mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-27 20:14:17 +01:00
pica: Implement decoding of basic fragment lighting components.
- Diffuse - Distance attenuation - float16/float20 types - Vertex Shader 'view' output
This commit is contained in:
parent
281bc90ad2
commit
b003075570
@ -68,6 +68,8 @@ static void InitScreenCoordinates(OutputVertex& vtx)
|
|||||||
|
|
||||||
float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w;
|
float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w;
|
||||||
vtx.color *= inv_w;
|
vtx.color *= inv_w;
|
||||||
|
vtx.view *= inv_w;
|
||||||
|
vtx.quat *= inv_w;
|
||||||
vtx.tc0 *= inv_w;
|
vtx.tc0 *= inv_w;
|
||||||
vtx.tc1 *= inv_w;
|
vtx.tc1 *= inv_w;
|
||||||
vtx.tc2 *= inv_w;
|
vtx.tc2 *= inv_w;
|
||||||
|
@ -241,7 +241,8 @@ struct Regs {
|
|||||||
TextureConfig texture0;
|
TextureConfig texture0;
|
||||||
INSERT_PADDING_WORDS(0x8);
|
INSERT_PADDING_WORDS(0x8);
|
||||||
BitField<0, 4, TextureFormat> texture0_format;
|
BitField<0, 4, TextureFormat> texture0_format;
|
||||||
INSERT_PADDING_WORDS(0x2);
|
BitField<0, 1, u32> fragment_lighting_enable;
|
||||||
|
INSERT_PADDING_WORDS(0x1);
|
||||||
TextureConfig texture1;
|
TextureConfig texture1;
|
||||||
BitField<0, 4, TextureFormat> texture1_format;
|
BitField<0, 4, TextureFormat> texture1_format;
|
||||||
INSERT_PADDING_WORDS(0x2);
|
INSERT_PADDING_WORDS(0x2);
|
||||||
@ -645,6 +646,22 @@ struct Regs {
|
|||||||
|
|
||||||
INSERT_PADDING_WORDS(0x20);
|
INSERT_PADDING_WORDS(0x20);
|
||||||
|
|
||||||
|
enum class LightingSampler {
|
||||||
|
Distribution0 = 0,
|
||||||
|
Distribution1 = 1,
|
||||||
|
Fresnel = 3,
|
||||||
|
Blue = 4,
|
||||||
|
Green = 5,
|
||||||
|
Red = 6,
|
||||||
|
SpotlightAttenuation = 8,
|
||||||
|
DistanceAttenuation = 16,
|
||||||
|
};
|
||||||
|
|
||||||
|
enum class LightingLutInput {
|
||||||
|
NH = 0, // Cosine of the angle between the normal and half-angle vectors
|
||||||
|
LN = 3, // Cosine of the angle between the light and the normal vectors
|
||||||
|
};
|
||||||
|
|
||||||
struct {
|
struct {
|
||||||
union LightColor {
|
union LightColor {
|
||||||
BitField< 0, 10, u32> b;
|
BitField< 0, 10, u32> b;
|
||||||
@ -664,17 +681,21 @@ struct Regs {
|
|||||||
|
|
||||||
struct {
|
struct {
|
||||||
// Encoded as 16-bit floating point
|
// Encoded as 16-bit floating point
|
||||||
u16 x;
|
union {
|
||||||
u16 y;
|
BitField< 0, 16, u32> x;
|
||||||
u16 z;
|
BitField<16, 16, u32> y;
|
||||||
u16 unk;
|
};
|
||||||
|
union {
|
||||||
|
BitField< 0, 16, u32> z;
|
||||||
|
};
|
||||||
|
|
||||||
INSERT_PADDING_WORDS(0x3);
|
INSERT_PADDING_WORDS(0x3);
|
||||||
|
|
||||||
// 1.f if 0, otherwise 0.f
|
union {
|
||||||
BitField<0, 1, u32> w;
|
BitField<0, 1, u32> w; // 1.f if 0, otherwise 0.f
|
||||||
} position;
|
BitField<1, 1, u32> two_sided_diffuse; // when disabled, clamp dot-product to 0
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
BitField<0, 20, u32> dist_atten_bias;
|
BitField<0, 20, u32> dist_atten_bias;
|
||||||
BitField<0, 20, u32> dist_atten_scale;
|
BitField<0, 20, u32> dist_atten_scale;
|
||||||
@ -722,7 +743,27 @@ struct Regs {
|
|||||||
// registers is written to, the behavior will be the same.
|
// registers is written to, the behavior will be the same.
|
||||||
u32 lut_data[8];
|
u32 lut_data[8];
|
||||||
|
|
||||||
INSERT_PADDING_WORDS(0x9);
|
union {
|
||||||
|
BitField< 1, 1, u32> d0;
|
||||||
|
BitField< 5, 1, u32> d1;
|
||||||
|
BitField< 9, 1, u32> sp;
|
||||||
|
BitField<13, 1, u32> fr;
|
||||||
|
BitField<17, 1, u32> rb;
|
||||||
|
BitField<21, 1, u32> rg;
|
||||||
|
BitField<25, 1, u32> rr;
|
||||||
|
} abs_lut_input;
|
||||||
|
|
||||||
|
union {
|
||||||
|
BitField< 0, 3, u32> d0;
|
||||||
|
BitField< 4, 3, u32> d1;
|
||||||
|
BitField< 8, 3, u32> sp;
|
||||||
|
BitField<12, 3, u32> fr;
|
||||||
|
BitField<16, 3, u32> rb;
|
||||||
|
BitField<20, 3, u32> rg;
|
||||||
|
BitField<24, 3, u32> rr;
|
||||||
|
} lut_input;
|
||||||
|
|
||||||
|
INSERT_PADDING_WORDS(0x7);
|
||||||
|
|
||||||
union {
|
union {
|
||||||
// There are 8 light enable "slots", corresponding to the total number of lights
|
// There are 8 light enable "slots", corresponding to the total number of lights
|
||||||
@ -1095,6 +1136,7 @@ ASSERT_REG_POSITION(viewport_corner, 0x68);
|
|||||||
ASSERT_REG_POSITION(texture0_enable, 0x80);
|
ASSERT_REG_POSITION(texture0_enable, 0x80);
|
||||||
ASSERT_REG_POSITION(texture0, 0x81);
|
ASSERT_REG_POSITION(texture0, 0x81);
|
||||||
ASSERT_REG_POSITION(texture0_format, 0x8e);
|
ASSERT_REG_POSITION(texture0_format, 0x8e);
|
||||||
|
ASSERT_REG_POSITION(fragment_lighting_enable, 0x8f);
|
||||||
ASSERT_REG_POSITION(texture1, 0x91);
|
ASSERT_REG_POSITION(texture1, 0x91);
|
||||||
ASSERT_REG_POSITION(texture1_format, 0x96);
|
ASSERT_REG_POSITION(texture1_format, 0x96);
|
||||||
ASSERT_REG_POSITION(texture2, 0x99);
|
ASSERT_REG_POSITION(texture2, 0x99);
|
||||||
@ -1109,6 +1151,7 @@ ASSERT_REG_POSITION(tev_stage5, 0xf8);
|
|||||||
ASSERT_REG_POSITION(tev_combiner_buffer_color, 0xfd);
|
ASSERT_REG_POSITION(tev_combiner_buffer_color, 0xfd);
|
||||||
ASSERT_REG_POSITION(output_merger, 0x100);
|
ASSERT_REG_POSITION(output_merger, 0x100);
|
||||||
ASSERT_REG_POSITION(framebuffer, 0x110);
|
ASSERT_REG_POSITION(framebuffer, 0x110);
|
||||||
|
ASSERT_REG_POSITION(lighting, 0x140);
|
||||||
ASSERT_REG_POSITION(vertex_attributes, 0x200);
|
ASSERT_REG_POSITION(vertex_attributes, 0x200);
|
||||||
ASSERT_REG_POSITION(index_array, 0x227);
|
ASSERT_REG_POSITION(index_array, 0x227);
|
||||||
ASSERT_REG_POSITION(num_vertices, 0x228);
|
ASSERT_REG_POSITION(num_vertices, 0x228);
|
||||||
|
@ -121,4 +121,60 @@ private:
|
|||||||
|
|
||||||
static_assert(sizeof(float24) == sizeof(float), "Shader JIT assumes float24 is implemented as a 32-bit float");
|
static_assert(sizeof(float24) == sizeof(float), "Shader JIT assumes float24 is implemented as a 32-bit float");
|
||||||
|
|
||||||
|
struct float16 {
|
||||||
|
// 10 bit mantissa, 5 bit exponent, 1 bit sign
|
||||||
|
// TODO: No idea if this works as intended
|
||||||
|
static float16 FromRawFloat16(u32 hex) {
|
||||||
|
float16 ret;
|
||||||
|
if ((hex & 0xFFFF) == 0) {
|
||||||
|
ret.value = 0;
|
||||||
|
} else {
|
||||||
|
u32 mantissa = hex & 0x3FF;
|
||||||
|
u32 exponent = (hex >> 10) & 0x1F;
|
||||||
|
u32 sign = (hex >> 15) & 1;
|
||||||
|
ret.value = std::pow(2.0f, (float)exponent - 15.0f) * (1.0f + mantissa * std::pow(2.0f, -10.f));
|
||||||
|
if (sign)
|
||||||
|
ret.value = -ret.value;
|
||||||
|
}
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
float ToFloat32() const {
|
||||||
|
return value;
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
// Stored as a regular float, merely for convenience
|
||||||
|
// TODO: Perform proper arithmetic on this!
|
||||||
|
float value;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct float20 {
|
||||||
|
// 12 bit mantissa, 7 bit exponent, 1 bit sign
|
||||||
|
// TODO: No idea if this works as intended
|
||||||
|
static float20 FromRawFloat20(u32 hex) {
|
||||||
|
float20 ret;
|
||||||
|
if ((hex & 0xFFFFF) == 0) {
|
||||||
|
ret.value = 0;
|
||||||
|
} else {
|
||||||
|
u32 mantissa = hex & 0xFFF;
|
||||||
|
u32 exponent = (hex >> 12) & 0x7F;
|
||||||
|
u32 sign = (hex >> 19) & 1;
|
||||||
|
ret.value = std::pow(2.0f, (float)exponent - 63.0f) * (1.0f + mantissa * std::pow(2.0f, -12.f));
|
||||||
|
if (sign)
|
||||||
|
ret.value = -ret.value;
|
||||||
|
}
|
||||||
|
return ret;
|
||||||
|
}
|
||||||
|
|
||||||
|
float ToFloat32() const {
|
||||||
|
return value;
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
// Stored as a regular float, merely for convenience
|
||||||
|
// TODO: Perform proper arithmetic on this!
|
||||||
|
float value;
|
||||||
|
};
|
||||||
|
|
||||||
} // namespace Pica
|
} // namespace Pica
|
||||||
|
@ -134,11 +134,13 @@ OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attr
|
|||||||
std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
|
std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
|
||||||
}
|
}
|
||||||
|
|
||||||
LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), quat (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)",
|
LOG_TRACE(Render_Software, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), "
|
||||||
|
"col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)",
|
||||||
ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
|
ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
|
||||||
ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(),
|
ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(),
|
||||||
ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
|
ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
|
||||||
ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32());
|
ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(),
|
||||||
|
ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32());
|
||||||
|
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
@ -37,17 +37,19 @@ struct OutputVertex {
|
|||||||
Math::Vec4<float24> color;
|
Math::Vec4<float24> color;
|
||||||
Math::Vec2<float24> tc0;
|
Math::Vec2<float24> tc0;
|
||||||
Math::Vec2<float24> tc1;
|
Math::Vec2<float24> tc1;
|
||||||
float24 pad[6];
|
INSERT_PADDING_WORDS(2);
|
||||||
|
Math::Vec3<float24> view;
|
||||||
|
INSERT_PADDING_WORDS(1);
|
||||||
Math::Vec2<float24> tc2;
|
Math::Vec2<float24> tc2;
|
||||||
|
|
||||||
// Padding for optimal alignment
|
// Padding for optimal alignment
|
||||||
float24 pad2[4];
|
INSERT_PADDING_WORDS(4);
|
||||||
|
|
||||||
// Attributes used to store intermediate results
|
// Attributes used to store intermediate results
|
||||||
|
|
||||||
// position after perspective divide
|
// position after perspective divide
|
||||||
Math::Vec3<float24> screenpos;
|
Math::Vec3<float24> screenpos;
|
||||||
float24 pad3;
|
INSERT_PADDING_WORDS(1);
|
||||||
|
|
||||||
// Linear interpolation
|
// Linear interpolation
|
||||||
// factor: 0=this, 1=vtx
|
// factor: 0=this, 1=vtx
|
||||||
|
Loading…
Reference in New Issue
Block a user