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	SwRasterizer: Run clang-format
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					 1 changed files with 83 additions and 45 deletions
				
			
		|  | @ -125,11 +125,12 @@ float LookupLightingLut(size_t lut_index, u8 index, float delta) { | |||
|     return lut_value + lut_diff * delta; | ||||
| } | ||||
| 
 | ||||
| std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) { | ||||
| std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | ||||
|     const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) { | ||||
|     const auto& lighting = g_state.regs.lighting; | ||||
| 
 | ||||
|     if (lighting.disable) | ||||
|         return {{}, {}}; | ||||
|         return {Math::MakeVec<u8>(0, 0, 0, 0), Math::MakeVec<u8>(0, 0, 0, 0)}; | ||||
| 
 | ||||
|     // TODO(Subv): Bump mapping
 | ||||
|     Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f}; | ||||
|  | @ -151,7 +152,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
|         unsigned num = lighting.light_enable.GetNum(light_index); | ||||
|         const auto& light_config = g_state.regs.lighting.light[num]; | ||||
| 
 | ||||
|         Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(), float16::FromRaw(light_config.y).ToFloat32(), float16::FromRaw(light_config.z).ToFloat32()}; | ||||
|         Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(), | ||||
|                                       float16::FromRaw(light_config.y).ToFloat32(), | ||||
|                                       float16::FromRaw(light_config.z).ToFloat32()}; | ||||
| 
 | ||||
|         if (light_config.config.directional) | ||||
|             light_vector = position; | ||||
|  | @ -173,11 +176,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
|             auto distance = (-view - position).Length(); | ||||
|             float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32(); | ||||
|             float bias = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32(); | ||||
|             size_t lut = static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num; | ||||
|             size_t lut = | ||||
|                 static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num; | ||||
| 
 | ||||
|             float sample_loc = scale * distance + bias; | ||||
| 
 | ||||
|             u8 lutindex = MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f); | ||||
|             u8 lutindex = | ||||
|                 static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f)); | ||||
|             float delta = sample_loc * 256 - lutindex; | ||||
|             dist_atten = LookupLightingLut(lut, lutindex, delta); | ||||
|         } | ||||
|  | @ -216,7 +221,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
|                 break; | ||||
| 
 | ||||
|             default: | ||||
|                 LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input); | ||||
|                 LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input)); | ||||
|                 UNIMPLEMENTED(); | ||||
|                 result = 0.f; | ||||
|             } | ||||
|  | @ -227,14 +232,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
|                 else | ||||
|                     result = std::max(result, 0.0f); | ||||
| 
 | ||||
|                 u8 lutindex = MathUtil::Clamp(std::floor(result * 256.f), 0.0f, 255.0f); | ||||
|                 float flr = std::floor(result * 256.f); | ||||
|                 u8 lutindex = static_cast<u8>(MathUtil::Clamp(flr, 0.0f, 255.0f)); | ||||
|                 float delta = result * 256 - lutindex; | ||||
|                 return {lutindex, delta}; | ||||
|             } else { | ||||
|                 float flr = std::floor(result * 128.f); | ||||
|                 s8 tmpi = MathUtil::Clamp(flr, -128.0f, 127.0f); | ||||
|                 float delta = result * 128.f - tmpi; | ||||
|                 return { tmpi & 0xFF, delta }; | ||||
|                 s8 lutindex = static_cast<u8>(MathUtil::Clamp(flr, -128.0f, 127.0f)); | ||||
|                 float delta = result * 128.f - lutindex; | ||||
|                 return {static_cast<u8>(lutindex), delta}; | ||||
|             } | ||||
|         }; | ||||
| 
 | ||||
|  | @ -247,11 +253,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
|             // Lookup specular "distribution 0" LUT value
 | ||||
|             u8 index; | ||||
|             float delta; | ||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d0.Value(), lighting.abs_lut_input.disable_d0 == 0); | ||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d0.Value(), | ||||
|                                                  lighting.abs_lut_input.disable_d0 == 0); | ||||
| 
 | ||||
|             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d0); | ||||
| 
 | ||||
|             d0_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0), index, delta); | ||||
|             d0_lut_value = | ||||
|                 scale * | ||||
|                 LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0), | ||||
|                                   index, delta); | ||||
|         } | ||||
| 
 | ||||
|         Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f(); | ||||
|  | @ -263,11 +273,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
| 
 | ||||
|             u8 index; | ||||
|             float delta; | ||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0); | ||||
|             std::tie(index, delta) = | ||||
|                 GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0); | ||||
| 
 | ||||
|             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rr); | ||||
| 
 | ||||
|             refl_value.x = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed), index, delta); | ||||
|             refl_value.x = | ||||
|                 scale * | ||||
|                 LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed), | ||||
|                                   index, delta); | ||||
|         } else { | ||||
|             refl_value.x = 1.0f; | ||||
|         } | ||||
|  | @ -279,11 +293,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
| 
 | ||||
|             u8 index; | ||||
|             float delta; | ||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0); | ||||
|             std::tie(index, delta) = | ||||
|                 GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0); | ||||
| 
 | ||||
|             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rg); | ||||
| 
 | ||||
|             refl_value.y = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen), index, delta); | ||||
|             refl_value.y = | ||||
|                 scale * | ||||
|                 LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen), | ||||
|                                   index, delta); | ||||
|         } else { | ||||
|             refl_value.y = refl_value.x; | ||||
|         } | ||||
|  | @ -295,11 +313,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
| 
 | ||||
|             u8 index; | ||||
|             float delta; | ||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0); | ||||
|             std::tie(index, delta) = | ||||
|                 GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0); | ||||
| 
 | ||||
|             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rb); | ||||
| 
 | ||||
|             refl_value.z = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue), index, delta); | ||||
|             refl_value.z = | ||||
|                 scale * | ||||
|                 LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue), | ||||
|                                   index, delta); | ||||
|         } else { | ||||
|             refl_value.z = refl_value.x; | ||||
|         } | ||||
|  | @ -312,30 +334,40 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
|             // Lookup specular "distribution 1" LUT value
 | ||||
|             u8 index; | ||||
|             float delta; | ||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d1.Value(), lighting.abs_lut_input.disable_d1 == 0); | ||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d1.Value(), | ||||
|                                                  lighting.abs_lut_input.disable_d1 == 0); | ||||
| 
 | ||||
|             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d1); | ||||
| 
 | ||||
|             d1_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1), index, delta); | ||||
|             d1_lut_value = | ||||
|                 scale * | ||||
|                 LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1), | ||||
|                                   index, delta); | ||||
|         } | ||||
| 
 | ||||
|         Math::Vec3<float> specular_1 = d1_lut_value * refl_value * light_config.specular_1.ToVec3f(); | ||||
|         Math::Vec3<float> specular_1 = | ||||
|             d1_lut_value * refl_value * light_config.specular_1.ToVec3f(); | ||||
| 
 | ||||
|         if (lighting.config1.disable_lut_fr == 0 && | ||||
|             LightingRegs::IsLightingSamplerSupported( | ||||
|                 lighting.config0.config, LightingRegs::LightingSampler::Fresnel)) { | ||||
|             LightingRegs::IsLightingSamplerSupported(lighting.config0.config, | ||||
|                                                      LightingRegs::LightingSampler::Fresnel)) { | ||||
| 
 | ||||
|             // Lookup fresnel LUT value
 | ||||
|             u8 index; | ||||
|             float delta; | ||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.fr.Value(), lighting.abs_lut_input.disable_fr == 0); | ||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.fr.Value(), | ||||
|                                                  lighting.abs_lut_input.disable_fr == 0); | ||||
| 
 | ||||
|             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.fr); | ||||
| 
 | ||||
|             float lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel), index, delta); | ||||
|             float lut_value = | ||||
|                 scale * | ||||
|                 LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel), | ||||
|                                   index, delta); | ||||
| 
 | ||||
|             // Enabled for difffuse lighting alpha component
 | ||||
|             if (lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::PrimaryAlpha || | ||||
|             // Enabled for diffuse lighting alpha component
 | ||||
|             if (lighting.config0.fresnel_selector == | ||||
|                     LightingRegs::LightingFresnelSelector::PrimaryAlpha || | ||||
|                 lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) { | ||||
|                 diffuse_sum.a() *= lut_value; | ||||
|             } | ||||
|  | @ -348,18 +380,26 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
|             } | ||||
|         } | ||||
| 
 | ||||
| 
 | ||||
|         auto diffuse = light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f(); | ||||
|         auto diffuse = | ||||
|             light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f(); | ||||
|         diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f); | ||||
| 
 | ||||
|         specular_sum += Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.f); | ||||
|         specular_sum += | ||||
|             Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.f); | ||||
|     } | ||||
| 
 | ||||
|     diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f); | ||||
|     return { | ||||
|         Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255).Cast<u8>(), | ||||
|         Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255).Cast<u8>() | ||||
|     }; | ||||
| 
 | ||||
|     return {Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255, | ||||
|                                  MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255, | ||||
|                                  MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255, | ||||
|                                  MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255) | ||||
|                 .Cast<u8>(), | ||||
|             Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255, | ||||
|                                  MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255, | ||||
|                                  MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255, | ||||
|                                  MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255) | ||||
|                 .Cast<u8>()}; | ||||
| } | ||||
| 
 | ||||
| MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240)); | ||||
|  | @ -554,19 +594,16 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | |||
|             }; | ||||
| 
 | ||||
|             Math::Quaternion<float> normquat{ | ||||
|                 { | ||||
|                     GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(), | ||||
|                 {GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(), | ||||
|                  GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(), | ||||
|                     GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32() | ||||
|                 }, | ||||
|                  GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()}, | ||||
|                 GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(), | ||||
|             }; | ||||
| 
 | ||||
|             Math::Vec3<float> fragment_position{ | ||||
|                 GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(), | ||||
|                 GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(), | ||||
|                 GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32() | ||||
|             }; | ||||
|                 GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32()}; | ||||
| 
 | ||||
|             Math::Vec2<float24> uv[3]; | ||||
|             uv[0].u() = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u()); | ||||
|  | @ -685,7 +722,8 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | |||
|             Math::Vec4<u8> primary_fragment_color; | ||||
|             Math::Vec4<u8> secondary_fragment_color; | ||||
| 
 | ||||
|             std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(normquat, fragment_position); | ||||
|             std::tie(primary_fragment_color, secondary_fragment_color) = | ||||
|                 ComputeFragmentsColors(normquat, fragment_position); | ||||
| 
 | ||||
|             for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); | ||||
|                  ++tev_stage_index) { | ||||
|  |  | |||
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