gl_rasterizer/lighting: fix LUT interpolation

master
wwylele 2017-06-16 14:00:15 +07:00
parent d0888f8548
commit ab60414122
7 changed files with 102 additions and 116 deletions

@ -87,12 +87,18 @@ struct State {
// LUT value, encoded as 12-bit fixed point, with 12 fraction bits
BitField<0, 12, u32> value; // 0.0.12 fixed point
// Used by HW for efficient interpolation, Citra does not use these
BitField<12, 12, s32> difference; // 1.0.11 fixed point
// Used for efficient interpolation.
BitField<12, 11, u32> difference; // 0.0.11 fixed point
BitField<23, 1, u32> neg_difference;
float ToFloat() {
float ToFloat() const {
return static_cast<float>(value) / 4095.f;
}
float DiffToFloat() const {
float diff = static_cast<float>(difference) / 2047.f;
return neg_difference ? -diff : diff;
}
};
std::array<std::array<LutEntry, 256>, 24> luts;

@ -26,6 +26,8 @@ struct LightingRegs {
DistanceAttenuation = 16,
};
static constexpr unsigned NumLightingSampler = 24;
static LightingSampler SpotlightAttenuationSampler(unsigned index) {
return static_cast<LightingSampler>(
static_cast<unsigned>(LightingSampler::SpotlightAttenuation) + index);

@ -49,9 +49,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
uniform_block_data.dirty = true;
for (unsigned index = 0; index < lighting_luts.size(); index++) {
uniform_block_data.lut_dirty[index] = true;
}
uniform_block_data.lut_dirty.fill(true);
uniform_block_data.fog_lut_dirty = true;
@ -96,18 +94,16 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
framebuffer.Create();
// Allocate and bind lighting lut textures
for (size_t i = 0; i < lighting_luts.size(); ++i) {
lighting_luts[i].Create();
state.lighting_luts[i].texture_1d = lighting_luts[i].handle;
}
lighting_lut_buffer.Create();
state.lighting_lut.texture_buffer = lighting_lut.handle;
state.Apply();
for (size_t i = 0; i < lighting_luts.size(); ++i) {
glActiveTexture(static_cast<GLenum>(GL_TEXTURE3 + i));
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
lighting_lut.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(GL_TEXTURE15);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, lighting_lut_buffer.handle);
// Setup the LUT for the fog
{
@ -313,7 +309,7 @@ void RasterizerOpenGL::DrawTriangles() {
}
// Sync the lighting luts
for (unsigned index = 0; index < lighting_luts.size(); index++) {
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;
@ -851,7 +847,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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 / 4] = true;
uniform_block_data.lut_dirty[lut_config.type] = true;
break;
}
}
@ -1201,29 +1197,9 @@ void RasterizerOpenGL::SetShader() {
}
// Set the texture samplers to correspond to different lookup table texture units
GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[0]");
GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut");
if (uniform_lut != -1) {
glUniform1i(uniform_lut, 3);
}
uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[1]");
if (uniform_lut != -1) {
glUniform1i(uniform_lut, 4);
}
uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[2]");
if (uniform_lut != -1) {
glUniform1i(uniform_lut, 5);
}
uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[3]");
if (uniform_lut != -1) {
glUniform1i(uniform_lut, 6);
}
uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[4]");
if (uniform_lut != -1) {
glUniform1i(uniform_lut, 7);
}
uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[5]");
if (uniform_lut != -1) {
glUniform1i(uniform_lut, 8);
glUniform1i(uniform_lut, 15);
}
GLuint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut");
@ -1571,20 +1547,17 @@ void RasterizerOpenGL::SyncGlobalAmbient() {
}
void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) {
std::array<GLvec4, 256> new_data;
for (unsigned offset = 0; offset < new_data.size(); ++offset) {
new_data[offset][0] = Pica::g_state.lighting.luts[(lut_index * 4) + 0][offset].ToFloat();
new_data[offset][1] = Pica::g_state.lighting.luts[(lut_index * 4) + 1][offset].ToFloat();
new_data[offset][2] = Pica::g_state.lighting.luts[(lut_index * 4) + 2][offset].ToFloat();
new_data[offset][3] = Pica::g_state.lighting.luts[(lut_index * 4) + 3][offset].ToFloat();
}
std::array<GLvec2, 256> 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;
glActiveTexture(GL_TEXTURE3 + lut_index);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT,
lighting_lut_data[lut_index].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());
}
}

@ -263,7 +263,7 @@ private:
struct {
UniformData data;
bool lut_dirty[6];
std::array<bool, Pica::LightingRegs::NumLightingSampler> lut_dirty;
bool fog_lut_dirty;
bool proctex_noise_lut_dirty;
bool proctex_color_map_dirty;
@ -279,8 +279,9 @@ private:
OGLBuffer uniform_buffer;
OGLFramebuffer framebuffer;
std::array<OGLTexture, 6> lighting_luts;
std::array<std::array<GLvec4, 256>, 6> lighting_lut_data{};
OGLBuffer lighting_lut_buffer;
OGLTexture lighting_lut;
std::array<std::array<GLvec2, 256>, Pica::LightingRegs::NumLightingSampler> lighting_lut_data{};
OGLTexture fog_lut;
std::array<GLuint, 128> fog_lut_data{};

@ -562,9 +562,9 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
out += "vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);\n";
out += "vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);\n";
// Gets the index into the specified lookup table for specular lighting
auto GetLutIndex = [&lighting](unsigned light_num, LightingRegs::LightingLutInput input,
bool abs) {
// Samples the specified lookup table for specular lighting
auto GetLutValue = [&lighting](LightingRegs::LightingSampler sampler, unsigned light_num,
LightingRegs::LightingLutInput input, bool abs) {
std::string index;
switch (input) {
case LightingRegs::LightingLutInput::NH:
@ -610,22 +610,18 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
break;
}
std::string sampler_string = std::to_string(static_cast<unsigned>(sampler));
if (abs) {
// LUT index is in the range of (0.0, 1.0)
index = lighting.light[light_num].two_sided_diffuse ? "abs(" + index + ")"
: "max(" + index + ", 0.0)";
return "LookupLightingLUTUnsigned(" + sampler_string + ", " + index + ")";
} else {
// LUT index is in the range of (-1.0, 1.0)
index = "((" + index + " < 0) ? " + index + " + 2.0 : " + index + ") / 2.0";
return "LookupLightingLUTSigned(" + sampler_string + ", " + index + ")";
}
return "(OFFSET_256 + SCALE_256 * clamp(" + index + ", 0.0, 1.0))";
};
// Gets the lighting lookup table value given the specified sampler and index
auto GetLutValue = [](LightingRegs::LightingSampler sampler, std::string lut_index) {
return std::string("texture(lut[" + std::to_string((unsigned)sampler / 4) + "], " +
lut_index + ")[" + std::to_string((unsigned)sampler & 3) + "]");
};
// Write the code to emulate each enabled light
@ -653,21 +649,21 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
if (light_config.spot_atten_enable &&
LightingRegs::IsLightingSamplerSupported(
lighting.config, LightingRegs::LightingSampler::SpotlightAttenuation)) {
std::string index =
GetLutIndex(light_config.num, lighting.lut_sp.type, lighting.lut_sp.abs_input);
auto sampler = LightingRegs::SpotlightAttenuationSampler(light_config.num);
spot_atten = "(" + std::to_string(lighting.lut_sp.scale) + " * " +
GetLutValue(sampler, index) + ")";
std::string value =
GetLutValue(LightingRegs::SpotlightAttenuationSampler(light_config.num),
light_config.num, lighting.lut_sp.type, lighting.lut_sp.abs_input);
spot_atten = "(" + std::to_string(lighting.lut_sp.scale) + " * " + value + ")";
}
// If enabled, compute distance attenuation value
std::string dist_atten = "1.0";
if (light_config.dist_atten_enable) {
std::string index = "(" + light_src + ".dist_atten_scale * length(-view - " +
light_src + ".position) + " + light_src + ".dist_atten_bias)";
index = "(OFFSET_256 + SCALE_256 * clamp(" + index + ", 0.0, 1.0))";
std::string index = "clamp(" + light_src + ".dist_atten_scale * length(-view - " +
light_src + ".position) + " + light_src +
".dist_atten_bias, 0.0, 1.0)";
auto sampler = LightingRegs::DistanceAttenuationSampler(light_config.num);
dist_atten = GetLutValue(sampler, index);
dist_atten = "LookupLightingLUTUnsigned(" +
std::to_string(static_cast<unsigned>(sampler)) + "," + index + ")";
}
// If enabled, clamp specular component if lighting result is negative
@ -686,10 +682,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
LightingRegs::IsLightingSamplerSupported(
lighting.config, LightingRegs::LightingSampler::Distribution0)) {
// Lookup specular "distribution 0" LUT value
std::string index =
GetLutIndex(light_config.num, lighting.lut_d0.type, lighting.lut_d0.abs_input);
d0_lut_value = "(" + std::to_string(lighting.lut_d0.scale) + " * " +
GetLutValue(LightingRegs::LightingSampler::Distribution0, index) + ")";
std::string value =
GetLutValue(LightingRegs::LightingSampler::Distribution0, light_config.num,
lighting.lut_d0.type, lighting.lut_d0.abs_input);
d0_lut_value = "(" + std::to_string(lighting.lut_d0.scale) + " * " + value + ")";
}
std::string specular_0 = "(" + d0_lut_value + " * " + light_src + ".specular_0)";
if (light_config.geometric_factor_0) {
@ -700,10 +696,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
if (lighting.lut_rr.enable &&
LightingRegs::IsLightingSamplerSupported(lighting.config,
LightingRegs::LightingSampler::ReflectRed)) {
std::string index =
GetLutIndex(light_config.num, lighting.lut_rr.type, lighting.lut_rr.abs_input);
std::string value = "(" + std::to_string(lighting.lut_rr.scale) + " * " +
GetLutValue(LightingRegs::LightingSampler::ReflectRed, index) + ")";
std::string value =
GetLutValue(LightingRegs::LightingSampler::ReflectRed, light_config.num,
lighting.lut_rr.type, lighting.lut_rr.abs_input);
value = "(" + std::to_string(lighting.lut_rr.scale) + " * " + value + ")";
out += "refl_value.r = " + value + ";\n";
} else {
out += "refl_value.r = 1.0;\n";
@ -713,11 +709,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
if (lighting.lut_rg.enable &&
LightingRegs::IsLightingSamplerSupported(lighting.config,
LightingRegs::LightingSampler::ReflectGreen)) {
std::string index =
GetLutIndex(light_config.num, lighting.lut_rg.type, lighting.lut_rg.abs_input);
std::string value = "(" + std::to_string(lighting.lut_rg.scale) + " * " +
GetLutValue(LightingRegs::LightingSampler::ReflectGreen, index) +
")";
std::string value =
GetLutValue(LightingRegs::LightingSampler::ReflectGreen, light_config.num,
lighting.lut_rg.type, lighting.lut_rg.abs_input);
value = "(" + std::to_string(lighting.lut_rg.scale) + " * " + value + ")";
out += "refl_value.g = " + value + ";\n";
} else {
out += "refl_value.g = refl_value.r;\n";
@ -727,11 +722,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
if (lighting.lut_rb.enable &&
LightingRegs::IsLightingSamplerSupported(lighting.config,
LightingRegs::LightingSampler::ReflectBlue)) {
std::string index =
GetLutIndex(light_config.num, lighting.lut_rb.type, lighting.lut_rb.abs_input);
std::string value = "(" + std::to_string(lighting.lut_rb.scale) + " * " +
GetLutValue(LightingRegs::LightingSampler::ReflectBlue, index) +
")";
std::string value =
GetLutValue(LightingRegs::LightingSampler::ReflectBlue, light_config.num,
lighting.lut_rb.type, lighting.lut_rb.abs_input);
value = "(" + std::to_string(lighting.lut_rb.scale) + " * " + value + ")";
out += "refl_value.b = " + value + ";\n";
} else {
out += "refl_value.b = refl_value.r;\n";
@ -743,10 +737,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
LightingRegs::IsLightingSamplerSupported(
lighting.config, LightingRegs::LightingSampler::Distribution1)) {
// Lookup specular "distribution 1" LUT value
std::string index =
GetLutIndex(light_config.num, lighting.lut_d1.type, lighting.lut_d1.abs_input);
d1_lut_value = "(" + std::to_string(lighting.lut_d1.scale) + " * " +
GetLutValue(LightingRegs::LightingSampler::Distribution1, index) + ")";
std::string value =
GetLutValue(LightingRegs::LightingSampler::Distribution1, light_config.num,
lighting.lut_d1.type, lighting.lut_d1.abs_input);
d1_lut_value = "(" + std::to_string(lighting.lut_d1.scale) + " * " + value + ")";
}
std::string specular_1 =
"(" + d1_lut_value + " * refl_value * " + light_src + ".specular_1)";
@ -759,10 +753,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
LightingRegs::IsLightingSamplerSupported(lighting.config,
LightingRegs::LightingSampler::Fresnel)) {
// Lookup fresnel LUT value
std::string index =
GetLutIndex(light_config.num, lighting.lut_fr.type, lighting.lut_fr.abs_input);
std::string value = "(" + std::to_string(lighting.lut_fr.scale) + " * " +
GetLutValue(LightingRegs::LightingSampler::Fresnel, index) + ")";
std::string value =
GetLutValue(LightingRegs::LightingSampler::Fresnel, light_config.num,
lighting.lut_fr.type, lighting.lut_fr.abs_input);
value = "(" + std::to_string(lighting.lut_fr.scale) + " * " + value + ")";
// Enabled for difffuse lighting alpha component
if (lighting.fresnel_selector == LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
@ -1016,10 +1010,6 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) {
#define NUM_TEV_STAGES 6
#define NUM_LIGHTS 8
// Texture coordinate offsets and scales
#define OFFSET_256 (0.5 / 256.0)
#define SCALE_256 (255.0 / 256.0)
in vec4 primary_color;
in vec2 texcoord[3];
in float texcoord0_w;
@ -1061,7 +1051,7 @@ layout (std140) uniform shader_data {
};
uniform sampler2D tex[3];
uniform sampler1D lut[6];
uniform samplerBuffer lighting_lut;
uniform usampler1D fog_lut;
uniform sampler1D proctex_noise_lut;
uniform sampler1D proctex_color_map;
@ -1074,6 +1064,24 @@ vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float LookupLightingLUT(int lut_index, int index, float delta) {
vec2 entry = texelFetch(lighting_lut, lut_index * 256 + index).rg;
return entry.r + entry.g * delta;
}
float LookupLightingLUTUnsigned(int lut_index, float pos) {
int index = clamp(int(pos * 256.0), 0, 255);
float delta = pos * 256.0 - index;
return LookupLightingLUT(lut_index, index, delta);
}
float LookupLightingLUTSigned(int lut_index, float pos) {
int index = clamp(int(pos * 128.0), -128, 127);
float delta = pos * 128.0 - index;
if (index < 0) index += 256;
return LookupLightingLUT(lut_index, index, delta);
}
)";
if (config.state.proctex.enable)

@ -52,9 +52,7 @@ OpenGLState::OpenGLState() {
texture_unit.sampler = 0;
}
for (auto& lut : lighting_luts) {
lut.texture_1d = 0;
}
lighting_lut.texture_buffer = 0;
fog_lut.texture_1d = 0;
@ -194,11 +192,9 @@ void OpenGLState::Apply() const {
}
// Lighting LUTs
for (unsigned i = 0; i < ARRAY_SIZE(lighting_luts); ++i) {
if (lighting_luts[i].texture_1d != cur_state.lighting_luts[i].texture_1d) {
glActiveTexture(GL_TEXTURE3 + i);
glBindTexture(GL_TEXTURE_1D, lighting_luts[i].texture_1d);
}
if (lighting_lut.texture_buffer != cur_state.lighting_lut.texture_buffer) {
glActiveTexture(GL_TEXTURE15);
glBindTexture(GL_TEXTURE_BUFFER, cur_state.lighting_lut.texture_buffer);
}
// Fog LUT

@ -64,8 +64,8 @@ public:
} texture_units[3];
struct {
GLuint texture_1d; // GL_TEXTURE_BINDING_1D
} lighting_luts[6];
GLuint texture_buffer; // GL_TEXTURE_BINDING_BUFFER
} lighting_lut;
struct {
GLuint texture_1d; // GL_TEXTURE_BINDING_1D