1 // Copyright 2015 Citra Emulator Project
2 // Licensed under GPLv2 or any later version
3 // Refer to the license.txt file included.
4
5 #include <array>
6 #include <cstddef>
7 #include <string_view>
8 #include <fmt/format.h>
9 #include "common/assert.h"
10 #include "common/bit_field.h"
11 #include "common/bit_set.h"
12 #include "common/logging/log.h"
13 #include "core/core.h"
14 #include "video_core/regs_framebuffer.h"
15 #include "video_core/regs_lighting.h"
16 #include "video_core/regs_rasterizer.h"
17 #include "video_core/regs_texturing.h"
18 #include "video_core/renderer_opengl/gl_rasterizer.h"
19 #include "video_core/renderer_opengl/gl_shader_decompiler.h"
20 #include "video_core/renderer_opengl/gl_shader_gen.h"
21 #include "video_core/renderer_opengl/gl_shader_util.h"
22 #include "video_core/renderer_opengl/gl_vars.h"
23 #include "video_core/video_core.h"
24
25 using Pica::FramebufferRegs;
26 using Pica::LightingRegs;
27 using Pica::RasterizerRegs;
28 using Pica::TexturingRegs;
29 using TevStageConfig = TexturingRegs::TevStageConfig;
30 using VSOutputAttributes = RasterizerRegs::VSOutputAttributes;
31
32 namespace OpenGL {
33
34 constexpr std::string_view UniformBlockDef = R"(
35 #define NUM_TEV_STAGES 6
36 #define NUM_LIGHTS 8
37 #define NUM_LIGHTING_SAMPLERS 24
38
39 struct LightSrc {
40 vec3 specular_0;
41 vec3 specular_1;
42 vec3 diffuse;
43 vec3 ambient;
44 vec3 position;
45 vec3 spot_direction;
46 float dist_atten_bias;
47 float dist_atten_scale;
48 };
49
50 layout (std140) uniform shader_data {
51 int framebuffer_scale;
52 int alphatest_ref;
53 float depth_scale;
54 float depth_offset;
55 float shadow_bias_constant;
56 float shadow_bias_linear;
57 int scissor_x1;
58 int scissor_y1;
59 int scissor_x2;
60 int scissor_y2;
61 int fog_lut_offset;
62 int proctex_noise_lut_offset;
63 int proctex_color_map_offset;
64 int proctex_alpha_map_offset;
65 int proctex_lut_offset;
66 int proctex_diff_lut_offset;
67 float proctex_bias;
68 int shadow_texture_bias;
69 ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
70 vec3 fog_color;
71 vec2 proctex_noise_f;
72 vec2 proctex_noise_a;
73 vec2 proctex_noise_p;
74 vec3 lighting_global_ambient;
75 LightSrc light_src[NUM_LIGHTS];
76 vec4 const_color[NUM_TEV_STAGES];
77 vec4 tev_combiner_buffer_color;
78 vec4 clip_coef;
79 };
80 )";
81
GetVertexInterfaceDeclaration(bool is_output,bool separable_shader)82 static std::string GetVertexInterfaceDeclaration(bool is_output, bool separable_shader) {
83 std::string out;
84
85 const auto append_variable = [&](std::string_view var, int location) {
86 if (separable_shader) {
87 out += fmt::format("layout (location={}) ", location);
88 }
89 out += fmt::format("{}{};\n", is_output ? "out " : "in ", var);
90 };
91
92 append_variable("vec4 primary_color", ATTRIBUTE_COLOR);
93 append_variable("vec2 texcoord0", ATTRIBUTE_TEXCOORD0);
94 append_variable("vec2 texcoord1", ATTRIBUTE_TEXCOORD1);
95 append_variable("vec2 texcoord2", ATTRIBUTE_TEXCOORD2);
96 append_variable("float texcoord0_w", ATTRIBUTE_TEXCOORD0_W);
97 append_variable("vec4 normquat", ATTRIBUTE_NORMQUAT);
98 append_variable("vec3 view", ATTRIBUTE_VIEW);
99
100 if (is_output && separable_shader) {
101 // gl_PerVertex redeclaration is required for separate shader object
102 out += R"(
103 out gl_PerVertex {
104 vec4 gl_Position;
105 #if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
106 float gl_ClipDistance[2];
107 #endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
108 };
109 )";
110 }
111
112 return out;
113 }
114
BuildFromRegs(const Pica::Regs & regs)115 PicaFSConfig PicaFSConfig::BuildFromRegs(const Pica::Regs& regs) {
116 PicaFSConfig res{};
117
118 auto& state = res.state;
119
120 state.scissor_test_mode = regs.rasterizer.scissor_test.mode;
121
122 state.depthmap_enable = regs.rasterizer.depthmap_enable;
123
124 state.alpha_test_func = regs.framebuffer.output_merger.alpha_test.enable
125 ? regs.framebuffer.output_merger.alpha_test.func.Value()
126 : FramebufferRegs::CompareFunc::Always;
127
128 state.texture0_type = regs.texturing.texture0.type;
129
130 state.texture2_use_coord1 = regs.texturing.main_config.texture2_use_coord1 != 0;
131
132 if (GLES) {
133 // With GLES, we need this in the fragment shader to emulate logic operations
134 state.alphablend_enable =
135 Pica::g_state.regs.framebuffer.output_merger.alphablend_enable == 1;
136 state.logic_op = regs.framebuffer.output_merger.logic_op;
137 } else {
138 // We don't need these otherwise, reset them to avoid unnecessary shader generation
139 state.alphablend_enable = {};
140 state.logic_op = {};
141 }
142
143 // Copy relevant tev stages fields.
144 // We don't sync const_color here because of the high variance, it is a
145 // shader uniform instead.
146 const auto& tev_stages = regs.texturing.GetTevStages();
147 DEBUG_ASSERT(state.tev_stages.size() == tev_stages.size());
148 for (std::size_t i = 0; i < tev_stages.size(); i++) {
149 const auto& tev_stage = tev_stages[i];
150 state.tev_stages[i].sources_raw = tev_stage.sources_raw;
151 state.tev_stages[i].modifiers_raw = tev_stage.modifiers_raw;
152 state.tev_stages[i].ops_raw = tev_stage.ops_raw;
153 state.tev_stages[i].scales_raw = tev_stage.scales_raw;
154 }
155
156 state.fog_mode = regs.texturing.fog_mode;
157 state.fog_flip = regs.texturing.fog_flip != 0;
158
159 state.combiner_buffer_input = regs.texturing.tev_combiner_buffer_input.update_mask_rgb.Value() |
160 regs.texturing.tev_combiner_buffer_input.update_mask_a.Value()
161 << 4;
162
163 // Fragment lighting
164
165 state.lighting.enable = !regs.lighting.disable;
166 state.lighting.src_num = regs.lighting.max_light_index + 1;
167
168 for (unsigned light_index = 0; light_index < state.lighting.src_num; ++light_index) {
169 unsigned num = regs.lighting.light_enable.GetNum(light_index);
170 const auto& light = regs.lighting.light[num];
171 state.lighting.light[light_index].num = num;
172 state.lighting.light[light_index].directional = light.config.directional != 0;
173 state.lighting.light[light_index].two_sided_diffuse = light.config.two_sided_diffuse != 0;
174 state.lighting.light[light_index].geometric_factor_0 = light.config.geometric_factor_0 != 0;
175 state.lighting.light[light_index].geometric_factor_1 = light.config.geometric_factor_1 != 0;
176 state.lighting.light[light_index].dist_atten_enable =
177 !regs.lighting.IsDistAttenDisabled(num);
178 state.lighting.light[light_index].spot_atten_enable =
179 !regs.lighting.IsSpotAttenDisabled(num);
180 state.lighting.light[light_index].shadow_enable = !regs.lighting.IsShadowDisabled(num);
181 }
182
183 state.lighting.lut_d0.enable = regs.lighting.config1.disable_lut_d0 == 0;
184 state.lighting.lut_d0.abs_input = regs.lighting.abs_lut_input.disable_d0 == 0;
185 state.lighting.lut_d0.type = regs.lighting.lut_input.d0.Value();
186 state.lighting.lut_d0.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d0);
187
188 state.lighting.lut_d1.enable = regs.lighting.config1.disable_lut_d1 == 0;
189 state.lighting.lut_d1.abs_input = regs.lighting.abs_lut_input.disable_d1 == 0;
190 state.lighting.lut_d1.type = regs.lighting.lut_input.d1.Value();
191 state.lighting.lut_d1.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d1);
192
193 // this is a dummy field due to lack of the corresponding register
194 state.lighting.lut_sp.enable = true;
195 state.lighting.lut_sp.abs_input = regs.lighting.abs_lut_input.disable_sp == 0;
196 state.lighting.lut_sp.type = regs.lighting.lut_input.sp.Value();
197 state.lighting.lut_sp.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.sp);
198
199 state.lighting.lut_fr.enable = regs.lighting.config1.disable_lut_fr == 0;
200 state.lighting.lut_fr.abs_input = regs.lighting.abs_lut_input.disable_fr == 0;
201 state.lighting.lut_fr.type = regs.lighting.lut_input.fr.Value();
202 state.lighting.lut_fr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.fr);
203
204 state.lighting.lut_rr.enable = regs.lighting.config1.disable_lut_rr == 0;
205 state.lighting.lut_rr.abs_input = regs.lighting.abs_lut_input.disable_rr == 0;
206 state.lighting.lut_rr.type = regs.lighting.lut_input.rr.Value();
207 state.lighting.lut_rr.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rr);
208
209 state.lighting.lut_rg.enable = regs.lighting.config1.disable_lut_rg == 0;
210 state.lighting.lut_rg.abs_input = regs.lighting.abs_lut_input.disable_rg == 0;
211 state.lighting.lut_rg.type = regs.lighting.lut_input.rg.Value();
212 state.lighting.lut_rg.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rg);
213
214 state.lighting.lut_rb.enable = regs.lighting.config1.disable_lut_rb == 0;
215 state.lighting.lut_rb.abs_input = regs.lighting.abs_lut_input.disable_rb == 0;
216 state.lighting.lut_rb.type = regs.lighting.lut_input.rb.Value();
217 state.lighting.lut_rb.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rb);
218
219 state.lighting.config = regs.lighting.config0.config;
220 state.lighting.enable_primary_alpha = regs.lighting.config0.enable_primary_alpha;
221 state.lighting.enable_secondary_alpha = regs.lighting.config0.enable_secondary_alpha;
222 state.lighting.bump_mode = regs.lighting.config0.bump_mode;
223 state.lighting.bump_selector = regs.lighting.config0.bump_selector;
224 state.lighting.bump_renorm = regs.lighting.config0.disable_bump_renorm == 0;
225 state.lighting.clamp_highlights = regs.lighting.config0.clamp_highlights != 0;
226
227 state.lighting.enable_shadow = regs.lighting.config0.enable_shadow != 0;
228 state.lighting.shadow_primary = regs.lighting.config0.shadow_primary != 0;
229 state.lighting.shadow_secondary = regs.lighting.config0.shadow_secondary != 0;
230 state.lighting.shadow_invert = regs.lighting.config0.shadow_invert != 0;
231 state.lighting.shadow_alpha = regs.lighting.config0.shadow_alpha != 0;
232 state.lighting.shadow_selector = regs.lighting.config0.shadow_selector;
233
234 state.proctex.enable = regs.texturing.main_config.texture3_enable;
235 if (state.proctex.enable) {
236 state.proctex.coord = regs.texturing.main_config.texture3_coordinates;
237 state.proctex.u_clamp = regs.texturing.proctex.u_clamp;
238 state.proctex.v_clamp = regs.texturing.proctex.v_clamp;
239 state.proctex.color_combiner = regs.texturing.proctex.color_combiner;
240 state.proctex.alpha_combiner = regs.texturing.proctex.alpha_combiner;
241 state.proctex.separate_alpha = regs.texturing.proctex.separate_alpha;
242 state.proctex.noise_enable = regs.texturing.proctex.noise_enable;
243 state.proctex.u_shift = regs.texturing.proctex.u_shift;
244 state.proctex.v_shift = regs.texturing.proctex.v_shift;
245 state.proctex.lut_width = regs.texturing.proctex_lut.width;
246 state.proctex.lut_offset0 = regs.texturing.proctex_lut_offset.level0;
247 state.proctex.lut_offset1 = regs.texturing.proctex_lut_offset.level1;
248 state.proctex.lut_offset2 = regs.texturing.proctex_lut_offset.level2;
249 state.proctex.lut_offset3 = regs.texturing.proctex_lut_offset.level3;
250 state.proctex.lod_min = regs.texturing.proctex_lut.lod_min;
251 state.proctex.lod_max = regs.texturing.proctex_lut.lod_max;
252 state.proctex.lut_filter = regs.texturing.proctex_lut.filter;
253 }
254
255 state.shadow_rendering = regs.framebuffer.output_merger.fragment_operation_mode ==
256 FramebufferRegs::FragmentOperationMode::Shadow;
257
258 state.shadow_texture_orthographic = regs.texturing.shadow.orthographic != 0;
259
260 return res;
261 }
262
Init(const Pica::ShaderRegs & regs,Pica::Shader::ShaderSetup & setup)263 void PicaShaderConfigCommon::Init(const Pica::ShaderRegs& regs, Pica::Shader::ShaderSetup& setup) {
264 program_hash = setup.GetProgramCodeHash();
265 swizzle_hash = setup.GetSwizzleDataHash();
266 main_offset = regs.main_offset;
267 sanitize_mul = VideoCore::g_hw_shader_accurate_mul;
268
269 num_outputs = 0;
270 output_map.fill(16);
271
272 for (int reg : Common::BitSet<u32>(regs.output_mask)) {
273 output_map[reg] = num_outputs++;
274 }
275 }
276
Init(const Pica::Regs & regs)277 void PicaGSConfigCommonRaw::Init(const Pica::Regs& regs) {
278 vs_output_attributes = Common::BitSet<u32>(regs.vs.output_mask).Count();
279 gs_output_attributes = vs_output_attributes;
280
281 semantic_maps.fill({16, 0});
282 for (u32 attrib = 0; attrib < regs.rasterizer.vs_output_total; ++attrib) {
283 const std::array semantics{
284 regs.rasterizer.vs_output_attributes[attrib].map_x.Value(),
285 regs.rasterizer.vs_output_attributes[attrib].map_y.Value(),
286 regs.rasterizer.vs_output_attributes[attrib].map_z.Value(),
287 regs.rasterizer.vs_output_attributes[attrib].map_w.Value(),
288 };
289 for (u32 comp = 0; comp < 4; ++comp) {
290 const auto semantic = semantics[comp];
291 if (static_cast<std::size_t>(semantic) < 24) {
292 semantic_maps[static_cast<std::size_t>(semantic)] = {attrib, comp};
293 } else if (semantic != VSOutputAttributes::INVALID) {
294 LOG_ERROR(Render_OpenGL, "Invalid/unknown semantic id: {}", semantic);
295 }
296 }
297 }
298 }
299
300 /// Detects if a TEV stage is configured to be skipped (to avoid generating unnecessary code)
IsPassThroughTevStage(const TevStageConfig & stage)301 static bool IsPassThroughTevStage(const TevStageConfig& stage) {
302 return (stage.color_op == TevStageConfig::Operation::Replace &&
303 stage.alpha_op == TevStageConfig::Operation::Replace &&
304 stage.color_source1 == TevStageConfig::Source::Previous &&
305 stage.alpha_source1 == TevStageConfig::Source::Previous &&
306 stage.color_modifier1 == TevStageConfig::ColorModifier::SourceColor &&
307 stage.alpha_modifier1 == TevStageConfig::AlphaModifier::SourceAlpha &&
308 stage.GetColorMultiplier() == 1 && stage.GetAlphaMultiplier() == 1);
309 }
310
SampleTexture(const PicaFSConfig & config,unsigned texture_unit)311 static std::string SampleTexture(const PicaFSConfig& config, unsigned texture_unit) {
312 const auto& state = config.state;
313 switch (texture_unit) {
314 case 0:
315 // Only unit 0 respects the texturing type
316 switch (state.texture0_type) {
317 case TexturingRegs::TextureConfig::Texture2D:
318 return "textureLod(tex0, texcoord0, getLod(texcoord0 * vec2(textureSize(tex0, 0))))";
319 case TexturingRegs::TextureConfig::Projection2D:
320 // TODO (wwylele): find the exact LOD formula for projection texture
321 return "textureProj(tex0, vec3(texcoord0, texcoord0_w))";
322 case TexturingRegs::TextureConfig::TextureCube:
323 return "texture(tex_cube, vec3(texcoord0, texcoord0_w))";
324 case TexturingRegs::TextureConfig::Shadow2D:
325 return "shadowTexture(texcoord0, texcoord0_w)";
326 case TexturingRegs::TextureConfig::ShadowCube:
327 return "shadowTextureCube(texcoord0, texcoord0_w)";
328 case TexturingRegs::TextureConfig::Disabled:
329 return "vec4(0.0)";
330 default:
331 LOG_CRITICAL(HW_GPU, "Unhandled texture type {:x}", state.texture0_type);
332 UNIMPLEMENTED();
333 return "texture(tex0, texcoord0)";
334 }
335 case 1:
336 return "textureLod(tex1, texcoord1, getLod(texcoord1 * vec2(textureSize(tex1, 0))))";
337 case 2:
338 if (state.texture2_use_coord1)
339 return "textureLod(tex2, texcoord1, getLod(texcoord1 * vec2(textureSize(tex2, 0))))";
340 else
341 return "textureLod(tex2, texcoord2, getLod(texcoord2 * vec2(textureSize(tex2, 0))))";
342 case 3:
343 if (state.proctex.enable) {
344 return "ProcTex()";
345 } else {
346 LOG_DEBUG(Render_OpenGL, "Using Texture3 without enabling it");
347 return "vec4(0.0)";
348 }
349 default:
350 UNREACHABLE();
351 return "";
352 }
353 }
354
355 /// Writes the specified TEV stage source component(s)
AppendSource(std::string & out,const PicaFSConfig & config,TevStageConfig::Source source,std::string_view index_name)356 static void AppendSource(std::string& out, const PicaFSConfig& config,
357 TevStageConfig::Source source, std::string_view index_name) {
358 using Source = TevStageConfig::Source;
359 switch (source) {
360 case Source::PrimaryColor:
361 out += "rounded_primary_color";
362 break;
363 case Source::PrimaryFragmentColor:
364 out += "primary_fragment_color";
365 break;
366 case Source::SecondaryFragmentColor:
367 out += "secondary_fragment_color";
368 break;
369 case Source::Texture0:
370 out += SampleTexture(config, 0);
371 break;
372 case Source::Texture1:
373 out += SampleTexture(config, 1);
374 break;
375 case Source::Texture2:
376 out += SampleTexture(config, 2);
377 break;
378 case Source::Texture3:
379 out += SampleTexture(config, 3);
380 break;
381 case Source::PreviousBuffer:
382 out += "combiner_buffer";
383 break;
384 case Source::Constant:
385 out += "const_color[";
386 out += index_name;
387 out += ']';
388 break;
389 case Source::Previous:
390 out += "last_tex_env_out";
391 break;
392 default:
393 out += "vec4(0.0)";
394 LOG_CRITICAL(Render_OpenGL, "Unknown source op {}", source);
395 break;
396 }
397 }
398
399 /// Writes the color components to use for the specified TEV stage color modifier
AppendColorModifier(std::string & out,const PicaFSConfig & config,TevStageConfig::ColorModifier modifier,TevStageConfig::Source source,std::string_view index_name)400 static void AppendColorModifier(std::string& out, const PicaFSConfig& config,
401 TevStageConfig::ColorModifier modifier,
402 TevStageConfig::Source source, std::string_view index_name) {
403 using ColorModifier = TevStageConfig::ColorModifier;
404 switch (modifier) {
405 case ColorModifier::SourceColor:
406 AppendSource(out, config, source, index_name);
407 out += ".rgb";
408 break;
409 case ColorModifier::OneMinusSourceColor:
410 out += "vec3(1.0) - ";
411 AppendSource(out, config, source, index_name);
412 out += ".rgb";
413 break;
414 case ColorModifier::SourceAlpha:
415 AppendSource(out, config, source, index_name);
416 out += ".aaa";
417 break;
418 case ColorModifier::OneMinusSourceAlpha:
419 out += "vec3(1.0) - ";
420 AppendSource(out, config, source, index_name);
421 out += ".aaa";
422 break;
423 case ColorModifier::SourceRed:
424 AppendSource(out, config, source, index_name);
425 out += ".rrr";
426 break;
427 case ColorModifier::OneMinusSourceRed:
428 out += "vec3(1.0) - ";
429 AppendSource(out, config, source, index_name);
430 out += ".rrr";
431 break;
432 case ColorModifier::SourceGreen:
433 AppendSource(out, config, source, index_name);
434 out += ".ggg";
435 break;
436 case ColorModifier::OneMinusSourceGreen:
437 out += "vec3(1.0) - ";
438 AppendSource(out, config, source, index_name);
439 out += ".ggg";
440 break;
441 case ColorModifier::SourceBlue:
442 AppendSource(out, config, source, index_name);
443 out += ".bbb";
444 break;
445 case ColorModifier::OneMinusSourceBlue:
446 out += "vec3(1.0) - ";
447 AppendSource(out, config, source, index_name);
448 out += ".bbb";
449 break;
450 default:
451 out += "vec3(0.0)";
452 LOG_CRITICAL(Render_OpenGL, "Unknown color modifier op {}", modifier);
453 break;
454 }
455 }
456
457 /// Writes the alpha component to use for the specified TEV stage alpha modifier
AppendAlphaModifier(std::string & out,const PicaFSConfig & config,TevStageConfig::AlphaModifier modifier,TevStageConfig::Source source,const std::string & index_name)458 static void AppendAlphaModifier(std::string& out, const PicaFSConfig& config,
459 TevStageConfig::AlphaModifier modifier,
460 TevStageConfig::Source source, const std::string& index_name) {
461 using AlphaModifier = TevStageConfig::AlphaModifier;
462 switch (modifier) {
463 case AlphaModifier::SourceAlpha:
464 AppendSource(out, config, source, index_name);
465 out += ".a";
466 break;
467 case AlphaModifier::OneMinusSourceAlpha:
468 out += "1.0 - ";
469 AppendSource(out, config, source, index_name);
470 out += ".a";
471 break;
472 case AlphaModifier::SourceRed:
473 AppendSource(out, config, source, index_name);
474 out += ".r";
475 break;
476 case AlphaModifier::OneMinusSourceRed:
477 out += "1.0 - ";
478 AppendSource(out, config, source, index_name);
479 out += ".r";
480 break;
481 case AlphaModifier::SourceGreen:
482 AppendSource(out, config, source, index_name);
483 out += ".g";
484 break;
485 case AlphaModifier::OneMinusSourceGreen:
486 out += "1.0 - ";
487 AppendSource(out, config, source, index_name);
488 out += ".g";
489 break;
490 case AlphaModifier::SourceBlue:
491 AppendSource(out, config, source, index_name);
492 out += ".b";
493 break;
494 case AlphaModifier::OneMinusSourceBlue:
495 out += "1.0 - ";
496 AppendSource(out, config, source, index_name);
497 out += ".b";
498 break;
499 default:
500 out += "0.0";
501 LOG_CRITICAL(Render_OpenGL, "Unknown alpha modifier op {}", modifier);
502 break;
503 }
504 }
505
506 /// Writes the combiner function for the color components for the specified TEV stage operation
AppendColorCombiner(std::string & out,TevStageConfig::Operation operation,std::string_view variable_name)507 static void AppendColorCombiner(std::string& out, TevStageConfig::Operation operation,
508 std::string_view variable_name) {
509 out += "clamp(";
510 using Operation = TevStageConfig::Operation;
511 switch (operation) {
512 case Operation::Replace:
513 out += fmt::format("{}[0]", variable_name);
514 break;
515 case Operation::Modulate:
516 out += fmt::format("{0}[0] * {0}[1]", variable_name);
517 break;
518 case Operation::Add:
519 out += fmt::format("{0}[0] + {0}[1]", variable_name);
520 break;
521 case Operation::AddSigned:
522 out += fmt::format("{0}[0] + {0}[1] - vec3(0.5)", variable_name);
523 break;
524 case Operation::Lerp:
525 out += fmt::format("{0}[0] * {0}[2] + {0}[1] * (vec3(1.0) - {0}[2])", variable_name);
526 break;
527 case Operation::Subtract:
528 out += fmt::format("{0}[0] - {0}[1]", variable_name);
529 break;
530 case Operation::MultiplyThenAdd:
531 out += fmt::format("{0}[0] * {0}[1] + {0}[2]", variable_name);
532 break;
533 case Operation::AddThenMultiply:
534 out += fmt::format("min({0}[0] + {0}[1], vec3(1.0)) * {0}[2]", variable_name);
535 break;
536 case Operation::Dot3_RGB:
537 case Operation::Dot3_RGBA:
538 out +=
539 fmt::format("vec3(dot({0}[0] - vec3(0.5), {0}[1] - vec3(0.5)) * 4.0)", variable_name);
540 break;
541 default:
542 out += "vec3(0.0)";
543 LOG_CRITICAL(Render_OpenGL, "Unknown color combiner operation: {}", operation);
544 break;
545 }
546 out += ", vec3(0.0), vec3(1.0))"; // Clamp result to 0.0, 1.0
547 }
548
549 /// Writes the combiner function for the alpha component for the specified TEV stage operation
AppendAlphaCombiner(std::string & out,TevStageConfig::Operation operation,std::string_view variable_name)550 static void AppendAlphaCombiner(std::string& out, TevStageConfig::Operation operation,
551 std::string_view variable_name) {
552 out += "clamp(";
553 using Operation = TevStageConfig::Operation;
554 switch (operation) {
555 case Operation::Replace:
556 out += fmt::format("{}[0]", variable_name);
557 break;
558 case Operation::Modulate:
559 out += fmt::format("{0}[0] * {0}[1]", variable_name);
560 break;
561 case Operation::Add:
562 out += fmt::format("{0}[0] + {0}[1]", variable_name);
563 break;
564 case Operation::AddSigned:
565 out += fmt::format("{0}[0] + {0}[1] - 0.5", variable_name);
566 break;
567 case Operation::Lerp:
568 out += fmt::format("{0}[0] * {0}[2] + {0}[1] * (1.0 - {0}[2])", variable_name);
569 break;
570 case Operation::Subtract:
571 out += fmt::format("{0}[0] - {0}[1]", variable_name);
572 break;
573 case Operation::MultiplyThenAdd:
574 out += fmt::format("{0}[0] * {0}[1] + {0}[2]", variable_name);
575 break;
576 case Operation::AddThenMultiply:
577 out += fmt::format("min({0}[0] + {0}[1], 1.0) * {0}[2]", variable_name);
578 break;
579 default:
580 out += "0.0";
581 LOG_CRITICAL(Render_OpenGL, "Unknown alpha combiner operation: {}", operation);
582 break;
583 }
584 out += ", 0.0, 1.0)";
585 }
586
587 /// Writes the if-statement condition used to evaluate alpha testing
AppendAlphaTestCondition(std::string & out,FramebufferRegs::CompareFunc func)588 static void AppendAlphaTestCondition(std::string& out, FramebufferRegs::CompareFunc func) {
589 using CompareFunc = FramebufferRegs::CompareFunc;
590 switch (func) {
591 case CompareFunc::Never:
592 out += "true";
593 break;
594 case CompareFunc::Always:
595 out += "false";
596 break;
597 case CompareFunc::Equal:
598 case CompareFunc::NotEqual:
599 case CompareFunc::LessThan:
600 case CompareFunc::LessThanOrEqual:
601 case CompareFunc::GreaterThan:
602 case CompareFunc::GreaterThanOrEqual: {
603 static constexpr std::array op{"!=", "==", ">=", ">", "<=", "<"};
604 const auto index = static_cast<u32>(func) - static_cast<u32>(CompareFunc::Equal);
605 out += fmt::format("int(last_tex_env_out.a * 255.0) {} alphatest_ref", op[index]);
606 break;
607 }
608
609 default:
610 out += "false";
611 LOG_CRITICAL(Render_OpenGL, "Unknown alpha test condition {}", func);
612 break;
613 }
614 }
615
616 /// Writes the code to emulate the specified TEV stage
WriteTevStage(std::string & out,const PicaFSConfig & config,unsigned index)617 static void WriteTevStage(std::string& out, const PicaFSConfig& config, unsigned index) {
618 const auto stage =
619 static_cast<const TexturingRegs::TevStageConfig>(config.state.tev_stages[index]);
620 if (!IsPassThroughTevStage(stage)) {
621 const std::string index_name = std::to_string(index);
622
623 out += fmt::format("vec3 color_results_{}_1 = ", index_name);
624 AppendColorModifier(out, config, stage.color_modifier1, stage.color_source1, index_name);
625 out += fmt::format(";\nvec3 color_results_{}_2 = ", index_name);
626 AppendColorModifier(out, config, stage.color_modifier2, stage.color_source2, index_name);
627 out += fmt::format(";\nvec3 color_results_{}_3 = ", index_name);
628 AppendColorModifier(out, config, stage.color_modifier3, stage.color_source3, index_name);
629 out += fmt::format(";\nvec3 color_results_{}[3] = vec3[3](color_results_{}_1, "
630 "color_results_{}_2, color_results_{}_3);\n",
631 index_name, index_name, index_name, index_name);
632
633 // Round the output of each TEV stage to maintain the PICA's 8 bits of precision
634 out += fmt::format("vec3 color_output_{} = byteround(", index_name);
635 AppendColorCombiner(out, stage.color_op, "color_results_" + index_name);
636 out += ");\n";
637
638 if (stage.color_op == TevStageConfig::Operation::Dot3_RGBA) {
639 // result of Dot3_RGBA operation is also placed to the alpha component
640 out += fmt::format("float alpha_output_{0} = color_output_{0}[0];\n", index_name);
641 } else {
642 out += fmt::format("float alpha_results_{}[3] = float[3](", index_name);
643 AppendAlphaModifier(out, config, stage.alpha_modifier1, stage.alpha_source1,
644 index_name);
645 out += ", ";
646 AppendAlphaModifier(out, config, stage.alpha_modifier2, stage.alpha_source2,
647 index_name);
648 out += ", ";
649 AppendAlphaModifier(out, config, stage.alpha_modifier3, stage.alpha_source3,
650 index_name);
651 out += ");\n";
652
653 out += fmt::format("float alpha_output_{} = byteround(", index_name);
654 AppendAlphaCombiner(out, stage.alpha_op, "alpha_results_" + index_name);
655 out += ");\n";
656 }
657
658 out += fmt::format("last_tex_env_out = vec4("
659 "clamp(color_output_{} * {}.0, vec3(0.0), vec3(1.0)), "
660 "clamp(alpha_output_{} * {}.0, 0.0, 1.0));\n",
661 index_name, stage.GetColorMultiplier(), index_name,
662 stage.GetAlphaMultiplier());
663 }
664
665 out += "combiner_buffer = next_combiner_buffer;\n";
666
667 if (config.TevStageUpdatesCombinerBufferColor(index))
668 out += "next_combiner_buffer.rgb = last_tex_env_out.rgb;\n";
669
670 if (config.TevStageUpdatesCombinerBufferAlpha(index))
671 out += "next_combiner_buffer.a = last_tex_env_out.a;\n";
672 }
673
674 /// Writes the code to emulate fragment lighting
WriteLighting(std::string & out,const PicaFSConfig & config)675 static void WriteLighting(std::string& out, const PicaFSConfig& config) {
676 const auto& lighting = config.state.lighting;
677
678 // Define lighting globals
679 out += "vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);\n"
680 "vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);\n"
681 "vec3 light_vector = vec3(0.0);\n"
682 "vec3 refl_value = vec3(0.0);\n"
683 "vec3 spot_dir = vec3(0.0);\n"
684 "vec3 half_vector = vec3(0.0);\n"
685 "float dot_product = 0.0;\n"
686 "float clamp_highlights = 1.0;\n"
687 "float geo_factor = 1.0;\n";
688
689 // Compute fragment normals and tangents
690 const auto Perturbation = [&] {
691 return fmt::format("2.0 * ({}).rgb - 1.0", SampleTexture(config, lighting.bump_selector));
692 };
693 if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) {
694 // Bump mapping is enabled using a normal map
695 out += fmt::format("vec3 surface_normal = {};\n", Perturbation());
696
697 // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
698 // precision result
699 if (lighting.bump_renorm) {
700 constexpr std::string_view val =
701 "(1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y))";
702 out += fmt::format("surface_normal.z = sqrt(max({}, 0.0));\n", val);
703 }
704
705 // The tangent vector is not perturbed by the normal map and is just a unit vector.
706 out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n";
707 } else if (lighting.bump_mode == LightingRegs::LightingBumpMode::TangentMap) {
708 // Bump mapping is enabled using a tangent map
709 out += fmt::format("vec3 surface_tangent = {};\n", Perturbation());
710 // Mathematically, recomputing Z-component of the tangent vector won't affect the relevant
711 // computation below, which is also confirmed on 3DS. So we don't bother recomputing here
712 // even if 'renorm' is enabled.
713
714 // The normal vector is not perturbed by the tangent map and is just a unit vector.
715 out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n";
716 } else {
717 // No bump mapping - surface local normal and tangent are just unit vectors
718 out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n"
719 "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n";
720 }
721
722 // Rotate the surface-local normal by the interpolated normal quaternion to convert it to
723 // eyespace.
724 out += "vec4 normalized_normquat = normalize(normquat);\n"
725 "vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);\n"
726 "vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);\n";
727
728 if (lighting.enable_shadow) {
729 std::string shadow_texture = SampleTexture(config, lighting.shadow_selector);
730 if (lighting.shadow_invert) {
731 out += fmt::format("vec4 shadow = vec4(1.0) - {};\n", shadow_texture);
732 } else {
733 out += fmt::format("vec4 shadow = {};\n", shadow_texture);
734 }
735 } else {
736 out += "vec4 shadow = vec4(1.0);\n";
737 }
738
739 // Samples the specified lookup table for specular lighting
740 auto GetLutValue = [&lighting](LightingRegs::LightingSampler sampler, unsigned light_num,
741 LightingRegs::LightingLutInput input, bool abs) {
742 std::string index;
743 switch (input) {
744 case LightingRegs::LightingLutInput::NH:
745 index = "dot(normal, normalize(half_vector))";
746 break;
747
748 case LightingRegs::LightingLutInput::VH:
749 index = "dot(normalize(view), normalize(half_vector))";
750 break;
751
752 case LightingRegs::LightingLutInput::NV:
753 index = "dot(normal, normalize(view))";
754 break;
755
756 case LightingRegs::LightingLutInput::LN:
757 index = "dot(light_vector, normal)";
758 break;
759
760 case LightingRegs::LightingLutInput::SP:
761 index = "dot(light_vector, spot_dir)";
762 break;
763
764 case LightingRegs::LightingLutInput::CP:
765 // CP input is only available with configuration 7
766 if (lighting.config == LightingRegs::LightingConfig::Config7) {
767 // Note: even if the normal vector is modified by normal map, which is not the
768 // normal of the tangent plane anymore, the half angle vector is still projected
769 // using the modified normal vector.
770 constexpr std::string_view half_angle_proj =
771 "normalize(half_vector) - normal * dot(normal, normalize(half_vector))";
772 // Note: the half angle vector projection is confirmed not normalized before the dot
773 // product. The result is in fact not cos(phi) as the name suggested.
774 index = fmt::format("dot({}, tangent)", half_angle_proj);
775 } else {
776 index = "0.0";
777 }
778 break;
779
780 default:
781 LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input {}", (int)input);
782 UNIMPLEMENTED();
783 index = "0.0";
784 break;
785 }
786
787 const auto sampler_index = static_cast<u32>(sampler);
788
789 if (abs) {
790 // LUT index is in the range of (0.0, 1.0)
791 index = lighting.light[light_num].two_sided_diffuse
792 ? fmt::format("abs({})", index)
793 : fmt::format("max({}, 0.0)", index);
794 return fmt::format("LookupLightingLUTUnsigned({}, {})", sampler_index, index);
795 } else {
796 // LUT index is in the range of (-1.0, 1.0)
797 return fmt::format("LookupLightingLUTSigned({}, {})", sampler_index, index);
798 }
799 };
800
801 // Write the code to emulate each enabled light
802 for (unsigned light_index = 0; light_index < lighting.src_num; ++light_index) {
803 const auto& light_config = lighting.light[light_index];
804 const std::string light_src = fmt::format("light_src[{}]", light_config.num);
805
806 // Compute light vector (directional or positional)
807 if (light_config.directional) {
808 out += fmt::format("light_vector = normalize({}.position);\n", light_src);
809 } else {
810 out += fmt::format("light_vector = normalize({}.position + view);\n", light_src);
811 }
812
813 out += fmt::format("spot_dir = {}.spot_direction;\n", light_src);
814 out += "half_vector = normalize(view) + light_vector;\n";
815
816 // Compute dot product of light_vector and normal, adjust if lighting is one-sided or
817 // two-sided
818 out += std::string("dot_product = ") + (light_config.two_sided_diffuse
819 ? "abs(dot(light_vector, normal));\n"
820 : "max(dot(light_vector, normal), 0.0);\n");
821
822 // If enabled, clamp specular component if lighting result is zero
823 if (lighting.clamp_highlights) {
824 out += "clamp_highlights = sign(dot_product);\n";
825 }
826
827 // If enabled, compute spot light attenuation value
828 std::string spot_atten = "1.0";
829 if (light_config.spot_atten_enable &&
830 LightingRegs::IsLightingSamplerSupported(
831 lighting.config, LightingRegs::LightingSampler::SpotlightAttenuation)) {
832 const std::string value =
833 GetLutValue(LightingRegs::SpotlightAttenuationSampler(light_config.num),
834 light_config.num, lighting.lut_sp.type, lighting.lut_sp.abs_input);
835 spot_atten = fmt::format("({:#} * {})", lighting.lut_sp.scale, value);
836 }
837
838 // If enabled, compute distance attenuation value
839 std::string dist_atten = "1.0";
840 if (light_config.dist_atten_enable) {
841 const std::string index = fmt::format("clamp({}.dist_atten_scale * length(-view - "
842 "{}.position) + {}.dist_atten_bias, 0.0, 1.0)",
843 light_src, light_src, light_src);
844 const auto sampler = LightingRegs::DistanceAttenuationSampler(light_config.num);
845 dist_atten = fmt::format("LookupLightingLUTUnsigned({}, {})", sampler, index);
846 }
847
848 if (light_config.geometric_factor_0 || light_config.geometric_factor_1) {
849 out += "geo_factor = dot(half_vector, half_vector);\n"
850 "geo_factor = geo_factor == 0.0 ? 0.0 : min("
851 "dot_product / geo_factor, 1.0);\n";
852 }
853
854 // Specular 0 component
855 std::string d0_lut_value = "1.0";
856 if (lighting.lut_d0.enable &&
857 LightingRegs::IsLightingSamplerSupported(
858 lighting.config, LightingRegs::LightingSampler::Distribution0)) {
859 // Lookup specular "distribution 0" LUT value
860 const std::string value =
861 GetLutValue(LightingRegs::LightingSampler::Distribution0, light_config.num,
862 lighting.lut_d0.type, lighting.lut_d0.abs_input);
863 d0_lut_value = fmt::format("({:#} * {})", lighting.lut_d0.scale, value);
864 }
865 std::string specular_0 = fmt::format("({} * {}.specular_0)", d0_lut_value, light_src);
866 if (light_config.geometric_factor_0) {
867 specular_0 = fmt::format("({} * geo_factor)", specular_0);
868 }
869
870 // If enabled, lookup ReflectRed value, otherwise, 1.0 is used
871 if (lighting.lut_rr.enable &&
872 LightingRegs::IsLightingSamplerSupported(lighting.config,
873 LightingRegs::LightingSampler::ReflectRed)) {
874 std::string value =
875 GetLutValue(LightingRegs::LightingSampler::ReflectRed, light_config.num,
876 lighting.lut_rr.type, lighting.lut_rr.abs_input);
877 value = fmt::format("({:#} * {})", lighting.lut_rr.scale, value);
878 out += fmt::format("refl_value.r = {};\n", value);
879 } else {
880 out += "refl_value.r = 1.0;\n";
881 }
882
883 // If enabled, lookup ReflectGreen value, otherwise, ReflectRed value is used
884 if (lighting.lut_rg.enable &&
885 LightingRegs::IsLightingSamplerSupported(lighting.config,
886 LightingRegs::LightingSampler::ReflectGreen)) {
887 std::string value =
888 GetLutValue(LightingRegs::LightingSampler::ReflectGreen, light_config.num,
889 lighting.lut_rg.type, lighting.lut_rg.abs_input);
890 value = fmt::format("({:#} * {})", lighting.lut_rg.scale, value);
891 out += fmt::format("refl_value.g = {};\n", value);
892 } else {
893 out += "refl_value.g = refl_value.r;\n";
894 }
895
896 // If enabled, lookup ReflectBlue value, otherwise, ReflectRed value is used
897 if (lighting.lut_rb.enable &&
898 LightingRegs::IsLightingSamplerSupported(lighting.config,
899 LightingRegs::LightingSampler::ReflectBlue)) {
900 std::string value =
901 GetLutValue(LightingRegs::LightingSampler::ReflectBlue, light_config.num,
902 lighting.lut_rb.type, lighting.lut_rb.abs_input);
903 value = fmt::format("({:#} * {})", lighting.lut_rb.scale, value);
904 out += fmt::format("refl_value.b = {};\n", value);
905 } else {
906 out += "refl_value.b = refl_value.r;\n";
907 }
908
909 // Specular 1 component
910 std::string d1_lut_value = "1.0";
911 if (lighting.lut_d1.enable &&
912 LightingRegs::IsLightingSamplerSupported(
913 lighting.config, LightingRegs::LightingSampler::Distribution1)) {
914 // Lookup specular "distribution 1" LUT value
915 const std::string value =
916 GetLutValue(LightingRegs::LightingSampler::Distribution1, light_config.num,
917 lighting.lut_d1.type, lighting.lut_d1.abs_input);
918 d1_lut_value = fmt::format("({:#} * {})", lighting.lut_d1.scale, value);
919 }
920 std::string specular_1 =
921 fmt::format("({} * refl_value * {}.specular_1)", d1_lut_value, light_src);
922 if (light_config.geometric_factor_1) {
923 specular_1 = fmt::format("({} * geo_factor)", specular_1);
924 }
925
926 // Fresnel
927 // Note: only the last entry in the light slots applies the Fresnel factor
928 if (light_index == lighting.src_num - 1 && lighting.lut_fr.enable &&
929 LightingRegs::IsLightingSamplerSupported(lighting.config,
930 LightingRegs::LightingSampler::Fresnel)) {
931 // Lookup fresnel LUT value
932 std::string value =
933 GetLutValue(LightingRegs::LightingSampler::Fresnel, light_config.num,
934 lighting.lut_fr.type, lighting.lut_fr.abs_input);
935 value = fmt::format("({:#} * {})", lighting.lut_fr.scale, value);
936
937 // Enabled for diffuse lighting alpha component
938 if (lighting.enable_primary_alpha) {
939 out += fmt::format("diffuse_sum.a = {};\n", value);
940 }
941
942 // Enabled for the specular lighting alpha component
943 if (lighting.enable_secondary_alpha) {
944 out += fmt::format("specular_sum.a = {};\n", value);
945 }
946 }
947
948 bool shadow_primary_enable = lighting.shadow_primary && light_config.shadow_enable;
949 bool shadow_secondary_enable = lighting.shadow_secondary && light_config.shadow_enable;
950 std::string shadow_primary = shadow_primary_enable ? " * shadow.rgb" : "";
951 std::string shadow_secondary = shadow_secondary_enable ? " * shadow.rgb" : "";
952
953 // Compute primary fragment color (diffuse lighting) function
954 out += fmt::format(
955 "diffuse_sum.rgb += (({}.diffuse * dot_product) + {}.ambient) * {} * {}{};\n",
956 light_src, light_src, dist_atten, spot_atten, shadow_primary);
957
958 // Compute secondary fragment color (specular lighting) function
959 out += fmt::format("specular_sum.rgb += ({} + {}) * clamp_highlights * {} * {}{};\n",
960 specular_0, specular_1, dist_atten, spot_atten, shadow_secondary);
961 }
962
963 // Apply shadow attenuation to alpha components if enabled
964 if (lighting.shadow_alpha) {
965 if (lighting.enable_primary_alpha) {
966 out += "diffuse_sum.a *= shadow.a;\n";
967 }
968 if (lighting.enable_secondary_alpha) {
969 out += "specular_sum.a *= shadow.a;\n";
970 }
971 }
972
973 // Sum final lighting result
974 out += "diffuse_sum.rgb += lighting_global_ambient;\n"
975 "primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));\n"
976 "secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));\n";
977 }
978
979 using ProcTexClamp = TexturingRegs::ProcTexClamp;
980 using ProcTexShift = TexturingRegs::ProcTexShift;
981 using ProcTexCombiner = TexturingRegs::ProcTexCombiner;
982 using ProcTexFilter = TexturingRegs::ProcTexFilter;
983
AppendProcTexShiftOffset(std::string & out,std::string_view v,ProcTexShift mode,ProcTexClamp clamp_mode)984 static void AppendProcTexShiftOffset(std::string& out, std::string_view v, ProcTexShift mode,
985 ProcTexClamp clamp_mode) {
986 const std::string_view offset = (clamp_mode == ProcTexClamp::MirroredRepeat) ? "1.0" : "0.5";
987 switch (mode) {
988 case ProcTexShift::None:
989 out += "0.0";
990 break;
991 case ProcTexShift::Odd:
992 out += fmt::format("{} * float((int({}) / 2) % 2)", offset, v);
993 break;
994 case ProcTexShift::Even:
995 out += fmt::format("{} * float(((int({}) + 1) / 2) % 2)", offset, v);
996 break;
997 default:
998 LOG_CRITICAL(HW_GPU, "Unknown shift mode {}", mode);
999 out += "0.0";
1000 break;
1001 }
1002 }
1003
AppendProcTexClamp(std::string & out,std::string_view var,ProcTexClamp mode)1004 static void AppendProcTexClamp(std::string& out, std::string_view var, ProcTexClamp mode) {
1005 switch (mode) {
1006 case ProcTexClamp::ToZero:
1007 out += fmt::format("{0} = {0} > 1.0 ? 0 : {0};\n", var);
1008 break;
1009 case ProcTexClamp::ToEdge:
1010 out += fmt::format("{0} = min({0}, 1.0);\n", var);
1011 break;
1012 case ProcTexClamp::SymmetricalRepeat:
1013 out += fmt::format("{0} = fract({0});\n", var);
1014 break;
1015 case ProcTexClamp::MirroredRepeat: {
1016 out += fmt::format("{0} = int({0}) % 2 == 0 ? fract({0}) : 1.0 - fract({0});\n", var);
1017 break;
1018 }
1019 case ProcTexClamp::Pulse:
1020 out += fmt::format("{0} = {0} > 0.5 ? 1.0 : 0.0;\n", var);
1021 break;
1022 default:
1023 LOG_CRITICAL(HW_GPU, "Unknown clamp mode {}", mode);
1024 out += fmt::format("{0} = min({0}, 1.0);\n", var);
1025 break;
1026 }
1027 }
1028
AppendProcTexCombineAndMap(std::string & out,ProcTexCombiner combiner,std::string_view offset)1029 static void AppendProcTexCombineAndMap(std::string& out, ProcTexCombiner combiner,
1030 std::string_view offset) {
1031 const auto combined = [combiner]() -> std::string_view {
1032 switch (combiner) {
1033 case ProcTexCombiner::U:
1034 return "u";
1035 case ProcTexCombiner::U2:
1036 return "(u * u)";
1037 case TexturingRegs::ProcTexCombiner::V:
1038 return "v";
1039 case TexturingRegs::ProcTexCombiner::V2:
1040 return "(v * v)";
1041 case TexturingRegs::ProcTexCombiner::Add:
1042 return "((u + v) * 0.5)";
1043 case TexturingRegs::ProcTexCombiner::Add2:
1044 return "((u * u + v * v) * 0.5)";
1045 case TexturingRegs::ProcTexCombiner::SqrtAdd2:
1046 return "min(sqrt(u * u + v * v), 1.0)";
1047 case TexturingRegs::ProcTexCombiner::Min:
1048 return "min(u, v)";
1049 case TexturingRegs::ProcTexCombiner::Max:
1050 return "max(u, v)";
1051 case TexturingRegs::ProcTexCombiner::RMax:
1052 return "min(((u + v) * 0.5 + sqrt(u * u + v * v)) * 0.5, 1.0)";
1053 default:
1054 LOG_CRITICAL(HW_GPU, "Unknown combiner {}", combiner);
1055 return "0.0";
1056 }
1057 }();
1058
1059 out += fmt::format("ProcTexLookupLUT({}, {})", offset, combined);
1060 }
1061
AppendProcTexSampler(std::string & out,const PicaFSConfig & config)1062 static void AppendProcTexSampler(std::string& out, const PicaFSConfig& config) {
1063 // LUT sampling uitlity
1064 // For NoiseLUT/ColorMap/AlphaMap, coord=0.0 is lut[0], coord=127.0/128.0 is lut[127] and
1065 // coord=1.0 is lut[127]+lut_diff[127]. For other indices, the result is interpolated using
1066 // value entries and difference entries.
1067 out += R"(
1068 float ProcTexLookupLUT(int offset, float coord) {
1069 coord *= 128.0;
1070 float index_i = clamp(floor(coord), 0.0, 127.0);
1071 float index_f = coord - index_i; // fract() cannot be used here because 128.0 needs to be
1072 // extracted as index_i = 127.0 and index_f = 1.0
1073 vec2 entry = texelFetch(texture_buffer_lut_rg, int(index_i) + offset).rg;
1074 return clamp(entry.r + entry.g * index_f, 0.0, 1.0);
1075 }
1076 )";
1077
1078 // Noise utility
1079 if (config.state.proctex.noise_enable) {
1080 // See swrasterizer/proctex.cpp for more information about these functions
1081 out += R"(
1082 int ProcTexNoiseRand1D(int v) {
1083 const int table[] = int[](0,4,10,8,4,9,7,12,5,15,13,14,11,15,2,11);
1084 return ((v % 9 + 2) * 3 & 0xF) ^ table[(v / 9) & 0xF];
1085 }
1086
1087 float ProcTexNoiseRand2D(vec2 point) {
1088 const int table[] = int[](10,2,15,8,0,7,4,5,5,13,2,6,13,9,3,14);
1089 int u2 = ProcTexNoiseRand1D(int(point.x));
1090 int v2 = ProcTexNoiseRand1D(int(point.y));
1091 v2 += ((u2 & 3) == 1) ? 4 : 0;
1092 v2 ^= (u2 & 1) * 6;
1093 v2 += 10 + u2;
1094 v2 &= 0xF;
1095 v2 ^= table[u2];
1096 return -1.0 + float(v2) * 2.0/ 15.0;
1097 }
1098
1099 float ProcTexNoiseCoef(vec2 x) {
1100 vec2 grid = 9.0 * proctex_noise_f * abs(x + proctex_noise_p);
1101 vec2 point = floor(grid);
1102 vec2 frac = grid - point;
1103
1104 float g0 = ProcTexNoiseRand2D(point) * (frac.x + frac.y);
1105 float g1 = ProcTexNoiseRand2D(point + vec2(1.0, 0.0)) * (frac.x + frac.y - 1.0);
1106 float g2 = ProcTexNoiseRand2D(point + vec2(0.0, 1.0)) * (frac.x + frac.y - 1.0);
1107 float g3 = ProcTexNoiseRand2D(point + vec2(1.0, 1.0)) * (frac.x + frac.y - 2.0);
1108
1109 float x_noise = ProcTexLookupLUT(proctex_noise_lut_offset, frac.x);
1110 float y_noise = ProcTexLookupLUT(proctex_noise_lut_offset, frac.y);
1111 float x0 = mix(g0, g1, x_noise);
1112 float x1 = mix(g2, g3, x_noise);
1113 return mix(x0, x1, y_noise);
1114 }
1115 )";
1116 }
1117
1118 out += "vec4 SampleProcTexColor(float lut_coord, int level) {\n";
1119 out += fmt::format("int lut_width = {} >> level;\n", config.state.proctex.lut_width);
1120 // Offsets for level 4-7 seem to be hardcoded
1121 out += fmt::format("int lut_offsets[8] = int[]({}, {}, {}, {}, 0xF0, 0xF8, 0xFC, 0xFE);\n",
1122 config.state.proctex.lut_offset0, config.state.proctex.lut_offset1,
1123 config.state.proctex.lut_offset2, config.state.proctex.lut_offset3);
1124 out += "int lut_offset = lut_offsets[level];\n";
1125 // For the color lut, coord=0.0 is lut[offset] and coord=1.0 is lut[offset+width-1]
1126 out += "lut_coord *= float(lut_width - 1);\n";
1127
1128 switch (config.state.proctex.lut_filter) {
1129 case ProcTexFilter::Linear:
1130 case ProcTexFilter::LinearMipmapLinear:
1131 case ProcTexFilter::LinearMipmapNearest:
1132 out += "int lut_index_i = int(lut_coord) + lut_offset;\n";
1133 out += "float lut_index_f = fract(lut_coord);\n";
1134 out += "return texelFetch(texture_buffer_lut_rgba, lut_index_i + "
1135 "proctex_lut_offset) + "
1136 "lut_index_f * "
1137 "texelFetch(texture_buffer_lut_rgba, lut_index_i + proctex_diff_lut_offset);\n";
1138 break;
1139 case ProcTexFilter::Nearest:
1140 case ProcTexFilter::NearestMipmapLinear:
1141 case ProcTexFilter::NearestMipmapNearest:
1142 out += "lut_coord += float(lut_offset);\n";
1143 out += "return texelFetch(texture_buffer_lut_rgba, int(round(lut_coord)) + "
1144 "proctex_lut_offset);\n";
1145 break;
1146 }
1147
1148 out += "}\n";
1149
1150 out += "vec4 ProcTex() {\n";
1151 if (config.state.proctex.coord < 3) {
1152 out += fmt::format("vec2 uv = abs(texcoord{});\n", config.state.proctex.coord);
1153 } else {
1154 LOG_CRITICAL(Render_OpenGL, "Unexpected proctex.coord >= 3");
1155 out += "vec2 uv = abs(texcoord0);\n";
1156 }
1157
1158 // This LOD formula is the same as the LOD upper limit defined in OpenGL.
1159 // f(x, y) <= m_u + m_v + m_w
1160 // (See OpenGL 4.6 spec, 8.14.1 - Scale Factor and Level-of-Detail)
1161 // Note: this is different from the one normal 2D textures use.
1162 out += "vec2 duv = max(abs(dFdx(uv)), abs(dFdy(uv)));\n";
1163 // unlike normal texture, the bias is inside the log2
1164 out += fmt::format("float lod = log2(abs(float({}) * proctex_bias) * (duv.x + duv.y));\n",
1165 config.state.proctex.lut_width);
1166 out += "if (proctex_bias == 0.0) lod = 0.0;\n";
1167 out += fmt::format("lod = clamp(lod, {:#}, {:#});\n",
1168 std::max(0.0f, static_cast<float>(config.state.proctex.lod_min)),
1169 std::min(7.0f, static_cast<float>(config.state.proctex.lod_max)));
1170 // Get shift offset before noise generation
1171 out += "float u_shift = ";
1172 AppendProcTexShiftOffset(out, "uv.y", config.state.proctex.u_shift,
1173 config.state.proctex.u_clamp);
1174 out += ";\n";
1175 out += "float v_shift = ";
1176 AppendProcTexShiftOffset(out, "uv.x", config.state.proctex.v_shift,
1177 config.state.proctex.v_clamp);
1178 out += ";\n";
1179
1180 // Generate noise
1181 if (config.state.proctex.noise_enable) {
1182 out += "uv += proctex_noise_a * ProcTexNoiseCoef(uv);\n"
1183 "uv = abs(uv);\n";
1184 }
1185
1186 // Shift
1187 out += "float u = uv.x + u_shift;\n"
1188 "float v = uv.y + v_shift;\n";
1189
1190 // Clamp
1191 AppendProcTexClamp(out, "u", config.state.proctex.u_clamp);
1192 AppendProcTexClamp(out, "v", config.state.proctex.v_clamp);
1193
1194 // Combine and map
1195 out += "float lut_coord = ";
1196 AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner,
1197 "proctex_color_map_offset");
1198 out += ";\n";
1199
1200 switch (config.state.proctex.lut_filter) {
1201 case ProcTexFilter::Linear:
1202 case ProcTexFilter::Nearest:
1203 out += "vec4 final_color = SampleProcTexColor(lut_coord, 0);\n";
1204 break;
1205 case ProcTexFilter::NearestMipmapNearest:
1206 case ProcTexFilter::LinearMipmapNearest:
1207 out += "vec4 final_color = SampleProcTexColor(lut_coord, int(round(lod)));\n";
1208 break;
1209 case ProcTexFilter::NearestMipmapLinear:
1210 case ProcTexFilter::LinearMipmapLinear:
1211 out += "int lod_i = int(lod);\n"
1212 "float lod_f = fract(lod);\n"
1213 "vec4 final_color = mix(SampleProcTexColor(lut_coord, lod_i), "
1214 "SampleProcTexColor(lut_coord, lod_i + 1), lod_f);\n";
1215 break;
1216 }
1217
1218 if (config.state.proctex.separate_alpha) {
1219 // Note: in separate alpha mode, the alpha channel skips the color LUT look up stage. It
1220 // uses the output of CombineAndMap directly instead.
1221 out += "float final_alpha = ";
1222 AppendProcTexCombineAndMap(out, config.state.proctex.alpha_combiner,
1223 "proctex_alpha_map_offset");
1224 out += ";\n";
1225 out += "return vec4(final_color.xyz, final_alpha);\n}\n";
1226 } else {
1227 out += "return final_color;\n}\n";
1228 }
1229 }
1230
GenerateFragmentShader(const PicaFSConfig & config,bool separable_shader)1231 ShaderDecompiler::ProgramResult GenerateFragmentShader(const PicaFSConfig& config,
1232 bool separable_shader) {
1233 const auto& state = config.state;
1234 std::string out;
1235
1236 if (GLES) {
1237 out += R"(
1238 #define ALLOW_SHADOW (defined(CITRA_GLES))
1239 )";
1240 } else {
1241 out += R"(
1242 #extension GL_ARB_shader_image_load_store : enable
1243 #extension GL_ARB_shader_image_size : enable
1244 #define ALLOW_SHADOW (defined(GL_ARB_shader_image_load_store) && defined(GL_ARB_shader_image_size))
1245 )";
1246 }
1247
1248 if (separable_shader && !GLES) {
1249 out += "#extension GL_ARB_separate_shader_objects : enable\n";
1250 }
1251
1252 if (GLES) {
1253 out += fragment_shader_precision_OES;
1254 }
1255
1256 out += GetVertexInterfaceDeclaration(false, separable_shader);
1257
1258 out += R"(
1259 #ifndef CITRA_GLES
1260 in vec4 gl_FragCoord;
1261 #endif // CITRA_GLES
1262
1263 out vec4 color;
1264
1265 uniform sampler2D tex0;
1266 uniform sampler2D tex1;
1267 uniform sampler2D tex2;
1268 uniform samplerCube tex_cube;
1269 uniform samplerBuffer texture_buffer_lut_lf;
1270 uniform samplerBuffer texture_buffer_lut_rg;
1271 uniform samplerBuffer texture_buffer_lut_rgba;
1272
1273 #if ALLOW_SHADOW
1274 layout(r32ui) uniform readonly uimage2D shadow_texture_px;
1275 layout(r32ui) uniform readonly uimage2D shadow_texture_nx;
1276 layout(r32ui) uniform readonly uimage2D shadow_texture_py;
1277 layout(r32ui) uniform readonly uimage2D shadow_texture_ny;
1278 layout(r32ui) uniform readonly uimage2D shadow_texture_pz;
1279 layout(r32ui) uniform readonly uimage2D shadow_texture_nz;
1280 layout(r32ui) uniform uimage2D shadow_buffer;
1281 #endif
1282 )";
1283
1284 out += UniformBlockDef;
1285
1286 out += R"(
1287 // Rotate the vector v by the quaternion q
1288 vec3 quaternion_rotate(vec4 q, vec3 v) {
1289 return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
1290 }
1291
1292 float LookupLightingLUT(int lut_index, int index, float delta) {
1293 vec2 entry = texelFetch(texture_buffer_lut_lf, lighting_lut_offset[lut_index >> 2][lut_index & 3] + index).rg;
1294 return entry.r + entry.g * delta;
1295 }
1296
1297 float LookupLightingLUTUnsigned(int lut_index, float pos) {
1298 int index = clamp(int(pos * 256.0), 0, 255);
1299 float delta = pos * 256.0 - float(index);
1300 return LookupLightingLUT(lut_index, index, delta);
1301 }
1302
1303 float LookupLightingLUTSigned(int lut_index, float pos) {
1304 int index = clamp(int(pos * 128.0), -128, 127);
1305 float delta = pos * 128.0 - float(index);
1306 if (index < 0) index += 256;
1307 return LookupLightingLUT(lut_index, index, delta);
1308 }
1309
1310 float byteround(float x) {
1311 return round(x * 255.0) * (1.0 / 255.0);
1312 }
1313
1314 vec2 byteround(vec2 x) {
1315 return round(x * 255.0) * (1.0 / 255.0);
1316 }
1317
1318 vec3 byteround(vec3 x) {
1319 return round(x * 255.0) * (1.0 / 255.0);
1320 }
1321
1322 vec4 byteround(vec4 x) {
1323 return round(x * 255.0) * (1.0 / 255.0);
1324 }
1325
1326 // PICA's LOD formula for 2D textures.
1327 // This LOD formula is the same as the LOD lower limit defined in OpenGL.
1328 // f(x, y) >= max{m_u, m_v, m_w}
1329 // (See OpenGL 4.6 spec, 8.14.1 - Scale Factor and Level-of-Detail)
1330 float getLod(vec2 coord) {
1331 vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
1332 return log2(max(d.x, d.y));
1333 }
1334
1335 #if ALLOW_SHADOW
1336
1337 uvec2 DecodeShadow(uint pixel) {
1338 return uvec2(pixel >> 8, pixel & 0xFFu);
1339 }
1340
1341 uint EncodeShadow(uvec2 pixel) {
1342 return (pixel.x << 8) | pixel.y;
1343 }
1344
1345 float CompareShadow(uint pixel, uint z) {
1346 uvec2 p = DecodeShadow(pixel);
1347 return mix(float(p.y) * (1.0 / 255.0), 0.0, p.x <= z);
1348 }
1349
1350 float SampleShadow2D(ivec2 uv, uint z) {
1351 if (any(bvec4( lessThan(uv, ivec2(0)), greaterThanEqual(uv, imageSize(shadow_texture_px)) )))
1352 return 1.0;
1353 return CompareShadow(imageLoad(shadow_texture_px, uv).x, z);
1354 }
1355
1356 float mix2(vec4 s, vec2 a) {
1357 vec2 t = mix(s.xy, s.zw, a.yy);
1358 return mix(t.x, t.y, a.x);
1359 }
1360
1361 vec4 shadowTexture(vec2 uv, float w) {
1362 )";
1363 if (!config.state.shadow_texture_orthographic) {
1364 out += "uv /= w;";
1365 }
1366 out += "uint z = uint(max(0, int(min(abs(w), 1.0) * float(0xFFFFFF)) - shadow_texture_bias));";
1367 out += R"(
1368 vec2 coord = vec2(imageSize(shadow_texture_px)) * uv - vec2(0.5);
1369 vec2 coord_floor = floor(coord);
1370 vec2 f = coord - coord_floor;
1371 ivec2 i = ivec2(coord_floor);
1372 vec4 s = vec4(
1373 SampleShadow2D(i , z),
1374 SampleShadow2D(i + ivec2(1, 0), z),
1375 SampleShadow2D(i + ivec2(0, 1), z),
1376 SampleShadow2D(i + ivec2(1, 1), z));
1377 return vec4(mix2(s, f));
1378 }
1379
1380 vec4 shadowTextureCube(vec2 uv, float w) {
1381 ivec2 size = imageSize(shadow_texture_px);
1382 vec3 c = vec3(uv, w);
1383 vec3 a = abs(c);
1384 if (a.x > a.y && a.x > a.z) {
1385 w = a.x;
1386 uv = -c.zy;
1387 if (c.x < 0.0) uv.x = -uv.x;
1388 } else if (a.y > a.z) {
1389 w = a.y;
1390 uv = c.xz;
1391 if (c.y < 0.0) uv.y = -uv.y;
1392 } else {
1393 w = a.z;
1394 uv = -c.xy;
1395 if (c.z > 0.0) uv.x = -uv.x;
1396 }
1397 )";
1398 out += "uint z = uint(max(0, int(min(w, 1.0) * float(0xFFFFFF)) - shadow_texture_bias));";
1399 out += R"(
1400 vec2 coord = vec2(size) * (uv / w * vec2(0.5) + vec2(0.5)) - vec2(0.5);
1401 vec2 coord_floor = floor(coord);
1402 vec2 f = coord - coord_floor;
1403 ivec2 i00 = ivec2(coord_floor);
1404 ivec2 i10 = i00 + ivec2(1, 0);
1405 ivec2 i01 = i00 + ivec2(0, 1);
1406 ivec2 i11 = i00 + ivec2(1, 1);
1407 ivec2 cmin = ivec2(0), cmax = size - ivec2(1, 1);
1408 i00 = clamp(i00, cmin, cmax);
1409 i10 = clamp(i10, cmin, cmax);
1410 i01 = clamp(i01, cmin, cmax);
1411 i11 = clamp(i11, cmin, cmax);
1412 uvec4 pixels;
1413 // This part should have been refactored into functions,
1414 // but many drivers don't like passing uimage2D as parameters
1415 if (a.x > a.y && a.x > a.z) {
1416 if (c.x > 0.0)
1417 pixels = uvec4(
1418 imageLoad(shadow_texture_px, i00).r,
1419 imageLoad(shadow_texture_px, i10).r,
1420 imageLoad(shadow_texture_px, i01).r,
1421 imageLoad(shadow_texture_px, i11).r);
1422 else
1423 pixels = uvec4(
1424 imageLoad(shadow_texture_nx, i00).r,
1425 imageLoad(shadow_texture_nx, i10).r,
1426 imageLoad(shadow_texture_nx, i01).r,
1427 imageLoad(shadow_texture_nx, i11).r);
1428 } else if (a.y > a.z) {
1429 if (c.y > 0.0)
1430 pixels = uvec4(
1431 imageLoad(shadow_texture_py, i00).r,
1432 imageLoad(shadow_texture_py, i10).r,
1433 imageLoad(shadow_texture_py, i01).r,
1434 imageLoad(shadow_texture_py, i11).r);
1435 else
1436 pixels = uvec4(
1437 imageLoad(shadow_texture_ny, i00).r,
1438 imageLoad(shadow_texture_ny, i10).r,
1439 imageLoad(shadow_texture_ny, i01).r,
1440 imageLoad(shadow_texture_ny, i11).r);
1441 } else {
1442 if (c.z > 0.0)
1443 pixels = uvec4(
1444 imageLoad(shadow_texture_pz, i00).r,
1445 imageLoad(shadow_texture_pz, i10).r,
1446 imageLoad(shadow_texture_pz, i01).r,
1447 imageLoad(shadow_texture_pz, i11).r);
1448 else
1449 pixels = uvec4(
1450 imageLoad(shadow_texture_nz, i00).r,
1451 imageLoad(shadow_texture_nz, i10).r,
1452 imageLoad(shadow_texture_nz, i01).r,
1453 imageLoad(shadow_texture_nz, i11).r);
1454 }
1455 vec4 s = vec4(
1456 CompareShadow(pixels.x, z),
1457 CompareShadow(pixels.y, z),
1458 CompareShadow(pixels.z, z),
1459 CompareShadow(pixels.w, z));
1460 return vec4(mix2(s, f));
1461 }
1462
1463 #else
1464
1465 vec4 shadowTexture(vec2 uv, float w) {
1466 return vec4(1.0);
1467 }
1468
1469 vec4 shadowTextureCube(vec2 uv, float w) {
1470 return vec4(1.0);
1471 }
1472
1473 #endif
1474 )";
1475
1476 if (config.state.proctex.enable)
1477 AppendProcTexSampler(out, config);
1478
1479 // We round the interpolated primary color to the nearest 1/255th
1480 // This maintains the PICA's 8 bits of precision
1481 out += R"(
1482 void main() {
1483 vec4 rounded_primary_color = byteround(primary_color);
1484 vec4 primary_fragment_color = vec4(0.0);
1485 vec4 secondary_fragment_color = vec4(0.0);
1486 )";
1487
1488 // Do not do any sort of processing if it's obvious we're not going to pass the alpha test
1489 if (state.alpha_test_func == FramebufferRegs::CompareFunc::Never) {
1490 out += "discard; }";
1491 return {std::move(out)};
1492 }
1493
1494 // Append the scissor test
1495 if (state.scissor_test_mode != RasterizerRegs::ScissorMode::Disabled) {
1496 out += "if (";
1497 // Negate the condition if we have to keep only the pixels outside the scissor box
1498 if (state.scissor_test_mode == RasterizerRegs::ScissorMode::Include) {
1499 out += '!';
1500 }
1501 out += "(gl_FragCoord.x >= float(scissor_x1) && "
1502 "gl_FragCoord.y >= float(scissor_y1) && "
1503 "gl_FragCoord.x < float(scissor_x2) && "
1504 "gl_FragCoord.y < float(scissor_y2))) discard;\n";
1505 }
1506
1507 // After perspective divide, OpenGL transform z_over_w from [-1, 1] to [near, far]. Here we use
1508 // default near = 0 and far = 1, and undo the transformation to get the original z_over_w, then
1509 // do our own transformation according to PICA specification.
1510 out += "float z_over_w = 2.0 * gl_FragCoord.z - 1.0;\n"
1511 "float depth = z_over_w * depth_scale + depth_offset;\n";
1512 if (state.depthmap_enable == RasterizerRegs::DepthBuffering::WBuffering) {
1513 out += "depth /= gl_FragCoord.w;\n";
1514 }
1515
1516 if (state.lighting.enable)
1517 WriteLighting(out, config);
1518
1519 out += "vec4 combiner_buffer = vec4(0.0);\n"
1520 "vec4 next_combiner_buffer = tev_combiner_buffer_color;\n"
1521 "vec4 last_tex_env_out = vec4(0.0);\n";
1522
1523 for (std::size_t index = 0; index < state.tev_stages.size(); ++index) {
1524 WriteTevStage(out, config, static_cast<u32>(index));
1525 }
1526
1527 if (state.alpha_test_func != FramebufferRegs::CompareFunc::Always) {
1528 out += "if (";
1529 AppendAlphaTestCondition(out, state.alpha_test_func);
1530 out += ") discard;\n";
1531 }
1532
1533 // Append fog combiner
1534 if (state.fog_mode == TexturingRegs::FogMode::Fog) {
1535 // Get index into fog LUT
1536 if (state.fog_flip) {
1537 out += "float fog_index = (1.0 - float(depth)) * 128.0;\n";
1538 } else {
1539 out += "float fog_index = depth * 128.0;\n";
1540 }
1541
1542 // Generate clamped fog factor from LUT for given fog index
1543 out += "float fog_i = clamp(floor(fog_index), 0.0, 127.0);\n"
1544 "float fog_f = fog_index - fog_i;\n"
1545 "vec2 fog_lut_entry = texelFetch(texture_buffer_lut_lf, int(fog_i) + "
1546 "fog_lut_offset).rg;\n"
1547 "float fog_factor = fog_lut_entry.r + fog_lut_entry.g * fog_f;\n"
1548 "fog_factor = clamp(fog_factor, 0.0, 1.0);\n";
1549
1550 // Blend the fog
1551 out += "last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);\n";
1552 } else if (state.fog_mode == TexturingRegs::FogMode::Gas) {
1553 Core::System::GetInstance().TelemetrySession().AddField(
1554 Common::Telemetry::FieldType::Session, "VideoCore_Pica_UseGasMode", true);
1555 LOG_CRITICAL(Render_OpenGL, "Unimplemented gas mode");
1556 out += "discard; }";
1557 return {std::move(out)};
1558 }
1559
1560 if (state.shadow_rendering) {
1561 out += R"(
1562 #if ALLOW_SHADOW
1563 uint d = uint(clamp(depth, 0.0, 1.0) * float(0xFFFFFF));
1564 uint s = uint(last_tex_env_out.g * float(0xFF));
1565 ivec2 image_coord = ivec2(gl_FragCoord.xy);
1566
1567 uint old = imageLoad(shadow_buffer, image_coord).x;
1568 uint new;
1569 uint old2;
1570 do {
1571 old2 = old;
1572
1573 uvec2 ref = DecodeShadow(old);
1574 if (d < ref.x) {
1575 if (s == 0u) {
1576 ref.x = d;
1577 } else {
1578 s = uint(float(s) / (shadow_bias_constant + shadow_bias_linear * float(d) / float(ref.x)));
1579 ref.y = min(s, ref.y);
1580 }
1581 }
1582 new = EncodeShadow(ref);
1583
1584 } while ((old = imageAtomicCompSwap(shadow_buffer, image_coord, old, new)) != old2);
1585 #endif // ALLOW_SHADOW
1586 )";
1587 } else {
1588 out += "gl_FragDepth = depth;\n";
1589 // Round the final fragment color to maintain the PICA's 8 bits of precision
1590 out += "color = byteround(last_tex_env_out);\n";
1591 }
1592
1593 if (GLES) {
1594 if (!state.alphablend_enable) {
1595 switch (state.logic_op) {
1596 case FramebufferRegs::LogicOp::Clear:
1597 out += "color = vec4(0);\n";
1598 break;
1599 case FramebufferRegs::LogicOp::Set:
1600 out += "color = vec4(1);\n";
1601 break;
1602 case FramebufferRegs::LogicOp::Copy:
1603 // Take the color output as-is
1604 break;
1605 case FramebufferRegs::LogicOp::CopyInverted:
1606 out += "color = ~color;\n";
1607 break;
1608 case FramebufferRegs::LogicOp::NoOp:
1609 // We need to discard the color, but not necessarily the depth. This is not possible
1610 // with fragment shader alone, so we emulate this behavior on GLES with glColorMask.
1611 break;
1612 default:
1613 LOG_CRITICAL(HW_GPU, "Unhandled logic_op {:x}", static_cast<int>(state.logic_op));
1614 UNIMPLEMENTED();
1615 }
1616 }
1617 }
1618
1619 out += '}';
1620
1621 return {std::move(out)};
1622 }
1623
GenerateTrivialVertexShader(bool separable_shader)1624 ShaderDecompiler::ProgramResult GenerateTrivialVertexShader(bool separable_shader) {
1625 std::string out;
1626 if (separable_shader && !GLES) {
1627 out += "#extension GL_ARB_separate_shader_objects : enable\n";
1628 }
1629
1630 out +=
1631 fmt::format("layout(location = {}) in vec4 vert_position;\n"
1632 "layout(location = {}) in vec4 vert_color;\n"
1633 "layout(location = {}) in vec2 vert_texcoord0;\n"
1634 "layout(location = {}) in vec2 vert_texcoord1;\n"
1635 "layout(location = {}) in vec2 vert_texcoord2;\n"
1636 "layout(location = {}) in float vert_texcoord0_w;\n"
1637 "layout(location = {}) in vec4 vert_normquat;\n"
1638 "layout(location = {}) in vec3 vert_view;\n",
1639 ATTRIBUTE_POSITION, ATTRIBUTE_COLOR, ATTRIBUTE_TEXCOORD0, ATTRIBUTE_TEXCOORD1,
1640 ATTRIBUTE_TEXCOORD2, ATTRIBUTE_TEXCOORD0_W, ATTRIBUTE_NORMQUAT, ATTRIBUTE_VIEW);
1641
1642 out += GetVertexInterfaceDeclaration(true, separable_shader);
1643
1644 out += UniformBlockDef;
1645
1646 out += R"(
1647
1648 void main() {
1649 primary_color = vert_color;
1650 texcoord0 = vert_texcoord0;
1651 texcoord1 = vert_texcoord1;
1652 texcoord2 = vert_texcoord2;
1653 texcoord0_w = vert_texcoord0_w;
1654 normquat = vert_normquat;
1655 view = vert_view;
1656 gl_Position = vert_position;
1657 #if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
1658 gl_ClipDistance[0] = -vert_position.z; // fixed PICA clipping plane z <= 0
1659 gl_ClipDistance[1] = dot(clip_coef, vert_position);
1660 #endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
1661 }
1662 )";
1663
1664 return {std::move(out)};
1665 }
1666
GenerateVertexShader(const Pica::Shader::ShaderSetup & setup,const PicaVSConfig & config,bool separable_shader)1667 std::optional<ShaderDecompiler::ProgramResult> GenerateVertexShader(
1668 const Pica::Shader::ShaderSetup& setup, const PicaVSConfig& config, bool separable_shader) {
1669 std::string out;
1670 if (separable_shader && !GLES) {
1671 out += "#extension GL_ARB_separate_shader_objects : enable\n";
1672 }
1673
1674 out += ShaderDecompiler::GetCommonDeclarations();
1675
1676 std::array<bool, 16> used_regs{};
1677 const auto get_input_reg = [&used_regs](u32 reg) {
1678 ASSERT(reg < 16);
1679 used_regs[reg] = true;
1680 return fmt::format("vs_in_reg{}", reg);
1681 };
1682
1683 const auto get_output_reg = [&](u32 reg) -> std::string {
1684 ASSERT(reg < 16);
1685 if (config.state.output_map[reg] < config.state.num_outputs) {
1686 return fmt::format("vs_out_attr{}", config.state.output_map[reg]);
1687 }
1688 return "";
1689 };
1690
1691 auto program_source_opt = ShaderDecompiler::DecompileProgram(
1692 setup.program_code, setup.swizzle_data, config.state.main_offset, get_input_reg,
1693 get_output_reg, config.state.sanitize_mul);
1694
1695 if (!program_source_opt)
1696 return std::nullopt;
1697
1698 std::string& program_source = program_source_opt->code;
1699
1700 out += R"(
1701 #define uniforms vs_uniforms
1702 layout (std140) uniform vs_config {
1703 pica_uniforms uniforms;
1704 };
1705
1706 )";
1707 // input attributes declaration
1708 for (std::size_t i = 0; i < used_regs.size(); ++i) {
1709 if (used_regs[i]) {
1710 out += fmt::format("layout(location = {0}) in vec4 vs_in_reg{0};\n", i);
1711 }
1712 }
1713 out += '\n';
1714
1715 // output attributes declaration
1716 for (u32 i = 0; i < config.state.num_outputs; ++i) {
1717 out += (separable_shader ? "layout(location = " + std::to_string(i) + ")" : std::string{}) +
1718 " out vec4 vs_out_attr" + std::to_string(i) + ";\n";
1719 }
1720
1721 out += "\nvoid main() {\n";
1722 for (u32 i = 0; i < config.state.num_outputs; ++i) {
1723 out += fmt::format(" vs_out_attr{} = vec4(0.0, 0.0, 0.0, 1.0);\n", i);
1724 }
1725 out += "\n exec_shader();\n}\n\n";
1726
1727 out += program_source;
1728
1729 return {{std::move(out)}};
1730 }
1731
GetGSCommonSource(const PicaGSConfigCommonRaw & config,bool separable_shader)1732 static std::string GetGSCommonSource(const PicaGSConfigCommonRaw& config, bool separable_shader) {
1733 std::string out = GetVertexInterfaceDeclaration(true, separable_shader);
1734 out += UniformBlockDef;
1735 out += ShaderDecompiler::GetCommonDeclarations();
1736
1737 out += '\n';
1738 for (u32 i = 0; i < config.vs_output_attributes; ++i) {
1739 out += (separable_shader ? "layout(location = " + std::to_string(i) + ")" : std::string{}) +
1740 " in vec4 vs_out_attr" + std::to_string(i) + "[];\n";
1741 }
1742
1743 out += R"(
1744 struct Vertex {
1745 )";
1746 out += fmt::format(" vec4 attributes[{}];\n", config.gs_output_attributes);
1747 out += "};\n\n";
1748
1749 const auto semantic = [&config](VSOutputAttributes::Semantic slot_semantic) -> std::string {
1750 const u32 slot = static_cast<u32>(slot_semantic);
1751 const u32 attrib = config.semantic_maps[slot].attribute_index;
1752 const u32 comp = config.semantic_maps[slot].component_index;
1753 if (attrib < config.gs_output_attributes) {
1754 return fmt::format("vtx.attributes[{}].{}", attrib, "xyzw"[comp]);
1755 }
1756 return "0.0";
1757 };
1758
1759 out += "vec4 GetVertexQuaternion(Vertex vtx) {\n";
1760 out += " return vec4(" + semantic(VSOutputAttributes::QUATERNION_X) + ", " +
1761 semantic(VSOutputAttributes::QUATERNION_Y) + ", " +
1762 semantic(VSOutputAttributes::QUATERNION_Z) + ", " +
1763 semantic(VSOutputAttributes::QUATERNION_W) + ");\n";
1764 out += "}\n\n";
1765
1766 out += "void EmitVtx(Vertex vtx, bool quats_opposite) {\n";
1767 out += " vec4 vtx_pos = vec4(" + semantic(VSOutputAttributes::POSITION_X) + ", " +
1768 semantic(VSOutputAttributes::POSITION_Y) + ", " +
1769 semantic(VSOutputAttributes::POSITION_Z) + ", " +
1770 semantic(VSOutputAttributes::POSITION_W) + ");\n";
1771 out += " gl_Position = vtx_pos;\n";
1772 out += "#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)\n";
1773 out += " gl_ClipDistance[0] = -vtx_pos.z;\n"; // fixed PICA clipping plane z <= 0
1774 out += " gl_ClipDistance[1] = dot(clip_coef, vtx_pos);\n";
1775 out += "#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)\n\n";
1776
1777 out += " vec4 vtx_quat = GetVertexQuaternion(vtx);\n";
1778 out += " normquat = mix(vtx_quat, -vtx_quat, bvec4(quats_opposite));\n\n";
1779
1780 out += " vec4 vtx_color = vec4(" + semantic(VSOutputAttributes::COLOR_R) + ", " +
1781 semantic(VSOutputAttributes::COLOR_G) + ", " + semantic(VSOutputAttributes::COLOR_B) +
1782 ", " + semantic(VSOutputAttributes::COLOR_A) + ");\n";
1783 out += " primary_color = min(abs(vtx_color), vec4(1.0));\n\n";
1784
1785 out += " texcoord0 = vec2(" + semantic(VSOutputAttributes::TEXCOORD0_U) + ", " +
1786 semantic(VSOutputAttributes::TEXCOORD0_V) + ");\n";
1787 out += " texcoord1 = vec2(" + semantic(VSOutputAttributes::TEXCOORD1_U) + ", " +
1788 semantic(VSOutputAttributes::TEXCOORD1_V) + ");\n\n";
1789
1790 out += " texcoord0_w = " + semantic(VSOutputAttributes::TEXCOORD0_W) + ";\n";
1791 out += " view = vec3(" + semantic(VSOutputAttributes::VIEW_X) + ", " +
1792 semantic(VSOutputAttributes::VIEW_Y) + ", " + semantic(VSOutputAttributes::VIEW_Z) +
1793 ");\n\n";
1794
1795 out += " texcoord2 = vec2(" + semantic(VSOutputAttributes::TEXCOORD2_U) + ", " +
1796 semantic(VSOutputAttributes::TEXCOORD2_V) + ");\n\n";
1797
1798 out += " EmitVertex();\n";
1799 out += "}\n";
1800
1801 out += R"(
1802 bool AreQuaternionsOpposite(vec4 qa, vec4 qb) {
1803 return (dot(qa, qb) < 0.0);
1804 }
1805
1806 void EmitPrim(Vertex vtx0, Vertex vtx1, Vertex vtx2) {
1807 EmitVtx(vtx0, false);
1808 EmitVtx(vtx1, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx1)));
1809 EmitVtx(vtx2, AreQuaternionsOpposite(GetVertexQuaternion(vtx0), GetVertexQuaternion(vtx2)));
1810 EndPrimitive();
1811 }
1812 )";
1813
1814 return out;
1815 };
1816
GenerateFixedGeometryShader(const PicaFixedGSConfig & config,bool separable_shader)1817 ShaderDecompiler::ProgramResult GenerateFixedGeometryShader(const PicaFixedGSConfig& config,
1818 bool separable_shader) {
1819 std::string out;
1820 if (separable_shader && !GLES) {
1821 out += "#extension GL_ARB_separate_shader_objects : enable\n\n";
1822 }
1823
1824 out += R"(
1825 layout(triangles) in;
1826 layout(triangle_strip, max_vertices = 3) out;
1827
1828 )";
1829
1830 out += GetGSCommonSource(config.state, separable_shader);
1831
1832 out += R"(
1833 void main() {
1834 Vertex prim_buffer[3];
1835 )";
1836 for (u32 vtx = 0; vtx < 3; ++vtx) {
1837 out += fmt::format(" prim_buffer[{}].attributes = vec4[{}](", vtx,
1838 config.state.gs_output_attributes);
1839 for (u32 i = 0; i < config.state.vs_output_attributes; ++i) {
1840 out += fmt::format("{}vs_out_attr{}[{}]", i == 0 ? "" : ", ", i, vtx);
1841 }
1842 out += ");\n";
1843 }
1844 out += " EmitPrim(prim_buffer[0], prim_buffer[1], prim_buffer[2]);\n";
1845 out += "}\n";
1846
1847 return {std::move(out)};
1848 }
1849 } // namespace OpenGL
1850