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20139141f7
fmt now automatically prints the numeric value of an enum class member by default, so we don't need to use casts any more. Reduces the line noise in our code a bit. Co-Authored-By: LC <712067+lioncash@users.noreply.github.com>
222 lines
8.0 KiB
C++
222 lines
8.0 KiB
C++
// 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::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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static float NoiseCoef(float u, float v, const TexturingRegs& regs, const 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();
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const float phase_v = float16::FromRaw(regs.proctex_noise_v.phase).ToFloat32();
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const float x = 9 * freq_u * std::abs(u + phase_u);
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const float y = 9 * freq_v * std::abs(v + phase_v);
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const int x_int = static_cast<int>(x);
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const int y_int = static_cast<int>(y);
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const float x_frac = x - x_int;
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const float y_frac = y - y_int;
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const float g0 = NoiseRand2D(x_int, y_int) * (x_frac + y_frac);
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const float g1 = NoiseRand2D(x_int + 1, y_int) * (x_frac + y_frac - 1);
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const float g2 = NoiseRand2D(x_int, y_int + 1) * (x_frac + y_frac - 1);
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const float g3 = NoiseRand2D(x_int + 1, y_int + 1) * (x_frac + y_frac - 2);
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const float x_noise = LookupLUT(state.noise_table, x_frac);
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const float y_noise = LookupLUT(state.noise_table, y_frac);
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return Common::BilinearInterp(g0, g1, g2, g3, x_noise, y_noise);
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}
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static float GetShiftOffset(float v, ProcTexShift mode, ProcTexClamp clamp_mode) {
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const float offset = (clamp_mode == ProcTexClamp::MirroredRepeat) ? 1 : 0.5f;
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switch (mode) {
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case ProcTexShift::None:
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return 0;
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case ProcTexShift::Odd:
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return offset * (((int)v / 2) % 2);
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case ProcTexShift::Even:
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return offset * ((((int)v + 1) / 2) % 2);
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default:
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LOG_CRITICAL(HW_GPU, "Unknown shift mode {}", mode);
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return 0;
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}
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};
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static void ClampCoord(float& coord, ProcTexClamp mode) {
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switch (mode) {
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case ProcTexClamp::ToZero:
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if (coord > 1.0f)
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coord = 0.0f;
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break;
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case ProcTexClamp::ToEdge:
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coord = std::min(coord, 1.0f);
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break;
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case ProcTexClamp::SymmetricalRepeat:
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coord = coord - std::floor(coord);
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break;
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case ProcTexClamp::MirroredRepeat: {
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int integer = static_cast<int>(coord);
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float frac = coord - integer;
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coord = (integer % 2) == 0 ? frac : (1.0f - frac);
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break;
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}
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case ProcTexClamp::Pulse:
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if (coord <= 0.5f)
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coord = 0.0f;
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else
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coord = 1.0f;
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unknown clamp mode {}", mode);
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coord = std::min(coord, 1.0f);
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break;
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}
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}
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static float CombineAndMap(float u, float v, ProcTexCombiner combiner,
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const std::array<State::ProcTex::ValueEntry, 128>& map_table) {
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float f;
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switch (combiner) {
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case ProcTexCombiner::U:
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f = u;
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break;
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case ProcTexCombiner::U2:
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f = u * u;
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break;
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case TexturingRegs::ProcTexCombiner::V:
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f = v;
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break;
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case TexturingRegs::ProcTexCombiner::V2:
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f = v * v;
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break;
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case TexturingRegs::ProcTexCombiner::Add:
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f = (u + v) * 0.5f;
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break;
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case TexturingRegs::ProcTexCombiner::Add2:
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f = (u * u + v * v) * 0.5f;
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break;
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case TexturingRegs::ProcTexCombiner::SqrtAdd2:
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f = std::min(std::sqrt(u * u + v * v), 1.0f);
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break;
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case TexturingRegs::ProcTexCombiner::Min:
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f = std::min(u, v);
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break;
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case TexturingRegs::ProcTexCombiner::Max:
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f = std::max(u, v);
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break;
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case TexturingRegs::ProcTexCombiner::RMax:
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f = std::min(((u + v) * 0.5f + std::sqrt(u * u + v * v)) * 0.5f, 1.0f);
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unknown combiner {}", combiner);
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f = 0.0f;
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break;
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}
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return LookupLUT(map_table, f);
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}
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Common::Vec4<u8> ProcTex(float u, float v, const TexturingRegs& regs, const State::ProcTex& state) {
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u = std::abs(u);
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v = std::abs(v);
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// Get shift offset before noise generation
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const float u_shift = GetShiftOffset(v, regs.proctex.u_shift, regs.proctex.u_clamp);
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const float v_shift = GetShiftOffset(u, regs.proctex.v_shift, regs.proctex.v_clamp);
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// Generate noise
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if (regs.proctex.noise_enable) {
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float noise = NoiseCoef(u, v, regs, state);
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u += noise * regs.proctex_noise_u.amplitude / 4095.0f;
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v += noise * regs.proctex_noise_v.amplitude / 4095.0f;
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u = std::abs(u);
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v = std::abs(v);
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}
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// Shift
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u += u_shift;
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v += v_shift;
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// Clamp
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ClampCoord(u, regs.proctex.u_clamp);
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ClampCoord(v, regs.proctex.v_clamp);
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// Combine and map
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const float lut_coord = CombineAndMap(u, v, regs.proctex.color_combiner, state.color_map_table);
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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.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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Common::Vec4<u8> final_color;
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// TODO(wwylele): implement mipmap
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switch (regs.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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const int index_int = static_cast<int>(index);
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const float frac = index - index_int;
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const auto color_value = state.color_table[index_int].ToVector().Cast<float>();
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const auto color_diff = state.color_diff_table[index_int].ToVector().Cast<float>();
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final_color = (color_value + frac * color_diff).Cast<u8>();
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break;
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}
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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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final_color = state.color_table[static_cast<int>(std::round(index))].ToVector();
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break;
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}
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if (regs.proctex.separate_alpha) {
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// Note: in separate alpha mode, the alpha channel skips the color LUT look up stage. It
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// uses the output of CombineAndMap directly instead.
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const float final_alpha =
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CombineAndMap(u, v, regs.proctex.alpha_combiner, state.alpha_map_table);
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return Common::MakeVec<u8>(final_color.rgb(), static_cast<u8>(final_alpha * 255));
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} else {
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return final_color;
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}
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}
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} // namespace Pica::Rasterizer
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