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	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.
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					 5 changed files with 64 additions and 27 deletions
				
			
		|  | @ -126,6 +126,19 @@ void RasterizerOpenGL::InitObjects() { | |||
|     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_color_texture.texture.handle, 0); | ||||
|     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0); | ||||
| 
 | ||||
|     for (size_t i = 0; i < lighting_lut.size(); ++i) { | ||||
|         lighting_lut[i].Create(); | ||||
|         state.lighting_lut[i].texture_1d = lighting_lut[i].handle; | ||||
| 
 | ||||
|         glActiveTexture(GL_TEXTURE3 + i); | ||||
|         glBindTexture(GL_TEXTURE_1D, state.lighting_lut[i].texture_1d); | ||||
| 
 | ||||
|         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); | ||||
|     } | ||||
|     state.Apply(); | ||||
| 
 | ||||
|     ASSERT_MSG(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, | ||||
|                "OpenGL rasterizer framebuffer setup failed, status %X", glCheckFramebufferStatus(GL_FRAMEBUFFER)); | ||||
| } | ||||
|  | @ -162,7 +175,7 @@ void RasterizerOpenGL::DrawTriangles() { | |||
|         state.draw.shader_dirty = false; | ||||
|     } | ||||
| 
 | ||||
|     for (unsigned index = 0; index < Pica::g_state.lighting.luts.size(); index++) { | ||||
|     for (unsigned index = 0; index < lighting_lut.size(); index++) { | ||||
|         if (uniform_block_data.lut_dirty[index]) { | ||||
|             SyncLightingLUT(index); | ||||
|             uniform_block_data.lut_dirty[index] = false; | ||||
|  | @ -451,7 +464,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { | |||
|     case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[7], 0x1cf): | ||||
|     { | ||||
|         auto& lut_config = regs.lighting.lut_config; | ||||
|         uniform_block_data.lut_dirty[lut_config.type] = true; | ||||
|         uniform_block_data.lut_dirty[lut_config.type / 4] = true; | ||||
|         break; | ||||
|     } | ||||
| 
 | ||||
|  | @ -663,6 +676,20 @@ void RasterizerOpenGL::SetShader() { | |||
|         uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]"); | ||||
|         if (uniform_tex != -1) { glUniform1i(uniform_tex, 2); } | ||||
| 
 | ||||
|         // Set the texture samplers to correspond to different lookup table texture units
 | ||||
|         GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[0]"); | ||||
|         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); } | ||||
| 
 | ||||
|         current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get(); | ||||
| 
 | ||||
|         unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data"); | ||||
|  | @ -675,9 +702,6 @@ void RasterizerOpenGL::SetShader() { | |||
|         for (int index = 0; index < tev_stages.size(); ++index) | ||||
|             SyncTevConstColor(index, tev_stages[index]); | ||||
| 
 | ||||
|         for (unsigned index = 0; index < Pica::g_state.lighting.luts.size(); ++index) | ||||
|             SyncLightingLUT(index); | ||||
| 
 | ||||
|         SyncGlobalAmbient(); | ||||
|         for (int light_index = 0; light_index < 8; light_index++) { | ||||
|             SyncLightDiffuse(light_index); | ||||
|  | @ -874,16 +898,19 @@ void RasterizerOpenGL::SyncGlobalAmbient() { | |||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) { | ||||
|     auto& lut = uniform_block_data.data.lighting_lut[lut_index / 4]; | ||||
|     std::array<std::array<GLfloat, 4>, 256> new_lut; | ||||
|     std::array<std::array<GLfloat, 4>, 256> new_data; | ||||
| 
 | ||||
|     for (int offset = 0; offset < new_lut.size(); ++offset) { | ||||
|         new_lut[offset][lut_index & 3] = Pica::g_state.lighting.luts[lut_index][offset].ToFloat(); | ||||
|     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(); | ||||
|     } | ||||
| 
 | ||||
|     if (new_lut != lut) { | ||||
|         lut = new_lut; | ||||
|         uniform_block_data.dirty = true; | ||||
|     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()); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
|  |  | |||
|  | @ -264,11 +264,10 @@ private: | |||
|         std::array<GLfloat, 3> lighting_global_ambient; | ||||
|         INSERT_PADDING_WORDS(1); | ||||
|         LightSrc light_src[8]; | ||||
|         std::array<std::array<std::array<GLfloat, 4>, 256>, 6> lighting_lut; | ||||
|     }; | ||||
| 
 | ||||
|     static_assert(sizeof(UniformData) == 0x6210, "The size of the UniformData structure has changed, update the structure in the shader"); | ||||
|     static_assert(sizeof(UniformData) < 32768, "UniformData structure must be less than 32kb"); | ||||
|     static_assert(sizeof(UniformData) == 0x310, "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"); | ||||
| 
 | ||||
|     /// Reconfigure the OpenGL color texture to use the given format and dimensions
 | ||||
|     void ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height); | ||||
|  | @ -378,7 +377,7 @@ private: | |||
| 
 | ||||
|     struct { | ||||
|         UniformData data; | ||||
|         bool lut_dirty[24]; | ||||
|         bool lut_dirty[6]; | ||||
|         bool dirty; | ||||
|     } uniform_block_data; | ||||
| 
 | ||||
|  | @ -386,4 +385,7 @@ private: | |||
|     OGLBuffer vertex_buffer; | ||||
|     OGLBuffer uniform_buffer; | ||||
|     OGLFramebuffer framebuffer; | ||||
| 
 | ||||
|     std::array<OGLTexture, 6> lighting_lut; | ||||
|     std::array<std::array<std::array<GLfloat, 4>, 256>, 6> lighting_lut_data; | ||||
| }; | ||||
|  |  | |||
|  | @ -324,6 +324,7 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) { | |||
| #define NUM_TEV_STAGES 6 | ||||
| #define NUM_LIGHTS 8 | ||||
| #define LIGHTING_LUT_SIZE 256 | ||||
| #define FLOAT_255 0.99609375 | ||||
| 
 | ||||
| in vec4 primary_color; | ||||
| in vec2 texcoord[3]; | ||||
|  | @ -347,15 +348,10 @@ layout (std140) uniform shader_data { | |||
|     float depth_offset; | ||||
|     vec3 lighting_global_ambient; | ||||
|     LightSrc light_src[NUM_LIGHTS]; | ||||
|     vec4 lighting_lut_0[LIGHTING_LUT_SIZE]; | ||||
|     vec4 lighting_lut_1[LIGHTING_LUT_SIZE]; | ||||
|     vec4 lighting_lut_2[LIGHTING_LUT_SIZE]; | ||||
|     vec4 lighting_lut_3[LIGHTING_LUT_SIZE]; | ||||
|     vec4 lighting_lut_4[LIGHTING_LUT_SIZE]; | ||||
|     vec4 lighting_lut_5[LIGHTING_LUT_SIZE]; | ||||
| }; | ||||
| 
 | ||||
| uniform sampler2D tex[3]; | ||||
| uniform sampler1D lut[6]; | ||||
| 
 | ||||
| void main() { | ||||
| vec4 primary_fragment_color = vec4(0.0); | ||||
|  | @ -404,11 +400,11 @@ vec4 secondary_fragment_color = vec4(0.0); | |||
|             if (abs) { | ||||
|                 // In the range of [ 0.f, 1.f]
 | ||||
|                 index = config.light_src[light_num].two_sided_diffuse ? "abs(" + index + ")" : "max(" + index + ", 0.f)"; | ||||
|                 return "clamp(int(" + index + " * 256.0), 0, 255)"; | ||||
|                 return "clamp(" + index + ", 0.0, FLOAT_255)"; | ||||
|             } else { | ||||
|                 // In the range of [-1.f, 1.f]
 | ||||
|                 index = "clamp(" + index + ", -1.0, 1.0)"; | ||||
|                 return std::string("uint(int(" + index + " * 127.f) & 0xff)"); | ||||
|                 return "clamp(((" + index + " < 0) ? " + index + " + 2.0 : " + index + ") / 2.0, 0.0, FLOAT_255)"; | ||||
|             } | ||||
| 
 | ||||
|             return std::string(); | ||||
|  | @ -435,10 +431,10 @@ vec4 secondary_fragment_color = vec4(0.0); | |||
|                 std::string scale = std::to_string(config.light_src[light_index].dist_atten_scale); | ||||
|                 std::string bias = std::to_string(config.light_src[light_index].dist_atten_bias); | ||||
|                 std::string lut_index = "(" + scale + " * length(fragment_position - " + light_src + ".position) + " + bias + ")"; | ||||
|                 std::string clamped_lut_index = "((clamp(int(" + lut_index + " * 256.0), 0, 255)))"; | ||||
|                 std::string clamped_lut_index = "((clamp(" + lut_index + ", 0.0, FLOAT_255)))"; | ||||
| 
 | ||||
|                 const unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + num); | ||||
|                 out += "dist_atten = lighting_lut_" + std::to_string(lut_num / 4) + "[" + clamped_lut_index + "][" + std::to_string(lut_num & 3) + "];\n"; | ||||
|                 out += "dist_atten = texture(lut[" + std::to_string(lut_num / 4) + "], " + clamped_lut_index + ")[" + std::to_string(lut_num & 3) + "];\n"; | ||||
|             } | ||||
| 
 | ||||
|             // Compute primary fragment color (diffuse lighting) function
 | ||||
|  | @ -447,7 +443,7 @@ vec4 secondary_fragment_color = vec4(0.0); | |||
|             // Compute secondary fragment color (specular lighting) function
 | ||||
|             std::string clamped_lut_index = GetLutIndex(num, config.lighting_lut.d0_type, config.lighting_lut.d0_abs); | ||||
|             const unsigned lut_num = (unsigned)Regs::LightingSampler::Distribution0; | ||||
|             std::string lut_lookup = "lighting_lut_" + std::to_string(lut_num / 4) + "[" + clamped_lut_index + "][" + std::to_string(lut_num & 3) + "]"; | ||||
|             std::string lut_lookup = "texture(lut[" + std::to_string(lut_num / 4) + "], " + clamped_lut_index + ")[" + std::to_string(lut_num & 3) + "]"; | ||||
| 
 | ||||
|             out += "specular_sum += (" + lut_lookup + " * light_src[" + std::to_string(num) + "].specular_0 * dist_atten);\n"; | ||||
|         } | ||||
|  |  | |||
|  | @ -170,6 +170,14 @@ void OpenGLState::Apply() { | |||
|         } | ||||
|     } | ||||
| 
 | ||||
|     // Lighting LUTs
 | ||||
|     for (unsigned i = 0; i < ARRAY_SIZE(lighting_lut); ++i) { | ||||
|         if (lighting_lut[i].texture_1d != cur_state.lighting_lut[i].texture_1d) { | ||||
|             glActiveTexture(GL_TEXTURE3 + i); | ||||
|             glBindTexture(GL_TEXTURE_1D, lighting_lut[i].texture_1d); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     // Framebuffer
 | ||||
|     if (draw.framebuffer != cur_state.draw.framebuffer) { | ||||
|         glBindFramebuffer(GL_FRAMEBUFFER, draw.framebuffer); | ||||
|  |  | |||
|  | @ -61,6 +61,10 @@ public: | |||
|         GLuint sampler; // GL_SAMPLER_BINDING
 | ||||
|     } texture_units[3]; | ||||
| 
 | ||||
|     struct { | ||||
|         GLuint texture_1d; // GL_TEXTURE_BINDING_1D
 | ||||
|     } lighting_lut[6]; | ||||
| 
 | ||||
|     struct { | ||||
|         GLuint framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
 | ||||
|         GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING
 | ||||
|  |  | |||
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