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https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-24 02:29:20 +01:00
gl_rasterizer: implement mipmap for proctex
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@ -251,11 +251,18 @@ struct TexturingRegs {
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union {
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BitField<0, 3, ProcTexFilter> filter;
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BitField<3, 4, u32> lod_min;
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BitField<7, 4, u32> lod_max;
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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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union {
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BitField<0, 8, u32> level0;
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BitField<8, 8, u32> level1;
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BitField<16, 8, u32> level2;
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BitField<24, 8, u32> level3;
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} proctex_lut_offset;
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INSERT_PADDING_WORDS(0x1);
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@ -186,6 +186,7 @@ void RasterizerOpenGL::SyncEntireState() {
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SyncFogColor();
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SyncProcTexNoise();
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SyncProcTexBias();
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SyncShadowBias();
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}
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@ -894,6 +895,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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case PICA_REG_INDEX(texturing.proctex):
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case PICA_REG_INDEX(texturing.proctex_lut):
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case PICA_REG_INDEX(texturing.proctex_lut_offset):
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SyncProcTexBias();
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shader_dirty = true;
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break;
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@ -1681,6 +1683,15 @@ void RasterizerOpenGL::SyncProcTexNoise() {
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uniform_block_data.dirty = true;
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}
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void RasterizerOpenGL::SyncProcTexBias() {
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const auto& regs = Pica::g_state.regs.texturing;
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uniform_block_data.data.proctex_bias =
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Pica::float16::FromRaw(regs.proctex.bias_low | (regs.proctex_lut.bias_high << 8))
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.ToFloat32();
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uniform_block_data.dirty = true;
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}
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void RasterizerOpenGL::SyncAlphaTest() {
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const auto& regs = Pica::g_state.regs;
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if (regs.framebuffer.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) {
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@ -152,6 +152,9 @@ private:
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/// Sync the procedural texture noise configuration to match the PICA register
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void SyncProcTexNoise();
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/// Sync the procedural texture bias configuration to match the PICA register
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void SyncProcTexBias();
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/// Syncs the alpha test states to match the PICA register
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void SyncAlphaTest();
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@ -62,6 +62,7 @@ layout (std140) uniform shader_data {
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int proctex_alpha_map_offset;
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int proctex_lut_offset;
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int proctex_diff_lut_offset;
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float proctex_bias;
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ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
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vec3 fog_color;
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vec2 proctex_noise_f;
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@ -226,7 +227,12 @@ PicaFSConfig PicaFSConfig::BuildFromRegs(const Pica::Regs& regs) {
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state.proctex.u_shift = regs.texturing.proctex.u_shift;
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state.proctex.v_shift = regs.texturing.proctex.v_shift;
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state.proctex.lut_width = regs.texturing.proctex_lut.width;
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state.proctex.lut_offset = regs.texturing.proctex_lut_offset;
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state.proctex.lut_offset0 = regs.texturing.proctex_lut_offset.level0;
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state.proctex.lut_offset1 = regs.texturing.proctex_lut_offset.level1;
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state.proctex.lut_offset2 = regs.texturing.proctex_lut_offset.level2;
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state.proctex.lut_offset3 = regs.texturing.proctex_lut_offset.level3;
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state.proctex.lod_min = regs.texturing.proctex_lut.lod_min;
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state.proctex.lod_max = regs.texturing.proctex_lut.lod_max;
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state.proctex.lut_filter = regs.texturing.proctex_lut.filter;
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}
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@ -1122,6 +1128,42 @@ float ProcTexNoiseCoef(vec2 x) {
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)";
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}
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out += "vec4 SampleProcTexColor(float lut_coord, int level) {\n";
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out += "int lut_width = " + std::to_string(config.state.proctex.lut_width) + " >> level;\n";
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std::string offset0 = std::to_string(config.state.proctex.lut_offset0);
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std::string offset1 = std::to_string(config.state.proctex.lut_offset1);
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std::string offset2 = std::to_string(config.state.proctex.lut_offset2);
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std::string offset3 = std::to_string(config.state.proctex.lut_offset3);
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// Offsets for level 4-7 seem to be hardcoded
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out += "int lut_offsets[8] = int[](" + offset0 + ", " + offset1 + ", " + offset2 + ", " +
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offset3 + ", 0xF0, 0xF8, 0xFC, 0xFE);\n";
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out += "int lut_offset = lut_offsets[level];\n";
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// For the color lut, coord=0.0 is lut[offset] and coord=1.0 is lut[offset+width-1]
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out += "lut_coord *= lut_width - 1;\n";
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switch (config.state.proctex.lut_filter) {
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case ProcTexFilter::Linear:
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case ProcTexFilter::LinearMipmapLinear:
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case ProcTexFilter::LinearMipmapNearest:
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out += "int lut_index_i = int(lut_coord) + lut_offset;\n";
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out += "float lut_index_f = fract(lut_coord);\n";
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out += "return texelFetch(texture_buffer_lut_rgba, lut_index_i + "
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"proctex_lut_offset) + "
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"lut_index_f * "
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"texelFetch(texture_buffer_lut_rgba, lut_index_i + proctex_diff_lut_offset);\n";
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break;
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case ProcTexFilter::Nearest:
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case ProcTexFilter::NearestMipmapLinear:
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case ProcTexFilter::NearestMipmapNearest:
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out += "lut_coord += lut_offset;\n";
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// Note: float->int conversion here is indeed floor, not round
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out += "return texelFetch(texture_buffer_lut_rgba, int(lut_coord) + "
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"proctex_lut_offset);\n";
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break;
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}
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out += "}\n";
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out += "vec4 ProcTex() {\n";
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if (config.state.proctex.coord < 3) {
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out += "vec2 uv = abs(texcoord" + std::to_string(config.state.proctex.coord) + ");\n";
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@ -1130,6 +1172,18 @@ float ProcTexNoiseCoef(vec2 x) {
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out += "vec2 uv = abs(texcoord0);\n";
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}
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// This LOD formula is the same as the LOD upper limit defined in OpenGL.
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// f(x, y) <= m_u + m_v + m_w
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// (See OpenGL 4.6 spec, 8.14.1 - Scale Factor and Level-of-Detail)
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// Note: this is different from the one normal 2D textures use.
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out += "vec2 duv = max(abs(dFdx(uv)), abs(dFdy(uv)));\n";
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// unlike normal texture, the bias is inside the log2
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out += "float lod = log2(abs(" + std::to_string(config.state.proctex.lut_width) +
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" * proctex_bias) * (duv.x + duv.y));\n";
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out += "if (proctex_bias == 0.0) lod = 0.0;\n";
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out += "lod = clamp(lod, " +
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std::to_string(std::max<float>(0.0f, config.state.proctex.lod_min)) + ", " +
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std::to_string(std::min<float>(7.0f, config.state.proctex.lod_max)) + ");\n";
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// Get shift offset before noise generation
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out += "float u_shift = ";
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AppendProcTexShiftOffset(out, "uv.y", config.state.proctex.u_shift,
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@ -1160,28 +1214,21 @@ float ProcTexNoiseCoef(vec2 x) {
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"proctex_color_map_offset");
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out += ";\n";
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// Look up color
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// For the color lut, coord=0.0 is lut[offset] and coord=1.0 is lut[offset+width-1]
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out += "lut_coord *= " + std::to_string(config.state.proctex.lut_width - 1) + ";\n";
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// TODO(wwylele): implement mipmap
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switch (config.state.proctex.lut_filter) {
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case ProcTexFilter::Linear:
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case ProcTexFilter::LinearMipmapLinear:
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case ProcTexFilter::LinearMipmapNearest:
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out += "int lut_index_i = int(lut_coord) + " +
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std::to_string(config.state.proctex.lut_offset) + ";\n";
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out += "float lut_index_f = fract(lut_coord);\n";
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out += "vec4 final_color = texelFetch(texture_buffer_lut_rgba, lut_index_i + "
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"proctex_lut_offset) + "
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"lut_index_f * "
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"texelFetch(texture_buffer_lut_rgba, lut_index_i + proctex_diff_lut_offset);\n";
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break;
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case ProcTexFilter::Nearest:
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case ProcTexFilter::NearestMipmapLinear:
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out += "vec4 final_color = SampleProcTexColor(lut_coord, 0);\n";
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break;
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case ProcTexFilter::NearestMipmapNearest:
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out += "lut_coord += " + std::to_string(config.state.proctex.lut_offset) + ";\n";
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out += "vec4 final_color = texelFetch(texture_buffer_lut_rgba, int(round(lut_coord)) + "
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"proctex_lut_offset);\n";
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case ProcTexFilter::LinearMipmapNearest:
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out += "vec4 final_color = SampleProcTexColor(lut_coord, int(round(lod)));\n";
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break;
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case ProcTexFilter::NearestMipmapLinear:
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case ProcTexFilter::LinearMipmapLinear:
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out += "int lod_i = int(lod);\n";
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out += "float lod_f = fract(lod);\n";
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out += "vec4 final_color = mix(SampleProcTexColor(lut_coord, lod_i), "
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"SampleProcTexColor(lut_coord, lod_i + 1), lod_f);\n";
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break;
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}
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@ -107,7 +107,12 @@ struct PicaFSConfigState {
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bool noise_enable;
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Pica::TexturingRegs::ProcTexShift u_shift, v_shift;
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u32 lut_width;
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u32 lut_offset;
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u32 lut_offset0;
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u32 lut_offset1;
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u32 lut_offset2;
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u32 lut_offset3;
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u32 lod_min;
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u32 lod_max;
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Pica::TexturingRegs::ProcTexFilter lut_filter;
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} proctex;
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@ -45,6 +45,7 @@ struct UniformData {
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GLint proctex_alpha_map_offset;
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GLint proctex_lut_offset;
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GLint proctex_diff_lut_offset;
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GLfloat proctex_bias;
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alignas(16) GLivec4 lighting_lut_offset[Pica::LightingRegs::NumLightingSampler / 4];
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alignas(16) GLvec3 fog_color;
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alignas(8) GLvec2 proctex_noise_f;
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@ -58,7 +59,7 @@ struct UniformData {
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};
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static_assert(
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sizeof(UniformData) == 0x4e0,
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sizeof(UniformData) == 0x4F0,
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"The size of the UniformData structure has changed, update the structure in the shader");
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static_assert(sizeof(UniformData) < 16384,
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"UniformData structure must be less than 16kb as per the OpenGL spec");
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@ -185,7 +185,7 @@ Math::Vec4<u8> ProcTex(float u, float v, TexturingRegs regs, State::ProcTex stat
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// Look up the color
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// For the color lut, coord=0.0 is lut[offset] and coord=1.0 is lut[offset+width-1]
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const u32 offset = regs.proctex_lut_offset;
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const u32 offset = regs.proctex_lut_offset.level0;
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const u32 width = regs.proctex_lut.width;
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const float index = offset + (lut_coord * (width - 1));
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Math::Vec4<u8> final_color;
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