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Author SHA1 Message Date
GPUCode
d42d094bc6 pica_core: Propogate vertex uniforms to geometry setup when not in exclusive mode 2024-01-24 04:40:31 +02:00
4 changed files with 40 additions and 23 deletions

View File

@@ -256,6 +256,10 @@ void PicaCore::WriteInternalReg(u32 id, u32 value, u32 mask) {
case PICA_REG_INDEX(vs.bool_uniforms):
vs_setup.WriteUniformBoolReg(regs.internal.vs.bool_uniforms.Value());
if (!regs.internal.pipeline.gs_unit_exclusive_configuration &&
regs.internal.pipeline.use_gs == PipelineRegs::UseGS::No) {
gs_setup.WriteUniformBoolReg(regs.internal.vs.bool_uniforms.Value());
}
break;
case PICA_REG_INDEX(vs.int_uniforms[0]):
@@ -264,6 +268,10 @@ void PicaCore::WriteInternalReg(u32 id, u32 value, u32 mask) {
case PICA_REG_INDEX(vs.int_uniforms[3]): {
const u32 index = (id - PICA_REG_INDEX(vs.int_uniforms[0]));
vs_setup.WriteUniformIntReg(index, regs.internal.vs.GetIntUniform(index));
if (!regs.internal.pipeline.gs_unit_exclusive_configuration &&
regs.internal.pipeline.use_gs == PipelineRegs::UseGS::No) {
gs_setup.WriteUniformIntReg(index, regs.internal.vs.GetIntUniform(index));
}
break;
}
@@ -275,7 +283,11 @@ void PicaCore::WriteInternalReg(u32 id, u32 value, u32 mask) {
case PICA_REG_INDEX(vs.uniform_setup.set_value[5]):
case PICA_REG_INDEX(vs.uniform_setup.set_value[6]):
case PICA_REG_INDEX(vs.uniform_setup.set_value[7]): {
vs_setup.WriteUniformFloatReg(regs.internal.vs, value);
const auto index = vs_setup.WriteUniformFloatReg(regs.internal.vs, value);
if (!regs.internal.pipeline.gs_unit_exclusive_configuration &&
regs.internal.pipeline.use_gs == PipelineRegs::UseGS::No && index) {
gs_setup.uniforms.f[index.value()] = vs_setup.uniforms.f[index.value()];
}
break;
}

View File

@@ -27,21 +27,23 @@ void ShaderSetup::WriteUniformIntReg(u32 index, const Common::Vec4<u8> values) {
uniforms.i[index] = values;
}
void ShaderSetup::WriteUniformFloatReg(ShaderRegs& config, u32 value) {
std::optional<u32> ShaderSetup::WriteUniformFloatReg(ShaderRegs& config, u32 value) {
auto& uniform_setup = config.uniform_setup;
const bool is_float32 = uniform_setup.IsFloat32();
if (!uniform_queue.Push(value, is_float32)) {
return;
return std::nullopt;
}
const auto uniform = uniform_queue.Get(is_float32);
if (uniform_setup.index >= uniforms.f.size()) {
LOG_ERROR(HW_GPU, "Invalid float uniform index {}", uniform_setup.index.Value());
return;
return std::nullopt;
}
uniforms.f[uniform_setup.index] = uniform;
uniform_setup.index.Assign(uniform_setup.index + 1);
const u32 index = uniform_setup.index.Value();
uniforms.f[index] = uniform;
uniform_setup.index.Assign(index + 1);
return index;
}
u64 ShaderSetup::GetProgramCodeHash() {

View File

@@ -4,6 +4,7 @@
#pragma once
#include <optional>
#include "common/vector_math.h"
#include "video_core/pica/packed_attribute.h"
#include "video_core/pica_types.h"
@@ -58,7 +59,7 @@ public:
void WriteUniformIntReg(u32 index, const Common::Vec4<u8> values);
void WriteUniformFloatReg(ShaderRegs& config, u32 value);
std::optional<u32> WriteUniformFloatReg(ShaderRegs& config, u32 value);
u64 GetProgramCodeHash();

View File

@@ -39,19 +39,6 @@ layout (binding = 1, std140) uniform vs_data {
bool enable_clip1;
vec4 clip_coef;
};
const vec2 EPSILON_Z = vec2(0.00000001f, -1.00001f);
vec4 SanitizeVertex(vec4 vtx_pos) {
float ndc_z = vtx_pos.z / vtx_pos.w;
if (ndc_z > 0.f && ndc_z < EPSILON_Z[0]) {
vtx_pos.z = 0.f;
}
if (ndc_z < -1.f && ndc_z > EPSILON_Z[1]) {
vtx_pos.z = -vtx_pos.w;
}
return vtx_pos;
}
)";
static std::string GetVertexInterfaceDeclaration(bool is_output, bool use_clip_planes,
@@ -107,7 +94,13 @@ std::string GenerateTrivialVertexShader(bool use_clip_planes, bool separable_sha
out += GetVertexInterfaceDeclaration(true, use_clip_planes, separable_shader);
out += VSUniformBlockDef;
// Certain games render 2D elements very close to clip plane 0 resulting in very tiny
// negative/positive z values when computing with f32 precision,
// causing some vertices to get erroneously clipped. To workaround this problem,
// we can use a very small epsilon value for clip plane comparison.
out += R"(
const float EPSILON_Z = 0.00000001f;
void main() {
primary_color = vert_color;
texcoord0 = vert_texcoord0;
@@ -116,7 +109,10 @@ void main() {
texcoord0_w = vert_texcoord0_w;
normquat = vert_normquat;
view = vert_view;
vec4 vtx_pos = SanitizeVertex(vert_position);
vec4 vtx_pos = vert_position;
if (abs(vtx_pos.z) < EPSILON_Z) {
vtx_pos.z = 0.f;
}
gl_Position = vec4(vtx_pos.x, vtx_pos.y, -vtx_pos.z, vtx_pos.w);
)";
if (use_clip_planes) {
@@ -219,6 +215,7 @@ std::string GenerateVertexShader(const ShaderSetup& setup, const PicaVSConfig& c
return "1.0";
};
out += "const float EPSILON_Z = 0.00000001f;\n\n";
out += "vec4 GetVertexQuaternion() {\n";
out += " return vec4(" + semantic(VSOutputAttributes::QUATERNION_X) + ", " +
semantic(VSOutputAttributes::QUATERNION_Y) + ", " +
@@ -231,7 +228,9 @@ std::string GenerateVertexShader(const ShaderSetup& setup, const PicaVSConfig& c
semantic(VSOutputAttributes::POSITION_Y) + ", " +
semantic(VSOutputAttributes::POSITION_Z) + ", " +
semantic(VSOutputAttributes::POSITION_W) + ");\n";
out += " vtx_pos = SanitizeVertex(vtx_pos);\n";
out += " if (abs(vtx_pos.z) < EPSILON_Z) {\n";
out += " vtx_pos.z = 0.f;\n";
out += " }\n";
out += " gl_Position = vec4(vtx_pos.x, vtx_pos.y, -vtx_pos.z, vtx_pos.w);\n";
if (config.state.use_clip_planes) {
out += " gl_ClipDistance[0] = -vtx_pos.z;\n"; // fixed PICA clipping plane z <= 0
@@ -313,6 +312,7 @@ struct Vertex {
return "1.0";
};
out += "const float EPSILON_Z = 0.00000001f;\n\n";
out += "vec4 GetVertexQuaternion(Vertex vtx) {\n";
out += " return vec4(" + semantic(VSOutputAttributes::QUATERNION_X) + ", " +
semantic(VSOutputAttributes::QUATERNION_Y) + ", " +
@@ -325,7 +325,9 @@ struct Vertex {
semantic(VSOutputAttributes::POSITION_Y) + ", " +
semantic(VSOutputAttributes::POSITION_Z) + ", " +
semantic(VSOutputAttributes::POSITION_W) + ");\n";
out += " vtx_pos = SanitizeVertex(vtx_pos);\n";
out += " if (abs(vtx_pos.z) < EPSILON_Z) {\n";
out += " vtx_pos.z = 0.f;\n";
out += " }\n";
out += " gl_Position = vec4(vtx_pos.x, vtx_pos.y, -vtx_pos.z, vtx_pos.w);\n";
if (state.use_clip_planes) {
out += " gl_ClipDistance[0] = -vtx_pos.z;\n"; // fixed PICA clipping plane z <= 0