Merge pull request #1621 from JayFoxRox/w-buffer

Implement W-buffer and fix depth-mapping
This commit is contained in:
bunnei 2016-05-10 23:00:40 -04:00
commit 86ecbdfa4d
6 changed files with 65 additions and 14 deletions

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@ -75,8 +75,6 @@ static void InitScreenCoordinates(OutputVertex& vtx)
viewport.halfsize_y = float24::FromRaw(regs.viewport_size_y); viewport.halfsize_y = float24::FromRaw(regs.viewport_size_y);
viewport.offset_x = float24::FromFloat32(static_cast<float>(regs.viewport_corner.x)); viewport.offset_x = float24::FromFloat32(static_cast<float>(regs.viewport_corner.x));
viewport.offset_y = float24::FromFloat32(static_cast<float>(regs.viewport_corner.y)); viewport.offset_y = float24::FromFloat32(static_cast<float>(regs.viewport_corner.y));
viewport.zscale = float24::FromRaw(regs.viewport_depth_range);
viewport.offset_z = float24::FromRaw(regs.viewport_depth_far_plane);
float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w; float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w;
vtx.color *= inv_w; vtx.color *= inv_w;
@ -89,7 +87,7 @@ static void InitScreenCoordinates(OutputVertex& vtx)
vtx.screenpos[0] = (vtx.pos.x * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x; vtx.screenpos[0] = (vtx.pos.x * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;
vtx.screenpos[1] = (vtx.pos.y * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y; vtx.screenpos[1] = (vtx.pos.y * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
vtx.screenpos[2] = viewport.offset_z + vtx.pos.z * inv_w * viewport.zscale; vtx.screenpos[2] = vtx.pos.z * inv_w;
} }
void ProcessTriangle(const OutputVertex &v0, const OutputVertex &v1, const OutputVertex &v2) { void ProcessTriangle(const OutputVertex &v0, const OutputVertex &v1, const OutputVertex &v2) {

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@ -70,7 +70,7 @@ struct Regs {
INSERT_PADDING_WORDS(0x9); INSERT_PADDING_WORDS(0x9);
BitField<0, 24, u32> viewport_depth_range; // float24 BitField<0, 24, u32> viewport_depth_range; // float24
BitField<0, 24, u32> viewport_depth_far_plane; // float24 BitField<0, 24, u32> viewport_depth_near_plane; // float24
BitField<0, 3, u32> vs_output_total; BitField<0, 3, u32> vs_output_total;
@ -122,7 +122,20 @@ struct Regs {
BitField<16, 10, s32> y; BitField<16, 10, s32> y;
} viewport_corner; } viewport_corner;
INSERT_PADDING_WORDS(0x17); INSERT_PADDING_WORDS(0x1);
//TODO: early depth
INSERT_PADDING_WORDS(0x1);
INSERT_PADDING_WORDS(0x2);
enum DepthBuffering : u32 {
WBuffering = 0,
ZBuffering = 1,
};
BitField< 0, 1, DepthBuffering> depthmap_enable;
INSERT_PADDING_WORDS(0x12);
struct TextureConfig { struct TextureConfig {
enum WrapMode : u32 { enum WrapMode : u32 {
@ -1279,10 +1292,11 @@ ASSERT_REG_POSITION(cull_mode, 0x40);
ASSERT_REG_POSITION(viewport_size_x, 0x41); ASSERT_REG_POSITION(viewport_size_x, 0x41);
ASSERT_REG_POSITION(viewport_size_y, 0x43); ASSERT_REG_POSITION(viewport_size_y, 0x43);
ASSERT_REG_POSITION(viewport_depth_range, 0x4d); ASSERT_REG_POSITION(viewport_depth_range, 0x4d);
ASSERT_REG_POSITION(viewport_depth_far_plane, 0x4e); ASSERT_REG_POSITION(viewport_depth_near_plane, 0x4e);
ASSERT_REG_POSITION(vs_output_attributes[0], 0x50); ASSERT_REG_POSITION(vs_output_attributes[0], 0x50);
ASSERT_REG_POSITION(vs_output_attributes[1], 0x51); ASSERT_REG_POSITION(vs_output_attributes[1], 0x51);
ASSERT_REG_POSITION(viewport_corner, 0x68); ASSERT_REG_POSITION(viewport_corner, 0x68);
ASSERT_REG_POSITION(depthmap_enable, 0x6D);
ASSERT_REG_POSITION(texture0_enable, 0x80); ASSERT_REG_POSITION(texture0_enable, 0x80);
ASSERT_REG_POSITION(texture0, 0x81); ASSERT_REG_POSITION(texture0, 0x81);
ASSERT_REG_POSITION(texture0_format, 0x8e); ASSERT_REG_POSITION(texture0_format, 0x8e);

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@ -862,10 +862,30 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
} }
} }
unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format); // interpolated_z = z / w
u32 z = (u32)((v0.screenpos[2].ToFloat32() * w0 + float interpolated_z_over_w = (v0.screenpos[2].ToFloat32() * w0 +
v1.screenpos[2].ToFloat32() * w1 + v1.screenpos[2].ToFloat32() * w1 +
v2.screenpos[2].ToFloat32() * w2) * ((1 << num_bits) - 1) / wsum); v2.screenpos[2].ToFloat32() * w2) / wsum;
// Not fully accurate. About 3 bits in precision are missing.
// Z-Buffer (z / w * scale + offset)
float depth_scale = float24::FromRaw(regs.viewport_depth_range).ToFloat32();
float depth_offset = float24::FromRaw(regs.viewport_depth_near_plane).ToFloat32();
float depth = interpolated_z_over_w * depth_scale + depth_offset;
// Potentially switch to W-Buffer
if (regs.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) {
// W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
depth *= interpolated_w_inverse.ToFloat32() * wsum;
}
// Clamp the result
depth = MathUtil::Clamp(depth, 0.0f, 1.0f);
// Convert float to integer
unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format);
u32 z = (u32)(depth * ((1 << num_bits) - 1));
if (output_merger.depth_test_enable) { if (output_merger.depth_test_enable) {
u32 ref_z = GetDepth(x >> 4, y >> 4); u32 ref_z = GetDepth(x >> 4, y >> 4);

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@ -256,10 +256,15 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
// Depth modifiers // Depth modifiers
case PICA_REG_INDEX(viewport_depth_range): case PICA_REG_INDEX(viewport_depth_range):
case PICA_REG_INDEX(viewport_depth_far_plane): case PICA_REG_INDEX(viewport_depth_near_plane):
SyncDepthModifiers(); SyncDepthModifiers();
break; break;
// Depth buffering
case PICA_REG_INDEX(depthmap_enable):
shader_dirty = true;
break;
// Blending // Blending
case PICA_REG_INDEX(output_merger.alphablend_enable): case PICA_REG_INDEX(output_merger.alphablend_enable):
SyncBlendEnabled(); SyncBlendEnabled();
@ -910,10 +915,10 @@ void RasterizerOpenGL::SyncCullMode() {
} }
void RasterizerOpenGL::SyncDepthModifiers() { void RasterizerOpenGL::SyncDepthModifiers() {
float depth_scale = -Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_range).ToFloat32(); float depth_scale = Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_range).ToFloat32();
float depth_offset = Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_far_plane).ToFloat32() / 2.0f; float depth_offset = Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_near_plane).ToFloat32();
// TODO: Implement scale modifier uniform_block_data.data.depth_scale = depth_scale;
uniform_block_data.data.depth_offset = depth_offset; uniform_block_data.data.depth_offset = depth_offset;
uniform_block_data.dirty = true; uniform_block_data.dirty = true;
} }

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@ -56,6 +56,8 @@ union PicaShaderConfig {
const auto& regs = Pica::g_state.regs; const auto& regs = Pica::g_state.regs;
state.depthmap_enable = regs.depthmap_enable;
state.alpha_test_func = regs.output_merger.alpha_test.enable ? state.alpha_test_func = regs.output_merger.alpha_test.enable ?
regs.output_merger.alpha_test.func.Value() : Pica::Regs::CompareFunc::Always; regs.output_merger.alpha_test.func.Value() : Pica::Regs::CompareFunc::Always;
@ -171,6 +173,8 @@ union PicaShaderConfig {
std::array<TevStageConfigRaw, 6> tev_stages; std::array<TevStageConfigRaw, 6> tev_stages;
u8 combiner_buffer_input; u8 combiner_buffer_input;
Pica::Regs::DepthBuffering depthmap_enable;
struct { struct {
struct { struct {
unsigned num; unsigned num;
@ -315,6 +319,7 @@ private:
GLvec4 const_color[6]; GLvec4 const_color[6];
GLvec4 tev_combiner_buffer_color; GLvec4 tev_combiner_buffer_color;
GLint alphatest_ref; GLint alphatest_ref;
GLfloat depth_scale;
GLfloat depth_offset; GLfloat depth_offset;
alignas(16) GLvec3 lighting_global_ambient; alignas(16) GLvec3 lighting_global_ambient;
LightSrc light_src[8]; LightSrc light_src[8];

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@ -540,6 +540,7 @@ layout (std140) uniform shader_data {
vec4 const_color[NUM_TEV_STAGES]; vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color; vec4 tev_combiner_buffer_color;
int alphatest_ref; int alphatest_ref;
float depth_scale;
float depth_offset; float depth_offset;
vec3 lighting_global_ambient; vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS]; LightSrc light_src[NUM_LIGHTS];
@ -581,7 +582,15 @@ vec4 secondary_fragment_color = vec4(0.0);
} }
out += "color = last_tex_env_out;\n"; out += "color = last_tex_env_out;\n";
out += "gl_FragDepth = gl_FragCoord.z + depth_offset;\n}";
out += "float z_over_w = 1.0 - gl_FragCoord.z * 2.0;\n";
out += "float depth = z_over_w * depth_scale + depth_offset;\n";
if (state.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) {
out += "depth /= gl_FragCoord.w;\n";
}
out += "gl_FragDepth = depth;\n";
out += "}";
return out; return out;
} }