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	pica/swrasterizer: implement procedural texture
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					 9 changed files with 448 additions and 4 deletions
				
			
		|  | @ -652,6 +652,16 @@ static inline decltype((X{} * int{} + X{} * int{}) / base) LerpInt(const X& begi | |||
|     return (begin * (base - t) + end * t) / base; | ||||
| } | ||||
| 
 | ||||
| // bilinear interpolation. s is for interpolating x00-x01 and x10-x11, and t is for the second
 | ||||
| // interpolation.
 | ||||
| template <typename X> | ||||
| inline auto BilinearInterp(const X& x00, const X& x01, const X& x10, const X& x11, const float s, | ||||
|                            const float t) { | ||||
|     auto y0 = Lerp(x00, x01, s); | ||||
|     auto y1 = Lerp(x10, x11, s); | ||||
|     return Lerp(y0, y1, t); | ||||
| } | ||||
| 
 | ||||
| // Utility vector factories
 | ||||
| template <typename T> | ||||
| static inline Vec2<T> MakeVec(const T& x, const T& y) { | ||||
|  |  | |||
|  | @ -15,6 +15,7 @@ set(SRCS | |||
|             shader/shader_interpreter.cpp | ||||
|             swrasterizer/clipper.cpp | ||||
|             swrasterizer/framebuffer.cpp | ||||
|             swrasterizer/proctex.cpp | ||||
|             swrasterizer/rasterizer.cpp | ||||
|             swrasterizer/swrasterizer.cpp | ||||
|             swrasterizer/texturing.cpp | ||||
|  | @ -54,6 +55,7 @@ set(HEADERS | |||
|             shader/shader_interpreter.h | ||||
|             swrasterizer/clipper.h | ||||
|             swrasterizer/framebuffer.h | ||||
|             swrasterizer/proctex.h | ||||
|             swrasterizer/rasterizer.h | ||||
|             swrasterizer/swrasterizer.h | ||||
|             swrasterizer/texturing.h | ||||
|  |  | |||
|  | @ -458,6 +458,37 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) { | |||
|         break; | ||||
|     } | ||||
| 
 | ||||
|     case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[0], 0xb0): | ||||
|     case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[1], 0xb1): | ||||
|     case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[2], 0xb2): | ||||
|     case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[3], 0xb3): | ||||
|     case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[4], 0xb4): | ||||
|     case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[5], 0xb5): | ||||
|     case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[6], 0xb6): | ||||
|     case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[7], 0xb7): { | ||||
|         auto& index = regs.texturing.proctex_lut_config.index; | ||||
|         auto& pt = g_state.proctex; | ||||
| 
 | ||||
|         switch (regs.texturing.proctex_lut_config.ref_table.Value()) { | ||||
|         case TexturingRegs::ProcTexLutTable::Noise: | ||||
|             pt.noise_table[index % pt.noise_table.size()].raw = value; | ||||
|             break; | ||||
|         case TexturingRegs::ProcTexLutTable::ColorMap: | ||||
|             pt.color_map_table[index % pt.color_map_table.size()].raw = value; | ||||
|             break; | ||||
|         case TexturingRegs::ProcTexLutTable::AlphaMap: | ||||
|             pt.alpha_map_table[index % pt.alpha_map_table.size()].raw = value; | ||||
|             break; | ||||
|         case TexturingRegs::ProcTexLutTable::Color: | ||||
|             pt.color_table[index % pt.color_table.size()].raw = value; | ||||
|             break; | ||||
|         case TexturingRegs::ProcTexLutTable::ColorDiff: | ||||
|             pt.color_diff_table[index % pt.color_diff_table.size()].raw = value; | ||||
|             break; | ||||
|         } | ||||
|         index.Assign(index + 1); | ||||
|         break; | ||||
|     } | ||||
|     default: | ||||
|         break; | ||||
|     } | ||||
|  |  | |||
|  | @ -7,6 +7,7 @@ | |||
| #include <array> | ||||
| #include "common/bit_field.h" | ||||
| #include "common/common_types.h" | ||||
| #include "common/vector_math.h" | ||||
| #include "video_core/primitive_assembly.h" | ||||
| #include "video_core/regs.h" | ||||
| #include "video_core/shader/shader.h" | ||||
|  | @ -25,6 +26,59 @@ struct State { | |||
| 
 | ||||
|     Shader::AttributeBuffer input_default_attributes; | ||||
| 
 | ||||
|     struct ProcTex { | ||||
|         union ValueEntry { | ||||
|             u32 raw; | ||||
| 
 | ||||
|             // LUT value, encoded as 12-bit fixed point, with 12 fraction bits
 | ||||
|             BitField<0, 12, u32> value; // 0.0.12 fixed point
 | ||||
| 
 | ||||
|             // Difference between two entry values. Used for efficient interpolation.
 | ||||
|             // 0.0.12 fixed point with two's complement. The range is [-0.5, 0.5).
 | ||||
|             // Note: the type of this is different from the one of lighting LUT
 | ||||
|             BitField<12, 12, s32> difference; | ||||
| 
 | ||||
|             float ToFloat() const { | ||||
|                 return static_cast<float>(value) / 4095.f; | ||||
|             } | ||||
| 
 | ||||
|             float DiffToFloat() const { | ||||
|                 return static_cast<float>(difference) / 4095.f; | ||||
|             } | ||||
|         }; | ||||
| 
 | ||||
|         union ColorEntry { | ||||
|             u32 raw; | ||||
|             BitField<0, 8, u32> r; | ||||
|             BitField<8, 8, u32> g; | ||||
|             BitField<16, 8, u32> b; | ||||
|             BitField<24, 8, u32> a; | ||||
| 
 | ||||
|             Math::Vec4<u8> ToVector() const { | ||||
|                 return {static_cast<u8>(r), static_cast<u8>(g), static_cast<u8>(b), | ||||
|                         static_cast<u8>(a)}; | ||||
|             } | ||||
|         }; | ||||
| 
 | ||||
|         union ColorDifferenceEntry { | ||||
|             u32 raw; | ||||
|             BitField<0, 8, s32> r; // half of the difference between two ColorEntry
 | ||||
|             BitField<8, 8, s32> g; | ||||
|             BitField<16, 8, s32> b; | ||||
|             BitField<24, 8, s32> a; | ||||
| 
 | ||||
|             Math::Vec4<s32> ToVector() const { | ||||
|                 return Math::Vec4<s32>{r, g, b, a} * 2; | ||||
|             } | ||||
|         }; | ||||
| 
 | ||||
|         std::array<ValueEntry, 128> noise_table; | ||||
|         std::array<ValueEntry, 128> color_map_table; | ||||
|         std::array<ValueEntry, 128> alpha_map_table; | ||||
|         std::array<ColorEntry, 256> color_table; | ||||
|         std::array<ColorDifferenceEntry, 256> color_diff_table; | ||||
|     } proctex; | ||||
| 
 | ||||
|     struct { | ||||
|         union LutEntry { | ||||
|             // Used for raw access
 | ||||
|  |  | |||
|  | @ -101,6 +101,13 @@ ASSERT_REG_POSITION(texturing.texture1, 0x91); | |||
| ASSERT_REG_POSITION(texturing.texture1_format, 0x96); | ||||
| ASSERT_REG_POSITION(texturing.texture2, 0x99); | ||||
| ASSERT_REG_POSITION(texturing.texture2_format, 0x9e); | ||||
| ASSERT_REG_POSITION(texturing.proctex, 0xa8); | ||||
| ASSERT_REG_POSITION(texturing.proctex_noise_u, 0xa9); | ||||
| ASSERT_REG_POSITION(texturing.proctex_noise_v, 0xaa); | ||||
| ASSERT_REG_POSITION(texturing.proctex_noise_frequency, 0xab); | ||||
| ASSERT_REG_POSITION(texturing.proctex_lut, 0xac); | ||||
| ASSERT_REG_POSITION(texturing.proctex_lut_offset, 0xad); | ||||
| ASSERT_REG_POSITION(texturing.proctex_lut_config, 0xaf); | ||||
| ASSERT_REG_POSITION(texturing.tev_stage0, 0xc0); | ||||
| ASSERT_REG_POSITION(texturing.tev_stage1, 0xc8); | ||||
| ASSERT_REG_POSITION(texturing.tev_stage2, 0xd0); | ||||
|  |  | |||
|  | @ -122,8 +122,8 @@ struct TexturingRegs { | |||
|         BitField<0, 1, u32> texture0_enable; | ||||
|         BitField<1, 1, u32> texture1_enable; | ||||
|         BitField<2, 1, u32> texture2_enable; | ||||
|         BitField<8, 2, u32> texture3_coordinates; // TODO: unimplemented
 | ||||
|         BitField<10, 1, u32> texture3_enable;     // TODO: unimplemented
 | ||||
|         BitField<8, 2, u32> texture3_coordinates; | ||||
|         BitField<10, 1, u32> texture3_enable; | ||||
|         BitField<13, 1, u32> texture2_use_coord1; | ||||
|         BitField<16, 1, u32> clear_texture_cache; // TODO: unimplemented
 | ||||
|     } main_config; | ||||
|  | @ -137,7 +137,7 @@ struct TexturingRegs { | |||
|     INSERT_PADDING_WORDS(0x2); | ||||
|     TextureConfig texture2; | ||||
|     BitField<0, 4, TextureFormat> texture2_format; | ||||
|     INSERT_PADDING_WORDS(0x21); | ||||
|     INSERT_PADDING_WORDS(0x9); | ||||
| 
 | ||||
|     struct FullTextureConfig { | ||||
|         const bool enabled; | ||||
|  | @ -152,6 +152,96 @@ struct TexturingRegs { | |||
|         }}; | ||||
|     } | ||||
| 
 | ||||
|     // 0xa8-0xad: ProcTex Config
 | ||||
|     enum class ProcTexClamp : u32 { | ||||
|         ToZero = 0, | ||||
|         ToEdge = 1, | ||||
|         SymmetricalRepeat = 2, | ||||
|         MirroredRepeat = 3, | ||||
|         Pulse = 4, | ||||
|     }; | ||||
| 
 | ||||
|     enum class ProcTexCombiner : u32 { | ||||
|         U = 0,        // u
 | ||||
|         U2 = 1,       // u * u
 | ||||
|         V = 2,        // v
 | ||||
|         V2 = 3,       // v * v
 | ||||
|         Add = 4,      // (u + v) / 2
 | ||||
|         Add2 = 5,     // (u * u + v * v) / 2
 | ||||
|         SqrtAdd2 = 6, // sqrt(u * u + v * v)
 | ||||
|         Min = 7,      // min(u, v)
 | ||||
|         Max = 8,      // max(u, v)
 | ||||
|         RMax = 9,     // Average of Max and SqrtAdd2
 | ||||
|     }; | ||||
| 
 | ||||
|     enum class ProcTexShift : u32 { | ||||
|         None = 0, | ||||
|         Odd = 1, | ||||
|         Even = 2, | ||||
|     }; | ||||
| 
 | ||||
|     union { | ||||
|         BitField<0, 3, ProcTexClamp> u_clamp; | ||||
|         BitField<3, 3, ProcTexClamp> v_clamp; | ||||
|         BitField<6, 4, ProcTexCombiner> color_combiner; | ||||
|         BitField<10, 4, ProcTexCombiner> alpha_combiner; | ||||
|         BitField<14, 1, u32> separate_alpha; | ||||
|         BitField<15, 1, u32> noise_enable; | ||||
|         BitField<16, 2, ProcTexShift> u_shift; | ||||
|         BitField<18, 2, ProcTexShift> v_shift; | ||||
|         BitField<20, 8, u32> bias_low; // float16 TODO: unimplemented
 | ||||
|     } proctex; | ||||
| 
 | ||||
|     union ProcTexNoiseConfig { | ||||
|         BitField<0, 16, s32> amplitude; // fixed1.3.12
 | ||||
|         BitField<16, 16, u32> phase;    // float16
 | ||||
|     }; | ||||
| 
 | ||||
|     ProcTexNoiseConfig proctex_noise_u; | ||||
|     ProcTexNoiseConfig proctex_noise_v; | ||||
| 
 | ||||
|     union { | ||||
|         BitField<0, 16, u32> u;  // float16
 | ||||
|         BitField<16, 16, u32> v; // float16
 | ||||
|     } proctex_noise_frequency; | ||||
| 
 | ||||
|     enum class ProcTexFilter : u32 { | ||||
|         Nearest = 0, | ||||
|         Linear = 1, | ||||
|         NearestMipmapNearest = 2, | ||||
|         LinearMipmapNearest = 3, | ||||
|         NearestMipmapLinear = 4, | ||||
|         LinearMipmapLinear = 5, | ||||
|     }; | ||||
| 
 | ||||
|     union { | ||||
|         BitField<0, 3, ProcTexFilter> filter; | ||||
|         BitField<11, 8, u32> width; | ||||
|         BitField<19, 8, u32> bias_high; // TODO: unimplemented
 | ||||
|     } proctex_lut; | ||||
| 
 | ||||
|     BitField<0, 8, u32> proctex_lut_offset; | ||||
| 
 | ||||
|     INSERT_PADDING_WORDS(0x1); | ||||
| 
 | ||||
|     // 0xaf-0xb7: ProcTex LUT
 | ||||
|     enum class ProcTexLutTable : u32 { | ||||
|         Noise = 0, | ||||
|         ColorMap = 2, | ||||
|         AlphaMap = 3, | ||||
|         Color = 4, | ||||
|         ColorDiff = 5, | ||||
|     }; | ||||
| 
 | ||||
|     union { | ||||
|         BitField<0, 8, u32> index; | ||||
|         BitField<8, 4, ProcTexLutTable> ref_table; | ||||
|     } proctex_lut_config; | ||||
| 
 | ||||
|     u32 proctex_lut_data[8]; | ||||
| 
 | ||||
|     INSERT_PADDING_WORDS(0x8); | ||||
| 
 | ||||
|     // 0xc0-0xff: Texture Combiner (akin to glTexEnv)
 | ||||
|     struct TevStageConfig { | ||||
|         enum class Source : u32 { | ||||
|  |  | |||
							
								
								
									
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								src/video_core/swrasterizer/proctex.cpp
									
										
									
									
									
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							|  | @ -0,0 +1,223 @@ | |||
| // Copyright 2017 Citra Emulator Project
 | ||||
| // Licensed under GPLv2 or any later version
 | ||||
| // Refer to the license.txt file included.
 | ||||
| 
 | ||||
| #include <array> | ||||
| #include <cmath> | ||||
| #include "common/math_util.h" | ||||
| #include "video_core/swrasterizer/proctex.h" | ||||
| 
 | ||||
| namespace Pica { | ||||
| namespace Rasterizer { | ||||
| 
 | ||||
| using ProcTexClamp = TexturingRegs::ProcTexClamp; | ||||
| using ProcTexShift = TexturingRegs::ProcTexShift; | ||||
| using ProcTexCombiner = TexturingRegs::ProcTexCombiner; | ||||
| using ProcTexFilter = TexturingRegs::ProcTexFilter; | ||||
| 
 | ||||
| static float LookupLUT(const std::array<State::ProcTex::ValueEntry, 128>& lut, float coord) { | ||||
|     // For NoiseLUT/ColorMap/AlphaMap, coord=0.0 is lut[0], coord=127.0/128.0 is lut[127] and
 | ||||
|     // coord=1.0 is lut[127]+lut_diff[127]. For other indices, the result is interpolated using
 | ||||
|     // value entries and difference entries.
 | ||||
|     coord *= 128; | ||||
|     const int index_int = std::min(static_cast<int>(coord), 127); | ||||
|     const float frac = coord - index_int; | ||||
|     return lut[index_int].ToFloat() + frac * lut[index_int].DiffToFloat(); | ||||
| } | ||||
| 
 | ||||
| // These function are used to generate random noise for procedural texture. Their results are
 | ||||
| // verified against real hardware, but it's not known if the algorithm is the same as hardware.
 | ||||
| static unsigned int NoiseRand1D(unsigned int v) { | ||||
|     static constexpr std::array<unsigned int, 16> table{ | ||||
|         {0, 4, 10, 8, 4, 9, 7, 12, 5, 15, 13, 14, 11, 15, 2, 11}}; | ||||
|     return ((v % 9 + 2) * 3 & 0xF) ^ table[(v / 9) & 0xF]; | ||||
| } | ||||
| 
 | ||||
| static float NoiseRand2D(unsigned int x, unsigned int y) { | ||||
|     static constexpr std::array<unsigned int, 16> table{ | ||||
|         {10, 2, 15, 8, 0, 7, 4, 5, 5, 13, 2, 6, 13, 9, 3, 14}}; | ||||
|     unsigned int u2 = NoiseRand1D(x); | ||||
|     unsigned int v2 = NoiseRand1D(y); | ||||
|     v2 += ((u2 & 3) == 1) ? 4 : 0; | ||||
|     v2 ^= (u2 & 1) * 6; | ||||
|     v2 += 10 + u2; | ||||
|     v2 &= 0xF; | ||||
|     v2 ^= table[u2]; | ||||
|     return -1.0f + v2 * 2.0f / 15.0f; | ||||
| } | ||||
| 
 | ||||
| static float NoiseCoef(float u, float v, TexturingRegs regs, State::ProcTex state) { | ||||
|     const float freq_u = float16::FromRaw(regs.proctex_noise_frequency.u).ToFloat32(); | ||||
|     const float freq_v = float16::FromRaw(regs.proctex_noise_frequency.v).ToFloat32(); | ||||
|     const float phase_u = float16::FromRaw(regs.proctex_noise_u.phase).ToFloat32(); | ||||
|     const float phase_v = float16::FromRaw(regs.proctex_noise_v.phase).ToFloat32(); | ||||
|     const float x = 9 * freq_u * std::abs(u + phase_u); | ||||
|     const float y = 9 * freq_v * std::abs(v + phase_v); | ||||
|     const int x_int = static_cast<int>(x); | ||||
|     const int y_int = static_cast<int>(y); | ||||
|     const float x_frac = x - x_int; | ||||
|     const float y_frac = y - y_int; | ||||
| 
 | ||||
|     const float g0 = NoiseRand2D(x_int, y_int) * (x_frac + y_frac); | ||||
|     const float g1 = NoiseRand2D(x_int + 1, y_int) * (x_frac + y_frac - 1); | ||||
|     const float g2 = NoiseRand2D(x_int, y_int + 1) * (x_frac + y_frac - 1); | ||||
|     const float g3 = NoiseRand2D(x_int + 1, y_int + 1) * (x_frac + y_frac - 2); | ||||
|     const float x_noise = LookupLUT(state.noise_table, x_frac); | ||||
|     const float y_noise = LookupLUT(state.noise_table, y_frac); | ||||
|     return Math::BilinearInterp(g0, g1, g2, g3, x_noise, y_noise); | ||||
| } | ||||
| 
 | ||||
| static float GetShiftOffset(float v, ProcTexShift mode, ProcTexClamp clamp_mode) { | ||||
|     const float offset = (clamp_mode == ProcTexClamp::MirroredRepeat) ? 1 : 0.5f; | ||||
|     switch (mode) { | ||||
|     case ProcTexShift::None: | ||||
|         return 0; | ||||
|     case ProcTexShift::Odd: | ||||
|         return offset * (((int)v / 2) % 2); | ||||
|     case ProcTexShift::Even: | ||||
|         return offset * ((((int)v + 1) / 2) % 2); | ||||
|     default: | ||||
|         LOG_CRITICAL(HW_GPU, "Unknown shift mode %u", static_cast<u32>(mode)); | ||||
|         return 0; | ||||
|     } | ||||
| }; | ||||
| 
 | ||||
| static void ClampCoord(float& coord, ProcTexClamp mode) { | ||||
|     switch (mode) { | ||||
|     case ProcTexClamp::ToZero: | ||||
|         if (coord > 1.0f) | ||||
|             coord = 0.0f; | ||||
|         break; | ||||
|     case ProcTexClamp::ToEdge: | ||||
|         coord = std::min(coord, 1.0f); | ||||
|         break; | ||||
|     case ProcTexClamp::SymmetricalRepeat: | ||||
|         coord = coord - std::floor(coord); | ||||
|         break; | ||||
|     case ProcTexClamp::MirroredRepeat: { | ||||
|         int integer = static_cast<int>(coord); | ||||
|         float frac = coord - integer; | ||||
|         coord = (integer % 2) == 0 ? frac : (1.0f - frac); | ||||
|         break; | ||||
|     } | ||||
|     case ProcTexClamp::Pulse: | ||||
|         if (coord <= 0.5f) | ||||
|             coord = 0.0f; | ||||
|         else | ||||
|             coord = 1.0f; | ||||
|         break; | ||||
|     default: | ||||
|         LOG_CRITICAL(HW_GPU, "Unknown clamp mode %u", static_cast<u32>(mode)); | ||||
|         coord = std::min(coord, 1.0f); | ||||
|         break; | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| float CombineAndMap(float u, float v, ProcTexCombiner combiner, | ||||
|                     const std::array<State::ProcTex::ValueEntry, 128>& map_table) { | ||||
|     float f; | ||||
|     switch (combiner) { | ||||
|     case ProcTexCombiner::U: | ||||
|         f = u; | ||||
|         break; | ||||
|     case ProcTexCombiner::U2: | ||||
|         f = u * u; | ||||
|         break; | ||||
|     case TexturingRegs::ProcTexCombiner::V: | ||||
|         f = v; | ||||
|         break; | ||||
|     case TexturingRegs::ProcTexCombiner::V2: | ||||
|         f = v * v; | ||||
|         break; | ||||
|     case TexturingRegs::ProcTexCombiner::Add: | ||||
|         f = (u + v) * 0.5f; | ||||
|         break; | ||||
|     case TexturingRegs::ProcTexCombiner::Add2: | ||||
|         f = (u * u + v * v) * 0.5f; | ||||
|         break; | ||||
|     case TexturingRegs::ProcTexCombiner::SqrtAdd2: | ||||
|         f = std::min(std::sqrt(u * u + v * v), 1.0f); | ||||
|         break; | ||||
|     case TexturingRegs::ProcTexCombiner::Min: | ||||
|         f = std::min(u, v); | ||||
|         break; | ||||
|     case TexturingRegs::ProcTexCombiner::Max: | ||||
|         f = std::max(u, v); | ||||
|         break; | ||||
|     case TexturingRegs::ProcTexCombiner::RMax: | ||||
|         f = std::min(((u + v) * 0.5f + std::sqrt(u * u + v * v)) * 0.5f, 1.0f); | ||||
|         break; | ||||
|     default: | ||||
|         LOG_CRITICAL(HW_GPU, "Unknown combiner %u", static_cast<u32>(combiner)); | ||||
|         f = 0.0f; | ||||
|         break; | ||||
|     } | ||||
|     return LookupLUT(map_table, f); | ||||
| } | ||||
| 
 | ||||
| Math::Vec4<u8> ProcTex(float u, float v, TexturingRegs regs, State::ProcTex state) { | ||||
|     u = std::abs(u); | ||||
|     v = std::abs(v); | ||||
| 
 | ||||
|     // Get shift offset before noise generation
 | ||||
|     const float u_shift = GetShiftOffset(v, regs.proctex.u_shift, regs.proctex.u_clamp); | ||||
|     const float v_shift = GetShiftOffset(u, regs.proctex.v_shift, regs.proctex.v_clamp); | ||||
| 
 | ||||
|     // Generate noise
 | ||||
|     if (regs.proctex.noise_enable) { | ||||
|         float noise = NoiseCoef(u, v, regs, state); | ||||
|         u += noise * regs.proctex_noise_u.amplitude / 4095.0f; | ||||
|         v += noise * regs.proctex_noise_v.amplitude / 4095.0f; | ||||
|         u = std::abs(u); | ||||
|         v = std::abs(v); | ||||
|     } | ||||
| 
 | ||||
|     // Shift
 | ||||
|     u += u_shift; | ||||
|     v += v_shift; | ||||
| 
 | ||||
|     // Clamp
 | ||||
|     ClampCoord(u, regs.proctex.u_clamp); | ||||
|     ClampCoord(v, regs.proctex.v_clamp); | ||||
| 
 | ||||
|     // Combine and map
 | ||||
|     const float lut_coord = CombineAndMap(u, v, regs.proctex.color_combiner, state.color_map_table); | ||||
| 
 | ||||
|     // 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 width = regs.proctex_lut.width; | ||||
|     const float index = offset + (lut_coord * (width - 1)); | ||||
|     Math::Vec4<u8> final_color; | ||||
|     // TODO(wwylele): implement mipmap
 | ||||
|     switch (regs.proctex_lut.filter) { | ||||
|     case ProcTexFilter::Linear: | ||||
|     case ProcTexFilter::LinearMipmapLinear: | ||||
|     case ProcTexFilter::LinearMipmapNearest: { | ||||
|         const int index_int = static_cast<int>(index); | ||||
|         const float frac = index - index_int; | ||||
|         const auto color_value = state.color_table[index_int].ToVector().Cast<float>(); | ||||
|         const auto color_diff = state.color_diff_table[index_int].ToVector().Cast<float>(); | ||||
|         final_color = (color_value + frac * color_diff).Cast<u8>(); | ||||
|         break; | ||||
|     } | ||||
|     case ProcTexFilter::Nearest: | ||||
|     case ProcTexFilter::NearestMipmapLinear: | ||||
|     case ProcTexFilter::NearestMipmapNearest: | ||||
|         final_color = state.color_table[static_cast<int>(std::round(index))].ToVector(); | ||||
|         break; | ||||
|     } | ||||
| 
 | ||||
|     if (regs.proctex.separate_alpha) { | ||||
|         // Note: in separate alpha mode, the alpha channel skips the color LUT look up stage. It
 | ||||
|         // uses the output of CombineAndMap directly instead.
 | ||||
|         const float final_alpha = | ||||
|             CombineAndMap(u, v, regs.proctex.alpha_combiner, state.alpha_map_table); | ||||
|         return Math::MakeVec<u8>(final_color.rgb(), static_cast<u8>(final_alpha * 255)); | ||||
|     } else { | ||||
|         return final_color; | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| } // namespace Rasterizer
 | ||||
| } // namespace Pica
 | ||||
							
								
								
									
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								src/video_core/swrasterizer/proctex.h
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
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								src/video_core/swrasterizer/proctex.h
									
										
									
									
									
										Normal file
									
								
							|  | @ -0,0 +1,16 @@ | |||
| // Copyright 2017 Citra Emulator Project
 | ||||
| // Licensed under GPLv2 or any later version
 | ||||
| // Refer to the license.txt file included.
 | ||||
| 
 | ||||
| #include "common/common_types.h" | ||||
| #include "common/vector_math.h" | ||||
| #include "video_core/pica_state.h" | ||||
| 
 | ||||
| namespace Pica { | ||||
| namespace Rasterizer { | ||||
| 
 | ||||
| /// Generates procedural texture color for the given coordinates
 | ||||
| Math::Vec4<u8> ProcTex(float u, float v, TexturingRegs regs, State::ProcTex state); | ||||
| 
 | ||||
| } // namespace Rasterizer
 | ||||
| } // namespace Pica
 | ||||
|  | @ -23,6 +23,7 @@ | |||
| #include "video_core/regs_texturing.h" | ||||
| #include "video_core/shader/shader.h" | ||||
| #include "video_core/swrasterizer/framebuffer.h" | ||||
| #include "video_core/swrasterizer/proctex.h" | ||||
| #include "video_core/swrasterizer/rasterizer.h" | ||||
| #include "video_core/swrasterizer/texturing.h" | ||||
| #include "video_core/texture/texture_decode.h" | ||||
|  | @ -268,7 +269,7 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | |||
|             uv[2].u() = GetInterpolatedAttribute(v0.tc2.u(), v1.tc2.u(), v2.tc2.u()); | ||||
|             uv[2].v() = GetInterpolatedAttribute(v0.tc2.v(), v1.tc2.v(), v2.tc2.v()); | ||||
| 
 | ||||
|             Math::Vec4<u8> texture_color[3]{}; | ||||
|             Math::Vec4<u8> texture_color[4]{}; | ||||
|             for (int i = 0; i < 3; ++i) { | ||||
|                 const auto& texture = textures[i]; | ||||
|                 if (!texture.enabled) | ||||
|  | @ -334,6 +335,13 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | |||
|                 } | ||||
|             } | ||||
| 
 | ||||
|             // sample procedural texture
 | ||||
|             if (regs.texturing.main_config.texture3_enable) { | ||||
|                 const auto& proctex_uv = uv[regs.texturing.main_config.texture3_coordinates]; | ||||
|                 texture_color[3] = ProcTex(proctex_uv.u().ToFloat32(), proctex_uv.v().ToFloat32(), | ||||
|                                            g_state.regs.texturing, g_state.proctex); | ||||
|             } | ||||
| 
 | ||||
|             // Texture environment - consists of 6 stages of color and alpha combining.
 | ||||
|             //
 | ||||
|             // Color combiners take three input color values from some source (e.g. interpolated
 | ||||
|  | @ -376,6 +384,9 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | |||
|                     case Source::Texture2: | ||||
|                         return texture_color[2]; | ||||
| 
 | ||||
|                     case Source::Texture3: | ||||
|                         return texture_color[3]; | ||||
| 
 | ||||
|                     case Source::PreviousBuffer: | ||||
|                         return combiner_buffer; | ||||
| 
 | ||||
|  |  | |||
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