gl_rasterize: implement shadow mapping using image load/store
This commit is contained in:
parent
08b119153d
commit
781912e854
9 changed files with 464 additions and 27 deletions
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@ -38,6 +38,15 @@ RasterizerOpenGL::RasterizerOpenGL()
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: shader_dirty(true), vertex_buffer(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE),
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uniform_buffer(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE),
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index_buffer(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE) {
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allow_shadow = GLAD_GL_ARB_shader_image_load_store && GLAD_GL_ARB_shader_image_size &&
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GLAD_GL_ARB_framebuffer_no_attachments;
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if (!allow_shadow) {
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NGLOG_WARNING(
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Render_OpenGL,
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"Shadow might not be able to render because of unsupported OpenGL extensions.");
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}
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// Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0
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state.clip_distance[0] = true;
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@ -237,6 +246,7 @@ void RasterizerOpenGL::SyncEntireState() {
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SyncFogColor();
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SyncProcTexNoise();
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SyncShadowBias();
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}
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/**
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@ -533,12 +543,16 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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const auto& regs = Pica::g_state.regs;
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bool shadow_rendering = regs.framebuffer.output_merger.fragment_operation_mode ==
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Pica::FramebufferRegs::FragmentOperationMode::Shadow;
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const bool has_stencil =
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regs.framebuffer.framebuffer.depth_format == Pica::FramebufferRegs::DepthFormat::D24S8;
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const bool write_color_fb =
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state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
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state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
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const bool write_color_fb = shadow_rendering || state.color_mask.red_enabled == GL_TRUE ||
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state.color_mask.green_enabled == GL_TRUE ||
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state.color_mask.blue_enabled == GL_TRUE ||
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state.color_mask.alpha_enabled == GL_TRUE;
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const bool write_depth_fb =
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(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
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@ -547,7 +561,7 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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const bool using_color_fb =
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regs.framebuffer.framebuffer.GetColorBufferPhysicalAddress() != 0 && write_color_fb;
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const bool using_depth_fb =
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regs.framebuffer.framebuffer.GetDepthBufferPhysicalAddress() != 0 &&
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!shadow_rendering && regs.framebuffer.framebuffer.GetDepthBufferPhysicalAddress() != 0 &&
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(write_depth_fb || regs.framebuffer.output_merger.depth_test_enable != 0 ||
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(has_stencil && state.stencil.test_enabled));
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@ -591,24 +605,39 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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state.draw.draw_framebuffer = framebuffer.handle;
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state.Apply();
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if (shadow_rendering) {
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if (!allow_shadow || color_surface == nullptr) {
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return true;
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}
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glFramebufferParameteri(GL_DRAW_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH,
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color_surface->width * color_surface->res_scale);
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glFramebufferParameteri(GL_DRAW_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT,
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color_surface->height * color_surface->res_scale);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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state.image_shadow_buffer = color_surface->texture.handle;
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} else {
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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color_surface != nullptr ? color_surface->texture.handle : 0, 0);
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if (depth_surface != nullptr) {
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if (has_stencil) {
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// attach both depth and stencil
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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depth_surface->texture.handle, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
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GL_TEXTURE_2D, depth_surface->texture.handle, 0);
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} else {
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// attach depth
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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depth_surface->texture.handle, 0);
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// clear stencil attachment
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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}
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} else {
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// clear both depth and stencil attachment
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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0, 0);
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}
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}
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// Sync the viewport
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@ -658,6 +687,82 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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if (texture_index == 0) {
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using TextureType = Pica::TexturingRegs::TextureConfig::TextureType;
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switch (texture.config.type.Value()) {
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case TextureType::Shadow2D: {
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if (!allow_shadow)
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continue;
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Surface surface = res_cache.GetTextureSurface(texture);
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if (surface != nullptr) {
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state.image_shadow_texture_px = surface->texture.handle;
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} else {
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state.image_shadow_texture_px = 0;
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}
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continue;
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}
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case TextureType::ShadowCube: {
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if (!allow_shadow)
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continue;
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Pica::Texture::TextureInfo info = Pica::Texture::TextureInfo::FromPicaRegister(
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texture.config, texture.format);
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Surface surface;
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using CubeFace = Pica::TexturingRegs::CubeFace;
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info.physical_address =
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regs.texturing.GetCubePhysicalAddress(CubeFace::PositiveX);
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surface = res_cache.GetTextureSurface(info);
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if (surface != nullptr) {
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state.image_shadow_texture_px = surface->texture.handle;
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} else {
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state.image_shadow_texture_px = 0;
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}
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info.physical_address =
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regs.texturing.GetCubePhysicalAddress(CubeFace::NegativeX);
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surface = res_cache.GetTextureSurface(info);
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if (surface != nullptr) {
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state.image_shadow_texture_nx = surface->texture.handle;
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} else {
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state.image_shadow_texture_nx = 0;
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}
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info.physical_address =
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regs.texturing.GetCubePhysicalAddress(CubeFace::PositiveY);
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surface = res_cache.GetTextureSurface(info);
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if (surface != nullptr) {
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state.image_shadow_texture_py = surface->texture.handle;
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} else {
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state.image_shadow_texture_py = 0;
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}
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info.physical_address =
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regs.texturing.GetCubePhysicalAddress(CubeFace::NegativeY);
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surface = res_cache.GetTextureSurface(info);
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if (surface != nullptr) {
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state.image_shadow_texture_ny = surface->texture.handle;
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} else {
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state.image_shadow_texture_ny = 0;
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}
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info.physical_address =
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regs.texturing.GetCubePhysicalAddress(CubeFace::PositiveZ);
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surface = res_cache.GetTextureSurface(info);
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if (surface != nullptr) {
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state.image_shadow_texture_pz = surface->texture.handle;
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} else {
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state.image_shadow_texture_pz = 0;
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}
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info.physical_address =
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regs.texturing.GetCubePhysicalAddress(CubeFace::NegativeZ);
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surface = res_cache.GetTextureSurface(info);
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if (surface != nullptr) {
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state.image_shadow_texture_nz = surface->texture.handle;
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} else {
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state.image_shadow_texture_nz = 0;
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}
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continue;
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}
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case TextureType::TextureCube:
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using CubeFace = Pica::TexturingRegs::CubeFace;
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TextureCubeConfig config;
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@ -791,8 +896,22 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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state.texture_units[texture_index].texture_2d = 0;
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}
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state.texture_cube_unit.texture_cube = 0;
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if (allow_shadow) {
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state.image_shadow_texture_px = 0;
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state.image_shadow_texture_nx = 0;
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state.image_shadow_texture_py = 0;
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state.image_shadow_texture_ny = 0;
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state.image_shadow_texture_pz = 0;
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state.image_shadow_texture_nz = 0;
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state.image_shadow_buffer = 0;
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}
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state.Apply();
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if (shadow_rendering) {
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glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT |
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GL_TEXTURE_UPDATE_BARRIER_BIT | GL_FRAMEBUFFER_BARRIER_BIT);
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}
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// Mark framebuffer surfaces as dirty
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MathUtil::Rectangle<u32> draw_rect_unscaled{
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draw_rect.left / res_scale, draw_rect.top / res_scale, draw_rect.right / res_scale,
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@ -951,6 +1070,10 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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SyncColorWriteMask();
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break;
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case PICA_REG_INDEX(framebuffer.shadow):
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SyncShadowBias();
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break;
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// Scissor test
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case PICA_REG_INDEX(rasterizer.scissor_test.mode):
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shader_dirty = true;
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@ -1926,6 +2049,19 @@ void RasterizerOpenGL::SyncLightDistanceAttenuationScale(int light_index) {
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}
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}
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void RasterizerOpenGL::SyncShadowBias() {
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const auto& shadow = Pica::g_state.regs.framebuffer.shadow;
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GLfloat constant = Pica::float16::FromRaw(shadow.constant).ToFloat32();
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GLfloat linear = Pica::float16::FromRaw(shadow.linear).ToFloat32();
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if (constant != uniform_block_data.data.shadow_bias_constant ||
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linear != uniform_block_data.data.shadow_bias_linear) {
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uniform_block_data.data.shadow_bias_constant = constant;
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uniform_block_data.data.shadow_bias_linear = linear;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::UploadUniforms(bool accelerate_draw, bool use_gs) {
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// glBindBufferRange below also changes the generic buffer binding point, so we sync the state
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// first
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@ -217,6 +217,9 @@ private:
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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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/// Syncs the shadow rendering bias to match the PICA register
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void SyncShadowBias();
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/// Upload the uniform blocks to the uniform buffer object
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void UploadUniforms(bool accelerate_draw, bool use_gs);
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@ -315,4 +318,6 @@ private:
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OGLBuffer proctex_diff_lut_buffer;
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OGLTexture proctex_diff_lut;
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std::array<GLvec4, 256> proctex_diff_lut_data{};
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bool allow_shadow;
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};
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@ -303,6 +303,11 @@ static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rec
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buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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}
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// TODO (wwylele): use GL_NEAREST for shadow map texture
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// Note: shadow map is treated as RGBA8 format in PICA, as well as in the rasterizer cache, but
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// doing linear intepolation componentwise would cause incorrect value. However, for a
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// well-programmed game this code path should be rarely executed for shadow map with
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// inconsistent scale.
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glBlitFramebuffer(src_rect.left, src_rect.bottom, src_rect.right, src_rect.top, dst_rect.left,
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dst_rect.bottom, dst_rect.right, dst_rect.top, buffers,
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buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
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@ -49,6 +49,8 @@ layout (std140) uniform shader_data {
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int alphatest_ref;
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float depth_scale;
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float depth_offset;
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float shadow_bias_constant;
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float shadow_bias_linear;
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int scissor_x1;
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int scissor_y1;
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int scissor_x2;
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@ -220,6 +222,12 @@ PicaFSConfig PicaFSConfig::BuildFromRegs(const Pica::Regs& regs) {
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state.proctex.lut_filter = regs.texturing.proctex_lut.filter;
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}
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state.shadow_rendering = regs.framebuffer.output_merger.fragment_operation_mode ==
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Pica::FramebufferRegs::FragmentOperationMode::Shadow;
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state.shadow_texture_orthographic = regs.texturing.shadow.orthographic != 0;
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state.shadow_texture_bias = regs.texturing.shadow.bias << 1;
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return res;
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}
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@ -300,10 +308,9 @@ static std::string SampleTexture(const PicaFSConfig& config, unsigned texture_un
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case TexturingRegs::TextureConfig::TextureCube:
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return "texture(tex_cube, vec3(texcoord0, texcoord0_w))";
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case TexturingRegs::TextureConfig::Shadow2D:
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return "shadowTexture(texcoord0, texcoord0_w)";
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case TexturingRegs::TextureConfig::ShadowCube:
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NGLOG_CRITICAL(HW_GPU, "Unhandled shadow texture");
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UNIMPLEMENTED();
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return "vec4(1.0)"; // stubbed to avoid rendering with wrong shadow
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return "shadowTextureCube(texcoord0, texcoord0_w)";
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default:
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LOG_CRITICAL(HW_GPU, "Unhandled texture type %x",
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static_cast<int>(state.texture0_type));
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@ -1181,7 +1188,13 @@ float ProcTexNoiseCoef(vec2 x) {
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std::string GenerateFragmentShader(const PicaFSConfig& config, bool separable_shader) {
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const auto& state = config.state;
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std::string out = "#version 330 core\n";
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std::string out = R"(
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#version 330 core
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#extension GL_ARB_shader_image_load_store : enable
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#extension GL_ARB_shader_image_size : enable
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#define ALLOW_SHADOW (defined(GL_ARB_shader_image_load_store) && defined(GL_ARB_shader_image_size))
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)";
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if (separable_shader) {
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out += "#extension GL_ARB_separate_shader_objects : enable\n";
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}
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@ -1204,6 +1217,16 @@ uniform samplerBuffer proctex_color_map;
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uniform samplerBuffer proctex_alpha_map;
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uniform samplerBuffer proctex_lut;
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uniform samplerBuffer proctex_diff_lut;
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#if ALLOW_SHADOW
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layout(r32ui) uniform readonly uimage2D shadow_texture_px;
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layout(r32ui) uniform readonly uimage2D shadow_texture_nx;
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layout(r32ui) uniform readonly uimage2D shadow_texture_py;
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layout(r32ui) uniform readonly uimage2D shadow_texture_ny;
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layout(r32ui) uniform readonly uimage2D shadow_texture_pz;
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layout(r32ui) uniform readonly uimage2D shadow_texture_nz;
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layout(r32ui) uniform uimage2D shadow_buffer;
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#endif
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)";
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out += UniformBlockDef;
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@ -1248,6 +1271,147 @@ vec4 byteround(vec4 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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}
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#if ALLOW_SHADOW
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uvec2 DecodeShadow(uint pixel) {
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return uvec2(pixel >> 8, pixel & 0xFFu);
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}
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uint EncodeShadow(uvec2 pixel) {
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return (pixel.x << 8) | pixel.y;
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}
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float CompareShadow(uint pixel, uint z) {
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uvec2 p = DecodeShadow(pixel);
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return mix(float(p.y) * (1.0 / 255.0), 0.0, p.x <= z);
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}
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float SampleShadow2D(ivec2 uv, uint z) {
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if (any(bvec4( lessThan(uv, ivec2(0)), greaterThanEqual(uv, imageSize(shadow_texture_px)) )))
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return 1.0;
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return CompareShadow(imageLoad(shadow_texture_px, uv).x, z);
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}
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float mix2(vec4 s, vec2 a) {
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vec2 t = mix(s.xy, s.zw, a.yy);
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return mix(t.x, t.y, a.x);
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}
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vec4 shadowTexture(vec2 uv, float w) {
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)";
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if (!config.state.shadow_texture_orthographic) {
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out += "uv /= w;";
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}
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out += "uint z = uint(max(0, int(min(abs(w), 1.0) * 0xFFFFFF) - " +
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std::to_string(state.shadow_texture_bias) + "));";
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out += R"(
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vec2 coord = vec2(imageSize(shadow_texture_px)) * uv - vec2(0.5);
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vec2 coord_floor = floor(coord);
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vec2 f = coord - coord_floor;
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ivec2 i = ivec2(coord_floor);
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vec4 s = vec4(
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SampleShadow2D(i , z),
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SampleShadow2D(i + ivec2(1, 0), z),
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SampleShadow2D(i + ivec2(0, 1), z),
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SampleShadow2D(i + ivec2(1, 1), z));
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return vec4(mix2(s, f));
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}
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vec4 shadowTextureCube(vec2 uv, float w) {
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ivec2 size = imageSize(shadow_texture_px);
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vec3 c = vec3(uv, w);
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vec3 a = abs(c);
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if (a.x > a.y && a.x > a.z) {
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w = a.x;
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uv = -c.zy;
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if (c.x < 0.0) uv.x = -uv.x;
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} else if (a.y > a.z) {
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w = a.y;
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uv = c.xz;
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if (c.y < 0.0) uv.y = -uv.y;
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} else {
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w = a.z;
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uv = -c.xy;
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if (c.z > 0.0) uv.x = -uv.x;
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}
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)";
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out += "uint z = uint(max(0, int(min(w, 1.0) * 0xFFFFFF) - " +
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std::to_string(state.shadow_texture_bias) + "));";
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out += R"(
|
||||
vec2 coord = vec2(size) * (uv / w * vec2(0.5) + vec2(0.5)) - vec2(0.5);
|
||||
vec2 coord_floor = floor(coord);
|
||||
vec2 f = coord - coord_floor;
|
||||
ivec2 i00 = ivec2(coord_floor);
|
||||
ivec2 i10 = i00 + ivec2(1, 0);
|
||||
ivec2 i01 = i00 + ivec2(0, 1);
|
||||
ivec2 i11 = i00 + ivec2(1, 1);
|
||||
ivec2 cmin = ivec2(0), cmax = size - ivec2(1, 1);
|
||||
i00 = clamp(i00, cmin, cmax);
|
||||
i10 = clamp(i10, cmin, cmax);
|
||||
i01 = clamp(i01, cmin, cmax);
|
||||
i11 = clamp(i11, cmin, cmax);
|
||||
uvec4 pixels;
|
||||
// This part should have been refactored into functions,
|
||||
// but many drivers don't like passing uimage2D as parameters
|
||||
if (a.x > a.y && a.x > a.z) {
|
||||
if (c.x > 0.0)
|
||||
pixels = uvec4(
|
||||
imageLoad(shadow_texture_px, i00).r,
|
||||
imageLoad(shadow_texture_px, i10).r,
|
||||
imageLoad(shadow_texture_px, i01).r,
|
||||
imageLoad(shadow_texture_px, i11).r);
|
||||
else
|
||||
pixels = uvec4(
|
||||
imageLoad(shadow_texture_nx, i00).r,
|
||||
imageLoad(shadow_texture_nx, i10).r,
|
||||
imageLoad(shadow_texture_nx, i01).r,
|
||||
imageLoad(shadow_texture_nx, i11).r);
|
||||
} else if (a.y > a.z) {
|
||||
if (c.y > 0.0)
|
||||
pixels = uvec4(
|
||||
imageLoad(shadow_texture_py, i00).r,
|
||||
imageLoad(shadow_texture_py, i10).r,
|
||||
imageLoad(shadow_texture_py, i01).r,
|
||||
imageLoad(shadow_texture_py, i11).r);
|
||||
else
|
||||
pixels = uvec4(
|
||||
imageLoad(shadow_texture_ny, i00).r,
|
||||
imageLoad(shadow_texture_ny, i10).r,
|
||||
imageLoad(shadow_texture_ny, i01).r,
|
||||
imageLoad(shadow_texture_ny, i11).r);
|
||||
} else {
|
||||
if (c.z > 0.0)
|
||||
pixels = uvec4(
|
||||
imageLoad(shadow_texture_pz, i00).r,
|
||||
imageLoad(shadow_texture_pz, i10).r,
|
||||
imageLoad(shadow_texture_pz, i01).r,
|
||||
imageLoad(shadow_texture_pz, i11).r);
|
||||
else
|
||||
pixels = uvec4(
|
||||
imageLoad(shadow_texture_nz, i00).r,
|
||||
imageLoad(shadow_texture_nz, i10).r,
|
||||
imageLoad(shadow_texture_nz, i01).r,
|
||||
imageLoad(shadow_texture_nz, i11).r);
|
||||
}
|
||||
vec4 s = vec4(
|
||||
CompareShadow(pixels.x, z),
|
||||
CompareShadow(pixels.y, z),
|
||||
CompareShadow(pixels.z, z),
|
||||
CompareShadow(pixels.w, z));
|
||||
return vec4(mix2(s, f));
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
vec4 shadowTexture(vec2 uv, float w) {
|
||||
return vec4(1.0);
|
||||
}
|
||||
|
||||
vec4 shadowTextureCube(vec2 uv, float w) {
|
||||
return vec4(1.0);
|
||||
}
|
||||
|
||||
#endif
|
||||
)";
|
||||
|
||||
if (config.state.proctex.enable)
|
||||
|
@ -1331,9 +1495,38 @@ vec4 secondary_fragment_color = vec4(0.0);
|
|||
return out;
|
||||
}
|
||||
|
||||
if (state.shadow_rendering) {
|
||||
out += R"(
|
||||
#if ALLOW_SHADOW
|
||||
uint d = uint(clamp(depth, 0.0, 1.0) * 0xFFFFFF);
|
||||
uint s = uint(last_tex_env_out.g * 0xFF);
|
||||
ivec2 image_coord = ivec2(gl_FragCoord.xy);
|
||||
|
||||
uint old = imageLoad(shadow_buffer, image_coord).x;
|
||||
uint new;
|
||||
uint old2;
|
||||
do {
|
||||
old2 = old;
|
||||
|
||||
uvec2 ref = DecodeShadow(old);
|
||||
if (d < ref.x) {
|
||||
if (s == 0u) {
|
||||
ref.x = d;
|
||||
} else {
|
||||
s = uint(float(s) / (shadow_bias_constant + shadow_bias_linear * float(d) / float(ref.x)));
|
||||
ref.y = min(s, ref.y);
|
||||
}
|
||||
}
|
||||
new = EncodeShadow(ref);
|
||||
|
||||
} while ((old = imageAtomicCompSwap(shadow_buffer, image_coord, old, new)) != old2);
|
||||
#endif // ALLOW_SHADOW
|
||||
)";
|
||||
} else {
|
||||
out += "gl_FragDepth = depth;\n";
|
||||
// Round the final fragment color to maintain the PICA's 8 bits of precision
|
||||
out += "color = byteround(last_tex_env_out);\n";
|
||||
}
|
||||
|
||||
out += "}";
|
||||
|
||||
|
|
|
@ -110,6 +110,10 @@ struct PicaFSConfigState {
|
|||
u32 lut_offset;
|
||||
Pica::TexturingRegs::ProcTexFilter lut_filter;
|
||||
} proctex;
|
||||
|
||||
bool shadow_rendering;
|
||||
bool shadow_texture_orthographic;
|
||||
u32 shadow_texture_bias;
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
|
@ -36,6 +36,13 @@ static void SetShaderSamplerBinding(GLuint shader, const char* name,
|
|||
}
|
||||
}
|
||||
|
||||
static void SetShaderImageBinding(GLuint shader, const char* name, GLuint binding) {
|
||||
GLint uniform_tex = glGetUniformLocation(shader, name);
|
||||
if (uniform_tex != -1) {
|
||||
glUniform1i(uniform_tex, static_cast<GLint>(binding));
|
||||
}
|
||||
}
|
||||
|
||||
static void SetShaderSamplerBindings(GLuint shader) {
|
||||
OpenGLState cur_state = OpenGLState::GetCurState();
|
||||
GLuint old_program = std::exchange(cur_state.draw.shader_program, shader);
|
||||
|
@ -56,6 +63,14 @@ static void SetShaderSamplerBindings(GLuint shader) {
|
|||
SetShaderSamplerBinding(shader, "proctex_lut", TextureUnits::ProcTexLUT);
|
||||
SetShaderSamplerBinding(shader, "proctex_diff_lut", TextureUnits::ProcTexDiffLUT);
|
||||
|
||||
SetShaderImageBinding(shader, "shadow_buffer", ImageUnits::ShadowBuffer);
|
||||
SetShaderImageBinding(shader, "shadow_texture_px", ImageUnits::ShadowTexturePX);
|
||||
SetShaderImageBinding(shader, "shadow_texture_nx", ImageUnits::ShadowTextureNX);
|
||||
SetShaderImageBinding(shader, "shadow_texture_py", ImageUnits::ShadowTexturePY);
|
||||
SetShaderImageBinding(shader, "shadow_texture_ny", ImageUnits::ShadowTextureNY);
|
||||
SetShaderImageBinding(shader, "shadow_texture_pz", ImageUnits::ShadowTexturePZ);
|
||||
SetShaderImageBinding(shader, "shadow_texture_nz", ImageUnits::ShadowTextureNZ);
|
||||
|
||||
cur_state.draw.shader_program = old_program;
|
||||
cur_state.Apply();
|
||||
}
|
||||
|
|
|
@ -32,6 +32,8 @@ struct UniformData {
|
|||
GLint alphatest_ref;
|
||||
GLfloat depth_scale;
|
||||
GLfloat depth_offset;
|
||||
GLfloat shadow_bias_constant;
|
||||
GLfloat shadow_bias_linear;
|
||||
GLint scissor_x1;
|
||||
GLint scissor_y1;
|
||||
GLint scissor_x2;
|
||||
|
@ -48,7 +50,7 @@ struct UniformData {
|
|||
};
|
||||
|
||||
static_assert(
|
||||
sizeof(UniformData) == 0x460,
|
||||
sizeof(UniformData) == 0x470,
|
||||
"The size of the UniformData structure has changed, update the structure in the shader");
|
||||
static_assert(sizeof(UniformData) < 16384,
|
||||
"UniformData structure must be less than 16kb as per the OpenGL spec");
|
||||
|
|
|
@ -65,6 +65,14 @@ OpenGLState::OpenGLState() {
|
|||
proctex_alpha_map.texture_buffer = 0;
|
||||
proctex_noise_lut.texture_buffer = 0;
|
||||
|
||||
image_shadow_buffer = 0;
|
||||
image_shadow_texture_px = 0;
|
||||
image_shadow_texture_nx = 0;
|
||||
image_shadow_texture_py = 0;
|
||||
image_shadow_texture_ny = 0;
|
||||
image_shadow_texture_pz = 0;
|
||||
image_shadow_texture_nz = 0;
|
||||
|
||||
draw.read_framebuffer = 0;
|
||||
draw.draw_framebuffer = 0;
|
||||
draw.vertex_array = 0;
|
||||
|
@ -255,6 +263,42 @@ void OpenGLState::Apply() const {
|
|||
glBindTexture(GL_TEXTURE_BUFFER, proctex_diff_lut.texture_buffer);
|
||||
}
|
||||
|
||||
// Shadow Images
|
||||
if (image_shadow_buffer != cur_state.image_shadow_buffer) {
|
||||
glBindImageTexture(ImageUnits::ShadowBuffer, image_shadow_buffer, 0, GL_FALSE, 0,
|
||||
GL_READ_WRITE, GL_R32UI);
|
||||
}
|
||||
|
||||
if (image_shadow_texture_px != cur_state.image_shadow_texture_px) {
|
||||
glBindImageTexture(ImageUnits::ShadowTexturePX, image_shadow_texture_px, 0, GL_FALSE, 0,
|
||||
GL_READ_ONLY, GL_R32UI);
|
||||
}
|
||||
|
||||
if (image_shadow_texture_nx != cur_state.image_shadow_texture_nx) {
|
||||
glBindImageTexture(ImageUnits::ShadowTextureNX, image_shadow_texture_nx, 0, GL_FALSE, 0,
|
||||
GL_READ_ONLY, GL_R32UI);
|
||||
}
|
||||
|
||||
if (image_shadow_texture_py != cur_state.image_shadow_texture_py) {
|
||||
glBindImageTexture(ImageUnits::ShadowTexturePY, image_shadow_texture_py, 0, GL_FALSE, 0,
|
||||
GL_READ_ONLY, GL_R32UI);
|
||||
}
|
||||
|
||||
if (image_shadow_texture_ny != cur_state.image_shadow_texture_ny) {
|
||||
glBindImageTexture(ImageUnits::ShadowTextureNY, image_shadow_texture_ny, 0, GL_FALSE, 0,
|
||||
GL_READ_ONLY, GL_R32UI);
|
||||
}
|
||||
|
||||
if (image_shadow_texture_pz != cur_state.image_shadow_texture_pz) {
|
||||
glBindImageTexture(ImageUnits::ShadowTexturePZ, image_shadow_texture_pz, 0, GL_FALSE, 0,
|
||||
GL_READ_ONLY, GL_R32UI);
|
||||
}
|
||||
|
||||
if (image_shadow_texture_nz != cur_state.image_shadow_texture_nz) {
|
||||
glBindImageTexture(ImageUnits::ShadowTextureNZ, image_shadow_texture_nz, 0, GL_FALSE, 0,
|
||||
GL_READ_ONLY, GL_R32UI);
|
||||
}
|
||||
|
||||
// Framebuffer
|
||||
if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
|
||||
|
@ -344,6 +388,20 @@ OpenGLState& OpenGLState::ResetTexture(GLuint handle) {
|
|||
proctex_lut.texture_buffer = 0;
|
||||
if (proctex_diff_lut.texture_buffer == handle)
|
||||
proctex_diff_lut.texture_buffer = 0;
|
||||
if (image_shadow_buffer == handle)
|
||||
image_shadow_buffer = 0;
|
||||
if (image_shadow_texture_px == handle)
|
||||
image_shadow_texture_px = 0;
|
||||
if (image_shadow_texture_nx == handle)
|
||||
image_shadow_texture_nx = 0;
|
||||
if (image_shadow_texture_py == handle)
|
||||
image_shadow_texture_py = 0;
|
||||
if (image_shadow_texture_ny == handle)
|
||||
image_shadow_texture_ny = 0;
|
||||
if (image_shadow_texture_pz == handle)
|
||||
image_shadow_texture_pz = 0;
|
||||
if (image_shadow_texture_nz == handle)
|
||||
image_shadow_texture_nz = 0;
|
||||
return *this;
|
||||
}
|
||||
|
||||
|
|
|
@ -31,6 +31,16 @@ constexpr TextureUnit TextureCube{10};
|
|||
|
||||
} // namespace TextureUnits
|
||||
|
||||
namespace ImageUnits {
|
||||
constexpr GLuint ShadowBuffer = 0;
|
||||
constexpr GLuint ShadowTexturePX = 1;
|
||||
constexpr GLuint ShadowTextureNX = 2;
|
||||
constexpr GLuint ShadowTexturePY = 3;
|
||||
constexpr GLuint ShadowTextureNY = 4;
|
||||
constexpr GLuint ShadowTexturePZ = 5;
|
||||
constexpr GLuint ShadowTextureNZ = 6;
|
||||
} // namespace ImageUnits
|
||||
|
||||
class OpenGLState {
|
||||
public:
|
||||
struct {
|
||||
|
@ -121,6 +131,15 @@ public:
|
|||
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
|
||||
} proctex_diff_lut;
|
||||
|
||||
// GL_IMAGE_BINDING_NAME
|
||||
GLuint image_shadow_buffer;
|
||||
GLuint image_shadow_texture_px;
|
||||
GLuint image_shadow_texture_nx;
|
||||
GLuint image_shadow_texture_py;
|
||||
GLuint image_shadow_texture_ny;
|
||||
GLuint image_shadow_texture_pz;
|
||||
GLuint image_shadow_texture_nz;
|
||||
|
||||
struct {
|
||||
GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
|
||||
GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
|
||||
|
|
Loading…
Reference in a new issue