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	Merge pull request #3916 from wwylele/mipmap-proctex
gl_rasterizer: implement mipmap for procedural texture
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						78685065cf
					
				
					 7 changed files with 97 additions and 23 deletions
				
			
		|  | @ -251,11 +251,18 @@ struct TexturingRegs { | |||
| 
 | ||||
|     union { | ||||
|         BitField<0, 3, ProcTexFilter> filter; | ||||
|         BitField<3, 4, u32> lod_min; | ||||
|         BitField<7, 4, u32> lod_max; | ||||
|         BitField<11, 8, u32> width; | ||||
|         BitField<19, 8, u32> bias_high; // TODO: unimplemented
 | ||||
|     } proctex_lut; | ||||
| 
 | ||||
|     BitField<0, 8, u32> proctex_lut_offset; | ||||
|     union { | ||||
|         BitField<0, 8, u32> level0; | ||||
|         BitField<8, 8, u32> level1; | ||||
|         BitField<16, 8, u32> level2; | ||||
|         BitField<24, 8, u32> level3; | ||||
|     } proctex_lut_offset; | ||||
| 
 | ||||
|     INSERT_PADDING_WORDS(0x1); | ||||
| 
 | ||||
|  |  | |||
|  | @ -191,6 +191,7 @@ void RasterizerOpenGL::SyncEntireState() { | |||
| 
 | ||||
|     SyncFogColor(); | ||||
|     SyncProcTexNoise(); | ||||
|     SyncProcTexBias(); | ||||
|     SyncShadowBias(); | ||||
| } | ||||
| 
 | ||||
|  | @ -911,6 +912,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) { | |||
|     case PICA_REG_INDEX(texturing.proctex): | ||||
|     case PICA_REG_INDEX(texturing.proctex_lut): | ||||
|     case PICA_REG_INDEX(texturing.proctex_lut_offset): | ||||
|         SyncProcTexBias(); | ||||
|         shader_dirty = true; | ||||
|         break; | ||||
| 
 | ||||
|  | @ -1698,6 +1700,15 @@ void RasterizerOpenGL::SyncProcTexNoise() { | |||
|     uniform_block_data.dirty = true; | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncProcTexBias() { | ||||
|     const auto& regs = Pica::g_state.regs.texturing; | ||||
|     uniform_block_data.data.proctex_bias = | ||||
|         Pica::float16::FromRaw(regs.proctex.bias_low | (regs.proctex_lut.bias_high << 8)) | ||||
|             .ToFloat32(); | ||||
| 
 | ||||
|     uniform_block_data.dirty = true; | ||||
| } | ||||
| 
 | ||||
| void RasterizerOpenGL::SyncAlphaTest() { | ||||
|     const auto& regs = Pica::g_state.regs; | ||||
|     if (regs.framebuffer.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) { | ||||
|  |  | |||
|  | @ -152,6 +152,9 @@ private: | |||
|     /// Sync the procedural texture noise configuration to match the PICA register
 | ||||
|     void SyncProcTexNoise(); | ||||
| 
 | ||||
|     /// Sync the procedural texture bias configuration to match the PICA register
 | ||||
|     void SyncProcTexBias(); | ||||
| 
 | ||||
|     /// Syncs the alpha test states to match the PICA register
 | ||||
|     void SyncAlphaTest(); | ||||
| 
 | ||||
|  |  | |||
|  | @ -62,6 +62,7 @@ layout (std140) uniform shader_data { | |||
|     int proctex_alpha_map_offset; | ||||
|     int proctex_lut_offset; | ||||
|     int proctex_diff_lut_offset; | ||||
|     float proctex_bias; | ||||
|     ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4]; | ||||
|     vec3 fog_color; | ||||
|     vec2 proctex_noise_f; | ||||
|  | @ -226,7 +227,12 @@ PicaFSConfig PicaFSConfig::BuildFromRegs(const Pica::Regs& regs) { | |||
|         state.proctex.u_shift = regs.texturing.proctex.u_shift; | ||||
|         state.proctex.v_shift = regs.texturing.proctex.v_shift; | ||||
|         state.proctex.lut_width = regs.texturing.proctex_lut.width; | ||||
|         state.proctex.lut_offset = regs.texturing.proctex_lut_offset; | ||||
|         state.proctex.lut_offset0 = regs.texturing.proctex_lut_offset.level0; | ||||
|         state.proctex.lut_offset1 = regs.texturing.proctex_lut_offset.level1; | ||||
|         state.proctex.lut_offset2 = regs.texturing.proctex_lut_offset.level2; | ||||
|         state.proctex.lut_offset3 = regs.texturing.proctex_lut_offset.level3; | ||||
|         state.proctex.lod_min = regs.texturing.proctex_lut.lod_min; | ||||
|         state.proctex.lod_max = regs.texturing.proctex_lut.lod_max; | ||||
|         state.proctex.lut_filter = regs.texturing.proctex_lut.filter; | ||||
|     } | ||||
| 
 | ||||
|  | @ -1124,6 +1130,42 @@ float ProcTexNoiseCoef(vec2 x) { | |||
|         )"; | ||||
|     } | ||||
| 
 | ||||
|     out += "vec4 SampleProcTexColor(float lut_coord, int level) {\n"; | ||||
|     out += "int lut_width = " + std::to_string(config.state.proctex.lut_width) + " >> level;\n"; | ||||
|     std::string offset0 = std::to_string(config.state.proctex.lut_offset0); | ||||
|     std::string offset1 = std::to_string(config.state.proctex.lut_offset1); | ||||
|     std::string offset2 = std::to_string(config.state.proctex.lut_offset2); | ||||
|     std::string offset3 = std::to_string(config.state.proctex.lut_offset3); | ||||
|     // Offsets for level 4-7 seem to be hardcoded
 | ||||
|     out += "int lut_offsets[8] = int[](" + offset0 + ", " + offset1 + ", " + offset2 + ", " + | ||||
|            offset3 + ", 0xF0, 0xF8, 0xFC, 0xFE);\n"; | ||||
|     out += "int lut_offset = lut_offsets[level];\n"; | ||||
|     // For the color lut, coord=0.0 is lut[offset] and coord=1.0 is lut[offset+width-1]
 | ||||
|     out += "lut_coord *= lut_width - 1;\n"; | ||||
| 
 | ||||
|     switch (config.state.proctex.lut_filter) { | ||||
|     case ProcTexFilter::Linear: | ||||
|     case ProcTexFilter::LinearMipmapLinear: | ||||
|     case ProcTexFilter::LinearMipmapNearest: | ||||
|         out += "int lut_index_i = int(lut_coord) + lut_offset;\n"; | ||||
|         out += "float lut_index_f = fract(lut_coord);\n"; | ||||
|         out += "return texelFetch(texture_buffer_lut_rgba, lut_index_i + " | ||||
|                "proctex_lut_offset) + " | ||||
|                "lut_index_f * " | ||||
|                "texelFetch(texture_buffer_lut_rgba, lut_index_i + proctex_diff_lut_offset);\n"; | ||||
|         break; | ||||
|     case ProcTexFilter::Nearest: | ||||
|     case ProcTexFilter::NearestMipmapLinear: | ||||
|     case ProcTexFilter::NearestMipmapNearest: | ||||
|         out += "lut_coord += lut_offset;\n"; | ||||
|         // Note: float->int conversion here is indeed floor, not round
 | ||||
|         out += "return texelFetch(texture_buffer_lut_rgba, int(lut_coord) + " | ||||
|                "proctex_lut_offset);\n"; | ||||
|         break; | ||||
|     } | ||||
| 
 | ||||
|     out += "}\n"; | ||||
| 
 | ||||
|     out += "vec4 ProcTex() {\n"; | ||||
|     if (config.state.proctex.coord < 3) { | ||||
|         out += "vec2 uv = abs(texcoord" + std::to_string(config.state.proctex.coord) + ");\n"; | ||||
|  | @ -1132,6 +1174,18 @@ float ProcTexNoiseCoef(vec2 x) { | |||
|         out += "vec2 uv = abs(texcoord0);\n"; | ||||
|     } | ||||
| 
 | ||||
|     // This LOD formula is the same as the LOD upper limit defined in OpenGL.
 | ||||
|     // f(x, y) <= m_u + m_v + m_w
 | ||||
|     // (See OpenGL 4.6 spec, 8.14.1 - Scale Factor and Level-of-Detail)
 | ||||
|     // Note: this is different from the one normal 2D textures use.
 | ||||
|     out += "vec2 duv = max(abs(dFdx(uv)), abs(dFdy(uv)));\n"; | ||||
|     // unlike normal texture, the bias is inside the log2
 | ||||
|     out += "float lod = log2(abs(" + std::to_string(config.state.proctex.lut_width) + | ||||
|            " * proctex_bias) * (duv.x + duv.y));\n"; | ||||
|     out += "if (proctex_bias == 0.0) lod = 0.0;\n"; | ||||
|     out += "lod = clamp(lod, " + | ||||
|            std::to_string(std::max<float>(0.0f, config.state.proctex.lod_min)) + ", " + | ||||
|            std::to_string(std::min<float>(7.0f, config.state.proctex.lod_max)) + ");\n"; | ||||
|     // Get shift offset before noise generation
 | ||||
|     out += "float u_shift = "; | ||||
|     AppendProcTexShiftOffset(out, "uv.y", config.state.proctex.u_shift, | ||||
|  | @ -1162,28 +1216,21 @@ float ProcTexNoiseCoef(vec2 x) { | |||
|                                "proctex_color_map_offset"); | ||||
|     out += ";\n"; | ||||
| 
 | ||||
|     // Look up color
 | ||||
|     // For the color lut, coord=0.0 is lut[offset] and coord=1.0 is lut[offset+width-1]
 | ||||
|     out += "lut_coord *= " + std::to_string(config.state.proctex.lut_width - 1) + ";\n"; | ||||
|     // TODO(wwylele): implement mipmap
 | ||||
|     switch (config.state.proctex.lut_filter) { | ||||
|     case ProcTexFilter::Linear: | ||||
|     case ProcTexFilter::LinearMipmapLinear: | ||||
|     case ProcTexFilter::LinearMipmapNearest: | ||||
|         out += "int lut_index_i = int(lut_coord) + " + | ||||
|                std::to_string(config.state.proctex.lut_offset) + ";\n"; | ||||
|         out += "float lut_index_f = fract(lut_coord);\n"; | ||||
|         out += "vec4 final_color = texelFetch(texture_buffer_lut_rgba, lut_index_i + " | ||||
|                "proctex_lut_offset) + " | ||||
|                "lut_index_f * " | ||||
|                "texelFetch(texture_buffer_lut_rgba, lut_index_i + proctex_diff_lut_offset);\n"; | ||||
|         break; | ||||
|     case ProcTexFilter::Nearest: | ||||
|     case ProcTexFilter::NearestMipmapLinear: | ||||
|         out += "vec4 final_color = SampleProcTexColor(lut_coord, 0);\n"; | ||||
|         break; | ||||
|     case ProcTexFilter::NearestMipmapNearest: | ||||
|         out += "lut_coord += " + std::to_string(config.state.proctex.lut_offset) + ";\n"; | ||||
|         out += "vec4 final_color = texelFetch(texture_buffer_lut_rgba, int(round(lut_coord)) + " | ||||
|                "proctex_lut_offset);\n"; | ||||
|     case ProcTexFilter::LinearMipmapNearest: | ||||
|         out += "vec4 final_color = SampleProcTexColor(lut_coord, int(round(lod)));\n"; | ||||
|         break; | ||||
|     case ProcTexFilter::NearestMipmapLinear: | ||||
|     case ProcTexFilter::LinearMipmapLinear: | ||||
|         out += "int lod_i = int(lod);\n"; | ||||
|         out += "float lod_f = fract(lod);\n"; | ||||
|         out += "vec4 final_color = mix(SampleProcTexColor(lut_coord, lod_i), " | ||||
|                "SampleProcTexColor(lut_coord, lod_i + 1), lod_f);\n"; | ||||
|         break; | ||||
|     } | ||||
| 
 | ||||
|  |  | |||
|  | @ -107,7 +107,12 @@ struct PicaFSConfigState { | |||
|         bool noise_enable; | ||||
|         Pica::TexturingRegs::ProcTexShift u_shift, v_shift; | ||||
|         u32 lut_width; | ||||
|         u32 lut_offset; | ||||
|         u32 lut_offset0; | ||||
|         u32 lut_offset1; | ||||
|         u32 lut_offset2; | ||||
|         u32 lut_offset3; | ||||
|         u32 lod_min; | ||||
|         u32 lod_max; | ||||
|         Pica::TexturingRegs::ProcTexFilter lut_filter; | ||||
|     } proctex; | ||||
| 
 | ||||
|  |  | |||
|  | @ -45,6 +45,7 @@ struct UniformData { | |||
|     GLint proctex_alpha_map_offset; | ||||
|     GLint proctex_lut_offset; | ||||
|     GLint proctex_diff_lut_offset; | ||||
|     GLfloat proctex_bias; | ||||
|     alignas(16) GLivec4 lighting_lut_offset[Pica::LightingRegs::NumLightingSampler / 4]; | ||||
|     alignas(16) GLvec3 fog_color; | ||||
|     alignas(8) GLvec2 proctex_noise_f; | ||||
|  | @ -58,7 +59,7 @@ struct UniformData { | |||
| }; | ||||
| 
 | ||||
| static_assert( | ||||
|     sizeof(UniformData) == 0x4e0, | ||||
|     sizeof(UniformData) == 0x4F0, | ||||
|     "The size of the UniformData structure has changed, update the structure in the shader"); | ||||
| static_assert(sizeof(UniformData) < 16384, | ||||
|               "UniformData structure must be less than 16kb as per the OpenGL spec"); | ||||
|  |  | |||
|  | @ -185,7 +185,7 @@ Math::Vec4<u8> ProcTex(float u, float v, TexturingRegs regs, State::ProcTex stat | |||
| 
 | ||||
|     // Look up the color
 | ||||
|     // For the color lut, coord=0.0 is lut[offset] and coord=1.0 is lut[offset+width-1]
 | ||||
|     const u32 offset = regs.proctex_lut_offset; | ||||
|     const u32 offset = regs.proctex_lut_offset.level0; | ||||
|     const u32 width = regs.proctex_lut.width; | ||||
|     const float index = offset + (lut_coord * (width - 1)); | ||||
|     Math::Vec4<u8> final_color; | ||||
|  |  | |||
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