Prepare frontend for multiple graphics APIs (#6347)

* externals: Update dynarmic

* settings: Introduce GraphicsAPI enum

* For now it's OpenGL only but will be expanded upon later

* citra_qt: Introduce backend agnostic context management

* Mostly a direct port from yuzu

* core: Simplify context acquire

* settings: Add option to create debug contexts

* renderer_opengl: Abstract initialization to Driver

* This commit also updates glad and adds some useful extensions which we will use in part 2

* Rasterizer construction is moved to the specific renderer instead of RendererBase.
  Software rendering has been disable to achieve this but will be brought back in the next commit.

* video_core: Remove Init/Shutdown methods from renderer

* The constructor and destructor can do the same job

* In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached

* citra_qt: Decouple software renderer from opengl part 1

* citra: Decouple software renderer from opengl part 2

* android: Decouple software renderer from opengl part 3

* swrasterizer: Decouple software renderer from opengl part 4

* This commit simply enforces the renderer naming conventions in the software renderer

* video_core: Move RendererBase to VideoCore

* video_core: De-globalize screenshot state

* video_core: Pass system to the renderers

* video_core: Commonize shader uniform data

* video_core: Abstract backend agnostic rasterizer operations

* bootmanager: Remove references to OpenGL for macOS

OpenGL macOS headers definitions clash heavily with each other

* citra_qt: Proper title for api settings

* video_core: Reduce boost usage

* bootmanager: Fix hide mouse option

Remove event handlers from RenderWidget for events that are
already handled by the parent GRenderWindow.
Also enable mouse tracking on the RenderWidget.

* android: Remove software from graphics api list

* code: Address review comments

* citra: Port per-game settings read

* Having to update the default value for all backends is a pain so lets centralize it

* android: Rename to OpenGLES

---------

Co-authored-by: MerryMage <MerryMage@users.noreply.github.com>
Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
This commit is contained in:
GPUCode
2023-03-27 14:29:17 +03:00
committed by GitHub
parent 9ef42040af
commit b5d6f645bd
99 changed files with 3165 additions and 4501 deletions

View File

@@ -0,0 +1,901 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <array>
#include <cmath>
#include <tuple>
#include "common/assert.h"
#include "common/bit_field.h"
#include "common/color.h"
#include "common/common_types.h"
#include "common/logging/log.h"
#include "common/microprofile.h"
#include "common/quaternion.h"
#include "common/vector_math.h"
#include "core/hw/gpu.h"
#include "core/memory.h"
#include "video_core/debug_utils/debug_utils.h"
#include "video_core/pica_state.h"
#include "video_core/pica_types.h"
#include "video_core/regs_framebuffer.h"
#include "video_core/regs_rasterizer.h"
#include "video_core/regs_texturing.h"
#include "video_core/renderer_software/rasterizer.h"
#include "video_core/renderer_software/sw_framebuffer.h"
#include "video_core/renderer_software/sw_lighting.h"
#include "video_core/renderer_software/sw_proctex.h"
#include "video_core/renderer_software/sw_texturing.h"
#include "video_core/shader/shader.h"
#include "video_core/texture/texture_decode.h"
#include "video_core/utils.h"
#include "video_core/video_core.h"
namespace Pica::Rasterizer {
// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
struct Fix12P4 {
Fix12P4() {}
Fix12P4(u16 val) : val(val) {}
static u16 FracMask() {
return 0xF;
}
static u16 IntMask() {
return (u16)~0xF;
}
operator u16() const {
return val;
}
bool operator<(const Fix12P4& oth) const {
return (u16) * this < (u16)oth;
}
private:
u16 val;
};
/**
* Calculate signed area of the triangle spanned by the three argument vertices.
* The sign denotes an orientation.
*
* @todo define orientation concretely.
*/
static int SignedArea(const Common::Vec2<Fix12P4>& vtx1, const Common::Vec2<Fix12P4>& vtx2,
const Common::Vec2<Fix12P4>& vtx3) {
const auto vec1 = Common::MakeVec(vtx2 - vtx1, 0);
const auto vec2 = Common::MakeVec(vtx3 - vtx1, 0);
// TODO: There is a very small chance this will overflow for sizeof(int) == 4
return Common::Cross(vec1, vec2).z;
};
/// Convert a 3D vector for cube map coordinates to 2D texture coordinates along with the face name
static std::tuple<float24, float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v,
float24 w,
const TexturingRegs& regs) {
const float abs_u = std::abs(u.ToFloat32());
const float abs_v = std::abs(v.ToFloat32());
const float abs_w = std::abs(w.ToFloat32());
float24 x, y, z;
PAddr addr;
if (abs_u > abs_v && abs_u > abs_w) {
if (u > float24::FromFloat32(0)) {
addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::PositiveX);
y = -v;
} else {
addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::NegativeX);
y = v;
}
x = -w;
z = u;
} else if (abs_v > abs_w) {
if (v > float24::FromFloat32(0)) {
addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::PositiveY);
x = u;
} else {
addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::NegativeY);
x = -u;
}
y = w;
z = v;
} else {
if (w > float24::FromFloat32(0)) {
addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::PositiveZ);
y = -v;
} else {
addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::NegativeZ);
y = v;
}
x = u;
z = w;
}
float24 z_abs = float24::FromFloat32(std::abs(z.ToFloat32()));
const float24 half = float24::FromFloat32(0.5f);
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));
/**
* Helper function for ProcessTriangle with the "reversed" flag to allow for implementing
* culling via recursion.
*/
static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Vertex& v2,
bool reversed = false) {
const auto& regs = g_state.regs;
MICROPROFILE_SCOPE(GPU_Rasterization);
// vertex positions in rasterizer coordinates
static auto FloatToFix = [](float24 flt) {
// TODO: Rounding here is necessary to prevent garbage pixels at
// triangle borders. Is it that the correct solution, though?
return Fix12P4(static_cast<unsigned short>(round(flt.ToFloat32() * 16.0f)));
};
static auto ScreenToRasterizerCoordinates = [](const Common::Vec3<float24>& vec) {
return Common::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
};
Common::Vec3<Fix12P4> vtxpos[3]{ScreenToRasterizerCoordinates(v0.screenpos),
ScreenToRasterizerCoordinates(v1.screenpos),
ScreenToRasterizerCoordinates(v2.screenpos)};
if (regs.rasterizer.cull_mode == RasterizerRegs::CullMode::KeepAll) {
// Make sure we always end up with a triangle wound counter-clockwise
if (!reversed && SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0) {
ProcessTriangleInternal(v0, v2, v1, true);
return;
}
} else {
if (!reversed && regs.rasterizer.cull_mode == RasterizerRegs::CullMode::KeepClockWise) {
// Reverse vertex order and use the CCW code path.
ProcessTriangleInternal(v0, v2, v1, true);
return;
}
// Cull away triangles which are wound clockwise.
if (SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0)
return;
}
u16 min_x = std::min({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x});
u16 min_y = std::min({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y});
u16 max_x = std::max({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x});
u16 max_y = std::max({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y});
// Convert the scissor box coordinates to 12.4 fixed point
u16 scissor_x1 = (u16)(regs.rasterizer.scissor_test.x1 << 4);
u16 scissor_y1 = (u16)(regs.rasterizer.scissor_test.y1 << 4);
// x2,y2 have +1 added to cover the entire sub-pixel area
u16 scissor_x2 = (u16)((regs.rasterizer.scissor_test.x2 + 1) << 4);
u16 scissor_y2 = (u16)((regs.rasterizer.scissor_test.y2 + 1) << 4);
if (regs.rasterizer.scissor_test.mode == RasterizerRegs::ScissorMode::Include) {
// Calculate the new bounds
min_x = std::max(min_x, scissor_x1);
min_y = std::max(min_y, scissor_y1);
max_x = std::min(max_x, scissor_x2);
max_y = std::min(max_y, scissor_y2);
}
min_x &= Fix12P4::IntMask();
min_y &= Fix12P4::IntMask();
max_x = ((max_x + Fix12P4::FracMask()) & Fix12P4::IntMask());
max_y = ((max_y + Fix12P4::FracMask()) & Fix12P4::IntMask());
// Triangle filling rules: Pixels on the right-sided edge or on flat bottom edges are not
// drawn. Pixels on any other triangle border are drawn. This is implemented with three bias
// values which are added to the barycentric coordinates w0, w1 and w2, respectively.
// NOTE: These are the PSP filling rules. Not sure if the 3DS uses the same ones...
auto IsRightSideOrFlatBottomEdge = [](const Common::Vec2<Fix12P4>& vtx,
const Common::Vec2<Fix12P4>& line1,
const Common::Vec2<Fix12P4>& line2) {
if (line1.y == line2.y) {
// just check if vertex is above us => bottom line parallel to x-axis
return vtx.y < line1.y;
} else {
// check if vertex is on our left => right side
// TODO: Not sure how likely this is to overflow
return (int)vtx.x < (int)line1.x + ((int)line2.x - (int)line1.x) *
((int)vtx.y - (int)line1.y) /
((int)line2.y - (int)line1.y);
}
};
int bias0 =
IsRightSideOrFlatBottomEdge(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) ? -1 : 0;
int bias1 =
IsRightSideOrFlatBottomEdge(vtxpos[1].xy(), vtxpos[2].xy(), vtxpos[0].xy()) ? -1 : 0;
int bias2 =
IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0;
auto w_inverse = Common::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w);
auto textures = regs.texturing.GetTextures();
auto tev_stages = regs.texturing.GetTevStages();
bool stencil_action_enable =
g_state.regs.framebuffer.output_merger.stencil_test.enable &&
g_state.regs.framebuffer.framebuffer.depth_format == FramebufferRegs::DepthFormat::D24S8;
const auto stencil_test = g_state.regs.framebuffer.output_merger.stencil_test;
// Enter rasterization loop, starting at the center of the topleft bounding box corner.
// TODO: Not sure if looping through x first might be faster
for (u16 y = min_y + 8; y < max_y; y += 0x10) {
for (u16 x = min_x + 8; x < max_x; x += 0x10) {
// Do not process the pixel if it's inside the scissor box and the scissor mode is set
// to Exclude
if (regs.rasterizer.scissor_test.mode == RasterizerRegs::ScissorMode::Exclude) {
if (x >= scissor_x1 && x < scissor_x2 && y >= scissor_y1 && y < scissor_y2)
continue;
}
// Calculate the barycentric coordinates w0, w1 and w2
int w0 = bias0 + SignedArea(vtxpos[1].xy(), vtxpos[2].xy(), {x, y});
int w1 = bias1 + SignedArea(vtxpos[2].xy(), vtxpos[0].xy(), {x, y});
int w2 = bias2 + SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), {x, y});
int wsum = w0 + w1 + w2;
// If current pixel is not covered by the current primitive
if (w0 < 0 || w1 < 0 || w2 < 0)
continue;
auto baricentric_coordinates =
Common::MakeVec(float24::FromFloat32(static_cast<float>(w0)),
float24::FromFloat32(static_cast<float>(w1)),
float24::FromFloat32(static_cast<float>(w2)));
float24 interpolated_w_inverse =
float24::FromFloat32(1.0f) / Common::Dot(w_inverse, baricentric_coordinates);
// interpolated_z = z / w
float interpolated_z_over_w =
(v0.screenpos[2].ToFloat32() * w0 + v1.screenpos[2].ToFloat32() * w1 +
v2.screenpos[2].ToFloat32() * w2) /
wsum;
// Not fully accurate. About 3 bits in precision are missing.
// Z-Buffer (z / w * scale + offset)
float depth_scale = float24::FromRaw(regs.rasterizer.viewport_depth_range).ToFloat32();
float depth_offset =
float24::FromRaw(regs.rasterizer.viewport_depth_near_plane).ToFloat32();
float depth = interpolated_z_over_w * depth_scale + depth_offset;
// Potentially switch to W-Buffer
if (regs.rasterizer.depthmap_enable ==
Pica::RasterizerRegs::DepthBuffering::WBuffering) {
// W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
depth *= interpolated_w_inverse.ToFloat32() * wsum;
}
// Clamp the result
depth = std::clamp(depth, 0.0f, 1.0f);
// Perspective correct attribute interpolation:
// Attribute values cannot be calculated by simple linear interpolation since
// they are not linear in screen space. For example, when interpolating a
// texture coordinate across two vertices, something simple like
// u = (u0*w0 + u1*w1)/(w0+w1)
// will not work. However, the attribute value divided by the
// clipspace w-coordinate (u/w) and and the inverse w-coordinate (1/w) are linear
// in screenspace. Hence, we can linearly interpolate these two independently and
// calculate the interpolated attribute by dividing the results.
// I.e.
// u_over_w = ((u0/v0.pos.w)*w0 + (u1/v1.pos.w)*w1)/(w0+w1)
// one_over_w = (( 1/v0.pos.w)*w0 + ( 1/v1.pos.w)*w1)/(w0+w1)
// u = u_over_w / one_over_w
//
// The generalization to three vertices is straightforward in baricentric coordinates.
auto GetInterpolatedAttribute = [&](float24 attr0, float24 attr1, float24 attr2) {
auto attr_over_w = Common::MakeVec(attr0, attr1, attr2);
float24 interpolated_attr_over_w =
Common::Dot(attr_over_w, baricentric_coordinates);
return interpolated_attr_over_w * interpolated_w_inverse;
};
Common::Vec4<u8> primary_color{
static_cast<u8>(round(
GetInterpolatedAttribute(v0.color.r(), v1.color.r(), v2.color.r()).ToFloat32() *
255)),
static_cast<u8>(round(
GetInterpolatedAttribute(v0.color.g(), v1.color.g(), v2.color.g()).ToFloat32() *
255)),
static_cast<u8>(round(
GetInterpolatedAttribute(v0.color.b(), v1.color.b(), v2.color.b()).ToFloat32() *
255)),
static_cast<u8>(round(
GetInterpolatedAttribute(v0.color.a(), v1.color.a(), v2.color.a()).ToFloat32() *
255)),
};
Common::Vec2<float24> uv[3];
uv[0].u() = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u());
uv[0].v() = GetInterpolatedAttribute(v0.tc0.v(), v1.tc0.v(), v2.tc0.v());
uv[1].u() = GetInterpolatedAttribute(v0.tc1.u(), v1.tc1.u(), v2.tc1.u());
uv[1].v() = GetInterpolatedAttribute(v0.tc1.v(), v1.tc1.v(), v2.tc1.v());
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());
Common::Vec4<u8> texture_color[4]{};
for (int i = 0; i < 3; ++i) {
const auto& texture = textures[i];
if (!texture.enabled)
continue;
if (texture.config.address == 0) {
texture_color[i] = {0, 0, 0, 255};
continue;
}
int coordinate_i =
(i == 2 && regs.texturing.main_config.texture2_use_coord1) ? 1 : i;
float24 u = uv[coordinate_i].u();
float24 v = uv[coordinate_i].v();
// Only unit 0 respects the texturing type (according to 3DBrew)
// TODO: Refactor so cubemaps and shadowmaps can be handled
PAddr texture_address = texture.config.GetPhysicalAddress();
float24 shadow_z;
if (i == 0) {
switch (texture.config.type) {
case TexturingRegs::TextureConfig::Texture2D:
break;
case TexturingRegs::TextureConfig::ShadowCube:
case TexturingRegs::TextureConfig::TextureCube: {
auto w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w);
std::tie(u, v, shadow_z, texture_address) =
ConvertCubeCoord(u, v, w, regs.texturing);
break;
}
case TexturingRegs::TextureConfig::Projection2D: {
auto tc0_w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w);
u /= tc0_w;
v /= tc0_w;
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;
}
case TexturingRegs::TextureConfig::Disabled:
continue; // skip this unit and continue to the next unit
default:
LOG_ERROR(HW_GPU, "Unhandled texture type {:x}", (int)texture.config.type);
UNIMPLEMENTED();
break;
}
}
int s = (int)(u * float24::FromFloat32(static_cast<float>(texture.config.width)))
.ToFloat32();
int t = (int)(v * float24::FromFloat32(static_cast<float>(texture.config.height)))
.ToFloat32();
bool use_border_s = false;
bool use_border_t = false;
if (texture.config.wrap_s == TexturingRegs::TextureConfig::ClampToBorder) {
use_border_s = s < 0 || s >= static_cast<int>(texture.config.width);
} else if (texture.config.wrap_s == TexturingRegs::TextureConfig::ClampToBorder2) {
use_border_s = s >= static_cast<int>(texture.config.width);
}
if (texture.config.wrap_t == TexturingRegs::TextureConfig::ClampToBorder) {
use_border_t = t < 0 || t >= static_cast<int>(texture.config.height);
} else if (texture.config.wrap_t == TexturingRegs::TextureConfig::ClampToBorder2) {
use_border_t = t >= static_cast<int>(texture.config.height);
}
if (use_border_s || use_border_t) {
auto border_color = texture.config.border_color;
texture_color[i] =
Common::MakeVec(border_color.r.Value(), border_color.g.Value(),
border_color.b.Value(), border_color.a.Value())
.Cast<u8>();
} else {
// Textures are laid out from bottom to top, hence we invert the t coordinate.
// NOTE: This may not be the right place for the inversion.
// TODO: Check if this applies to ETC textures, too.
s = GetWrappedTexCoord(texture.config.wrap_s, s, texture.config.width);
t = texture.config.height - 1 -
GetWrappedTexCoord(texture.config.wrap_t, t, texture.config.height);
const u8* texture_data =
VideoCore::g_memory->GetPhysicalPointer(texture_address);
auto info =
Texture::TextureInfo::FromPicaRegister(texture.config, texture.format);
// TODO: Apply the min and mag filters to the texture
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
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
// vertex color, texture color, previous stage, etc), perform some very simple
// operations on each of them (e.g. inversion) and then calculate the output color
// with some basic arithmetic. Alpha combiners can be configured separately but work
// analogously.
Common::Vec4<u8> combiner_output;
Common::Vec4<u8> combiner_buffer = {0, 0, 0, 0};
Common::Vec4<u8> next_combiner_buffer =
Common::MakeVec(regs.texturing.tev_combiner_buffer_color.r.Value(),
regs.texturing.tev_combiner_buffer_color.g.Value(),
regs.texturing.tev_combiner_buffer_color.b.Value(),
regs.texturing.tev_combiner_buffer_color.a.Value())
.Cast<u8>();
Common::Vec4<u8> primary_fragment_color = {0, 0, 0, 0};
Common::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
if (!g_state.regs.lighting.disable) {
Common::Quaternion<float> normquat =
Common::Quaternion<float>{
{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.w, v1.quat.w, v2.quat.w).ToFloat32(),
}
.Normalized();
Common::Vec3<float> view{
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(),
};
std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(
g_state.regs.lighting, g_state.lighting, normquat, view, texture_color);
}
for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();
++tev_stage_index) {
const auto& tev_stage = tev_stages[tev_stage_index];
using Source = TexturingRegs::TevStageConfig::Source;
auto GetSource = [&](Source source) -> Common::Vec4<u8> {
switch (source) {
case Source::PrimaryColor:
return primary_color;
case Source::PrimaryFragmentColor:
return primary_fragment_color;
case Source::SecondaryFragmentColor:
return secondary_fragment_color;
case Source::Texture0:
return texture_color[0];
case Source::Texture1:
return texture_color[1];
case Source::Texture2:
return texture_color[2];
case Source::Texture3:
return texture_color[3];
case Source::PreviousBuffer:
return combiner_buffer;
case Source::Constant:
return Common::MakeVec(tev_stage.const_r.Value(), tev_stage.const_g.Value(),
tev_stage.const_b.Value(), tev_stage.const_a.Value())
.Cast<u8>();
case Source::Previous:
return combiner_output;
default:
LOG_ERROR(HW_GPU, "Unknown color combiner source {}", (int)source);
UNIMPLEMENTED();
return {0, 0, 0, 0};
}
};
// color combiner
// NOTE: Not sure if the alpha combiner might use the color output of the previous
// stage as input. Hence, we currently don't directly write the result to
// combiner_output.rgb(), but instead store it in a temporary variable until
// alpha combining has been done.
Common::Vec3<u8> color_result[3] = {
GetColorModifier(tev_stage.color_modifier1, GetSource(tev_stage.color_source1)),
GetColorModifier(tev_stage.color_modifier2, GetSource(tev_stage.color_source2)),
GetColorModifier(tev_stage.color_modifier3, GetSource(tev_stage.color_source3)),
};
auto color_output = ColorCombine(tev_stage.color_op, color_result);
u8 alpha_output;
if (tev_stage.color_op == TexturingRegs::TevStageConfig::Operation::Dot3_RGBA) {
// result of Dot3_RGBA operation is also placed to the alpha component
alpha_output = color_output.x;
} else {
// alpha combiner
std::array<u8, 3> alpha_result = {{
GetAlphaModifier(tev_stage.alpha_modifier1,
GetSource(tev_stage.alpha_source1)),
GetAlphaModifier(tev_stage.alpha_modifier2,
GetSource(tev_stage.alpha_source2)),
GetAlphaModifier(tev_stage.alpha_modifier3,
GetSource(tev_stage.alpha_source3)),
}};
alpha_output = AlphaCombine(tev_stage.alpha_op, alpha_result);
}
combiner_output[0] =
std::min((unsigned)255, color_output.r() * tev_stage.GetColorMultiplier());
combiner_output[1] =
std::min((unsigned)255, color_output.g() * tev_stage.GetColorMultiplier());
combiner_output[2] =
std::min((unsigned)255, color_output.b() * tev_stage.GetColorMultiplier());
combiner_output[3] =
std::min((unsigned)255, alpha_output * tev_stage.GetAlphaMultiplier());
combiner_buffer = next_combiner_buffer;
if (regs.texturing.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferColor(
tev_stage_index)) {
next_combiner_buffer.r() = combiner_output.r();
next_combiner_buffer.g() = combiner_output.g();
next_combiner_buffer.b() = combiner_output.b();
}
if (regs.texturing.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferAlpha(
tev_stage_index)) {
next_combiner_buffer.a() = combiner_output.a();
}
}
const auto& output_merger = regs.framebuffer.output_merger;
if (output_merger.fragment_operation_mode ==
FramebufferRegs::FragmentOperationMode::Shadow) {
u32 depth_int = static_cast<u32>(depth * 0xFFFFFF);
// use green color as the shadow intensity
u8 stencil = combiner_output.y;
DrawShadowMapPixel(x >> 4, y >> 4, depth_int, stencil);
// skip the normal output merger pipeline if it is in shadow mode
continue;
}
// TODO: Does alpha testing happen before or after stencil?
if (output_merger.alpha_test.enable) {
bool pass = false;
switch (output_merger.alpha_test.func) {
case FramebufferRegs::CompareFunc::Never:
pass = false;
break;
case FramebufferRegs::CompareFunc::Always:
pass = true;
break;
case FramebufferRegs::CompareFunc::Equal:
pass = combiner_output.a() == output_merger.alpha_test.ref;
break;
case FramebufferRegs::CompareFunc::NotEqual:
pass = combiner_output.a() != output_merger.alpha_test.ref;
break;
case FramebufferRegs::CompareFunc::LessThan:
pass = combiner_output.a() < output_merger.alpha_test.ref;
break;
case FramebufferRegs::CompareFunc::LessThanOrEqual:
pass = combiner_output.a() <= output_merger.alpha_test.ref;
break;
case FramebufferRegs::CompareFunc::GreaterThan:
pass = combiner_output.a() > output_merger.alpha_test.ref;
break;
case FramebufferRegs::CompareFunc::GreaterThanOrEqual:
pass = combiner_output.a() >= output_merger.alpha_test.ref;
break;
}
if (!pass)
continue;
}
// Apply fog combiner
// Not fully accurate. We'd have to know what data type is used to
// store the depth etc. Using float for now until we know more
// about Pica datatypes
if (regs.texturing.fog_mode == TexturingRegs::FogMode::Fog) {
const Common::Vec3<u8> fog_color =
Common::MakeVec(regs.texturing.fog_color.r.Value(),
regs.texturing.fog_color.g.Value(),
regs.texturing.fog_color.b.Value())
.Cast<u8>();
// Get index into fog LUT
float fog_index;
if (g_state.regs.texturing.fog_flip) {
fog_index = (1.0f - depth) * 128.0f;
} else {
fog_index = depth * 128.0f;
}
// Generate clamped fog factor from LUT for given fog index
float fog_i = std::clamp(floorf(fog_index), 0.0f, 127.0f);
float fog_f = fog_index - fog_i;
const auto& fog_lut_entry = g_state.fog.lut[static_cast<unsigned int>(fog_i)];
float fog_factor = fog_lut_entry.ToFloat() + fog_lut_entry.DiffToFloat() * fog_f;
fog_factor = std::clamp(fog_factor, 0.0f, 1.0f);
// Blend the fog
for (unsigned i = 0; i < 3; i++) {
combiner_output[i] = static_cast<u8>(fog_factor * combiner_output[i] +
(1.0f - fog_factor) * fog_color[i]);
}
}
u8 old_stencil = 0;
auto UpdateStencil = [stencil_test, x, y,
&old_stencil](Pica::FramebufferRegs::StencilAction action) {
u8 new_stencil =
PerformStencilAction(action, old_stencil, stencil_test.reference_value);
if (g_state.regs.framebuffer.framebuffer.allow_depth_stencil_write != 0)
SetStencil(x >> 4, y >> 4,
(new_stencil & stencil_test.write_mask) |
(old_stencil & ~stencil_test.write_mask));
};
if (stencil_action_enable) {
old_stencil = GetStencil(x >> 4, y >> 4);
u8 dest = old_stencil & stencil_test.input_mask;
u8 ref = stencil_test.reference_value & stencil_test.input_mask;
bool pass = false;
switch (stencil_test.func) {
case FramebufferRegs::CompareFunc::Never:
pass = false;
break;
case FramebufferRegs::CompareFunc::Always:
pass = true;
break;
case FramebufferRegs::CompareFunc::Equal:
pass = (ref == dest);
break;
case FramebufferRegs::CompareFunc::NotEqual:
pass = (ref != dest);
break;
case FramebufferRegs::CompareFunc::LessThan:
pass = (ref < dest);
break;
case FramebufferRegs::CompareFunc::LessThanOrEqual:
pass = (ref <= dest);
break;
case FramebufferRegs::CompareFunc::GreaterThan:
pass = (ref > dest);
break;
case FramebufferRegs::CompareFunc::GreaterThanOrEqual:
pass = (ref >= dest);
break;
}
if (!pass) {
UpdateStencil(stencil_test.action_stencil_fail);
continue;
}
}
// Convert float to integer
unsigned num_bits =
FramebufferRegs::DepthBitsPerPixel(regs.framebuffer.framebuffer.depth_format);
u32 z = (u32)(depth * ((1 << num_bits) - 1));
if (output_merger.depth_test_enable) {
u32 ref_z = GetDepth(x >> 4, y >> 4);
bool pass = false;
switch (output_merger.depth_test_func) {
case FramebufferRegs::CompareFunc::Never:
pass = false;
break;
case FramebufferRegs::CompareFunc::Always:
pass = true;
break;
case FramebufferRegs::CompareFunc::Equal:
pass = z == ref_z;
break;
case FramebufferRegs::CompareFunc::NotEqual:
pass = z != ref_z;
break;
case FramebufferRegs::CompareFunc::LessThan:
pass = z < ref_z;
break;
case FramebufferRegs::CompareFunc::LessThanOrEqual:
pass = z <= ref_z;
break;
case FramebufferRegs::CompareFunc::GreaterThan:
pass = z > ref_z;
break;
case FramebufferRegs::CompareFunc::GreaterThanOrEqual:
pass = z >= ref_z;
break;
}
if (!pass) {
if (stencil_action_enable)
UpdateStencil(stencil_test.action_depth_fail);
continue;
}
}
if (regs.framebuffer.framebuffer.allow_depth_stencil_write != 0 &&
output_merger.depth_write_enable) {
SetDepth(x >> 4, y >> 4, z);
}
// The stencil depth_pass action is executed even if depth testing is disabled
if (stencil_action_enable)
UpdateStencil(stencil_test.action_depth_pass);
auto dest = GetPixel(x >> 4, y >> 4);
Common::Vec4<u8> blend_output = combiner_output;
if (output_merger.alphablend_enable) {
auto params = output_merger.alpha_blending;
auto LookupFactor = [&](unsigned channel,
FramebufferRegs::BlendFactor factor) -> u8 {
DEBUG_ASSERT(channel < 4);
const Common::Vec4<u8> blend_const =
Common::MakeVec(output_merger.blend_const.r.Value(),
output_merger.blend_const.g.Value(),
output_merger.blend_const.b.Value(),
output_merger.blend_const.a.Value())
.Cast<u8>();
switch (factor) {
case FramebufferRegs::BlendFactor::Zero:
return 0;
case FramebufferRegs::BlendFactor::One:
return 255;
case FramebufferRegs::BlendFactor::SourceColor:
return combiner_output[channel];
case FramebufferRegs::BlendFactor::OneMinusSourceColor:
return 255 - combiner_output[channel];
case FramebufferRegs::BlendFactor::DestColor:
return dest[channel];
case FramebufferRegs::BlendFactor::OneMinusDestColor:
return 255 - dest[channel];
case FramebufferRegs::BlendFactor::SourceAlpha:
return combiner_output.a();
case FramebufferRegs::BlendFactor::OneMinusSourceAlpha:
return 255 - combiner_output.a();
case FramebufferRegs::BlendFactor::DestAlpha:
return dest.a();
case FramebufferRegs::BlendFactor::OneMinusDestAlpha:
return 255 - dest.a();
case FramebufferRegs::BlendFactor::ConstantColor:
return blend_const[channel];
case FramebufferRegs::BlendFactor::OneMinusConstantColor:
return 255 - blend_const[channel];
case FramebufferRegs::BlendFactor::ConstantAlpha:
return blend_const.a();
case FramebufferRegs::BlendFactor::OneMinusConstantAlpha:
return 255 - blend_const.a();
case FramebufferRegs::BlendFactor::SourceAlphaSaturate:
// Returns 1.0 for the alpha channel
if (channel == 3)
return 255;
return std::min(combiner_output.a(), static_cast<u8>(255 - dest.a()));
default:
LOG_CRITICAL(HW_GPU, "Unknown blend factor {:x}", factor);
UNIMPLEMENTED();
break;
}
return combiner_output[channel];
};
auto srcfactor = Common::MakeVec(LookupFactor(0, params.factor_source_rgb),
LookupFactor(1, params.factor_source_rgb),
LookupFactor(2, params.factor_source_rgb),
LookupFactor(3, params.factor_source_a));
auto dstfactor = Common::MakeVec(LookupFactor(0, params.factor_dest_rgb),
LookupFactor(1, params.factor_dest_rgb),
LookupFactor(2, params.factor_dest_rgb),
LookupFactor(3, params.factor_dest_a));
blend_output = EvaluateBlendEquation(combiner_output, srcfactor, dest, dstfactor,
params.blend_equation_rgb);
blend_output.a() = EvaluateBlendEquation(combiner_output, srcfactor, dest,
dstfactor, params.blend_equation_a)
.a();
} else {
blend_output =
Common::MakeVec(LogicOp(combiner_output.r(), dest.r(), output_merger.logic_op),
LogicOp(combiner_output.g(), dest.g(), output_merger.logic_op),
LogicOp(combiner_output.b(), dest.b(), output_merger.logic_op),
LogicOp(combiner_output.a(), dest.a(), output_merger.logic_op));
}
const Common::Vec4<u8> result = {
output_merger.red_enable ? blend_output.r() : dest.r(),
output_merger.green_enable ? blend_output.g() : dest.g(),
output_merger.blue_enable ? blend_output.b() : dest.b(),
output_merger.alpha_enable ? blend_output.a() : dest.a(),
};
if (regs.framebuffer.framebuffer.allow_color_write != 0)
DrawPixel(x >> 4, y >> 4, result);
}
}
}
void ProcessTriangle(const Vertex& v0, const Vertex& v1, const Vertex& v2) {
ProcessTriangleInternal(v0, v1, v2);
}
} // namespace Pica::Rasterizer

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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "video_core/shader/shader.h"
namespace Pica::Rasterizer {
struct Vertex : Shader::OutputVertex {
Vertex(const OutputVertex& v) : OutputVertex(v) {}
// Attributes used to store intermediate results
// position after perspective divide
Common::Vec3<float24> screenpos;
// Linear interpolation
// factor: 0=this, 1=vtx
// Note: This function cannot be called after perspective divide
void Lerp(float24 factor, const Vertex& vtx) {
pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
quat = quat * factor + vtx.quat * (float24::FromFloat32(1) - factor);
color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
tc0_w = tc0_w * factor + vtx.tc0_w * (float24::FromFloat32(1) - factor);
view = view * factor + vtx.view * (float24::FromFloat32(1) - factor);
tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
}
// Linear interpolation
// factor: 0=v0, 1=v1
// Note: This function cannot be called after perspective divide
static Vertex Lerp(float24 factor, const Vertex& v0, const Vertex& v1) {
Vertex ret = v0;
ret.Lerp(factor, v1);
return ret;
}
};
void ProcessTriangle(const Vertex& v0, const Vertex& v1, const Vertex& v2);
} // namespace Pica::Rasterizer

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// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "video_core/renderer_software/renderer_software.h"
namespace VideoCore {
RendererSoftware::RendererSoftware(Core::System& system, Frontend::EmuWindow& window)
: VideoCore::RendererBase{system, window, nullptr},
rasterizer{std::make_unique<RasterizerSoftware>()} {}
RendererSoftware::~RendererSoftware() = default;
void RendererSoftware::SwapBuffers() {
EndFrame();
}
} // namespace VideoCore

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// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "video_core/renderer_base.h"
#include "video_core/renderer_software/sw_rasterizer.h"
namespace Core {
class System;
}
namespace VideoCore {
class RendererSoftware : public VideoCore::RendererBase {
public:
explicit RendererSoftware(Core::System& system, Frontend::EmuWindow& window);
~RendererSoftware() override;
[[nodiscard]] VideoCore::RasterizerInterface* Rasterizer() const override {
return rasterizer.get();
}
void SwapBuffers() override;
void TryPresent(int timeout_ms, bool is_secondary) override {}
void Sync() override {}
private:
std::unique_ptr<RasterizerSoftware> rasterizer;
};
} // namespace VideoCore

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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <array>
#include <cstddef>
#include <boost/container/static_vector.hpp>
#include "common/bit_field.h"
#include "common/common_types.h"
#include "common/logging/log.h"
#include "common/vector_math.h"
#include "video_core/pica_state.h"
#include "video_core/pica_types.h"
#include "video_core/renderer_software/rasterizer.h"
#include "video_core/renderer_software/sw_clipper.h"
#include "video_core/shader/shader.h"
using Pica::Rasterizer::Vertex;
namespace Pica::Clipper {
struct ClippingEdge {
public:
ClippingEdge(Common::Vec4<float24> coeffs,
Common::Vec4<float24> bias = Common::Vec4<float24>(float24::FromFloat32(0),
float24::FromFloat32(0),
float24::FromFloat32(0),
float24::FromFloat32(0)))
: coeffs(coeffs), bias(bias) {}
bool IsInside(const Vertex& vertex) const {
return Common::Dot(vertex.pos + bias, coeffs) >= float24::FromFloat32(0);
}
bool IsOutSide(const Vertex& vertex) const {
return !IsInside(vertex);
}
Vertex GetIntersection(const Vertex& v0, const Vertex& v1) const {
float24 dp = Common::Dot(v0.pos + bias, coeffs);
float24 dp_prev = Common::Dot(v1.pos + bias, coeffs);
float24 factor = dp_prev / (dp_prev - dp);
return Vertex::Lerp(factor, v0, v1);
}
private:
[[maybe_unused]] float24 pos;
Common::Vec4<float24> coeffs;
Common::Vec4<float24> bias;
};
static void InitScreenCoordinates(Vertex& vtx) {
struct {
float24 halfsize_x;
float24 offset_x;
float24 halfsize_y;
float24 offset_y;
float24 zscale;
float24 offset_z;
} viewport;
const auto& regs = g_state.regs;
viewport.halfsize_x = float24::FromRaw(regs.rasterizer.viewport_size_x);
viewport.halfsize_y = float24::FromRaw(regs.rasterizer.viewport_size_y);
viewport.offset_x = float24::FromFloat32(static_cast<float>(regs.rasterizer.viewport_corner.x));
viewport.offset_y = float24::FromFloat32(static_cast<float>(regs.rasterizer.viewport_corner.y));
float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w;
vtx.pos.w = inv_w;
vtx.quat *= inv_w;
vtx.color *= inv_w;
vtx.tc0 *= inv_w;
vtx.tc1 *= inv_w;
vtx.tc0_w *= inv_w;
vtx.view *= inv_w;
vtx.tc2 *= inv_w;
vtx.screenpos[0] =
(vtx.pos.x * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;
vtx.screenpos[1] =
(vtx.pos.y * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
vtx.screenpos[2] = vtx.pos.z * inv_w;
}
void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const OutputVertex& v2) {
using boost::container::static_vector;
// Clipping a planar n-gon against a plane will remove at least 1 vertex and introduces 2 at
// the new edge (or less in degenerate cases). As such, we can say that each clipping plane
// introduces at most 1 new vertex to the polygon. Since we start with a triangle and have a
// fixed 6 clipping planes, the maximum number of vertices of the clipped polygon is 3 + 6 = 9.
static const std::size_t MAX_VERTICES = 9;
static_vector<Vertex, MAX_VERTICES> buffer_a = {v0, v1, v2};
static_vector<Vertex, MAX_VERTICES> buffer_b;
auto FlipQuaternionIfOpposite = [](auto& a, const auto& b) {
if (Common::Dot(a, b) < float24::Zero())
a = a * float24::FromFloat32(-1.0f);
};
// Flip the quaternions if they are opposite to prevent interpolating them over the wrong
// direction.
FlipQuaternionIfOpposite(buffer_a[1].quat, buffer_a[0].quat);
FlipQuaternionIfOpposite(buffer_a[2].quat, buffer_a[0].quat);
auto* output_list = &buffer_a;
auto* input_list = &buffer_b;
// NOTE: We clip against a w=epsilon plane to guarantee that the output has a positive w value.
// TODO: Not sure if this is a valid approach. Also should probably instead use the smallest
// epsilon possible within float24 accuracy.
static const float24 EPSILON = float24::FromFloat32(0.00001f);
static const float24 f0 = float24::FromFloat32(0.0);
static const float24 f1 = float24::FromFloat32(1.0);
static const std::array<ClippingEdge, 7> clipping_edges = {{
{Common::MakeVec(-f1, f0, f0, f1)}, // x = +w
{Common::MakeVec(f1, f0, f0, f1)}, // x = -w
{Common::MakeVec(f0, -f1, f0, f1)}, // y = +w
{Common::MakeVec(f0, f1, f0, f1)}, // y = -w
{Common::MakeVec(f0, f0, -f1, f0)}, // z = 0
{Common::MakeVec(f0, f0, f1, f1)}, // z = -w
{Common::MakeVec(f0, f0, f0, f1),
Common::Vec4<float24>(f0, f0, f0, EPSILON)}, // w = EPSILON
}};
// Simple implementation of the Sutherland-Hodgman clipping algorithm.
// TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
auto Clip = [&](const ClippingEdge& edge) {
std::swap(input_list, output_list);
output_list->clear();
const Vertex* reference_vertex = &input_list->back();
for (const auto& vertex : *input_list) {
// NOTE: This algorithm changes vertex order in some cases!
if (edge.IsInside(vertex)) {
if (edge.IsOutSide(*reference_vertex)) {
output_list->push_back(edge.GetIntersection(vertex, *reference_vertex));
}
output_list->push_back(vertex);
} else if (edge.IsInside(*reference_vertex)) {
output_list->push_back(edge.GetIntersection(vertex, *reference_vertex));
}
reference_vertex = &vertex;
}
};
for (auto edge : clipping_edges) {
Clip(edge);
// Need to have at least a full triangle to continue...
if (output_list->size() < 3)
return;
}
if (g_state.regs.rasterizer.clip_enable) {
ClippingEdge custom_edge{g_state.regs.rasterizer.GetClipCoef()};
Clip(custom_edge);
if (output_list->size() < 3)
return;
}
InitScreenCoordinates((*output_list)[0]);
InitScreenCoordinates((*output_list)[1]);
for (std::size_t i = 0; i < output_list->size() - 2; i++) {
Vertex& vtx0 = (*output_list)[0];
Vertex& vtx1 = (*output_list)[i + 1];
Vertex& vtx2 = (*output_list)[i + 2];
InitScreenCoordinates(vtx2);
LOG_TRACE(
Render_Software,
"Triangle {}/{} at position ({:.3}, {:.3}, {:.3}, {:.3f}), "
"({:.3}, {:.3}, {:.3}, {:.3}), ({:.3}, {:.3}, {:.3}, {:.3}) and "
"screen position ({:.2}, {:.2}, {:.2}), ({:.2}, {:.2}, {:.2}), ({:.2}, {:.2}, {:.2})",
i + 1, output_list->size() - 2, vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(),
vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(), vtx1.pos.x.ToFloat32(),
vtx1.pos.y.ToFloat32(), vtx1.pos.z.ToFloat32(), vtx1.pos.w.ToFloat32(),
vtx2.pos.x.ToFloat32(), vtx2.pos.y.ToFloat32(), vtx2.pos.z.ToFloat32(),
vtx2.pos.w.ToFloat32(), vtx0.screenpos.x.ToFloat32(), vtx0.screenpos.y.ToFloat32(),
vtx0.screenpos.z.ToFloat32(), vtx1.screenpos.x.ToFloat32(),
vtx1.screenpos.y.ToFloat32(), vtx1.screenpos.z.ToFloat32(),
vtx2.screenpos.x.ToFloat32(), vtx2.screenpos.y.ToFloat32(),
vtx2.screenpos.z.ToFloat32());
Rasterizer::ProcessTriangle(vtx0, vtx1, vtx2);
}
}
} // namespace Pica::Clipper

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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
namespace Pica {
namespace Shader {
struct OutputVertex;
}
namespace Clipper {
using Shader::OutputVertex;
void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const OutputVertex& v2);
} // namespace Clipper
} // namespace Pica

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// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include "common/assert.h"
#include "common/color.h"
#include "common/common_types.h"
#include "common/logging/log.h"
#include "common/vector_math.h"
#include "core/hw/gpu.h"
#include "core/memory.h"
#include "video_core/pica_state.h"
#include "video_core/regs_framebuffer.h"
#include "video_core/renderer_software/sw_framebuffer.h"
#include "video_core/utils.h"
#include "video_core/video_core.h"
namespace Pica::Rasterizer {
void DrawPixel(int x, int y, const Common::Vec4<u8>& color) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
// Similarly to textures, the render framebuffer is laid out from bottom to top, too.
// NOTE: The framebuffer height register contains the actual FB height minus one.
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel =
GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
coarse_y * framebuffer.width * bytes_per_pixel;
u8* dst_pixel = VideoCore::g_memory->GetPhysicalPointer(addr) + dst_offset;
switch (framebuffer.color_format) {
case FramebufferRegs::ColorFormat::RGBA8:
Common::Color::EncodeRGBA8(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGB8:
Common::Color::EncodeRGB8(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGB5A1:
Common::Color::EncodeRGB5A1(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGB565:
Common::Color::EncodeRGB565(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGBA4:
Common::Color::EncodeRGBA4(color, dst_pixel);
break;
default:
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format {:x}",
static_cast<u32>(framebuffer.color_format.Value()));
UNIMPLEMENTED();
}
}
const Common::Vec4<u8> GetPixel(int x, int y) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel =
GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
coarse_y * framebuffer.width * bytes_per_pixel;
u8* src_pixel = VideoCore::g_memory->GetPhysicalPointer(addr) + src_offset;
switch (framebuffer.color_format) {
case FramebufferRegs::ColorFormat::RGBA8:
return Common::Color::DecodeRGBA8(src_pixel);
case FramebufferRegs::ColorFormat::RGB8:
return Common::Color::DecodeRGB8(src_pixel);
case FramebufferRegs::ColorFormat::RGB5A1:
return Common::Color::DecodeRGB5A1(src_pixel);
case FramebufferRegs::ColorFormat::RGB565:
return Common::Color::DecodeRGB565(src_pixel);
case FramebufferRegs::ColorFormat::RGBA4:
return Common::Color::DecodeRGBA4(src_pixel);
default:
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format {:x}",
static_cast<u32>(framebuffer.color_format.Value()));
UNIMPLEMENTED();
}
return {0, 0, 0, 0};
}
u32 GetDepth(int x, int y) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = VideoCore::g_memory->GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
u32 stride = framebuffer.width * bytes_per_pixel;
u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
u8* src_pixel = depth_buffer + src_offset;
switch (framebuffer.depth_format) {
case FramebufferRegs::DepthFormat::D16:
return Common::Color::DecodeD16(src_pixel);
case FramebufferRegs::DepthFormat::D24:
return Common::Color::DecodeD24(src_pixel);
case FramebufferRegs::DepthFormat::D24S8:
return Common::Color::DecodeD24S8(src_pixel).x;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format {}",
static_cast<u32>(framebuffer.depth_format.Value()));
UNIMPLEMENTED();
return 0;
}
}
u8 GetStencil(int x, int y) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = VideoCore::g_memory->GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
u32 stride = framebuffer.width * bytes_per_pixel;
u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
u8* src_pixel = depth_buffer + src_offset;
switch (framebuffer.depth_format) {
case FramebufferRegs::DepthFormat::D24S8:
return Common::Color::DecodeD24S8(src_pixel).y;
default:
LOG_WARNING(
HW_GPU,
"GetStencil called for function which doesn't have a stencil component (format {})",
static_cast<u32>(framebuffer.depth_format.Value()));
return 0;
}
}
void SetDepth(int x, int y, u32 value) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = VideoCore::g_memory->GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
u32 stride = framebuffer.width * bytes_per_pixel;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
u8* dst_pixel = depth_buffer + dst_offset;
switch (framebuffer.depth_format) {
case FramebufferRegs::DepthFormat::D16:
Common::Color::EncodeD16(value, dst_pixel);
break;
case FramebufferRegs::DepthFormat::D24:
Common::Color::EncodeD24(value, dst_pixel);
break;
case FramebufferRegs::DepthFormat::D24S8:
Common::Color::EncodeD24X8(value, dst_pixel);
break;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format {}",
static_cast<u32>(framebuffer.depth_format.Value()));
UNIMPLEMENTED();
break;
}
}
void SetStencil(int x, int y, u8 value) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = VideoCore::g_memory->GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
u32 stride = framebuffer.width * bytes_per_pixel;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
u8* dst_pixel = depth_buffer + dst_offset;
switch (framebuffer.depth_format) {
case Pica::FramebufferRegs::DepthFormat::D16:
case Pica::FramebufferRegs::DepthFormat::D24:
// Nothing to do
break;
case Pica::FramebufferRegs::DepthFormat::D24S8:
Common::Color::EncodeX24S8(value, dst_pixel);
break;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format {}",
static_cast<u32>(framebuffer.depth_format.Value()));
UNIMPLEMENTED();
break;
}
}
u8 PerformStencilAction(FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref) {
switch (action) {
case FramebufferRegs::StencilAction::Keep:
return old_stencil;
case FramebufferRegs::StencilAction::Zero:
return 0;
case FramebufferRegs::StencilAction::Replace:
return ref;
case FramebufferRegs::StencilAction::Increment:
// Saturated increment
return std::min<u8>(old_stencil, 254) + 1;
case FramebufferRegs::StencilAction::Decrement:
// Saturated decrement
return std::max<u8>(old_stencil, 1) - 1;
case FramebufferRegs::StencilAction::Invert:
return ~old_stencil;
case FramebufferRegs::StencilAction::IncrementWrap:
return old_stencil + 1;
case FramebufferRegs::StencilAction::DecrementWrap:
return old_stencil - 1;
default:
LOG_CRITICAL(HW_GPU, "Unknown stencil action {:x}", (int)action);
UNIMPLEMENTED();
return 0;
}
}
Common::Vec4<u8> EvaluateBlendEquation(const Common::Vec4<u8>& src,
const Common::Vec4<u8>& srcfactor,
const Common::Vec4<u8>& dest,
const Common::Vec4<u8>& destfactor,
FramebufferRegs::BlendEquation equation) {
Common::Vec4<int> result;
auto src_result = (src * srcfactor).Cast<int>();
auto dst_result = (dest * destfactor).Cast<int>();
switch (equation) {
case FramebufferRegs::BlendEquation::Add:
result = (src_result + dst_result) / 255;
break;
case FramebufferRegs::BlendEquation::Subtract:
result = (src_result - dst_result) / 255;
break;
case FramebufferRegs::BlendEquation::ReverseSubtract:
result = (dst_result - src_result) / 255;
break;
// TODO: How do these two actually work? OpenGL doesn't include the blend factors in the
// min/max computations, but is this what the 3DS actually does?
case FramebufferRegs::BlendEquation::Min:
result.r() = std::min(src.r(), dest.r());
result.g() = std::min(src.g(), dest.g());
result.b() = std::min(src.b(), dest.b());
result.a() = std::min(src.a(), dest.a());
break;
case FramebufferRegs::BlendEquation::Max:
result.r() = std::max(src.r(), dest.r());
result.g() = std::max(src.g(), dest.g());
result.b() = std::max(src.b(), dest.b());
result.a() = std::max(src.a(), dest.a());
break;
default:
LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation 0x{:x}", equation);
UNIMPLEMENTED();
}
return Common::Vec4<u8>(std::clamp(result.r(), 0, 255), std::clamp(result.g(), 0, 255),
std::clamp(result.b(), 0, 255), std::clamp(result.a(), 0, 255));
};
u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op) {
switch (op) {
case FramebufferRegs::LogicOp::Clear:
return 0;
case FramebufferRegs::LogicOp::And:
return src & dest;
case FramebufferRegs::LogicOp::AndReverse:
return src & ~dest;
case FramebufferRegs::LogicOp::Copy:
return src;
case FramebufferRegs::LogicOp::Set:
return 255;
case FramebufferRegs::LogicOp::CopyInverted:
return ~src;
case FramebufferRegs::LogicOp::NoOp:
return dest;
case FramebufferRegs::LogicOp::Invert:
return ~dest;
case FramebufferRegs::LogicOp::Nand:
return ~(src & dest);
case FramebufferRegs::LogicOp::Or:
return src | dest;
case FramebufferRegs::LogicOp::Nor:
return ~(src | dest);
case FramebufferRegs::LogicOp::Xor:
return src ^ dest;
case FramebufferRegs::LogicOp::Equiv:
return ~(src ^ dest);
case FramebufferRegs::LogicOp::AndInverted:
return ~src & dest;
case FramebufferRegs::LogicOp::OrReverse:
return src | ~dest;
case FramebufferRegs::LogicOp::OrInverted:
return ~src | dest;
}
UNREACHABLE();
};
// Decode/Encode for shadow map format. It is similar to D24S8 format, but the depth field is in
// big-endian
static const Common::Vec2<u32> DecodeD24S8Shadow(const u8* bytes) {
return {static_cast<u32>((bytes[0] << 16) | (bytes[1] << 8) | bytes[2]), bytes[3]};
}
static void EncodeD24X8Shadow(u32 depth, u8* bytes) {
bytes[2] = depth & 0xFF;
bytes[1] = (depth >> 8) & 0xFF;
bytes[0] = (depth >> 16) & 0xFF;
}
static void EncodeX24S8Shadow(u8 stencil, u8* bytes) {
bytes[3] = stencil;
}
void DrawShadowMapPixel(int x, int y, u32 depth, u8 stencil) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const auto& shadow = g_state.regs.framebuffer.shadow;
const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = 4;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
coarse_y * framebuffer.width * bytes_per_pixel;
u8* dst_pixel = VideoCore::g_memory->GetPhysicalPointer(addr) + dst_offset;
auto ref = DecodeD24S8Shadow(dst_pixel);
u32 ref_z = ref.x;
u32 ref_s = ref.y;
if (depth < ref_z) {
if (stencil == 0) {
EncodeD24X8Shadow(depth, dst_pixel);
} else {
float16 constant = float16::FromRaw(shadow.constant);
float16 linear = float16::FromRaw(shadow.linear);
float16 x = float16::FromFloat32(static_cast<float>(depth) / ref_z);
float16 stencil_new = float16::FromFloat32(stencil) / (constant + linear * x);
stencil = static_cast<u8>(std::clamp(stencil_new.ToFloat32(), 0.0f, 255.0f));
if (stencil < ref_s)
EncodeX24S8Shadow(stencil, dst_pixel);
}
}
}
} // namespace Pica::Rasterizer

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// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_types.h"
#include "common/vector_math.h"
#include "video_core/regs_framebuffer.h"
namespace Pica::Rasterizer {
void DrawPixel(int x, int y, const Common::Vec4<u8>& color);
const Common::Vec4<u8> GetPixel(int x, int y);
u32 GetDepth(int x, int y);
u8 GetStencil(int x, int y);
void SetDepth(int x, int y, u32 value);
void SetStencil(int x, int y, u8 value);
u8 PerformStencilAction(FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref);
Common::Vec4<u8> EvaluateBlendEquation(const Common::Vec4<u8>& src,
const Common::Vec4<u8>& srcfactor,
const Common::Vec4<u8>& dest,
const Common::Vec4<u8>& destfactor,
FramebufferRegs::BlendEquation equation);
u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op);
void DrawShadowMapPixel(int x, int y, u32 depth, u8 stencil);
} // namespace Pica::Rasterizer

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// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include "video_core/renderer_software/sw_lighting.h"
namespace Pica {
static float LookupLightingLut(const Pica::State::Lighting& lighting, std::size_t lut_index,
u8 index, float delta) {
ASSERT_MSG(lut_index < lighting.luts.size(), "Out of range lut");
ASSERT_MSG(index < lighting.luts[lut_index].size(), "Out of range index");
const auto& lut = lighting.luts[lut_index][index];
float lut_value = lut.ToFloat();
float lut_diff = lut.DiffToFloat();
return lut_value + lut_diff * delta;
}
std::tuple<Common::Vec4<u8>, Common::Vec4<u8>> ComputeFragmentsColors(
const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state,
const Common::Quaternion<float>& normquat, const Common::Vec3<float>& view,
const Common::Vec4<u8> (&texture_color)[4]) {
Common::Vec4<float> shadow;
if (lighting.config0.enable_shadow) {
shadow = texture_color[lighting.config0.shadow_selector].Cast<float>() / 255.0f;
if (lighting.config0.shadow_invert) {
shadow = Common::MakeVec(1.0f, 1.0f, 1.0f, 1.0f) - shadow;
}
} else {
shadow = Common::MakeVec(1.0f, 1.0f, 1.0f, 1.0f);
}
Common::Vec3<float> surface_normal;
Common::Vec3<float> surface_tangent;
if (lighting.config0.bump_mode != LightingRegs::LightingBumpMode::None) {
Common::Vec3<float> perturbation =
texture_color[lighting.config0.bump_selector].xyz().Cast<float>() / 127.5f -
Common::MakeVec(1.0f, 1.0f, 1.0f);
if (lighting.config0.bump_mode == LightingRegs::LightingBumpMode::NormalMap) {
if (!lighting.config0.disable_bump_renorm) {
const float z_square = 1 - perturbation.xy().Length2();
perturbation.z = std::sqrt(std::max(z_square, 0.0f));
}
surface_normal = perturbation;
surface_tangent = Common::MakeVec(1.0f, 0.0f, 0.0f);
} else if (lighting.config0.bump_mode == LightingRegs::LightingBumpMode::TangentMap) {
surface_normal = Common::MakeVec(0.0f, 0.0f, 1.0f);
surface_tangent = perturbation;
} else {
LOG_ERROR(HW_GPU, "Unknown bump mode {}",
static_cast<u32>(lighting.config0.bump_mode.Value()));
}
} else {
surface_normal = Common::MakeVec(0.0f, 0.0f, 1.0f);
surface_tangent = Common::MakeVec(1.0f, 0.0f, 0.0f);
}
// Use the normalized the quaternion when performing the rotation
auto normal = Common::QuaternionRotate(normquat, surface_normal);
auto tangent = Common::QuaternionRotate(normquat, surface_tangent);
Common::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f};
Common::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f};
for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) {
unsigned num = lighting.light_enable.GetNum(light_index);
const auto& light_config = lighting.light[num];
Common::Vec3<float> refl_value = {};
Common::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(),
float16::FromRaw(light_config.y).ToFloat32(),
float16::FromRaw(light_config.z).ToFloat32()};
Common::Vec3<float> light_vector;
if (light_config.config.directional)
light_vector = position;
else
light_vector = position + view;
[[maybe_unused]] float length = light_vector.Normalize();
Common::Vec3<float> norm_view = view.Normalized();
Common::Vec3<float> half_vector = norm_view + light_vector;
float dist_atten = 1.0f;
if (!lighting.IsDistAttenDisabled(num)) {
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_bias).ToFloat32();
std::size_t lut =
static_cast<std::size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
float sample_loc = std::clamp(scale * distance + bias, 0.0f, 1.0f);
u8 lutindex =
static_cast<u8>(std::clamp(std::floor(sample_loc * 256.0f), 0.0f, 255.0f));
float delta = sample_loc * 256 - lutindex;
dist_atten = LookupLightingLut(lighting_state, lut, lutindex, delta);
}
auto GetLutValue = [&](LightingRegs::LightingLutInput input, bool abs,
LightingRegs::LightingScale scale_enum,
LightingRegs::LightingSampler sampler) {
float result = 0.0f;
switch (input) {
case LightingRegs::LightingLutInput::NH:
result = Common::Dot(normal, half_vector.Normalized());
break;
case LightingRegs::LightingLutInput::VH:
result = Common::Dot(norm_view, half_vector.Normalized());
break;
case LightingRegs::LightingLutInput::NV:
result = Common::Dot(normal, norm_view);
break;
case LightingRegs::LightingLutInput::LN:
result = Common::Dot(light_vector, normal);
break;
case LightingRegs::LightingLutInput::SP: {
Common::Vec3<s32> spot_dir{light_config.spot_x.Value(), light_config.spot_y.Value(),
light_config.spot_z.Value()};
result = Common::Dot(light_vector, spot_dir.Cast<float>() / 2047.0f);
break;
}
case LightingRegs::LightingLutInput::CP:
if (lighting.config0.config == LightingRegs::LightingConfig::Config7) {
const Common::Vec3<float> norm_half_vector = half_vector.Normalized();
const Common::Vec3<float> half_vector_proj =
norm_half_vector - normal * Common::Dot(normal, norm_half_vector);
result = Common::Dot(half_vector_proj, tangent);
} else {
result = 0.0f;
}
break;
default:
LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input {}", input);
UNIMPLEMENTED();
result = 0.0f;
}
u8 index;
float delta;
if (abs) {
if (light_config.config.two_sided_diffuse)
result = std::abs(result);
else
result = std::max(result, 0.0f);
float flr = std::floor(result * 256.0f);
index = static_cast<u8>(std::clamp(flr, 0.0f, 255.0f));
delta = result * 256 - index;
} else {
float flr = std::floor(result * 128.0f);
s8 signed_index = static_cast<s8>(std::clamp(flr, -128.0f, 127.0f));
delta = result * 128.0f - signed_index;
index = static_cast<u8>(signed_index);
}
float scale = lighting.lut_scale.GetScale(scale_enum);
return scale * LookupLightingLut(lighting_state, static_cast<std::size_t>(sampler),
index, delta);
};
// If enabled, compute spot light attenuation value
float spot_atten = 1.0f;
if (!lighting.IsSpotAttenDisabled(num) &&
LightingRegs::IsLightingSamplerSupported(
lighting.config0.config, LightingRegs::LightingSampler::SpotlightAttenuation)) {
auto lut = LightingRegs::SpotlightAttenuationSampler(num);
spot_atten = GetLutValue(lighting.lut_input.sp, lighting.abs_lut_input.disable_sp == 0,
lighting.lut_scale.sp, lut);
}
// Specular 0 component
float d0_lut_value = 1.0f;
if (lighting.config1.disable_lut_d0 == 0 &&
LightingRegs::IsLightingSamplerSupported(
lighting.config0.config, LightingRegs::LightingSampler::Distribution0)) {
d0_lut_value =
GetLutValue(lighting.lut_input.d0, lighting.abs_lut_input.disable_d0 == 0,
lighting.lut_scale.d0, LightingRegs::LightingSampler::Distribution0);
}
Common::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
// If enabled, lookup ReflectRed value, otherwise, 1.0 is used
if (lighting.config1.disable_lut_rr == 0 &&
LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
LightingRegs::LightingSampler::ReflectRed)) {
refl_value.x =
GetLutValue(lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0,
lighting.lut_scale.rr, LightingRegs::LightingSampler::ReflectRed);
} else {
refl_value.x = 1.0f;
}
// If enabled, lookup ReflectGreen value, otherwise, ReflectRed value is used
if (lighting.config1.disable_lut_rg == 0 &&
LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
LightingRegs::LightingSampler::ReflectGreen)) {
refl_value.y =
GetLutValue(lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0,
lighting.lut_scale.rg, LightingRegs::LightingSampler::ReflectGreen);
} else {
refl_value.y = refl_value.x;
}
// If enabled, lookup ReflectBlue value, otherwise, ReflectRed value is used
if (lighting.config1.disable_lut_rb == 0 &&
LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
LightingRegs::LightingSampler::ReflectBlue)) {
refl_value.z =
GetLutValue(lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0,
lighting.lut_scale.rb, LightingRegs::LightingSampler::ReflectBlue);
} else {
refl_value.z = refl_value.x;
}
// Specular 1 component
float d1_lut_value = 1.0f;
if (lighting.config1.disable_lut_d1 == 0 &&
LightingRegs::IsLightingSamplerSupported(
lighting.config0.config, LightingRegs::LightingSampler::Distribution1)) {
d1_lut_value =
GetLutValue(lighting.lut_input.d1, lighting.abs_lut_input.disable_d1 == 0,
lighting.lut_scale.d1, LightingRegs::LightingSampler::Distribution1);
}
Common::Vec3<float> specular_1 =
d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
// Fresnel
// Note: only the last entry in the light slots applies the Fresnel factor
if (light_index == lighting.max_light_index && lighting.config1.disable_lut_fr == 0 &&
LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
LightingRegs::LightingSampler::Fresnel)) {
float lut_value =
GetLutValue(lighting.lut_input.fr, lighting.abs_lut_input.disable_fr == 0,
lighting.lut_scale.fr, LightingRegs::LightingSampler::Fresnel);
// Enabled for diffuse lighting alpha component
if (lighting.config0.enable_primary_alpha) {
diffuse_sum.a() = lut_value;
}
// Enabled for the specular lighting alpha component
if (lighting.config0.enable_secondary_alpha) {
specular_sum.a() = lut_value;
}
}
auto dot_product = Common::Dot(light_vector, normal);
if (light_config.config.two_sided_diffuse)
dot_product = std::abs(dot_product);
else
dot_product = std::max(dot_product, 0.0f);
float clamp_highlights = 1.0f;
if (lighting.config0.clamp_highlights) {
clamp_highlights = dot_product == 0.0f ? 0.0f : 1.0f;
}
if (light_config.config.geometric_factor_0 || light_config.config.geometric_factor_1) {
float geo_factor = half_vector.Length2();
geo_factor = geo_factor == 0.0f ? 0.0f : std::min(dot_product / geo_factor, 1.0f);
if (light_config.config.geometric_factor_0) {
specular_0 *= geo_factor;
}
if (light_config.config.geometric_factor_1) {
specular_1 *= geo_factor;
}
}
auto diffuse =
(light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f()) *
dist_atten * spot_atten;
auto specular = (specular_0 + specular_1) * clamp_highlights * dist_atten * spot_atten;
if (!lighting.IsShadowDisabled(num)) {
if (lighting.config0.shadow_primary) {
diffuse = diffuse * shadow.xyz();
}
if (lighting.config0.shadow_secondary) {
specular = specular * shadow.xyz();
}
}
diffuse_sum += Common::MakeVec(diffuse, 0.0f);
specular_sum += Common::MakeVec(specular, 0.0f);
}
if (lighting.config0.shadow_alpha) {
// Alpha shadow also uses the Fresnel selecotr to determine which alpha to apply
// Enabled for diffuse lighting alpha component
if (lighting.config0.enable_primary_alpha) {
diffuse_sum.a() *= shadow.w;
}
// Enabled for the specular lighting alpha component
if (lighting.config0.enable_secondary_alpha) {
specular_sum.a() *= shadow.w;
}
}
diffuse_sum += Common::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
auto diffuse = Common::MakeVec<float>(std::clamp(diffuse_sum.x, 0.0f, 1.0f) * 255,
std::clamp(diffuse_sum.y, 0.0f, 1.0f) * 255,
std::clamp(diffuse_sum.z, 0.0f, 1.0f) * 255,
std::clamp(diffuse_sum.w, 0.0f, 1.0f) * 255)
.Cast<u8>();
auto specular = Common::MakeVec<float>(std::clamp(specular_sum.x, 0.0f, 1.0f) * 255,
std::clamp(specular_sum.y, 0.0f, 1.0f) * 255,
std::clamp(specular_sum.z, 0.0f, 1.0f) * 255,
std::clamp(specular_sum.w, 0.0f, 1.0f) * 255)
.Cast<u8>();
return std::make_tuple(diffuse, specular);
}
} // namespace Pica

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// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <tuple>
#include "common/quaternion.h"
#include "common/vector_math.h"
#include "video_core/pica_state.h"
namespace Pica {
std::tuple<Common::Vec4<u8>, Common::Vec4<u8>> ComputeFragmentsColors(
const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state,
const Common::Quaternion<float>& normquat, const Common::Vec3<float>& view,
const Common::Vec4<u8> (&texture_color)[4]);
} // namespace Pica

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// 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/renderer_software/sw_proctex.h"
namespace Pica::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, const TexturingRegs& regs, const 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 Common::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 {}", 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 {}", mode);
coord = std::min(coord, 1.0f);
break;
}
}
static 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 {}", combiner);
f = 0.0f;
break;
}
return LookupLUT(map_table, f);
}
Common::Vec4<u8> ProcTex(float u, float v, const TexturingRegs& regs, const 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.level0;
const u32 width = regs.proctex_lut.width;
const float index = offset + (lut_coord * (width - 1));
Common::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 Common::MakeVec<u8>(final_color.rgb(), static_cast<u8>(final_alpha * 255));
} else {
return final_color;
}
}
} // namespace Pica::Rasterizer

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// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_types.h"
#include "common/vector_math.h"
#include "video_core/pica_state.h"
namespace Pica::Rasterizer {
/// Generates procedural texture color for the given coordinates
Common::Vec4<u8> ProcTex(float u, float v, const TexturingRegs& regs, const State::ProcTex& state);
} // namespace Pica::Rasterizer

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// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "video_core/renderer_software/sw_clipper.h"
#include "video_core/renderer_software/sw_rasterizer.h"
namespace VideoCore {
void RasterizerSoftware::AddTriangle(const Pica::Shader::OutputVertex& v0,
const Pica::Shader::OutputVertex& v1,
const Pica::Shader::OutputVertex& v2) {
Pica::Clipper::ProcessTriangle(v0, v1, v2);
}
} // namespace VideoCore

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// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_types.h"
#include "video_core/rasterizer_interface.h"
namespace Pica::Shader {
struct OutputVertex;
} // namespace Pica::Shader
namespace VideoCore {
class RasterizerSoftware : public RasterizerInterface {
void AddTriangle(const Pica::Shader::OutputVertex& v0, const Pica::Shader::OutputVertex& v1,
const Pica::Shader::OutputVertex& v2) override;
void DrawTriangles() override {}
void NotifyPicaRegisterChanged(u32 id) override {}
void FlushAll() override {}
void FlushRegion(PAddr addr, u32 size) override {}
void InvalidateRegion(PAddr addr, u32 size) override {}
void FlushAndInvalidateRegion(PAddr addr, u32 size) override {}
void ClearAll(bool flush) override {}
};
} // namespace VideoCore

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// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include "common/assert.h"
#include "common/common_types.h"
#include "common/vector_math.h"
#include "video_core/regs_texturing.h"
#include "video_core/renderer_software/sw_texturing.h"
namespace Pica::Rasterizer {
using TevStageConfig = TexturingRegs::TevStageConfig;
int GetWrappedTexCoord(TexturingRegs::TextureConfig::WrapMode mode, int val, unsigned size) {
switch (mode) {
case TexturingRegs::TextureConfig::ClampToEdge2:
// For negative coordinate, ClampToEdge2 behaves the same as Repeat
if (val < 0) {
return static_cast<int>(static_cast<unsigned>(val) % size);
}
// [[fallthrough]]
case TexturingRegs::TextureConfig::ClampToEdge:
val = std::max(val, 0);
val = std::min(val, static_cast<int>(size) - 1);
return val;
case TexturingRegs::TextureConfig::ClampToBorder:
return val;
case TexturingRegs::TextureConfig::ClampToBorder2:
// For ClampToBorder2, the case of positive coordinate beyond the texture size is already
// handled outside. Here we only handle the negative coordinate in the same way as Repeat.
case TexturingRegs::TextureConfig::Repeat2:
case TexturingRegs::TextureConfig::Repeat3:
case TexturingRegs::TextureConfig::Repeat:
return static_cast<int>(static_cast<unsigned>(val) % size);
case TexturingRegs::TextureConfig::MirroredRepeat: {
unsigned int coord = (static_cast<unsigned>(val) % (2 * size));
if (coord >= size)
coord = 2 * size - 1 - coord;
return static_cast<int>(coord);
}
default:
LOG_ERROR(HW_GPU, "Unknown texture coordinate wrapping mode {:x}", (int)mode);
UNIMPLEMENTED();
return 0;
}
};
Common::Vec3<u8> GetColorModifier(TevStageConfig::ColorModifier factor,
const Common::Vec4<u8>& values) {
using ColorModifier = TevStageConfig::ColorModifier;
switch (factor) {
case ColorModifier::SourceColor:
return values.rgb();
case ColorModifier::OneMinusSourceColor:
return (Common::Vec3<u8>(255, 255, 255) - values.rgb()).Cast<u8>();
case ColorModifier::SourceAlpha:
return values.aaa();
case ColorModifier::OneMinusSourceAlpha:
return (Common::Vec3<u8>(255, 255, 255) - values.aaa()).Cast<u8>();
case ColorModifier::SourceRed:
return values.rrr();
case ColorModifier::OneMinusSourceRed:
return (Common::Vec3<u8>(255, 255, 255) - values.rrr()).Cast<u8>();
case ColorModifier::SourceGreen:
return values.ggg();
case ColorModifier::OneMinusSourceGreen:
return (Common::Vec3<u8>(255, 255, 255) - values.ggg()).Cast<u8>();
case ColorModifier::SourceBlue:
return values.bbb();
case ColorModifier::OneMinusSourceBlue:
return (Common::Vec3<u8>(255, 255, 255) - values.bbb()).Cast<u8>();
}
UNREACHABLE();
};
u8 GetAlphaModifier(TevStageConfig::AlphaModifier factor, const Common::Vec4<u8>& values) {
using AlphaModifier = TevStageConfig::AlphaModifier;
switch (factor) {
case AlphaModifier::SourceAlpha:
return values.a();
case AlphaModifier::OneMinusSourceAlpha:
return 255 - values.a();
case AlphaModifier::SourceRed:
return values.r();
case AlphaModifier::OneMinusSourceRed:
return 255 - values.r();
case AlphaModifier::SourceGreen:
return values.g();
case AlphaModifier::OneMinusSourceGreen:
return 255 - values.g();
case AlphaModifier::SourceBlue:
return values.b();
case AlphaModifier::OneMinusSourceBlue:
return 255 - values.b();
}
UNREACHABLE();
};
Common::Vec3<u8> ColorCombine(TevStageConfig::Operation op, const Common::Vec3<u8> input[3]) {
using Operation = TevStageConfig::Operation;
switch (op) {
case Operation::Replace:
return input[0];
case Operation::Modulate:
return ((input[0] * input[1]) / 255).Cast<u8>();
case Operation::Add: {
auto result = input[0] + input[1];
result.r() = std::min(255, result.r());
result.g() = std::min(255, result.g());
result.b() = std::min(255, result.b());
return result.Cast<u8>();
}
case Operation::AddSigned: {
// TODO(bunnei): Verify that the color conversion from (float) 0.5f to
// (byte) 128 is correct
auto result =
input[0].Cast<int>() + input[1].Cast<int>() - Common::MakeVec<int>(128, 128, 128);
result.r() = std::clamp<int>(result.r(), 0, 255);
result.g() = std::clamp<int>(result.g(), 0, 255);
result.b() = std::clamp<int>(result.b(), 0, 255);
return result.Cast<u8>();
}
case Operation::Lerp:
return ((input[0] * input[2] +
input[1] * (Common::MakeVec<u8>(255, 255, 255) - input[2]).Cast<u8>()) /
255)
.Cast<u8>();
case Operation::Subtract: {
auto result = input[0].Cast<int>() - input[1].Cast<int>();
result.r() = std::max(0, result.r());
result.g() = std::max(0, result.g());
result.b() = std::max(0, result.b());
return result.Cast<u8>();
}
case Operation::MultiplyThenAdd: {
auto result = (input[0] * input[1] + 255 * input[2].Cast<int>()) / 255;
result.r() = std::min(255, result.r());
result.g() = std::min(255, result.g());
result.b() = std::min(255, result.b());
return result.Cast<u8>();
}
case Operation::AddThenMultiply: {
auto result = input[0] + input[1];
result.r() = std::min(255, result.r());
result.g() = std::min(255, result.g());
result.b() = std::min(255, result.b());
result = (result * input[2].Cast<int>()) / 255;
return result.Cast<u8>();
}
case Operation::Dot3_RGB:
case Operation::Dot3_RGBA: {
// Not fully accurate. Worst case scenario seems to yield a +/-3 error. Some HW results
// indicate that the per-component computation can't have a higher precision than 1/256,
// while dot3_rgb((0x80,g0,b0), (0x7F,g1,b1)) and dot3_rgb((0x80,g0,b0), (0x80,g1,b1)) give
// different results.
int result = ((input[0].r() * 2 - 255) * (input[1].r() * 2 - 255) + 128) / 256 +
((input[0].g() * 2 - 255) * (input[1].g() * 2 - 255) + 128) / 256 +
((input[0].b() * 2 - 255) * (input[1].b() * 2 - 255) + 128) / 256;
result = std::max(0, std::min(255, result));
return {(u8)result, (u8)result, (u8)result};
}
default:
LOG_ERROR(HW_GPU, "Unknown color combiner operation {}", (int)op);
UNIMPLEMENTED();
return {0, 0, 0};
}
};
u8 AlphaCombine(TevStageConfig::Operation op, const std::array<u8, 3>& input) {
switch (op) {
using Operation = TevStageConfig::Operation;
case Operation::Replace:
return input[0];
case Operation::Modulate:
return input[0] * input[1] / 255;
case Operation::Add:
return std::min(255, input[0] + input[1]);
case Operation::AddSigned: {
// TODO(bunnei): Verify that the color conversion from (float) 0.5f to (byte) 128 is correct
auto result = static_cast<int>(input[0]) + static_cast<int>(input[1]) - 128;
return static_cast<u8>(std::clamp<int>(result, 0, 255));
}
case Operation::Lerp:
return (input[0] * input[2] + input[1] * (255 - input[2])) / 255;
case Operation::Subtract:
return std::max(0, (int)input[0] - (int)input[1]);
case Operation::MultiplyThenAdd:
return std::min(255, (input[0] * input[1] + 255 * input[2]) / 255);
case Operation::AddThenMultiply:
return (std::min(255, (input[0] + input[1])) * input[2]) / 255;
default:
LOG_ERROR(HW_GPU, "Unknown alpha combiner operation {}", (int)op);
UNIMPLEMENTED();
return 0;
}
};
} // namespace Pica::Rasterizer

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// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_types.h"
#include "common/vector_math.h"
#include "video_core/regs_texturing.h"
namespace Pica::Rasterizer {
int GetWrappedTexCoord(TexturingRegs::TextureConfig::WrapMode mode, int val, unsigned size);
Common::Vec3<u8> GetColorModifier(TexturingRegs::TevStageConfig::ColorModifier factor,
const Common::Vec4<u8>& values);
u8 GetAlphaModifier(TexturingRegs::TevStageConfig::AlphaModifier factor,
const Common::Vec4<u8>& values);
Common::Vec3<u8> ColorCombine(TexturingRegs::TevStageConfig::Operation op,
const Common::Vec3<u8> input[3]);
u8 AlphaCombine(TexturingRegs::TevStageConfig::Operation op, const std::array<u8, 3>& input);
} // namespace Pica::Rasterizer