Merge pull request #6352 from stenzek/fogrange
PixelShaderGen: Implement table-based fog range as in software renderer
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6a609e6e3c
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@ -24,9 +24,10 @@ struct PixelShaderConstants
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std::array<int4, 6> indtexmtx;
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int4 fogcolor;
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int4 fogi;
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std::array<float4, 2> fogf;
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float4 fogf;
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std::array<float4, 3> fogrange;
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float4 zslope;
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std::array<float, 2> efbscale;
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std::array<float, 2> efbscale; // .xy
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// Constants from here onwards are only used in ubershaders.
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u32 genmode; // .z
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@ -397,7 +397,8 @@ void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, u32 num_texg
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"\tint4 " I_INDTEXMTX "[6];\n"
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"\tint4 " I_FOGCOLOR ";\n"
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"\tint4 " I_FOGI ";\n"
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"\tfloat4 " I_FOGF "[2];\n"
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"\tfloat4 " I_FOGF ";\n"
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"\tfloat4 " I_FOGRANGE "[3];\n"
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"\tfloat4 " I_ZSLOPE ";\n"
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"\tfloat2 " I_EFBSCALE ";\n"
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"\tuint bpmem_genmode;\n"
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@ -1331,30 +1332,33 @@ static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data)
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// renderer)
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// Maybe we want to use "ze = (A << B_SHF)/((B << B_SHF) - Zs)" instead?
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// That's equivalent, but keeps the lower bits of Zs.
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out.Write("\tfloat ze = (" I_FOGF "[1].x * 16777216.0) / float(" I_FOGI
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".y - (zCoord >> " I_FOGI ".w));\n");
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out.Write("\tfloat ze = (" I_FOGF ".x * 16777216.0) / float(" I_FOGI ".y - (zCoord >> " I_FOGI
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".w));\n");
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}
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else
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{
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// orthographic
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// ze = a*Zs (here, no B_SHF)
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out.Write("\tfloat ze = " I_FOGF "[1].x * float(zCoord) / 16777216.0;\n");
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out.Write("\tfloat ze = " I_FOGF ".x * float(zCoord) / 16777216.0;\n");
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}
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// x_adjust = sqrt((x-center)^2 + k^2)/k
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// ze *= x_adjust
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// TODO Instead of this theoretical calculation, we should use the
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// coefficient table given in the fog range BP registers!
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if (uid_data->fog_RangeBaseEnabled)
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{
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out.SetConstantsUsed(C_FOGF, C_FOGF);
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out.Write("\tfloat x_adjust = (2.0 * (rawpos.x / " I_FOGF "[0].y)) - 1.0 - " I_FOGF "[0].x;\n");
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out.Write("\tx_adjust = sqrt(x_adjust * x_adjust + " I_FOGF "[0].z * " I_FOGF "[0].z) / " I_FOGF
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"[0].z;\n");
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out.Write("\tfloat offset = (2.0 * (rawpos.x / " I_FOGF ".w)) - 1.0 - " I_FOGF ".z;\n");
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out.Write("\tfloat floatindex = clamp(9.0 - abs(offset) * 9.0, 0.0, 9.0);\n");
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out.Write("\tuint indexlower = uint(floor(floatindex));\n");
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out.Write("\tuint indexupper = indexlower + 1u;\n");
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out.Write("\tfloat klower = " I_FOGRANGE "[indexlower >> 2u][indexlower & 3u];\n");
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out.Write("\tfloat kupper = " I_FOGRANGE "[indexupper >> 2u][indexupper & 3u];\n");
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out.Write("\tfloat k = lerp(klower, kupper, frac(floatindex));\n");
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out.Write("\tfloat x_adjust = sqrt(offset * offset + k * k) / k;\n");
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out.Write("\tze *= x_adjust;\n");
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}
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out.Write("\tfloat fog = clamp(ze - " I_FOGF "[1].z, 0.0, 1.0);\n");
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out.Write("\tfloat fog = clamp(ze - " I_FOGF ".y, 0.0, 1.0);\n");
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if (uid_data->fog_fsel > 3)
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{
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@ -110,16 +110,23 @@ void PixelShaderManager::SetConstants()
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// they are the coefficients from the center to the border of the screen
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// so to simplify I use the hi coefficient as K in the shader taking 256 as the scale
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// TODO: Shouldn't this be EFBToScaledXf?
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constants.fogf[0][0] = ScreenSpaceCenter;
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constants.fogf[0][1] =
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constants.fogf[2] = ScreenSpaceCenter;
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constants.fogf[3] =
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static_cast<float>(g_renderer->EFBToScaledX(static_cast<int>(2.0f * xfmem.viewport.wd)));
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constants.fogf[0][2] = bpmem.fogRange.K[4].HI / 256.0f;
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for (size_t i = 0, vec_index = 0; i < ArraySize(bpmem.fogRange.K); i++)
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{
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constexpr float scale = 4.0f;
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constants.fogrange[vec_index / 4][vec_index % 4] = bpmem.fogRange.K[i].GetValue(0) * scale;
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vec_index++;
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constants.fogrange[vec_index / 4][vec_index % 4] = bpmem.fogRange.K[i].GetValue(1) * scale;
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vec_index++;
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}
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}
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else
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{
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constants.fogf[0][0] = 0;
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constants.fogf[0][1] = 1;
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constants.fogf[0][2] = 1;
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constants.fogf[2] = 0;
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constants.fogf[3] = 1;
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}
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dirty = true;
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@ -409,17 +416,17 @@ void PixelShaderManager::SetFogParamChanged()
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{
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if (!g_ActiveConfig.bDisableFog)
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{
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constants.fogf[1][0] = bpmem.fog.GetA();
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constants.fogf[0] = bpmem.fog.GetA();
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constants.fogf[1] = bpmem.fog.GetC();
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constants.fogi[1] = bpmem.fog.b_magnitude;
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constants.fogf[1][2] = bpmem.fog.GetC();
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constants.fogi[3] = bpmem.fog.b_shift;
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constants.fogParam3 = bpmem.fog.c_proj_fsel.hex;
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}
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else
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{
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constants.fogf[1][0] = 0.f;
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constants.fogf[0] = 0.f;
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constants.fogf[1] = 0.f;
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constants.fogi[1] = 1;
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constants.fogf[1][2] = 0.f;
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constants.fogi[3] = 1;
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constants.fogParam3 = 0;
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}
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@ -301,6 +301,7 @@ inline const char* GetInterpolationQualifier(bool msaa, bool ssaa,
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#define I_FOGCOLOR "cfogcolor"
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#define I_FOGI "cfogi"
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#define I_FOGF "cfogf"
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#define I_FOGRANGE "cfogrange"
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#define I_ZSLOPE "czslope"
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#define I_EFBSCALE "cefbscale"
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@ -1157,28 +1157,30 @@ ShaderCode GenPixelShader(APIType ApiType, const ShaderHostConfig& host_config,
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BitfieldExtract("bpmem_fogParam3", FogParam3().proj).c_str());
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out.Write(" // perspective\n"
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" // ze = A/(B - (Zs >> B_SHF)\n"
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" ze = (" I_FOGF "[1].x * 16777216.0) / float(" I_FOGI ".y - (zCoord >> " I_FOGI
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" ze = (" I_FOGF ".x * 16777216.0) / float(" I_FOGI ".y - (zCoord >> " I_FOGI
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".w));\n"
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" } else {\n"
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" // orthographic\n"
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" // ze = a*Zs (here, no B_SHF)\n"
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" ze = " I_FOGF "[1].x * float(zCoord) / 16777216.0;\n"
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" ze = " I_FOGF ".z * float(zCoord) / 16777216.0;\n"
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" }\n"
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"\n"
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" if (bool(%s)) {\n",
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BitfieldExtract("bpmem_fogRangeBase", FogRangeParams::RangeBase().Enabled).c_str());
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out.Write(" // x_adjust = sqrt((x-center)^2 + k^2)/k\n"
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" // ze *= x_adjust\n"
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" // TODO Instead of this theoretical calculation, we should use the\n"
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" // coefficient table given in the fog range BP registers!\n"
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" float x_adjust = (2.0 * (rawpos.x / " I_FOGF "[0].y)) - 1.0 - " I_FOGF
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"[0].x; \n"
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" x_adjust = sqrt(x_adjust * x_adjust + " I_FOGF "[0].z * " I_FOGF
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"[0].z) / " I_FOGF "[0].z;\n"
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" float offset = (2.0 * (rawpos.x / " I_FOGF ".w)) - 1.0 - " I_FOGF ".z;\n"
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" float floatindex = clamp(9.0 - abs(offset) * 9.0, 0.0, 9.0);\n"
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" uint indexlower = uint(floor(floatindex));\n"
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" uint indexupper = indexlower + 1u;\n"
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" float klower = " I_FOGRANGE "[indexlower >> 2u][indexlower & 3u];\n"
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" float kupper = " I_FOGRANGE "[indexupper >> 2u][indexupper & 3u];\n"
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" float k = lerp(klower, kupper, frac(floatindex));\n"
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" float x_adjust = sqrt(offset * offset + k * k) / k;\n"
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" ze *= x_adjust;\n"
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" }\n"
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"\n"
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" float fog = clamp(ze - " I_FOGF "[1].z, 0.0, 1.0);\n"
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" float fog = clamp(ze - " I_FOGF ".y, 0.0, 1.0);\n"
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"\n"
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" if (fog_function > 3u) {\n"
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" switch (fog_function) {\n"
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