Lighting: Use the GE's approximate pow for specular, diffuse and spot

The GE computes these powers as exp2(e * log2(x)), with log2 and exp2
each a straight line between powers of two (Mitchell's approximation),
and only uses the top 4 bits of the specular coefficient's mantissa.
Through a highlight's falloff a true pow is 10-30 steps of 255 brighter
at the exponents games use. Measured in gpu/lighting/specular.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
This commit is contained in:
Henrik RydgårdandClaude Opus 5.5 committed 2026-09-30 15:47:16 -06:00
1 parent a7ec706a4c
commit d7a96875fb
6 files changed
+53 -14

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+2 -1
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@@ -12,6 +12,7 @@
#include "GPU/GPUState.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Common/GPUStateUtils.h"
#include "GPU/Common/TransformCommon.h"
#include "GPU/Math3D.h"
using namespace Lin;
@@ -222,7 +223,7 @@ void LightUpdateUniforms(UB_VS_Lights *ub, uint64_t dirtyUniforms) {
Uint8x3ToFloat4(ub->materialDiffuse, gstate.materialdiffuse);
}
if (dirtyUniforms & DIRTY_MATSPECULAR) {
Uint8x3ToFloat4_Alpha(ub->materialSpecular, gstate.materialspecular, std::max(0.0f, getFloat24(gstate.materialspecularcoef)));
Uint8x3ToFloat4_Alpha(ub->materialSpecular, gstate.materialspecular, std::max(0.0f, PSPSpecularCoef(getFloat24(gstate.materialspecularcoef))));
}
if (dirtyUniforms & DIRTY_MATEMISSIVE) {
// We're not touching the fourth f32 here, because we store an u32 of control bits in it.
+5 -4
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@@ -40,7 +40,7 @@ Lighter::Lighter(int vertType) {
materialDiffuse.a = 1.0f;
materialSpecular.GetFromRGB(gstate.materialspecular);
materialSpecular.a = 1.0f;
specCoef_ = getFloat24(gstate.materialspecularcoef);
specCoef_ = PSPSpecularCoef(getFloat24(gstate.materialspecularcoef));
// viewer_ = Vec3f(-gstate.viewMatrix[9], -gstate.viewMatrix[10], -gstate.viewMatrix[11]);
bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0;
materialUpdate_ = hasColor ? (gstate.materialupdate & 7) : 0;
@@ -121,7 +121,7 @@ void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[
if (dot < 0.0f) dot = 0.0f;
if (poweredDiffuse)
dot = powf(dot, specCoef_);
dot = specCoef_ <= 0.0f ? 1.0f : PSPLightPow(dot, specCoef_);
// Attenuation
switch (type) {
@@ -136,7 +136,7 @@ void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[
lightDir = ldir[l];
angle = Dot(toLight.NormalizedOr001(cpu_info.bSSE4_1), lightDir.NormalizedOr001(cpu_info.bSSE4_1));
if (angle >= lcutoff[l])
lightScale = clamp(1.0f / (latt[l].x + latt[l].y * distanceToLight + latt[l].z * distanceToLight*distanceToLight), 0.0f, 1.0f) * powf(angle, lconv[l]);
lightScale = clamp(1.0f / (latt[l].x + latt[l].y * distanceToLight + latt[l].z * distanceToLight*distanceToLight), 0.0f, 1.0f) * (lconv[l] <= 0.0f ? 1.0f : PSPLightPow(angle, lconv[l]));
break;
default:
// ILLEGAL
@@ -157,7 +157,8 @@ void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[
dot = Dot(halfVec, norm);
if (dot > 0.0f) {
Color4 lightSpec(lcolor[2][l], 0.0f);
lightSum1 += (lightSpec * *specular * (powf(dot, specCoef_) * lightScale));
float specFactor = specCoef_ <= 0.0f ? 1.0f : PSPLightPow(dot, specCoef_);
lightSum1 += (lightSpec * *specular * (specFactor * lightScale));
}
}
+25
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@@ -17,6 +17,7 @@
#pragma once
#include <cmath>
#include <cstring>
#include "Common/CommonTypes.h"
@@ -60,6 +61,30 @@ struct Color4 {
}
};
// The GE's pow() for specular, powered diffuse and the spot exponent: exp2(e * log2(x)), with log2
// and exp2 each a straight line between powers of two (Mitchell's approximation). Matches hardware
// within one step of 255 (gpu/lighting/specular).
inline float PSPLightPow(float x, float e) {
if (!(x > 0.0f)) {
return 0.0f;
}
int ex;
float m = frexpf(x, &ex); // x = m * 2^ex, m in [0.5, 1)
float y = e * ((float)(ex - 1) + (2.0f * m - 1.0f));
y = y < -64.0f ? -64.0f : (y > 64.0f ? 64.0f : y);
float fl = floorf(y);
return ldexpf(1.0f + (y - fl), (int)fl);
}
// The GE only uses the top 4 bits of the specular coefficient's mantissa.
inline float PSPSpecularCoef(float e) {
u32 bits;
memcpy(&bits, &e, sizeof(bits));
bits &= 0xFFF80000;
memcpy(&e, &bits, sizeof(bits));
return e;
}
// Convenient way to do precomputation to save the parts of the lighting calculation
// that's common between the many vertices of a draw call.
class Lighter {
+16 -6
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@@ -428,6 +428,16 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
WRITE(p, " float len2 = dot(v, v);\n");
WRITE(p, " return len2 == 0.0 ? vec3(0.0, 0.0, 1.0) : (v * inversesqrt(len2));\n");
WRITE(p, "}\n");
// The GE's pow for lighting: exp2(e * log2(x)), with log2 and exp2 each a straight line
// between powers of two. Continuous, so floor() landing on the wrong side of a power of
// two is harmless.
WRITE(p, "float pspPow(float x, float e) {\n");
WRITE(p, " if (x <= 0.0) return 0.0;\n");
WRITE(p, " float ex = floor(log2(x));\n");
WRITE(p, " float y = e * (ex + x * exp2(-ex) - 1.0);\n");
WRITE(p, " float fl = floor(y);\n");
WRITE(p, " return exp2(fl) * (1.0 + y - fl);\n");
WRITE(p, "}\n");
}
if (ShaderLanguageIsOpenGL(compat.shaderLanguage) || compat.shaderLanguage == GLSL_VULKAN) {
@@ -643,7 +653,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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.F(" lightScale = attenuation * (u_lightangle_spotCoef%s.y <= 0.0 ? 1.0 : pspPow(angle, u_lightangle_spotCoef%s.y));\n", iStr, iStr, iStr);
p.C(" } else {\n");
p.C(" lightScale = 0.0;\n");
p.C(" }\n");
@@ -653,14 +663,14 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
p.C(" }\n");
p.C(" ldot = dot(toLight, worldnormal);\n");
p.C(" if (comp == 0x2u) {\n"); // GE_LIGHTCOMP_ONLYPOWDIFFUSE
p.C(" ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;\n");
p.C(" ldot = u_matspecular.a > 0.0 ? pspPow(ldot, u_matspecular.a) : 1.0;\n");
p.C(" }\n");
p.F(" diffuse = (u_lightdiffuse%s * diffuseColor) * max(ldot, 0.0);\n", iStr);
p.C(" if (comp == 0x1u && ldot >= 0.0) {\n"); // do specular. note - must allow for the >= case, since the u_matspecular.a <= 0.0 case relies on it.
p.C(" if (u_matspecular.a > 0.0) {\n");
p.C(" vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);\n");
p.C(" float halfInvLen = inversesqrt(dot(halfVec, halfVec));\n");
p.C(" ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a);\n");
p.C(" ldot = pspPow(dot(halfVec, worldnormal) * halfInvLen, u_matspecular.a);\n");
p.C(" } else {\n");
p.C(" ldot = 1.0;\n");
p.C(" }\n");
@@ -704,7 +714,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
// 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 = pow(max(ldot, 0.0), u_matspecular.a);\n");
p.C(" ldot = pspPow(ldot, u_matspecular.a);\n");
p.C(" } else {\n");
p.C(" ldot = 1.0;\n");
p.C(" }\n");
@@ -724,7 +734,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
case GE_LIGHTTYPE_UNKNOWN:
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, distSq)), 0.0, 1.0) * (u_lightangle_spotCoef%s.y <= 0.0 ? 1.0 : pow(max(angle, 0.0), u_lightangle_spotCoef%s.y));\n", iStr, iStr, iStr);
p.F(" lightScale = clamp(1.0 / dot(u_lightatt%s, vec3(1.0, distance, distSq)), 0.0, 1.0) * (u_lightangle_spotCoef%s.y <= 0.0 ? 1.0 : pspPow(angle, u_lightangle_spotCoef%s.y));\n", iStr, iStr, iStr);
p.C(" } else {\n");
p.C(" lightScale = 0.0;\n");
p.C(" }\n");
@@ -740,7 +750,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
p.C(" if (u_matspecular.a > 0.0) {\n");
p.C(" vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);\n");
p.C(" float halfInvLen = inversesqrt(dot(halfVec, halfVec));\n");
p.C(" ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a);\n");
p.C(" ldot = pspPow(dot(halfVec, worldnormal) * halfInvLen, u_matspecular.a);\n");
p.C(" } else {\n");
p.C(" ldot = 1.0;\n");
p.C(" }\n");
+2 -1
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@@ -46,6 +46,7 @@
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/ShaderUniforms.h"
#include "GPU/Common/TransformCommon.h"
#include "GPU/GLES/ShaderManagerGLES.h"
#include "GPU/GLES/DrawEngineGLES.h"
@@ -549,7 +550,7 @@ void LinkedShader::UpdateUniforms(const ShaderID &vsid, const ShaderLanguageDesc
SetColorUniform3(render_, &u_matemissive, gstate.materialemissive);
}
if (dirty & DIRTY_MATSPECULAR) {
SetColorUniform3ExtraFloat(render_, &u_matspecular, gstate.materialspecular, getFloat24(gstate.materialspecularcoef));
SetColorUniform3ExtraFloat(render_, &u_matspecular, gstate.materialspecular, PSPSpecularCoef(getFloat24(gstate.materialspecularcoef)));
}
for (int i = 0; i < 4; i++) {
+3 -2
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@@ -21,6 +21,7 @@
#include "Common/CPUDetect.h"
#include "Common/Math/SIMDHeaders.h"
#include "GPU/GPUState.h"
#include "GPU/Common/TransformCommon.h"
#include "GPU/Software/Lighting.h"
#if PPSSPP_ARCH(SSE2)
@@ -49,7 +50,7 @@ static inline float pspLightPow(float v, float e) {
return 1.0f;
}
if (v > 0.0f) {
return pow(v, e);
return PSPLightPow(v, e);
}
// Negative stays negative, so let's just return the original.
return v;
@@ -179,7 +180,7 @@ void ComputeState(State *state, bool hasColor0) {
}
if (anyDiffuse || anySpecular) {
state->specularExp = gstate.getMaterialSpecularCoef();
state->specularExp = PSPSpecularCoef(gstate.getMaterialSpecularCoef());
if (state->specularExp <= 0.0f)
state->specularExp = 0.0f;
else if (std::isnan(state->specularExp))