gl_rasterizer: change shadow_texture_bias from shader config var to shader uniform
Games can frequently change this register. Using it as shader config var would generates a lot of shaders
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bad2e084e3
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@ -203,6 +203,7 @@ void RasterizerOpenGL::SyncEntireState() {
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SyncProcTexNoise();
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SyncProcTexBias();
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SyncShadowBias();
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SyncShadowTextureBias();
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}
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/**
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@ -903,6 +904,11 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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SyncBlendColor();
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break;
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// Shadow texture
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case PICA_REG_INDEX(texturing.shadow):
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SyncShadowTextureBias();
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break;
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// Fog state
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case PICA_REG_INDEX(texturing.fog_color):
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SyncFogColor();
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@ -1906,6 +1912,14 @@ void RasterizerOpenGL::SyncShadowBias() {
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}
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}
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void RasterizerOpenGL::SyncShadowTextureBias() {
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GLint bias = Pica::g_state.regs.texturing.shadow.bias << 1;
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if (bias != uniform_block_data.data.shadow_texture_bias) {
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uniform_block_data.data.shadow_texture_bias = bias;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncAndUploadLUTs() {
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constexpr std::size_t max_size = sizeof(GLvec2) * 256 * Pica::LightingRegs::NumLightingSampler +
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sizeof(GLvec2) * 128 + // fog
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@ -214,6 +214,9 @@ private:
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/// Syncs the shadow rendering bias to match the PICA register
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void SyncShadowBias();
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/// Syncs the shadow texture bias to match the PICA register
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void SyncShadowTextureBias();
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/// Syncs and uploads the lighting, fog and proctex LUTs
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void SyncAndUploadLUTs();
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@ -63,6 +63,7 @@ layout (std140) uniform shader_data {
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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float proctex_bias;
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int shadow_texture_bias;
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ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
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vec3 fog_color;
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vec2 proctex_noise_f;
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@ -240,7 +241,6 @@ PicaFSConfig PicaFSConfig::BuildFromRegs(const Pica::Regs& regs) {
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FramebufferRegs::FragmentOperationMode::Shadow;
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state.shadow_texture_orthographic = regs.texturing.shadow.orthographic != 0;
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state.shadow_texture_bias = regs.texturing.shadow.bias << 1;
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return res;
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}
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@ -1358,8 +1358,7 @@ vec4 shadowTexture(vec2 uv, float w) {
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if (!config.state.shadow_texture_orthographic) {
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out += "uv /= w;";
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}
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out += "uint z = uint(max(0, int(min(abs(w), 1.0) * 0xFFFFFF) - " +
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std::to_string(state.shadow_texture_bias) + "));";
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out += "uint z = uint(max(0, int(min(abs(w), 1.0) * 0xFFFFFF) - shadow_texture_bias));";
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out += R"(
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vec2 coord = vec2(imageSize(shadow_texture_px)) * uv - vec2(0.5);
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vec2 coord_floor = floor(coord);
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@ -1391,8 +1390,7 @@ vec4 shadowTextureCube(vec2 uv, float w) {
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if (c.z > 0.0) uv.x = -uv.x;
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}
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)";
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out += "uint z = uint(max(0, int(min(w, 1.0) * 0xFFFFFF) - " +
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std::to_string(state.shadow_texture_bias) + "));";
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out += "uint z = uint(max(0, int(min(w, 1.0) * 0xFFFFFF) - shadow_texture_bias));";
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out += R"(
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vec2 coord = vec2(size) * (uv / w * vec2(0.5) + vec2(0.5)) - vec2(0.5);
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vec2 coord_floor = floor(coord);
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@ -118,7 +118,6 @@ struct PicaFSConfigState {
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bool shadow_rendering;
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bool shadow_texture_orthographic;
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u32 shadow_texture_bias;
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};
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/**
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@ -49,6 +49,7 @@ struct UniformData {
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GLint proctex_lut_offset;
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GLint proctex_diff_lut_offset;
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GLfloat proctex_bias;
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GLint shadow_texture_bias;
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alignas(16) GLivec4 lighting_lut_offset[Pica::LightingRegs::NumLightingSampler / 4];
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alignas(16) GLvec3 fog_color;
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alignas(8) GLvec2 proctex_noise_f;
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