fixed function composite transform; combiner constants

This commit is contained in:
espes 2013-11-18 06:44:47 +11:00
parent dd7f22b07d
commit b062d9f4a6
3 changed files with 199 additions and 140 deletions

View File

@ -433,6 +433,7 @@
# define NV097_SET_COMBINER_SPECULAR_FOG_CW0 0x00970288
# define NV097_SET_COMBINER_SPECULAR_FOG_CW1 0x0097028C
# define NV097_SET_COLOR_MASK 0x00970358
# define NV097_SET_COMPOSITE_MATRIX 0x00970680
# define NV097_SET_VIEWPORT_OFFSET 0x00970A20
# define NV097_SET_COMBINER_FACTOR0 0x00970A60
# define NV097_SET_COMBINER_FACTOR1 0x00970A80
@ -777,6 +778,9 @@ typedef struct KelvinState {
hwaddr dma_semaphore;
unsigned int semaphore_offset;
GLenum gl_primitive_mode;
bool enable_vertex_program_write;
unsigned int vertexshader_start_slot;
unsigned int vertexshader_load_slot;
@ -785,8 +789,6 @@ typedef struct KelvinState {
unsigned int constant_load_slot;
VertexShaderConstant constants[NV2A_VERTEXSHADER_CONSTANTS];
GLenum gl_primitive_mode;
VertexAttribute vertex_attributes[NV2A_VERTEXSHADER_ATTRIBUTES];
unsigned int inline_array_length;
@ -797,8 +799,6 @@ typedef struct KelvinState {
unsigned int inline_buffer_length;
InlineVertexBufferEntry inline_buffer[NV2A_MAX_BATCH_LENGTH];
bool enable_vertex_program_write;
} KelvinState;
typedef struct ContextSurfaces2DState {
@ -880,6 +880,9 @@ typedef struct PGRAPHState {
GHashTable *shader_cache;
GLuint gl_program;
float composite_matrix[16];
GLint composite_matrix_location;
GloContext *gl_context;
GLuint gl_framebuffer;
GLuint gl_renderbuffer;
@ -1603,61 +1606,18 @@ static gboolean shader_equal(gconstpointer a, gconstpointer b)
return memcmp(as, bs, sizeof(ShaderState)) == 0;
}
static void pgraph_bind_shaders(PGRAPHState *pg)
static GLuint generate_shaders(ShaderState state)
{
int i;
if (!pg->shaders_dirty) {
glUseProgram(pg->gl_program);
return;
}
GLuint program = glCreateProgram();
ShaderState state = {
/* register combier stuff */
.combiner_control = pg->regs[NV_PGRAPH_COMBINECTL],
.shader_stage_program = pg->regs[NV_PGRAPH_SHADERPROG],
.other_stage_input = pg->regs[NV_PGRAPH_SHADERCTL],
.final_inputs_0 = pg->regs[NV_PGRAPH_COMBINESPECFOG0],
.final_inputs_1 = pg->regs[NV_PGRAPH_COMBINESPECFOG1],
if (state.fixed_function) {
/* generate vertex shader mimicking fixed function */
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glAttachShader(program, vertex_shader);
/* fixed function stuff */
.fixed_function = GET_MASK(pg->regs[NV_PGRAPH_CSV0_D],
NV_PGRAPH_CSV0_D_MODE) == 0,
};
//uint32_t final_constant_0 = pg->regs[NV_PGRAPH_SPECFOGFACTOR0];
//uint32_t final_constant_1 = pg->regs[NV_PGRAPH_SPECFOGFACTOR1];
for (i = 0; i < 8; i++) {
state.rgb_inputs[i] = pg->regs[NV_PGRAPH_COMBINECOLORI0 + i * 4];
state.rgb_outputs[i] = pg->regs[NV_PGRAPH_COMBINECOLORO0 + i * 4];
state.alpha_inputs[i] = pg->regs[NV_PGRAPH_COMBINEALPHAI0 + i * 4];
state.alpha_outputs[i] = pg->regs[NV_PGRAPH_COMBINEALPHAO0 + i * 4];
//constant_0[i] = pg->regs[NV_PGRAPH_COMBINEFACTOR0 + i * 4];
//constant_1[i] = pg->regs[NV_PGRAPH_COMBINEFACTOR1 + i * 4];
}
for (i = 0; i < 4; i++) {
state.rect_tex[i] = false;
if (pg->textures[i].enabled
&& !kelvin_color_format_map[pg->textures[i].color_format].swizzled) {
state.rect_tex[i] = true;
}
}
gpointer cached_shader = g_hash_table_lookup(pg->shader_cache, &state);
if (cached_shader) {
pg->gl_program = (GLuint)cached_shader;
glUseProgram(pg->gl_program);
} else {
GLuint program = glCreateProgram();
if (state.fixed_function) {
/* generate vertex shader mimicking function function */
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glAttachShader(program, vertex_shader);
const char *vertex_shader_code =
const char *vertex_shader_code =
"attribute vec4 position;\n"
"attribute vec3 normal;\n"
"attribute vec4 diffuse;\n"
@ -1667,116 +1627,209 @@ static void pgraph_bind_shaders(PGRAPHState *pg)
"attribute vec4 multiTexCoord1;\n"
"attribute vec4 multiTexCoord2;\n"
"attribute vec4 multiTexCoord3;\n"
"uniform mat4 composite;\n"
"void main() {\n"
" gl_Position = position;\n"
" gl_Position = position * composite;\n"
/* temp hack: the composite matrix includes the view transform... */
" gl_Position.x = (gl_Position.x - 320.0) / 320.0;\n"
" gl_Position.y = -(gl_Position.y - 240.0) / 240.0;\n"
" gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n"
" gl_FrontColor = diffuse;\n"
" gl_TexCoord[0] = multiTexCoord0;\n"
" gl_TexCoord[1] = multiTexCoord1;\n"
" gl_TexCoord[2] = multiTexCoord2;\n"
" gl_TexCoord[3] = multiTexCoord3;\n"
"}\n";
glShaderSource(vertex_shader, 1, &vertex_shader_code, 0);
glCompileShader(vertex_shader);
NV2A_DPRINTF("bind new vertex shader, code:\n%s\n", vertex_shader_code);
glShaderSource(vertex_shader, 1, &vertex_shader_code, 0);
glCompileShader(vertex_shader);
/* Check it compiled */
GLint compiled = 0;
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLchar log[1024];
glGetShaderInfoLog(vertex_shader, 1024, NULL, log);
fprintf(stderr, "nv2a: vertex shader compilation failed: %s\n", log);
abort();
}
glBindAttribLocation(program, NV2A_VERTEX_ATTR_POSITION, "position");
glBindAttribLocation(program, NV2A_VERTEX_ATTR_DIFFUSE, "diffuse");
glBindAttribLocation(program, NV2A_VERTEX_ATTR_SPECULAR, "specular");
glBindAttribLocation(program, NV2A_VERTEX_ATTR_FOG, "fog");
glBindAttribLocation(program, NV2A_VERTEX_ATTR_TEXTURE0, "multiTexCoord0");
glBindAttribLocation(program, NV2A_VERTEX_ATTR_TEXTURE1, "multiTexCoord1");
glBindAttribLocation(program, NV2A_VERTEX_ATTR_TEXTURE2, "multiTexCoord2");
glBindAttribLocation(program, NV2A_VERTEX_ATTR_TEXTURE3, "multiTexCoord3");
}
/* generate a fragment hader from register combiners */
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glAttachShader(program, fragment_shader);
QString *fragment_shader_code = psh_translate(state.combiner_control,
state.shader_stage_program,
state.other_stage_input,
state.rgb_inputs, state.rgb_outputs,
state.alpha_inputs, state.alpha_outputs,
/* constant_0, constant_1, */
state.final_inputs_0, state.final_inputs_1,
/* final_constant_0, final_constant_1, */
state.rect_tex);
const char *fragment_shader_code_str = qstring_get_str(fragment_shader_code);
NV2A_DPRINTF("bind new fragment shader, code:\n%s\n", fragment_shader_code_str);
glShaderSource(fragment_shader, 1, &fragment_shader_code_str, 0);
glCompileShader(fragment_shader);
NV2A_DPRINTF("bind new vertex shader, code:\n%s\n", vertex_shader_code);
/* Check it compiled */
GLint compiled = 0;
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &compiled);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLchar log[1024];
glGetShaderInfoLog(fragment_shader, 1024, NULL, log);
fprintf(stderr, "nv2a: fragment shader compilation failed: %s\n", log);
glGetShaderInfoLog(vertex_shader, 1024, NULL, log);
fprintf(stderr, "nv2a: vertex shader compilation failed: %s\n", log);
abort();
}
QDECREF(fragment_shader_code);
glBindAttribLocation(program, NV2A_VERTEX_ATTR_POSITION, "position");
glBindAttribLocation(program, NV2A_VERTEX_ATTR_DIFFUSE, "diffuse");
glBindAttribLocation(program, NV2A_VERTEX_ATTR_SPECULAR, "specular");
glBindAttribLocation(program, NV2A_VERTEX_ATTR_FOG, "fog");
glBindAttribLocation(program, NV2A_VERTEX_ATTR_TEXTURE0, "multiTexCoord0");
glBindAttribLocation(program, NV2A_VERTEX_ATTR_TEXTURE1, "multiTexCoord1");
glBindAttribLocation(program, NV2A_VERTEX_ATTR_TEXTURE2, "multiTexCoord2");
glBindAttribLocation(program, NV2A_VERTEX_ATTR_TEXTURE3, "multiTexCoord3");
}
/* generate a fragment hader from register combiners */
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glAttachShader(program, fragment_shader);
QString *fragment_shader_code = psh_translate(state.combiner_control,
state.shader_stage_program,
state.other_stage_input,
state.rgb_inputs, state.rgb_outputs,
state.alpha_inputs, state.alpha_outputs,
/* constant_0, constant_1, */
state.final_inputs_0, state.final_inputs_1,
/* final_constant_0, final_constant_1, */
state.rect_tex);
const char *fragment_shader_code_str = qstring_get_str(fragment_shader_code);
NV2A_DPRINTF("bind new fragment shader, code:\n%s\n", fragment_shader_code_str);
glShaderSource(fragment_shader, 1, &fragment_shader_code_str, 0);
glCompileShader(fragment_shader);
/* Check it compiled */
GLint compiled = 0;
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLchar log[1024];
glGetShaderInfoLog(fragment_shader, 1024, NULL, log);
fprintf(stderr, "nv2a: fragment shader compilation failed: %s\n", log);
abort();
}
QDECREF(fragment_shader_code);
/* link the program */
glLinkProgram(program);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if(!linked) {
GLchar log[1024];
glGetProgramInfoLog(program, 1024, NULL, log);
fprintf(stderr, "nv2a: fragment shader linking failed: %s\n", log);
abort();
/* link the program */
glLinkProgram(program);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if(!linked) {
GLchar log[1024];
glGetProgramInfoLog(program, 1024, NULL, log);
fprintf(stderr, "nv2a: shader linking failed: %s\n", log);
abort();
}
glUseProgram(program);
/* set texture samplers */
for (i = 0; i < NV2A_MAX_TEXTURES; i++) {
char samplerName[16];
snprintf(samplerName, sizeof(samplerName), "texSamp%d", i);
GLint texSampLoc = glGetUniformLocation(program, samplerName);
if (texSampLoc >= 0) {
glUniform1i(texSampLoc, i);
}
}
glValidateProgram(program);
GLint valid = 0;
glGetProgramiv(program, GL_VALIDATE_STATUS, &valid);
if (!valid) {
GLchar log[1024];
glGetProgramInfoLog(program, 1024, NULL, log);
fprintf(stderr, "nv2a: shader validation failed: %s\n", log);
abort();
}
return program;
}
static void pgraph_bind_shaders(PGRAPHState *pg)
{
int i;
bool fixed_function = GET_MASK(pg->regs[NV_PGRAPH_CSV0_D],
NV_PGRAPH_CSV0_D_MODE) == 0;
if (pg->shaders_dirty) {
ShaderState state = {
/* register combier stuff */
.combiner_control = pg->regs[NV_PGRAPH_COMBINECTL],
.shader_stage_program = pg->regs[NV_PGRAPH_SHADERPROG],
.other_stage_input = pg->regs[NV_PGRAPH_SHADERCTL],
.final_inputs_0 = pg->regs[NV_PGRAPH_COMBINESPECFOG0],
.final_inputs_1 = pg->regs[NV_PGRAPH_COMBINESPECFOG1],
/* fixed function stuff */
.fixed_function = fixed_function,
};
for (i = 0; i < 8; i++) {
state.rgb_inputs[i] = pg->regs[NV_PGRAPH_COMBINECOLORI0 + i * 4];
state.rgb_outputs[i] = pg->regs[NV_PGRAPH_COMBINECOLORO0 + i * 4];
state.alpha_inputs[i] = pg->regs[NV_PGRAPH_COMBINEALPHAI0 + i * 4];
state.alpha_outputs[i] = pg->regs[NV_PGRAPH_COMBINEALPHAO0 + i * 4];
//constant_0[i] = pg->regs[NV_PGRAPH_COMBINEFACTOR0 + i * 4];
//constant_1[i] = pg->regs[NV_PGRAPH_COMBINEFACTOR1 + i * 4];
}
glUseProgram(program);
/* set texture samplers */
for (i = 0; i < NV2A_MAX_TEXTURES; i++) {
char samplerName[16];
snprintf(samplerName, sizeof(samplerName), "texSamp%d", i);
GLint texSampLoc = glGetUniformLocation(program, samplerName);
if (texSampLoc >= 0) {
glUniform1i(texSampLoc, i);
for (i = 0; i < 4; i++) {
state.rect_tex[i] = false;
if (pg->textures[i].enabled
&& !kelvin_color_format_map[
pg->textures[i].color_format].swizzled) {
state.rect_tex[i] = true;
}
}
/*glValidateProgram(pg->gl_program);
GLint valid = 0;
glGetProgramiv(pg->gl_program, GL_VALIDATE_STATUS, &valid);
if (!valid) {
GLchar log[1024];
glGetProgramInfoLog(pg->gl_program, 1024, NULL, log);
fprintf(stderr, "nv2a: fragment shader validation failed: %s\n", log);
abort();
}*/
gpointer cached_shader = g_hash_table_lookup(pg->shader_cache, &state);
if (cached_shader) {
pg->gl_program = (GLuint)cached_shader;
} else {
pg->gl_program = generate_shaders(state);
pg->gl_program = program;
/* cache it */
ShaderState *cache_state = g_malloc(sizeof(*cache_state));
memcpy(cache_state, &state, sizeof(*cache_state));
g_hash_table_insert(pg->shader_cache, cache_state, (gpointer)program);
/* cache it */
ShaderState *cache_state = g_malloc(sizeof(*cache_state));
memcpy(cache_state, &state, sizeof(*cache_state));
g_hash_table_insert(pg->shader_cache, cache_state,
(gpointer)pg->gl_program);
}
}
glUseProgram(pg->gl_program);
/* update combiner constants */
for (i = 0; i<= 8; i++) {
uint32_t constant[2];
if (i == 8) {
/* final combiner */
constant[0] = pg->regs[NV_PGRAPH_SPECFOGFACTOR0];
constant[1] = pg->regs[NV_PGRAPH_SPECFOGFACTOR1];
} else {
constant[0] = pg->regs[NV_PGRAPH_COMBINEFACTOR0 + i * 4];
constant[1] = pg->regs[NV_PGRAPH_COMBINEFACTOR1 + i * 4];
}
int j;
for (j = 0; j < 2; j++) {
char tmp[8];
snprintf(tmp, sizeof(tmp), "c_%d_%d", i, j);
GLint loc = glGetUniformLocation(pg->gl_program, tmp);
if (loc != -1) {
float value[4];
value[0] = (float) ((constant[j] >> 16) & 0xFF) / 255.0f;
value[1] = (float) ((constant[j] >> 8) & 0xFF) / 255.0f;
value[2] = (float) (constant[j] & 0xFF) / 255.0f;
value[3] = (float) ((constant[j] >> 24) & 0xFF) / 255.0f;
glUniform4fv(loc, 1, value);
}
}
}
/* update fixed function composite matrix */
if (fixed_function) {
GLint loc = glGetUniformLocation(pg->gl_program, "composite");
glUniformMatrix4fv(loc, 1, GL_FALSE, pg->composite_matrix);
}
pg->shaders_dirty = false;
}
@ -2278,6 +2331,12 @@ static void pgraph_method(NV2AState *d,
pg->color_mask = parameter;
break;
case NV097_SET_COMPOSITE_MATRIX ...
NV097_SET_COMPOSITE_MATRIX + 0x3c:
slot = (class_method - NV097_SET_COMPOSITE_MATRIX) / 4;
pg->composite_matrix[slot] = *(float*)&parameter;
break;
case NV097_SET_VIEWPORT_OFFSET ...
NV097_SET_VIEWPORT_OFFSET + 12:
@ -2458,7 +2517,7 @@ static void pgraph_method(NV2AState *d,
kelvin->inline_buffer);
glEnableVertexAttribArray(NV2A_VERTEX_ATTR_DIFFUSE);
glVertexAttribPointer(NV2A_VERTEX_ATTR_POSITION,
glVertexAttribPointer(NV2A_VERTEX_ATTR_DIFFUSE,
1,
GL_UNSIGNED_INT,
GL_FALSE,

View File

@ -597,7 +597,7 @@ static QString* psh_convert(struct PixelShader *ps)
}
}
for (i = 0; i < ps->num_const_refs; i++) {
qstring_append_fmt(vars, "vec4 %s;\n", ps->const_refs[i]);
qstring_append_fmt(preflight, "uniform vec4 %s;\n", ps->const_refs[i]);
}

View File

@ -674,7 +674,7 @@ QString* vsh_translate(uint16_t version,
"RCP R1.x, c[58].x;\n"
"RCP R1.y, c[58].y;\n"
/* scale_z = view_z == 0 ? 1 : 1 / view_z */
/* scale_z = view_z == 0 ? 1 : (1 / view_z) */
"ABS R1.z, c[58].z;\n"
"SGE R1.z, -R1.z, 0;\n"
"ADD R1.z, R1.z, c[58].z;\n"