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	swrasterizer: implement shadow map sampling
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					 2 changed files with 41 additions and 5 deletions
				
			
		|  | @ -158,7 +158,12 @@ struct TexturingRegs { | ||||||
|         return address * 8; |         return address * 8; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     INSERT_PADDING_WORDS(0x3); |     union { | ||||||
|  |         BitField<0, 1, u32> orthographic; // 0: enable perspective divide
 | ||||||
|  |         BitField<1, 23, u32> bias;        // 23-bit fraction
 | ||||||
|  |     } shadow; | ||||||
|  | 
 | ||||||
|  |     INSERT_PADDING_WORDS(0x2); | ||||||
|     BitField<0, 4, TextureFormat> texture0_format; |     BitField<0, 4, TextureFormat> texture0_format; | ||||||
|     BitField<0, 1, u32> fragment_lighting_enable; |     BitField<0, 1, u32> fragment_lighting_enable; | ||||||
|     INSERT_PADDING_WORDS(0x1); |     INSERT_PADDING_WORDS(0x1); | ||||||
|  |  | ||||||
|  | @ -74,8 +74,9 @@ static int SignedArea(const Math::Vec2<Fix12P4>& vtx1, const Math::Vec2<Fix12P4> | ||||||
| }; | }; | ||||||
| 
 | 
 | ||||||
| /// Convert a 3D vector for cube map coordinates to 2D texture coordinates along with the face name
 | /// Convert a 3D vector for cube map coordinates to 2D texture coordinates along with the face name
 | ||||||
| static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v, float24 w, | static std::tuple<float24, float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v, | ||||||
|                                                             const TexturingRegs& regs) { |                                                                      float24 w, | ||||||
|  |                                                                      const TexturingRegs& regs) { | ||||||
|     const float abs_u = std::abs(u.ToFloat32()); |     const float abs_u = std::abs(u.ToFloat32()); | ||||||
|     const float abs_v = std::abs(v.ToFloat32()); |     const float abs_v = std::abs(v.ToFloat32()); | ||||||
|     const float abs_w = std::abs(w.ToFloat32()); |     const float abs_w = std::abs(w.ToFloat32()); | ||||||
|  | @ -112,8 +113,9 @@ static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v | ||||||
|         x = u; |         x = u; | ||||||
|         z = w; |         z = w; | ||||||
|     } |     } | ||||||
|  |     float24 z_abs = float24::FromFloat32(std::abs(z.ToFloat32())); | ||||||
|     const float24 half = float24::FromFloat32(0.5f); |     const float24 half = float24::FromFloat32(0.5f); | ||||||
|     return std::make_tuple(x / z * half + half, y / z * half + half, addr); |     return std::make_tuple(x / z * half + half, y / z * half + half, z_abs, addr); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240)); | MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240)); | ||||||
|  | @ -331,13 +333,16 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | ||||||
|                 // Only unit 0 respects the texturing type (according to 3DBrew)
 |                 // Only unit 0 respects the texturing type (according to 3DBrew)
 | ||||||
|                 // TODO: Refactor so cubemaps and shadowmaps can be handled
 |                 // TODO: Refactor so cubemaps and shadowmaps can be handled
 | ||||||
|                 PAddr texture_address = texture.config.GetPhysicalAddress(); |                 PAddr texture_address = texture.config.GetPhysicalAddress(); | ||||||
|  |                 float24 shadow_z; | ||||||
|                 if (i == 0) { |                 if (i == 0) { | ||||||
|                     switch (texture.config.type) { |                     switch (texture.config.type) { | ||||||
|                     case TexturingRegs::TextureConfig::Texture2D: |                     case TexturingRegs::TextureConfig::Texture2D: | ||||||
|                         break; |                         break; | ||||||
|  |                     case TexturingRegs::TextureConfig::ShadowCube: | ||||||
|                     case TexturingRegs::TextureConfig::TextureCube: { |                     case TexturingRegs::TextureConfig::TextureCube: { | ||||||
|                         auto w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w); |                         auto w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w); | ||||||
|                         std::tie(u, v, texture_address) = ConvertCubeCoord(u, v, w, regs.texturing); |                         std::tie(u, v, shadow_z, texture_address) = | ||||||
|  |                             ConvertCubeCoord(u, v, w, regs.texturing); | ||||||
|                         break; |                         break; | ||||||
|                     } |                     } | ||||||
|                     case TexturingRegs::TextureConfig::Projection2D: { |                     case TexturingRegs::TextureConfig::Projection2D: { | ||||||
|  | @ -346,6 +351,16 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | ||||||
|                         v /= tc0_w; |                         v /= tc0_w; | ||||||
|                         break; |                         break; | ||||||
|                     } |                     } | ||||||
|  |                     case TexturingRegs::TextureConfig::Shadow2D: { | ||||||
|  |                         auto tc0_w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w); | ||||||
|  |                         if (!regs.texturing.shadow.orthographic) { | ||||||
|  |                             u /= tc0_w; | ||||||
|  |                             v /= tc0_w; | ||||||
|  |                         } | ||||||
|  | 
 | ||||||
|  |                         shadow_z = float24::FromFloat32(std::abs(tc0_w.ToFloat32())); | ||||||
|  |                         break; | ||||||
|  |                     } | ||||||
|                     default: |                     default: | ||||||
|                         // TODO: Change to LOG_ERROR when more types are handled.
 |                         // TODO: Change to LOG_ERROR when more types are handled.
 | ||||||
|                         LOG_DEBUG(HW_GPU, "Unhandled texture type %x", (int)texture.config.type); |                         LOG_DEBUG(HW_GPU, "Unhandled texture type %x", (int)texture.config.type); | ||||||
|  | @ -394,6 +409,22 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | ||||||
|                     // TODO: Apply the min and mag filters to the texture
 |                     // TODO: Apply the min and mag filters to the texture
 | ||||||
|                     texture_color[i] = Texture::LookupTexture(texture_data, s, t, info); |                     texture_color[i] = Texture::LookupTexture(texture_data, s, t, info); | ||||||
|                 } |                 } | ||||||
|  | 
 | ||||||
|  |                 if (i == 0 && (texture.config.type == TexturingRegs::TextureConfig::Shadow2D || | ||||||
|  |                                texture.config.type == TexturingRegs::TextureConfig::ShadowCube)) { | ||||||
|  | 
 | ||||||
|  |                     s32 z_int = static_cast<s32>(std::min(shadow_z.ToFloat32(), 1.0f) * 0xFFFFFF); | ||||||
|  |                     z_int -= regs.texturing.shadow.bias << 1; | ||||||
|  |                     auto& color = texture_color[i]; | ||||||
|  |                     s32 z_ref = (color.w << 16) | (color.z << 8) | color.y; | ||||||
|  |                     u8 density; | ||||||
|  |                     if (z_ref >= z_int) { | ||||||
|  |                         density = color.x; | ||||||
|  |                     } else { | ||||||
|  |                         density = 0; | ||||||
|  |                     } | ||||||
|  |                     texture_color[i] = {density, density, density, density}; | ||||||
|  |                 } | ||||||
|             } |             } | ||||||
| 
 | 
 | ||||||
|             // sample procedural texture
 |             // sample procedural texture
 | ||||||
|  |  | ||||||
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