data.dirty = true;
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}
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}
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}
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}
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void RasterizerOpenGL::SyncLightDistanceAttenuationBias(int light_index) {
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GLfloat dist_atten_bias = Pica::float20::FromRaw(Pica::g_state.regs.lighting.light[light_index].dist_atten_bias).ToFloat32();
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if (dist_atten_bias != uniform_block_data.data.light_src[light_index].dist_atten_bias) {
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uniform_block_data.data.light_src[light_index].dist_atten_bias = dist_atten_bias;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncLightDistanceAttenuationScale(int light_index) {
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GLfloat dist_atten_scale = Pica::float20::FromRaw(Pica::g_state.regs.lighting.light[light_index].dist_atten_scale).ToFloat32();
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if (dist_atten_scale != uniform_block_data.data.light_src[light_index].dist_atten_scale) {
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uniform_block_data.data.light_src[light_index].dist_atten_scale = dist_atten_scale;
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uniform_block_data.dirty = true;
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}
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}
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@ -92,8 +92,6 @@ union PicaShaderConfig {
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state.lighting.light[light_index].directional = light.directional != 0;
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state.lighting.light[light_index].directional = light.directional != 0;
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state.lighting.light[light_index].two_sided_diffuse = light.two_sided_diffuse != 0;
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state.lighting.light[light_index].two_sided_diffuse = light.two_sided_diffuse != 0;
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state.lighting.light[light_index].dist_atten_enable = !regs.lighting.IsDistAttenDisabled(num);
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state.lighting.light[light_index].dist_atten_enable = !regs.lighting.IsDistAttenDisabled(num);
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state.lighting.light[light_index].dist_atten_bias = Pica::float20::FromRaw(light.dist_atten_bias).ToFloat32();
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state.lighting.light[light_index].dist_atten_scale = Pica::float20::FromRaw(light.dist_atten_scale).ToFloat32();
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}
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}
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state.lighting.lut_d0.enable = regs.lighting.disable_lut_d0 == 0;
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state.lighting.lut_d0.enable = regs.lighting.disable_lut_d0 == 0;
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@ -184,8 +182,6 @@ union PicaShaderConfig {
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bool directional;
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bool directional;
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bool two_sided_diffuse;
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bool two_sided_diffuse;
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bool dist_atten_enable;
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bool dist_atten_enable;
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GLfloat dist_atten_scale;
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GLfloat dist_atten_bias;
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} light[8];
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} light[8];
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bool enable;
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bool enable;
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@ -316,6 +312,8 @@ private:
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alignas(16) GLvec3 diffuse;
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alignas(16) GLvec3 diffuse;
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alignas(16) GLvec3 ambient;
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alignas(16) GLvec3 ambient;
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alignas(16) GLvec3 position;
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alignas(16) GLvec3 position;
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GLfloat dist_atten_bias;
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GLfloat dist_atten_scale;
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};
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};
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/// Uniform structure for the Uniform Buffer Object, all members must be 16-byte aligned
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/// Uniform structure for the Uniform Buffer Object, all members must be 16-byte aligned
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@ -330,7 +328,7 @@ private:
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LightSrc light_src[8];
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LightSrc light_src[8];
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};
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};
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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) == 0x390, "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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static_assert(sizeof(UniformData) < 16384, "UniformData structure must be less than 16kb as per the OpenGL spec");
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/// Sets the OpenGL shader in accordance with the current PICA register state
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/// Sets the OpenGL shader in accordance with the current PICA register state
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@ -402,6 +400,12 @@ private:
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/// Syncs the specified light's position to match the PICA register
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/// Syncs the specified light's position to match the PICA register
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void SyncLightPosition(int light_index);
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void SyncLightPosition(int light_index);
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/// Syncs the specified light's distance attenuation bias to match the PICA register
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void SyncLightDistanceAttenuationBias(int light_index);
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/// Syncs the specified light's distance attenuation scale to match the PICA register
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void SyncLightDistanceAttenuationScale(int light_index);
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OpenGLState state;
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OpenGLState state;
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RasterizerCacheOpenGL res_cache;
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RasterizerCacheOpenGL res_cache;
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@ -439,9 +439,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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// If enabled, compute distance attenuation value
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// If enabled, compute distance attenuation value
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std::string dist_atten = "1.0";
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std::string dist_atten = "1.0";
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if (light_config.dist_atten_enable) {
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if (light_config.dist_atten_enable) {
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std::string scale = std::to_string(light_config.dist_atten_scale);
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std::string index = "(" + light_src + ".dist_atten_scale * length(-view - " + light_src + ".position) + " + light_src + ".dist_atten_bias)";
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std::string bias = std::to_string(light_config.dist_atten_bias);
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std::string index = "(" + scale + " * length(-view - " + light_src + ".position) + " + bias + ")";
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index = "((clamp(" + index + ", 0.0, FLOAT_255)))";
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index = "((clamp(" + index + ", 0.0, FLOAT_255)))";
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const unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + light_config.num);
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const unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + light_config.num);
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dist_atten = GetLutValue((Regs::LightingSampler)lut_num, index);
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dist_atten = GetLutValue((Regs::LightingSampler)lut_num, index);
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@ -549,6 +547,8 @@ struct LightSrc {
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vec3 diffuse;
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vec3 diffuse;
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vec3 ambient;
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vec3 ambient;
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vec3 position;
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vec3 position;
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float dist_atten_bias;
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float dist_atten_scale;
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};
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};
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layout (std140) uniform shader_data {
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layout (std140) uniform shader_data {
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