xemu/hw/xbox/nv2a/pgraph/shaders.c

301 lines
13 KiB
C

/*
* Geforce NV2A PGRAPH OpenGL Renderer
*
* Copyright (c) 2015 espes
* Copyright (c) 2015 Jannik Vogel
* Copyright (c) 2020-2024 Matt Borgerson
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, see <http://www.gnu.org/licenses/>.
*/
#include "hw/xbox/nv2a/debug.h"
#include "texture.h"
#include "pgraph.h"
#include "shaders.h"
ShaderState pgraph_get_shader_state(PGRAPHState *pg)
{
bool vertex_program = GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_CSV0_D),
NV_PGRAPH_CSV0_D_MODE) == 2;
bool fixed_function = GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_CSV0_D),
NV_PGRAPH_CSV0_D_MODE) == 0;
int program_start = GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_CSV0_C),
NV_PGRAPH_CSV0_C_CHEOPS_PROGRAM_START);
pg->program_data_dirty = false;
ShaderState state;
// We will hash it, so make sure any padding is zeroed
memset(&state, 0, sizeof(ShaderState));
state.surface_scale_factor = pg->surface_scale_factor;
state.compressed_attrs = pg->compressed_attrs;
state.uniform_attrs = pg->uniform_attrs;
state.swizzle_attrs = pg->swizzle_attrs;
/* register combiner stuff */
state.psh.window_clip_exclusive =
pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) & NV_PGRAPH_SETUPRASTER_WINDOWCLIPTYPE;
state.psh.combiner_control = pgraph_reg_r(pg, NV_PGRAPH_COMBINECTL);
state.psh.shader_stage_program = pgraph_reg_r(pg, NV_PGRAPH_SHADERPROG);
state.psh.other_stage_input = pgraph_reg_r(pg, NV_PGRAPH_SHADERCTL);
state.psh.final_inputs_0 = pgraph_reg_r(pg, NV_PGRAPH_COMBINESPECFOG0);
state.psh.final_inputs_1 = pgraph_reg_r(pg, NV_PGRAPH_COMBINESPECFOG1);
state.psh.alpha_test =
pgraph_reg_r(pg, NV_PGRAPH_CONTROL_0) & NV_PGRAPH_CONTROL_0_ALPHATESTENABLE;
state.psh.alpha_func = (enum PshAlphaFunc)GET_MASK(
pgraph_reg_r(pg, NV_PGRAPH_CONTROL_0), NV_PGRAPH_CONTROL_0_ALPHAFUNC);
state.psh.point_sprite = pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) &
NV_PGRAPH_SETUPRASTER_POINTSMOOTHENABLE;
state.psh.shadow_depth_func = (enum PshShadowDepthFunc)GET_MASK(
pgraph_reg_r(pg, NV_PGRAPH_SHADOWCTL), NV_PGRAPH_SHADOWCTL_SHADOW_ZFUNC);
state.fixed_function = fixed_function;
/* fixed function stuff */
if (fixed_function) {
state.skinning = (enum VshSkinning)GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_CSV0_D),
NV_PGRAPH_CSV0_D_SKIN);
state.lighting =
GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_CSV0_C), NV_PGRAPH_CSV0_C_LIGHTING);
state.normalization =
pgraph_reg_r(pg, NV_PGRAPH_CSV0_C) & NV_PGRAPH_CSV0_C_NORMALIZATION_ENABLE;
/* color material */
state.emission_src = (enum MaterialColorSource)GET_MASK(
pgraph_reg_r(pg, NV_PGRAPH_CSV0_C), NV_PGRAPH_CSV0_C_EMISSION);
state.ambient_src = (enum MaterialColorSource)GET_MASK(
pgraph_reg_r(pg, NV_PGRAPH_CSV0_C), NV_PGRAPH_CSV0_C_AMBIENT);
state.diffuse_src = (enum MaterialColorSource)GET_MASK(
pgraph_reg_r(pg, NV_PGRAPH_CSV0_C), NV_PGRAPH_CSV0_C_DIFFUSE);
state.specular_src = (enum MaterialColorSource)GET_MASK(
pgraph_reg_r(pg, NV_PGRAPH_CSV0_C), NV_PGRAPH_CSV0_C_SPECULAR);
}
/* vertex program stuff */
state.vertex_program = vertex_program,
state.z_perspective = pgraph_reg_r(pg, NV_PGRAPH_CONTROL_0) &
NV_PGRAPH_CONTROL_0_Z_PERSPECTIVE_ENABLE;
state.psh.z_perspective = state.z_perspective;
state.point_params_enable = GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_CSV0_D),
NV_PGRAPH_CSV0_D_POINTPARAMSENABLE);
state.point_size =
GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_POINTSIZE), NV097_SET_POINT_SIZE_V) / 8.0f;
if (state.point_params_enable) {
for (int i = 0; i < 8; i++) {
state.point_params[i] = pg->point_params[i];
}
}
/* geometry shader stuff */
state.primitive_mode = (enum ShaderPrimitiveMode)pg->primitive_mode;
state.polygon_front_mode = (enum ShaderPolygonMode)GET_MASK(
pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER), NV_PGRAPH_SETUPRASTER_FRONTFACEMODE);
state.polygon_back_mode = (enum ShaderPolygonMode)GET_MASK(
pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER), NV_PGRAPH_SETUPRASTER_BACKFACEMODE);
state.smooth_shading = GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_CONTROL_3),
NV_PGRAPH_CONTROL_3_SHADEMODE) ==
NV_PGRAPH_CONTROL_3_SHADEMODE_SMOOTH;
state.psh.smooth_shading = state.smooth_shading;
state.psh.depth_clipping = GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_ZCOMPRESSOCCLUDE),
NV_PGRAPH_ZCOMPRESSOCCLUDE_ZCLAMP_EN) ==
NV_PGRAPH_ZCOMPRESSOCCLUDE_ZCLAMP_EN_CULL;
state.program_length = 0;
if (vertex_program) {
// copy in vertex program tokens
for (int i = program_start; i < NV2A_MAX_TRANSFORM_PROGRAM_LENGTH;
i++) {
uint32_t *cur_token = (uint32_t *)&pg->program_data[i];
memcpy(&state.program_data[state.program_length], cur_token,
VSH_TOKEN_SIZE * sizeof(uint32_t));
state.program_length++;
if (vsh_get_field(cur_token, FLD_FINAL)) {
break;
}
}
}
/* Texgen */
for (int i = 0; i < 4; i++) {
unsigned int reg = (i < 2) ? NV_PGRAPH_CSV1_A : NV_PGRAPH_CSV1_B;
for (int j = 0; j < 4; j++) {
unsigned int masks[] = {
(i % 2) ? NV_PGRAPH_CSV1_A_T1_S : NV_PGRAPH_CSV1_A_T0_S,
(i % 2) ? NV_PGRAPH_CSV1_A_T1_T : NV_PGRAPH_CSV1_A_T0_T,
(i % 2) ? NV_PGRAPH_CSV1_A_T1_R : NV_PGRAPH_CSV1_A_T0_R,
(i % 2) ? NV_PGRAPH_CSV1_A_T1_Q : NV_PGRAPH_CSV1_A_T0_Q
};
state.texgen[i][j] =
(enum VshTexgen)GET_MASK(pgraph_reg_r(pg, reg), masks[j]);
}
}
/* Fog */
state.fog_enable =
pgraph_reg_r(pg, NV_PGRAPH_CONTROL_3) & NV_PGRAPH_CONTROL_3_FOGENABLE;
if (state.fog_enable) {
/*FIXME: Use CSV0_D? */
state.fog_mode = (enum VshFogMode)GET_MASK(
pgraph_reg_r(pg, NV_PGRAPH_CONTROL_3), NV_PGRAPH_CONTROL_3_FOG_MODE);
state.foggen = (enum VshFoggen)GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_CSV0_D),
NV_PGRAPH_CSV0_D_FOGGENMODE);
} else {
/* FIXME: Do we still pass the fogmode? */
state.fog_mode = (enum VshFogMode)0;
state.foggen = (enum VshFoggen)0;
}
/* Texture matrices */
for (int i = 0; i < 4; i++) {
state.texture_matrix_enable[i] = pg->texture_matrix_enable[i];
}
/* Lighting */
if (state.lighting) {
for (int i = 0; i < NV2A_MAX_LIGHTS; i++) {
state.light[i] = (enum VshLight)GET_MASK(
pgraph_reg_r(pg, NV_PGRAPH_CSV0_D), NV_PGRAPH_CSV0_D_LIGHT0 << (i * 2));
}
}
/* Copy content of enabled combiner stages */
int num_stages = pgraph_reg_r(pg, NV_PGRAPH_COMBINECTL) & 0xFF;
for (int i = 0; i < num_stages; i++) {
state.psh.rgb_inputs[i] = pgraph_reg_r(pg, NV_PGRAPH_COMBINECOLORI0 + i * 4);
state.psh.rgb_outputs[i] = pgraph_reg_r(pg, NV_PGRAPH_COMBINECOLORO0 + i * 4);
state.psh.alpha_inputs[i] = pgraph_reg_r(pg, NV_PGRAPH_COMBINEALPHAI0 + i * 4);
state.psh.alpha_outputs[i] = pgraph_reg_r(pg, NV_PGRAPH_COMBINEALPHAO0 + i * 4);
// constant_0[i] = pgraph_reg_r(pg, NV_PGRAPH_COMBINEFACTOR0 + i * 4);
// constant_1[i] = pgraph_reg_r(pg, NV_PGRAPH_COMBINEFACTOR1 + i * 4);
}
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
state.psh.compare_mode[i][j] =
(pgraph_reg_r(pg, NV_PGRAPH_SHADERCLIPMODE) >> (4 * i + j)) & 1;
}
uint32_t ctl_0 = pgraph_reg_r(pg, NV_PGRAPH_TEXCTL0_0 + i * 4);
bool enabled = pgraph_is_texture_stage_active(pg, i) &&
(ctl_0 & NV_PGRAPH_TEXCTL0_0_ENABLE);
if (!enabled) {
continue;
}
state.psh.alphakill[i] = ctl_0 & NV_PGRAPH_TEXCTL0_0_ALPHAKILLEN;
uint32_t tex_fmt = pgraph_reg_r(pg, NV_PGRAPH_TEXFMT0 + i * 4);
state.psh.dim_tex[i] = GET_MASK(tex_fmt, NV_PGRAPH_TEXFMT0_DIMENSIONALITY);
unsigned int color_format = GET_MASK(tex_fmt, NV_PGRAPH_TEXFMT0_COLOR);
BasicColorFormatInfo f = kelvin_color_format_info_map[color_format];
state.psh.rect_tex[i] = f.linear;
state.psh.tex_x8y24[i] = color_format == NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_DEPTH_X8_Y24_FIXED ||
color_format == NV097_SET_TEXTURE_FORMAT_COLOR_LU_IMAGE_DEPTH_X8_Y24_FLOAT;
uint32_t border_source =
GET_MASK(tex_fmt, NV_PGRAPH_TEXFMT0_BORDER_SOURCE);
bool cubemap = GET_MASK(tex_fmt, NV_PGRAPH_TEXFMT0_CUBEMAPENABLE);
state.psh.border_logical_size[i][0] = 0.0f;
state.psh.border_logical_size[i][1] = 0.0f;
state.psh.border_logical_size[i][2] = 0.0f;
if (border_source != NV_PGRAPH_TEXFMT0_BORDER_SOURCE_COLOR) {
if (!f.linear && !cubemap) {
// The actual texture will be (at least) double the reported
// size and shifted by a 4 texel border but texture coordinates
// will still be relative to the reported size.
unsigned int reported_width =
1 << GET_MASK(tex_fmt, NV_PGRAPH_TEXFMT0_BASE_SIZE_U);
unsigned int reported_height =
1 << GET_MASK(tex_fmt, NV_PGRAPH_TEXFMT0_BASE_SIZE_V);
unsigned int reported_depth =
1 << GET_MASK(tex_fmt, NV_PGRAPH_TEXFMT0_BASE_SIZE_P);
state.psh.border_logical_size[i][0] = reported_width;
state.psh.border_logical_size[i][1] = reported_height;
state.psh.border_logical_size[i][2] = reported_depth;
if (reported_width < 8) {
state.psh.border_inv_real_size[i][0] = 0.0625f;
} else {
state.psh.border_inv_real_size[i][0] =
1.0f / (reported_width * 2.0f);
}
if (reported_height < 8) {
state.psh.border_inv_real_size[i][1] = 0.0625f;
} else {
state.psh.border_inv_real_size[i][1] =
1.0f / (reported_height * 2.0f);
}
if (reported_depth < 8) {
state.psh.border_inv_real_size[i][2] = 0.0625f;
} else {
state.psh.border_inv_real_size[i][2] =
1.0f / (reported_depth * 2.0f);
}
} else {
NV2A_UNIMPLEMENTED(
"Border source texture with linear %d cubemap %d", f.linear,
cubemap);
}
}
/* Keep track of whether texture data has been loaded as signed
* normalized integers or not. This dictates whether or not we will need
* to re-map in fragment shader for certain texture modes (e.g.
* bumpenvmap).
*
* FIXME: When signed texture data is loaded as unsigned and remapped in
* fragment shader, there may be interpolation artifacts. Fix this to
* support signed textures more appropriately.
*/
#if 0 // FIXME
state.psh.snorm_tex[i] = (f.gl_internal_format == GL_RGB8_SNORM)
|| (f.gl_internal_format == GL_RG8_SNORM);
#endif
state.psh.shadow_map[i] = f.depth;
uint32_t filter = pgraph_reg_r(pg, NV_PGRAPH_TEXFILTER0 + i * 4);
unsigned int min_filter = GET_MASK(filter, NV_PGRAPH_TEXFILTER0_MIN);
enum ConvolutionFilter kernel = CONVOLUTION_FILTER_DISABLED;
/* FIXME: We do not distinguish between min and mag when
* performing convolution. Just use it if specified for min (common AA
* case).
*/
if (min_filter == NV_PGRAPH_TEXFILTER0_MIN_CONVOLUTION_2D_LOD0) {
int k = GET_MASK(filter, NV_PGRAPH_TEXFILTER0_CONVOLUTION_KERNEL);
assert(k == NV_PGRAPH_TEXFILTER0_CONVOLUTION_KERNEL_QUINCUNX ||
k == NV_PGRAPH_TEXFILTER0_CONVOLUTION_KERNEL_GAUSSIAN_3);
kernel = (enum ConvolutionFilter)k;
}
state.psh.conv_tex[i] = kernel;
}
return state;
}