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	pica/swrasterizer: implement procedural texture
This commit is contained in:
		@@ -652,6 +652,16 @@ static inline decltype((X{} * int{} + X{} * int{}) / base) LerpInt(const X& begi
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    return (begin * (base - t) + end * t) / base;
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}
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// bilinear interpolation. s is for interpolating x00-x01 and x10-x11, and t is for the second
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// interpolation.
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template <typename X>
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inline auto BilinearInterp(const X& x00, const X& x01, const X& x10, const X& x11, const float s,
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                           const float t) {
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    auto y0 = Lerp(x00, x01, s);
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    auto y1 = Lerp(x10, x11, s);
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    return Lerp(y0, y1, t);
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}
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// Utility vector factories
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template <typename T>
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static inline Vec2<T> MakeVec(const T& x, const T& y) {
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@@ -15,6 +15,7 @@ set(SRCS
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            shader/shader_interpreter.cpp
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            swrasterizer/clipper.cpp
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            swrasterizer/framebuffer.cpp
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            swrasterizer/proctex.cpp
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            swrasterizer/rasterizer.cpp
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            swrasterizer/swrasterizer.cpp
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            swrasterizer/texturing.cpp
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@@ -54,6 +55,7 @@ set(HEADERS
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            shader/shader_interpreter.h
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            swrasterizer/clipper.h
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            swrasterizer/framebuffer.h
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            swrasterizer/proctex.h
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            swrasterizer/rasterizer.h
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            swrasterizer/swrasterizer.h
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            swrasterizer/texturing.h
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@@ -458,6 +458,37 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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        break;
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    }
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    case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[0], 0xb0):
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    case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[1], 0xb1):
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    case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[2], 0xb2):
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    case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[3], 0xb3):
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    case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[4], 0xb4):
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    case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[5], 0xb5):
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    case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[6], 0xb6):
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    case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[7], 0xb7): {
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        auto& index = regs.texturing.proctex_lut_config.index;
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        auto& pt = g_state.proctex;
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        switch (regs.texturing.proctex_lut_config.ref_table.Value()) {
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        case TexturingRegs::ProcTexLutTable::Noise:
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            pt.noise_table[index % pt.noise_table.size()].raw = value;
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            break;
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        case TexturingRegs::ProcTexLutTable::ColorMap:
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            pt.color_map_table[index % pt.color_map_table.size()].raw = value;
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            break;
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        case TexturingRegs::ProcTexLutTable::AlphaMap:
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            pt.alpha_map_table[index % pt.alpha_map_table.size()].raw = value;
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            break;
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        case TexturingRegs::ProcTexLutTable::Color:
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            pt.color_table[index % pt.color_table.size()].raw = value;
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            break;
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        case TexturingRegs::ProcTexLutTable::ColorDiff:
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            pt.color_diff_table[index % pt.color_diff_table.size()].raw = value;
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            break;
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        }
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        index.Assign(index + 1);
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        break;
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    }
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    default:
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        break;
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    }
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@@ -7,6 +7,7 @@
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#include <array>
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#include "common/bit_field.h"
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#include "common/common_types.h"
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#include "common/vector_math.h"
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#include "video_core/primitive_assembly.h"
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#include "video_core/regs.h"
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#include "video_core/shader/shader.h"
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@@ -25,6 +26,59 @@ struct State {
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    Shader::AttributeBuffer input_default_attributes;
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    struct ProcTex {
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        union ValueEntry {
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            u32 raw;
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            // LUT value, encoded as 12-bit fixed point, with 12 fraction bits
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            BitField<0, 12, u32> value; // 0.0.12 fixed point
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            // Difference between two entry values. Used for efficient interpolation.
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            // 0.0.12 fixed point with two's complement. The range is [-0.5, 0.5).
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            // Note: the type of this is different from the one of lighting LUT
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            BitField<12, 12, s32> difference;
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            float ToFloat() const {
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                return static_cast<float>(value) / 4095.f;
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            }
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            float DiffToFloat() const {
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                return static_cast<float>(difference) / 4095.f;
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            }
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        };
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        union ColorEntry {
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            u32 raw;
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            BitField<0, 8, u32> r;
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            BitField<8, 8, u32> g;
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            BitField<16, 8, u32> b;
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            BitField<24, 8, u32> a;
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            Math::Vec4<u8> ToVector() const {
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                return {static_cast<u8>(r), static_cast<u8>(g), static_cast<u8>(b),
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                        static_cast<u8>(a)};
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            }
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        };
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        union ColorDifferenceEntry {
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            u32 raw;
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            BitField<0, 8, s32> r; // half of the difference between two ColorEntry
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            BitField<8, 8, s32> g;
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            BitField<16, 8, s32> b;
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            BitField<24, 8, s32> a;
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            Math::Vec4<s32> ToVector() const {
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                return Math::Vec4<s32>{r, g, b, a} * 2;
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            }
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        };
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        std::array<ValueEntry, 128> noise_table;
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        std::array<ValueEntry, 128> color_map_table;
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        std::array<ValueEntry, 128> alpha_map_table;
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        std::array<ColorEntry, 256> color_table;
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        std::array<ColorDifferenceEntry, 256> color_diff_table;
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    } proctex;
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    struct {
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        union LutEntry {
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            // Used for raw access
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@@ -101,6 +101,13 @@ ASSERT_REG_POSITION(texturing.texture1, 0x91);
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ASSERT_REG_POSITION(texturing.texture1_format, 0x96);
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ASSERT_REG_POSITION(texturing.texture2, 0x99);
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ASSERT_REG_POSITION(texturing.texture2_format, 0x9e);
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ASSERT_REG_POSITION(texturing.proctex, 0xa8);
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ASSERT_REG_POSITION(texturing.proctex_noise_u, 0xa9);
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ASSERT_REG_POSITION(texturing.proctex_noise_v, 0xaa);
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ASSERT_REG_POSITION(texturing.proctex_noise_frequency, 0xab);
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ASSERT_REG_POSITION(texturing.proctex_lut, 0xac);
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ASSERT_REG_POSITION(texturing.proctex_lut_offset, 0xad);
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ASSERT_REG_POSITION(texturing.proctex_lut_config, 0xaf);
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ASSERT_REG_POSITION(texturing.tev_stage0, 0xc0);
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ASSERT_REG_POSITION(texturing.tev_stage1, 0xc8);
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ASSERT_REG_POSITION(texturing.tev_stage2, 0xd0);
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@@ -122,8 +122,8 @@ struct TexturingRegs {
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        BitField<0, 1, u32> texture0_enable;
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        BitField<1, 1, u32> texture1_enable;
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        BitField<2, 1, u32> texture2_enable;
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        BitField<8, 2, u32> texture3_coordinates; // TODO: unimplemented
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        BitField<10, 1, u32> texture3_enable;     // TODO: unimplemented
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        BitField<8, 2, u32> texture3_coordinates;
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        BitField<10, 1, u32> texture3_enable;
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        BitField<13, 1, u32> texture2_use_coord1;
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        BitField<16, 1, u32> clear_texture_cache; // TODO: unimplemented
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    } main_config;
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@@ -137,7 +137,7 @@ struct TexturingRegs {
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    INSERT_PADDING_WORDS(0x2);
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    TextureConfig texture2;
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    BitField<0, 4, TextureFormat> texture2_format;
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    INSERT_PADDING_WORDS(0x21);
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    INSERT_PADDING_WORDS(0x9);
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    struct FullTextureConfig {
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        const bool enabled;
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@@ -152,6 +152,96 @@ struct TexturingRegs {
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        }};
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    }
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    // 0xa8-0xad: ProcTex Config
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    enum class ProcTexClamp : u32 {
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        ToZero = 0,
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        ToEdge = 1,
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        SymmetricalRepeat = 2,
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        MirroredRepeat = 3,
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        Pulse = 4,
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    };
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    enum class ProcTexCombiner : u32 {
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        U = 0,        // u
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        U2 = 1,       // u * u
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        V = 2,        // v
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        V2 = 3,       // v * v
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        Add = 4,      // (u + v) / 2
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        Add2 = 5,     // (u * u + v * v) / 2
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        SqrtAdd2 = 6, // sqrt(u * u + v * v)
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        Min = 7,      // min(u, v)
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        Max = 8,      // max(u, v)
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        RMax = 9,     // Average of Max and SqrtAdd2
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    };
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    enum class ProcTexShift : u32 {
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        None = 0,
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        Odd = 1,
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        Even = 2,
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    };
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    union {
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        BitField<0, 3, ProcTexClamp> u_clamp;
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        BitField<3, 3, ProcTexClamp> v_clamp;
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        BitField<6, 4, ProcTexCombiner> color_combiner;
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        BitField<10, 4, ProcTexCombiner> alpha_combiner;
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        BitField<14, 1, u32> separate_alpha;
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        BitField<15, 1, u32> noise_enable;
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        BitField<16, 2, ProcTexShift> u_shift;
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        BitField<18, 2, ProcTexShift> v_shift;
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        BitField<20, 8, u32> bias_low; // float16 TODO: unimplemented
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    } proctex;
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    union ProcTexNoiseConfig {
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        BitField<0, 16, s32> amplitude; // fixed1.3.12
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        BitField<16, 16, u32> phase;    // float16
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    };
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    ProcTexNoiseConfig proctex_noise_u;
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    ProcTexNoiseConfig proctex_noise_v;
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    union {
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        BitField<0, 16, u32> u;  // float16
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        BitField<16, 16, u32> v; // float16
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    } proctex_noise_frequency;
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    enum class ProcTexFilter : u32 {
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        Nearest = 0,
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        Linear = 1,
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        NearestMipmapNearest = 2,
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        LinearMipmapNearest = 3,
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        NearestMipmapLinear = 4,
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        LinearMipmapLinear = 5,
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    };
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    union {
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        BitField<0, 3, ProcTexFilter> filter;
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        BitField<11, 8, u32> width;
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        BitField<19, 8, u32> bias_high; // TODO: unimplemented
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    } proctex_lut;
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    BitField<0, 8, u32> proctex_lut_offset;
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    INSERT_PADDING_WORDS(0x1);
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    // 0xaf-0xb7: ProcTex LUT
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    enum class ProcTexLutTable : u32 {
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        Noise = 0,
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        ColorMap = 2,
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        AlphaMap = 3,
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        Color = 4,
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        ColorDiff = 5,
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    };
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    union {
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        BitField<0, 8, u32> index;
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        BitField<8, 4, ProcTexLutTable> ref_table;
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    } proctex_lut_config;
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    u32 proctex_lut_data[8];
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    INSERT_PADDING_WORDS(0x8);
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    // 0xc0-0xff: Texture Combiner (akin to glTexEnv)
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    struct TevStageConfig {
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        enum class Source : u32 {
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		||||
							
								
								
									
										223
									
								
								src/video_core/swrasterizer/proctex.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										223
									
								
								src/video_core/swrasterizer/proctex.cpp
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,223 @@
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// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <array>
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#include <cmath>
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#include "common/math_util.h"
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#include "video_core/swrasterizer/proctex.h"
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namespace Pica {
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namespace Rasterizer {
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using ProcTexClamp = TexturingRegs::ProcTexClamp;
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using ProcTexShift = TexturingRegs::ProcTexShift;
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using ProcTexCombiner = TexturingRegs::ProcTexCombiner;
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using ProcTexFilter = TexturingRegs::ProcTexFilter;
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static float LookupLUT(const std::array<State::ProcTex::ValueEntry, 128>& lut, float coord) {
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    // For NoiseLUT/ColorMap/AlphaMap, coord=0.0 is lut[0], coord=127.0/128.0 is lut[127] and
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    // coord=1.0 is lut[127]+lut_diff[127]. For other indices, the result is interpolated using
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    // value entries and difference entries.
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    coord *= 128;
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    const int index_int = std::min(static_cast<int>(coord), 127);
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    const float frac = coord - index_int;
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    return lut[index_int].ToFloat() + frac * lut[index_int].DiffToFloat();
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}
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// These function are used to generate random noise for procedural texture. Their results are
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// verified against real hardware, but it's not known if the algorithm is the same as hardware.
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static unsigned int NoiseRand1D(unsigned int v) {
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    static constexpr std::array<unsigned int, 16> table{
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        {0, 4, 10, 8, 4, 9, 7, 12, 5, 15, 13, 14, 11, 15, 2, 11}};
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    return ((v % 9 + 2) * 3 & 0xF) ^ table[(v / 9) & 0xF];
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}
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static float NoiseRand2D(unsigned int x, unsigned int y) {
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    static constexpr std::array<unsigned int, 16> table{
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        {10, 2, 15, 8, 0, 7, 4, 5, 5, 13, 2, 6, 13, 9, 3, 14}};
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    unsigned int u2 = NoiseRand1D(x);
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    unsigned int v2 = NoiseRand1D(y);
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    v2 += ((u2 & 3) == 1) ? 4 : 0;
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    v2 ^= (u2 & 1) * 6;
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    v2 += 10 + u2;
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    v2 &= 0xF;
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    v2 ^= table[u2];
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    return -1.0f + v2 * 2.0f / 15.0f;
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		||||
}
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		||||
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		||||
static float NoiseCoef(float u, float v, TexturingRegs regs, State::ProcTex state) {
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    const float freq_u = float16::FromRaw(regs.proctex_noise_frequency.u).ToFloat32();
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		||||
    const float freq_v = float16::FromRaw(regs.proctex_noise_frequency.v).ToFloat32();
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    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
 | 
			
		||||
							
								
								
									
										16
									
								
								src/video_core/swrasterizer/proctex.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										16
									
								
								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;
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user