VideoCommon: Expose SamplerState to shaders

The benefit to exposing this over the raw BP state is that adjustments Dolphin makes, such as LOD biases from arbitrary mipmap detection, will work properly.
This commit is contained in:
Pokechu22
2021-08-08 21:11:50 -07:00
parent 9ef228503a
commit 4a9b26de86
14 changed files with 188 additions and 139 deletions

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@ -32,7 +32,7 @@ struct PixelShaderConstants
float4 zslope;
std::array<float, 2> efbscale; // .xy
// Constants from here onwards are only used in ubershaders.
// Constants from here onwards are only used in ubershaders, other than pack2.
u32 genmode; // .z
u32 alphaTest; // .w
u32 fogParam3; // .x
@ -44,7 +44,7 @@ struct PixelShaderConstants
u32 dither; // .z (bool)
u32 bounding_box; // .w (bool)
std::array<uint4, 16> pack1; // .xy - combiners, .z - tevind, .w - iref
std::array<uint4, 8> pack2; // .x - tevorder, .y - tevksel
std::array<uint4, 8> pack2; // .x - tevorder, .y - tevksel, .z/.w - SamplerState tm0/tm1
std::array<int4, 32> konst; // .rgba
// The following are used in ubershaders when using shader_framebuffer_fetch blending
u32 blend_enable;

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@ -414,7 +414,7 @@ void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
"\tbool bpmem_dither;\n"
"\tbool bpmem_bounding_box;\n"
"\tuint4 bpmem_pack1[16];\n" // .xy - combiners, .z - tevind
"\tuint4 bpmem_pack2[8];\n" // .x - tevorder, .y - tevksel
"\tuint4 bpmem_pack2[8];\n" // .x - tevorder, .y - tevksel, .zw - SamplerState tm0/tm1
"\tint4 konstLookup[32];\n"
"\tbool blend_enable;\n"
"\tuint blend_src_factor;\n"

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@ -282,6 +282,15 @@ void PixelShaderManager::SetTexDims(int texmapid, u32 width, u32 height)
constants.texdims[texmapid][1] = height;
}
void PixelShaderManager::SetSamplerState(int texmapid, u32 tm0, u32 tm1)
{
if (constants.pack2[texmapid][2] != tm0 || constants.pack2[texmapid][3] != tm1)
dirty = true;
constants.pack2[texmapid][2] = tm0;
constants.pack2[texmapid][3] = tm1;
}
void PixelShaderManager::SetZTextureBias()
{
constants.zbias[1][3] = bpmem.ztex1.bias;

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@ -30,6 +30,7 @@ public:
static void SetAlphaTestChanged();
static void SetDestAlphaChanged();
static void SetTexDims(int texmapid, u32 width, u32 height);
static void SetSamplerState(int texmapid, u32 tm0, u32 tm1);
static void SetZTextureBias();
static void SetViewportChanged();
static void SetEfbScaleChanged(float scalex, float scaley);

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@ -202,27 +202,42 @@ void BlendingState::ApproximateLogicOpWithBlending()
void SamplerState::Generate(const BPMemory& bp, u32 index)
{
auto tex = bp.tex.GetUnit(index);
const TexMode0& tm0 = tex.texMode0;
const TexMode1& tm1 = tex.texMode1;
const TexMode0& bp_tm0 = tex.texMode0;
const TexMode1& bp_tm1 = tex.texMode1;
// GX can configure the mip filter to none. However, D3D and Vulkan can't express this in their
// sampler states. Therefore, we set the min/max LOD to zero if this option is used.
min_filter = tm0.min_filter == FilterMode::Linear ? Filter::Linear : Filter::Point;
mipmap_filter = tm0.mipmap_filter == MipMode::Linear ? Filter::Linear : Filter::Point;
mag_filter = tm0.mag_filter == FilterMode::Linear ? Filter::Linear : Filter::Point;
tm0.min_filter = bp_tm0.min_filter;
tm0.mipmap_filter =
bp_tm0.mipmap_filter == MipMode::Linear ? FilterMode::Linear : FilterMode::Near;
tm0.mag_filter = bp_tm0.mag_filter;
// If mipmaps are disabled, clamp min/max lod
max_lod = tm0.mipmap_filter != MipMode::None ? tm1.max_lod.Value() : 0;
min_lod = std::min(max_lod.Value(), static_cast<u64>(tm1.min_lod));
lod_bias = tm0.mipmap_filter != MipMode::None ? tm0.lod_bias * (256 / 32) : 0;
if (bp_tm0.mipmap_filter == MipMode::None)
{
tm1.max_lod = 0;
tm1.min_lod = 0;
tm0.lod_bias = 0;
}
else
{
// NOTE: When comparing, max is checked first, then min; if max is less than min, max wins
tm1.max_lod = bp_tm1.max_lod.Value();
tm1.min_lod = std::min(tm1.max_lod.Value(), bp_tm1.min_lod.Value());
tm0.lod_bias = bp_tm0.lod_bias * (256 / 32);
}
// Address modes
// Wrap modes
// Hardware testing indicates that wrap_mode set to 3 behaves the same as clamp.
static constexpr std::array<AddressMode, 4> address_modes = {
{AddressMode::Clamp, AddressMode::Repeat, AddressMode::MirroredRepeat, AddressMode::Clamp}};
wrap_u = address_modes[u32(tm0.wrap_s.Value())];
wrap_v = address_modes[u32(tm0.wrap_t.Value())];
anisotropic_filtering = 0;
auto filter_invalid_wrap = [](WrapMode mode) {
return (mode <= WrapMode::Mirror) ? mode : WrapMode::Clamp;
};
tm0.wrap_u = filter_invalid_wrap(bp_tm0.wrap_s);
tm0.wrap_v = filter_invalid_wrap(bp_tm0.wrap_t);
tm0.diag_lod = bp_tm0.diag_lod;
tm0.anisotropic_filtering = false; // TODO: Respect BP anisotropic filtering mode
tm0.lod_clamp = bp_tm0.lod_clamp; // TODO: What does this do?
}
namespace RenderState
@ -315,37 +330,42 @@ BlendingState GetNoColorWriteBlendState()
SamplerState GetInvalidSamplerState()
{
SamplerState state;
state.hex = UINT64_C(0xFFFFFFFFFFFFFFFF);
state.tm0.hex = 0xFFFFFFFF;
state.tm1.hex = 0xFFFFFFFF;
return state;
}
SamplerState GetPointSamplerState()
{
SamplerState state = {};
state.min_filter = SamplerState::Filter::Point;
state.mag_filter = SamplerState::Filter::Point;
state.mipmap_filter = SamplerState::Filter::Point;
state.wrap_u = SamplerState::AddressMode::Clamp;
state.wrap_v = SamplerState::AddressMode::Clamp;
state.min_lod = 0;
state.max_lod = 255;
state.lod_bias = 0;
state.anisotropic_filtering = false;
state.tm0.min_filter = FilterMode::Near;
state.tm0.mag_filter = FilterMode::Near;
state.tm0.mipmap_filter = FilterMode::Near;
state.tm0.wrap_u = WrapMode::Clamp;
state.tm0.wrap_v = WrapMode::Clamp;
state.tm1.min_lod = 0;
state.tm1.max_lod = 255;
state.tm0.lod_bias = 0;
state.tm0.anisotropic_filtering = false;
state.tm0.diag_lod = LODType::Edge;
state.tm0.lod_clamp = false;
return state;
}
SamplerState GetLinearSamplerState()
{
SamplerState state = {};
state.min_filter = SamplerState::Filter::Linear;
state.mag_filter = SamplerState::Filter::Linear;
state.mipmap_filter = SamplerState::Filter::Linear;
state.wrap_u = SamplerState::AddressMode::Clamp;
state.wrap_v = SamplerState::AddressMode::Clamp;
state.min_lod = 0;
state.max_lod = 255;
state.lod_bias = 0;
state.anisotropic_filtering = false;
state.tm0.min_filter = FilterMode::Linear;
state.tm0.mag_filter = FilterMode::Linear;
state.tm0.mipmap_filter = FilterMode::Linear;
state.tm0.wrap_u = WrapMode::Clamp;
state.tm0.wrap_v = WrapMode::Clamp;
state.tm1.min_lod = 0;
state.tm1.max_lod = 255;
state.tm0.lod_bias = 0;
state.tm0.anisotropic_filtering = false;
state.tm0.diag_lod = LODType::Edge;
state.tm0.lod_clamp = false;
return state;
}

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@ -145,30 +145,16 @@ union BlendingState
u32 hex;
};
union SamplerState
struct SamplerState
{
using StorageType = u64;
enum class Filter : StorageType
{
Point,
Linear
};
enum class AddressMode : StorageType
{
Clamp,
Repeat,
MirroredRepeat
};
void Generate(const BPMemory& bp, u32 index);
SamplerState() = default;
SamplerState(const SamplerState&) = default;
SamplerState& operator=(const SamplerState& rhs)
{
hex = rhs.hex;
tm0.hex = rhs.tm0.hex;
tm1.hex = rhs.tm1.hex;
return *this;
}
SamplerState(SamplerState&&) = default;
@ -179,22 +165,54 @@ union SamplerState
return *this;
}
bool operator==(const SamplerState& rhs) const { return hex == rhs.hex; }
bool operator==(const SamplerState& rhs) const { return Hex() == rhs.Hex(); }
bool operator!=(const SamplerState& rhs) const { return !operator==(rhs); }
bool operator<(const SamplerState& rhs) const { return hex < rhs.hex; }
BitField<0, 1, Filter> min_filter;
BitField<1, 1, Filter> mag_filter;
BitField<2, 1, Filter> mipmap_filter;
BitField<3, 2, AddressMode> wrap_u;
BitField<5, 2, AddressMode> wrap_v;
BitField<7, 16, s64> lod_bias; // multiplied by 256
BitField<23, 8, u64> min_lod; // multiplied by 16
BitField<31, 8, u64> max_lod; // multiplied by 16
BitField<39, 1, u64> anisotropic_filtering;
bool operator<(const SamplerState& rhs) const { return Hex() < rhs.Hex(); }
StorageType hex;
constexpr u64 Hex() const { return tm0.hex | (static_cast<u64>(tm1.hex) << 32); }
// Based on BPMemory TexMode0/TexMode1, but with slightly higher precision and some
// simplifications
union TM0
{
// BP's mipmap_filter can be None, but that is represented here by setting min_lod and max_lod
// to 0
BitField<0, 1, FilterMode> min_filter;
BitField<1, 1, FilterMode> mag_filter;
BitField<2, 1, FilterMode> mipmap_filter;
// Guaranteed to be valid values (i.e. not 3)
BitField<3, 2, WrapMode> wrap_u;
BitField<5, 2, WrapMode> wrap_v;
BitField<7, 1, LODType> diag_lod;
BitField<8, 16, s32> lod_bias; // multiplied by 256, higher precision than normal
BitField<24, 1, bool, u32> lod_clamp; // TODO: This isn't currently implemented
BitField<25, 1, bool, u32> anisotropic_filtering; // TODO: This doesn't use the BP one yet
u32 hex;
};
union TM1
{
// Min is guaranteed to be less than or equal to max
BitField<0, 8, u32> min_lod; // multiplied by 16
BitField<8, 8, u32> max_lod; // multiplied by 16
u32 hex;
};
TM0 tm0;
TM1 tm1;
};
namespace std
{
template <>
struct hash<SamplerState>
{
std::size_t operator()(SamplerState const& state) const noexcept
{
return std::hash<u64>{}(state.Hex());
}
};
} // namespace std
namespace RenderState
{
RasterizationState GetInvalidRasterizationState();

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@ -988,15 +988,15 @@ static void SetSamplerState(u32 index, float custom_tex_scale, bool custom_tex,
// Force texture filtering config option.
if (g_ActiveConfig.bForceFiltering)
{
state.min_filter = SamplerState::Filter::Linear;
state.mag_filter = SamplerState::Filter::Linear;
state.mipmap_filter = tm0.mipmap_filter != MipMode::None ? SamplerState::Filter::Linear :
SamplerState::Filter::Point;
state.tm0.min_filter = FilterMode::Linear;
state.tm0.mag_filter = FilterMode::Linear;
state.tm0.mipmap_filter =
tm0.mipmap_filter != MipMode::None ? FilterMode::Linear : FilterMode::Near;
}
// Custom textures may have a greater number of mips
if (custom_tex)
state.max_lod = 255;
state.tm1.max_lod = 255;
// Anisotropic filtering option.
if (g_ActiveConfig.iMaxAnisotropy != 0 && IsAnisostropicEnhancementSafe(tm0))
@ -1008,15 +1008,15 @@ static void SetSamplerState(u32 index, float custom_tex_scale, bool custom_tex,
// Letting the game set other combinations will have varying arbitrary results;
// possibly being interpreted as equal to bilinear/trilinear, implicitly
// disabling anisotropy, or changing the anisotropic algorithm employed.
state.min_filter = SamplerState::Filter::Linear;
state.mag_filter = SamplerState::Filter::Linear;
state.tm0.min_filter = FilterMode::Linear;
state.tm0.mag_filter = FilterMode::Linear;
if (tm0.mipmap_filter != MipMode::None)
state.mipmap_filter = SamplerState::Filter::Linear;
state.anisotropic_filtering = 1;
state.tm0.mipmap_filter = FilterMode::Linear;
state.tm0.anisotropic_filtering = true;
}
else
{
state.anisotropic_filtering = 0;
state.tm0.anisotropic_filtering = false;
}
if (has_arbitrary_mips && tm0.mipmap_filter != MipMode::None)
@ -1025,14 +1025,15 @@ static void SetSamplerState(u32 index, float custom_tex_scale, bool custom_tex,
// that have arbitrary contents, eg. are used for fog effects where the
// distance they kick in at is important to preserve at any resolution.
// Correct this with the upscaling factor of custom textures.
s64 lod_offset = std::log2(g_renderer->GetEFBScale() / custom_tex_scale) * 256.f;
state.lod_bias = std::clamp<s64>(state.lod_bias + lod_offset, -32768, 32767);
s32 lod_offset = std::log2(g_renderer->GetEFBScale() / custom_tex_scale) * 256.f;
state.tm0.lod_bias = std::clamp<s32>(state.tm0.lod_bias + lod_offset, -32768, 32767);
// Anisotropic also pushes mips farther away so it cannot be used either
state.anisotropic_filtering = 0;
state.tm0.anisotropic_filtering = false;
}
g_renderer->SetSamplerState(index, state);
PixelShaderManager::SetSamplerState(index, state.tm0.hex, state.tm1.hex);
}
void TextureCacheBase::BindTextures(BitSet32 used_textures)