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	Merge pull request #1621 from JayFoxRox/w-buffer
Implement W-buffer and fix depth-mapping
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						commit
						86ecbdfa4d
					
				
					 6 changed files with 65 additions and 14 deletions
				
			
		|  | @ -75,8 +75,6 @@ static void InitScreenCoordinates(OutputVertex& vtx) | |||
|     viewport.halfsize_y = float24::FromRaw(regs.viewport_size_y); | ||||
|     viewport.offset_x   = float24::FromFloat32(static_cast<float>(regs.viewport_corner.x)); | ||||
|     viewport.offset_y   = float24::FromFloat32(static_cast<float>(regs.viewport_corner.y)); | ||||
|     viewport.zscale     = float24::FromRaw(regs.viewport_depth_range); | ||||
|     viewport.offset_z   = float24::FromRaw(regs.viewport_depth_far_plane); | ||||
| 
 | ||||
|     float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w; | ||||
|     vtx.color *= inv_w; | ||||
|  | @ -89,7 +87,7 @@ static void InitScreenCoordinates(OutputVertex& vtx) | |||
| 
 | ||||
|     vtx.screenpos[0] = (vtx.pos.x * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x; | ||||
|     vtx.screenpos[1] = (vtx.pos.y * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y; | ||||
|     vtx.screenpos[2] = viewport.offset_z + vtx.pos.z * inv_w * viewport.zscale; | ||||
|     vtx.screenpos[2] = vtx.pos.z * inv_w; | ||||
| } | ||||
| 
 | ||||
| void ProcessTriangle(const OutputVertex &v0, const OutputVertex &v1, const OutputVertex &v2) { | ||||
|  |  | |||
|  | @ -70,7 +70,7 @@ struct Regs { | |||
|     INSERT_PADDING_WORDS(0x9); | ||||
| 
 | ||||
|     BitField<0, 24, u32> viewport_depth_range; // float24
 | ||||
|     BitField<0, 24, u32> viewport_depth_far_plane; // float24
 | ||||
|     BitField<0, 24, u32> viewport_depth_near_plane; // float24
 | ||||
| 
 | ||||
|     BitField<0, 3, u32> vs_output_total; | ||||
| 
 | ||||
|  | @ -122,7 +122,20 @@ struct Regs { | |||
|         BitField<16, 10, s32> y; | ||||
|     } viewport_corner; | ||||
| 
 | ||||
|     INSERT_PADDING_WORDS(0x17); | ||||
|     INSERT_PADDING_WORDS(0x1); | ||||
| 
 | ||||
|     //TODO: early depth
 | ||||
|     INSERT_PADDING_WORDS(0x1); | ||||
| 
 | ||||
|     INSERT_PADDING_WORDS(0x2); | ||||
| 
 | ||||
|     enum DepthBuffering : u32 { | ||||
|         WBuffering  = 0, | ||||
|         ZBuffering  = 1, | ||||
|     }; | ||||
|     BitField< 0, 1, DepthBuffering> depthmap_enable; | ||||
| 
 | ||||
|     INSERT_PADDING_WORDS(0x12); | ||||
| 
 | ||||
|     struct TextureConfig { | ||||
|         enum WrapMode : u32 { | ||||
|  | @ -1279,10 +1292,11 @@ ASSERT_REG_POSITION(cull_mode, 0x40); | |||
| ASSERT_REG_POSITION(viewport_size_x, 0x41); | ||||
| ASSERT_REG_POSITION(viewport_size_y, 0x43); | ||||
| ASSERT_REG_POSITION(viewport_depth_range, 0x4d); | ||||
| ASSERT_REG_POSITION(viewport_depth_far_plane, 0x4e); | ||||
| ASSERT_REG_POSITION(viewport_depth_near_plane, 0x4e); | ||||
| ASSERT_REG_POSITION(vs_output_attributes[0], 0x50); | ||||
| ASSERT_REG_POSITION(vs_output_attributes[1], 0x51); | ||||
| ASSERT_REG_POSITION(viewport_corner, 0x68); | ||||
| ASSERT_REG_POSITION(depthmap_enable, 0x6D); | ||||
| ASSERT_REG_POSITION(texture0_enable, 0x80); | ||||
| ASSERT_REG_POSITION(texture0, 0x81); | ||||
| ASSERT_REG_POSITION(texture0_format, 0x8e); | ||||
|  |  | |||
|  | @ -862,10 +862,30 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, | |||
|                 } | ||||
|             } | ||||
| 
 | ||||
|             // interpolated_z = z / w
 | ||||
|             float interpolated_z_over_w = (v0.screenpos[2].ToFloat32() * w0 + | ||||
|                                            v1.screenpos[2].ToFloat32() * w1 + | ||||
|                                            v2.screenpos[2].ToFloat32() * w2) / wsum; | ||||
| 
 | ||||
|             // Not fully accurate. About 3 bits in precision are missing.
 | ||||
|             // Z-Buffer (z / w * scale + offset)
 | ||||
|             float depth_scale = float24::FromRaw(regs.viewport_depth_range).ToFloat32(); | ||||
|             float depth_offset = float24::FromRaw(regs.viewport_depth_near_plane).ToFloat32(); | ||||
|             float depth = interpolated_z_over_w * depth_scale + depth_offset; | ||||
| 
 | ||||
|             // Potentially switch to W-Buffer
 | ||||
|             if (regs.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) { | ||||
| 
 | ||||
|                 // W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
 | ||||
|                 depth *= interpolated_w_inverse.ToFloat32() * wsum; | ||||
|             } | ||||
| 
 | ||||
|             // Clamp the result
 | ||||
|             depth = MathUtil::Clamp(depth, 0.0f, 1.0f); | ||||
| 
 | ||||
|             // Convert float to integer
 | ||||
|             unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format); | ||||
|             u32 z = (u32)((v0.screenpos[2].ToFloat32() * w0 + | ||||
|                            v1.screenpos[2].ToFloat32() * w1 + | ||||
|                            v2.screenpos[2].ToFloat32() * w2) * ((1 << num_bits) - 1) / wsum); | ||||
|             u32 z = (u32)(depth * ((1 << num_bits) - 1)); | ||||
| 
 | ||||
|             if (output_merger.depth_test_enable) { | ||||
|                 u32 ref_z = GetDepth(x >> 4, y >> 4); | ||||
|  |  | |||
|  | @ -256,10 +256,15 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { | |||
| 
 | ||||
|     // Depth modifiers
 | ||||
|     case PICA_REG_INDEX(viewport_depth_range): | ||||
|     case PICA_REG_INDEX(viewport_depth_far_plane): | ||||
|     case PICA_REG_INDEX(viewport_depth_near_plane): | ||||
|         SyncDepthModifiers(); | ||||
|         break; | ||||
| 
 | ||||
|     // Depth buffering
 | ||||
|     case PICA_REG_INDEX(depthmap_enable): | ||||
|         shader_dirty = true; | ||||
|         break; | ||||
| 
 | ||||
|     // Blending
 | ||||
|     case PICA_REG_INDEX(output_merger.alphablend_enable): | ||||
|         SyncBlendEnabled(); | ||||
|  | @ -910,10 +915,10 @@ void RasterizerOpenGL::SyncCullMode() { | |||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncDepthModifiers() { | ||||
|     float depth_scale = -Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_range).ToFloat32(); | ||||
|     float depth_offset = Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_far_plane).ToFloat32() / 2.0f; | ||||
|     float depth_scale = Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_range).ToFloat32(); | ||||
|     float depth_offset = Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_near_plane).ToFloat32(); | ||||
| 
 | ||||
|     // TODO: Implement scale modifier
 | ||||
|     uniform_block_data.data.depth_scale = depth_scale; | ||||
|     uniform_block_data.data.depth_offset = depth_offset; | ||||
|     uniform_block_data.dirty = true; | ||||
| } | ||||
|  |  | |||
|  | @ -56,6 +56,8 @@ union PicaShaderConfig { | |||
| 
 | ||||
|         const auto& regs = Pica::g_state.regs; | ||||
| 
 | ||||
|         state.depthmap_enable = regs.depthmap_enable; | ||||
| 
 | ||||
|         state.alpha_test_func = regs.output_merger.alpha_test.enable ? | ||||
|             regs.output_merger.alpha_test.func.Value() : Pica::Regs::CompareFunc::Always; | ||||
| 
 | ||||
|  | @ -171,6 +173,8 @@ union PicaShaderConfig { | |||
|         std::array<TevStageConfigRaw, 6> tev_stages; | ||||
|         u8 combiner_buffer_input; | ||||
| 
 | ||||
|         Pica::Regs::DepthBuffering depthmap_enable; | ||||
| 
 | ||||
|         struct { | ||||
|             struct { | ||||
|                 unsigned num; | ||||
|  | @ -315,6 +319,7 @@ private: | |||
|         GLvec4 const_color[6]; | ||||
|         GLvec4 tev_combiner_buffer_color; | ||||
|         GLint alphatest_ref; | ||||
|         GLfloat depth_scale; | ||||
|         GLfloat depth_offset; | ||||
|         alignas(16) GLvec3 lighting_global_ambient; | ||||
|         LightSrc light_src[8]; | ||||
|  |  | |||
|  | @ -540,6 +540,7 @@ layout (std140) uniform shader_data { | |||
|     vec4 const_color[NUM_TEV_STAGES]; | ||||
|     vec4 tev_combiner_buffer_color; | ||||
|     int alphatest_ref; | ||||
|     float depth_scale; | ||||
|     float depth_offset; | ||||
|     vec3 lighting_global_ambient; | ||||
|     LightSrc light_src[NUM_LIGHTS]; | ||||
|  | @ -581,7 +582,15 @@ vec4 secondary_fragment_color = vec4(0.0); | |||
|     } | ||||
| 
 | ||||
|     out += "color = last_tex_env_out;\n"; | ||||
|     out += "gl_FragDepth = gl_FragCoord.z + depth_offset;\n}"; | ||||
| 
 | ||||
|     out += "float z_over_w = 1.0 - gl_FragCoord.z * 2.0;\n"; | ||||
|     out += "float depth = z_over_w * depth_scale + depth_offset;\n"; | ||||
|     if (state.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) { | ||||
|         out += "depth /= gl_FragCoord.w;\n"; | ||||
|     } | ||||
|     out += "gl_FragDepth = depth;\n"; | ||||
| 
 | ||||
|     out += "}"; | ||||
| 
 | ||||
|     return out; | ||||
| } | ||||
|  |  | |||
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