Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Lighting code cleanup and optimization #16791

Merged
merged 5 commits into from
Jan 11, 2023
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
18 changes: 18 additions & 0 deletions Common/Data/Convert/SmallDataConvert.h
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@

#include <cstdint>
#include <cstring>
#include <cmath>

#include "Common/Common.h"
#include "ppsspp_config.h"
Expand Down Expand Up @@ -227,6 +228,23 @@ inline void ExpandFloat24x3ToFloat4(float dest[4], const uint32_t src[3]) {
#endif
}

// Note: If length is 0.0, it's gonna be left as 0.0 instead of trying to normalize. This is important.
inline void ExpandFloat24x3ToFloat4AndNormalize(float dest[4], const uint32_t src[3]) {
float temp[4];
ExpandFloat24x3ToFloat4(temp, src);
// TODO: Reuse code from NormalizedOr001 and optimize
float x = temp[0];
float y = temp[1];
float z = temp[2];
float len = sqrtf(x * x + y * y + z * z);
if (len != 0.0f)
len = 1.0f / len;
dest[0] = x * len;
dest[1] = y * len;
dest[2] = z * len;
dest[3] = 0.0f;
}

inline uint32_t BytesToUint32(uint8_t a, uint8_t b, uint8_t c, uint8_t d) {
return (a) | (b << 8) | (c << 16) | (d << 24);
}
Expand Down
15 changes: 4 additions & 11 deletions GPU/Common/ShaderUniforms.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -294,6 +294,7 @@ uint32_t PackLightControlBits() {

u32 computation = (u32)gstate.getLightComputation(i); // 2 bits
u32 type = (u32)gstate.getLightType(i); // 2 bits
if (type == 3) { type = 0; } // Don't want to handle this degenerate case in the shader.
lightControl |= computation << (4 + i * 4);
lightControl |= type << (4 + i * 4 + 2);
}
Expand Down Expand Up @@ -327,20 +328,12 @@ void LightUpdateUniforms(UB_VS_Lights *ub, uint64_t dirtyUniforms) {
if (dirtyUniforms & (DIRTY_LIGHT0 << i)) {
if (gstate.isDirectionalLight(i)) {
// Prenormalize
float x = getFloat24(gstate.lpos[i * 3 + 0]);
float y = getFloat24(gstate.lpos[i * 3 + 1]);
float z = getFloat24(gstate.lpos[i * 3 + 2]);
float len = sqrtf(x*x + y*y + z*z);
if (len == 0.0f)
len = 1.0f;
else
len = 1.0f / len;
float vec[3] = { x * len, y * len, z * len };
CopyFloat3To4(ub->lpos[i], vec);
ExpandFloat24x3ToFloat4AndNormalize(ub->lpos[i], &gstate.lpos[i * 3]);
} else {
ExpandFloat24x3ToFloat4(ub->lpos[i], &gstate.lpos[i * 3]);
}
ExpandFloat24x3ToFloat4(ub->ldir[i], &gstate.ldir[i * 3]);
// ldir is only used for spotlights. Prenormalize it.
ExpandFloat24x3ToFloat4AndNormalize(ub->ldir[i], &gstate.ldir[i * 3]);
ExpandFloat24x3ToFloat4(ub->latt[i], &gstate.latt[i * 3]);
float lightAngle_spotCoef[2] = { getFloat24(gstate.lcutoff[i]), getFloat24(gstate.lconv[i]) };
CopyFloat2To4(ub->lightAngle_SpotCoef[i], lightAngle_spotCoef);
Expand Down
73 changes: 32 additions & 41 deletions GPU/Common/VertexShaderGenerator.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1019,7 +1019,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
if (lightUberShader) {
// We generate generic code that can calculate any combination of lights specified
// in u_lightControl. u_lightControl is computed in PackLightControlBits().
p.C(" uint comp; uint type;\n");
p.C(" uint comp; uint type; float attenuation;\n");
if (useIndexing) {
p.C(" for (uint i = 0; i < 4; i++) {\n");
}
Expand All @@ -1040,47 +1040,38 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
}
p.F(" toLight = u_lightpos%s;\n", iStr);
p.C(" if (type != 0x0u) {\n"); // GE_LIGHTTYPE_DIRECTIONAL
p.F(" toLight -= worldpos;\n", iStr);
p.F(" toLight -= worldpos;\n");
p.F(" distance = length(toLight);\n");
p.F(" toLight /= distance;\n");
p.F(" attenuation = clamp(1.0 / dot(u_lightatt%s, vec3(1.0, distance, distance*distance)), 0.0, 1.0);\n", iStr);
p.C(" if (type == 0x01u) {\n"); // GE_LIGHTTYPE_POINT
p.C(" lightScale = attenuation;\n");
p.C(" } else {\n"); // type must be 0x02 - GE_LIGHTTYPE_SPOT
p.F(" angle = dot(u_lightdir%s, toLight);\n", iStr);
p.F(" if (angle >= u_lightangle_spotCoef%s.x) {\n", iStr);
p.F(" lightScale = attenuation * (u_lightangle_spotCoef%s.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef%s.y));\n", iStr, iStr, iStr);
p.C(" } else {\n");
p.C(" lightScale = 0.0;\n");
p.C(" }\n");
p.C(" }\n");
p.C(" } else {\n");
p.C(" lightScale = 1.0;\n"); // GE_LIGHTTYPE_DIRECTIONAL
p.C(" }\n");
p.C(" ldot = dot(toLight, worldnormal);\n");
p.C(" if (comp == 0x2u) {\n"); // GE_LIGHTCOMP_ONLYPOWDIFFUSE
p.C(" if (u_matspecular.a <= 0.0) {\n");
p.C(" ldot = 1.0;\n");
p.C(" } else {\n");
p.C(" ldot = pow(max(ldot, 0.0), u_matspecular.a);\n");
p.C(" }\n");
p.C(" }\n");
p.C(" switch (int(type)) {\n"); // Attenuation
p.C(" case 1:\n"); // GE_LIGHTTYPE_POINT
p.F(" lightScale = clamp(1.0 / dot(u_lightatt%s, vec3(1.0, distance, distance*distance)), 0.0, 1.0);\n", iStr);
p.C(" break;\n");
p.C(" case 2:\n"); // GE_LIGHTTYPE_SPOT
p.F(" angle = length(u_lightdir%s) == 0.0 ? 0.0 : dot(normalize(u_lightdir%s), toLight);\n", iStr, iStr);
p.F(" if (angle >= u_lightangle_spotCoef%s.x) {\n", iStr);
p.F(" lightScale = clamp(1.0 / dot(u_lightatt%s, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef%s.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef%s.y));\n", iStr, iStr, iStr);
p.C(" } else {\n");
p.C(" lightScale = 0.0;\n");
p.C(" }\n");
p.C(" break;\n");
p.C(" default:\n"); // GE_LIGHTTYPE_DIRECTIONAL
p.C(" lightScale = 1.0;\n");
p.C(" break;\n");
p.C(" }\n");
p.F(" diffuse = (u_lightdiffuse%s * diffuseColor) * max(ldot, 0.0);\n", iStr);
p.C(" if (comp == 0x1u) {\n"); // do specular
p.C(" ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;\n");
p.C(" } else if (comp == 0x1u) {\n"); // do specular
p.C(" if (ldot >= 0.0) {\n");
p.C(" ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);\n");
p.C(" if (u_matspecular.a <= 0.0) {\n");
p.C(" ldot = 1.0;\n");
p.C(" } else {\n");
p.C(" if (u_matspecular.a > 0.0) {\n");
p.C(" ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);\n");
p.C(" ldot = pow(max(ldot, 0.0), u_matspecular.a);\n");
p.C(" } else {\n");
p.C(" ldot = 1.0;\n");
p.C(" }\n");
p.C(" if (ldot > 0.0)\n");
p.F(" lightSum1 += u_lightspecular%s * specularColor * ldot * lightScale;\n", iStr);
p.F(" lightSum1 += u_lightspecular%s * specularColor * ldot * lightScale;\n", iStr);
p.C(" }\n");
p.C(" }\n");
p.F(" diffuse = (u_lightdiffuse%s * diffuseColor) * max(ldot, 0.0);\n", iStr);
p.F(" lightSum0.rgb += (u_lightambient%s * ambientColor.rgb + diffuse) * lightScale;\n", iStr);
p.C(" }\n");
}
Expand Down Expand Up @@ -1114,10 +1105,10 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
if (poweredDiffuse) {
// pow(0.0, 0.0) may be undefined, but the PSP seems to treat it as 1.0.
// Seen in Tales of the World: Radiant Mythology (#2424.)
p.C(" if (u_matspecular.a <= 0.0) {\n");
p.C(" ldot = 1.0;\n");
p.C(" } else {\n");
p.C(" if (u_matspecular.a > 0.0) {\n");
p.C(" ldot = pow(max(ldot, 0.0), u_matspecular.a);\n");
p.C(" } else {\n");
p.C(" ldot = 1.0;\n");
p.C(" }\n");
}

Expand All @@ -1133,7 +1124,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
break;
case GE_LIGHTTYPE_SPOT:
case GE_LIGHTTYPE_UNKNOWN:
p.F(" angle = length(u_lightdir%s) == 0.0 ? 0.0 : dot(normalize(u_lightdir%s), toLight);\n", iStr, iStr);
p.F(" angle = dot(u_lightdir%s, toLight);\n", iStr, iStr);
p.F(" if (angle >= u_lightangle_spotCoef%s.x) {\n", iStr);
p.F(" lightScale = clamp(1.0 / dot(u_lightatt%s, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef%s.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef%s.y));\n", iStr, iStr, iStr);
p.C(" } else {\n");
Expand All @@ -1149,10 +1140,10 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
if (doSpecular) {
p.C(" if (ldot >= 0.0) {\n");
p.C(" ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);\n");
p.C(" if (u_matspecular.a <= 0.0) {\n");
p.C(" ldot = 1.0;\n");
p.C(" } else {\n");
p.C(" if (u_matspecular.a > 0.0) {\n");
p.C(" ldot = pow(max(ldot, 0.0), u_matspecular.a);\n");
p.C(" } else {\n");
p.C(" ldot = 1.0;\n");
p.C(" }\n");
p.C(" if (ldot > 0.0)\n");
p.F(" lightSum1 += u_lightspecular%s * specularColor * ldot %s;\n", iStr, timesLightScale);
Expand All @@ -1170,10 +1161,10 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
} else {
if (lightUberShader) {
p.C(" bool lmode = (u_lightControl & (0x1u << 0x17u)) != 0x0u;\n");
p.C(" if (lmode) {");
p.C(" if (lmode) {\n");
p.F(" %sv_color0 = lightSum0;\n", compat.vsOutPrefix);
p.F(" %sv_color1 = clamp(lightSum1, 0.0, 1.0);\n", compat.vsOutPrefix);
p.C(" } else {");
p.C(" } else {\n");
p.F(" %sv_color0 = clamp(lightSum0 + vec4(lightSum1, 0.0), 0.0, 1.0);\n", compat.vsOutPrefix);
p.F(" %sv_color1 = splat3(0.0);\n", compat.vsOutPrefix);
p.C(" }");
Expand Down
20 changes: 8 additions & 12 deletions GPU/Directx9/ShaderManagerDX9.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -207,6 +207,12 @@ void ShaderManagerDX9::VSSetFloat24Uniform3(int creg, const u32 data[3]) {
device_->SetVertexShaderConstantF(creg, f, 1);
}

void ShaderManagerDX9::VSSetFloat24Uniform3Normalized(int creg, const u32 data[3]) {
float f[4];
ExpandFloat24x3ToFloat4AndNormalize(f, data);
device_->SetVertexShaderConstantF(creg, f, 1);
}

void ShaderManagerDX9::VSSetColorUniform3Alpha(int creg, u32 color, u8 alpha) {
float f[4];
Uint8x3ToFloat4_AlphaUint8(f, color, alpha);
Expand Down Expand Up @@ -495,21 +501,11 @@ void ShaderManagerDX9::VSUpdateUniforms(u64 dirtyUniforms) {
for (int i = 0; i < 4; i++) {
if (dirtyUniforms & (DIRTY_LIGHT0 << i)) {
if (gstate.isDirectionalLight(i)) {
// Prenormalize
float x = getFloat24(gstate.lpos[i * 3 + 0]);
float y = getFloat24(gstate.lpos[i * 3 + 1]);
float z = getFloat24(gstate.lpos[i * 3 + 2]);
float len = sqrtf(x*x + y*y + z*z);
if (len == 0.0f)
len = 1.0f;
else
len = 1.0f / len;
float vec[3] = { x * len, y * len, z * len };
VSSetFloatArray(CONST_VS_LIGHTPOS + i, vec, 3);
VSSetFloat24Uniform3Normalized(CONST_VS_LIGHTPOS + i, &gstate.lpos[i * 3]);
} else {
VSSetFloat24Uniform3(CONST_VS_LIGHTPOS + i, &gstate.lpos[i * 3]);
}
VSSetFloat24Uniform3(CONST_VS_LIGHTDIR + i, &gstate.ldir[i * 3]);
VSSetFloat24Uniform3Normalized(CONST_VS_LIGHTDIR + i, &gstate.ldir[i * 3]);
VSSetFloat24Uniform3(CONST_VS_LIGHTATT + i, &gstate.latt[i * 3]);
float angle_spotCoef[4] = { getFloat24(gstate.lcutoff[i]), getFloat24(gstate.lconv[i]) };
VSSetFloatUniform4(CONST_VS_LIGHTANGLE_SPOTCOEF + i, angle_spotCoef);
Expand Down
1 change: 1 addition & 0 deletions GPU/Directx9/ShaderManagerDX9.h
Original file line number Diff line number Diff line change
Expand Up @@ -104,6 +104,7 @@ class ShaderManagerDX9 : public ShaderManagerCommon {
void VSSetFloat(int creg, float value);
void VSSetFloatArray(int creg, const float *value, int count);
void VSSetFloat24Uniform3(int creg, const u32 data[3]);
void VSSetFloat24Uniform3Normalized(int creg, const u32 data[3]);
void VSSetFloatUniform4(int creg, const float data[4]);

void Clear();
Expand Down
21 changes: 9 additions & 12 deletions GPU/GLES/ShaderManagerGLES.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -293,6 +293,12 @@ static void SetFloat24Uniform3(GLRenderManager *render, GLint *uniform, const ui
render->SetUniformF(uniform, 3, f);
}

static void SetFloat24Uniform3Normalized(GLRenderManager *render, GLint *uniform, const uint32_t data[3]) {
float f[4];
ExpandFloat24x3ToFloat4AndNormalize(f, data);
render->SetUniformF(uniform, 3, f);
}

static void SetFloatUniform4(GLRenderManager *render, GLint *uniform, float data[4]) {
render->SetUniformF(uniform, 4, data);
}
Expand Down Expand Up @@ -650,21 +656,12 @@ void LinkedShader::UpdateUniforms(const ShaderID &vsid, bool useBufferedRenderin
for (int i = 0; i < 4; i++) {
if (dirty & (DIRTY_LIGHT0 << i)) {
if (gstate.isDirectionalLight(i)) {
// Prenormalize
float x = getFloat24(gstate.lpos[i * 3 + 0]);
float y = getFloat24(gstate.lpos[i * 3 + 1]);
float z = getFloat24(gstate.lpos[i * 3 + 2]);
float len = sqrtf(x*x + y*y + z*z);
if (len == 0.0f)
len = 1.0f;
else
len = 1.0f / len;
float vec[3] = { x * len, y * len, z * len };
render_->SetUniformF(&u_lightpos[i], 3, vec);
// Prenormalize for cheaper calculations in shader
SetFloat24Uniform3Normalized(render_, &u_lightpos[i], &gstate.lpos[i * 3]);
} else {
SetFloat24Uniform3(render_, &u_lightpos[i], &gstate.lpos[i * 3]);
}
if (u_lightdir[i] != -1) SetFloat24Uniform3(render_, &u_lightdir[i], &gstate.ldir[i * 3]);
if (u_lightdir[i] != -1) SetFloat24Uniform3Normalized(render_, &u_lightdir[i], &gstate.ldir[i * 3]);
if (u_lightatt[i] != -1) SetFloat24Uniform3(render_, &u_lightatt[i], &gstate.latt[i * 3]);
if (u_lightangle_spotCoef[i] != -1) {
float lightangle_spotCoef[2] = { getFloat24(gstate.lcutoff[i]), getFloat24(gstate.lconv[i]) };
Expand Down