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https://github.com/Lime3DS/Lime3DS.git
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224 lines
8.0 KiB
C++
224 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 {
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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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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();
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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 Math::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 %u", static_cast<u32>(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 %u", static_cast<u32>(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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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 %u", static_cast<u32>(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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Math::Vec4<u8> ProcTex(float u, float v, TexturingRegs regs, 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;
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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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// 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 Math::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 Rasterizer
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} // namespace Pica
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