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authorYuri Kunde Schlesner <yuriks@yuriks.net>2017-05-25 06:37:42 +0200
committerGitHub <noreply@github.com>2017-05-25 06:37:42 +0200
commitbae3799bd5208d08bb52546ad0723103c94cada3 (patch)
treee4c921df6bf28cdeb50f48d1b7aa4d7a0bc002ed /src/video_core/swrasterizer
parentMerge pull request #2683 from bunnei/telemetry-framework (diff)
parentgl_rasterizer: implement procedural texture (diff)
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Diffstat (limited to 'src/video_core/swrasterizer')
-rw-r--r--src/video_core/swrasterizer/proctex.cpp223
-rw-r--r--src/video_core/swrasterizer/proctex.h16
-rw-r--r--src/video_core/swrasterizer/rasterizer.cpp13
3 files changed, 251 insertions, 1 deletions
diff --git a/src/video_core/swrasterizer/proctex.cpp b/src/video_core/swrasterizer/proctex.cpp
new file mode 100644
index 000000000..b69892778
--- /dev/null
+++ b/src/video_core/swrasterizer/proctex.cpp
@@ -0,0 +1,223 @@
+// Copyright 2017 Citra Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include <array>
+#include <cmath>
+#include "common/math_util.h"
+#include "video_core/swrasterizer/proctex.h"
+
+namespace Pica {
+namespace Rasterizer {
+
+using ProcTexClamp = TexturingRegs::ProcTexClamp;
+using ProcTexShift = TexturingRegs::ProcTexShift;
+using ProcTexCombiner = TexturingRegs::ProcTexCombiner;
+using ProcTexFilter = TexturingRegs::ProcTexFilter;
+
+static float LookupLUT(const std::array<State::ProcTex::ValueEntry, 128>& lut, float coord) {
+ // For NoiseLUT/ColorMap/AlphaMap, coord=0.0 is lut[0], coord=127.0/128.0 is lut[127] and
+ // coord=1.0 is lut[127]+lut_diff[127]. For other indices, the result is interpolated using
+ // value entries and difference entries.
+ coord *= 128;
+ const int index_int = std::min(static_cast<int>(coord), 127);
+ const float frac = coord - index_int;
+ return lut[index_int].ToFloat() + frac * lut[index_int].DiffToFloat();
+}
+
+// These function are used to generate random noise for procedural texture. Their results are
+// verified against real hardware, but it's not known if the algorithm is the same as hardware.
+static unsigned int NoiseRand1D(unsigned int v) {
+ static constexpr std::array<unsigned int, 16> table{
+ {0, 4, 10, 8, 4, 9, 7, 12, 5, 15, 13, 14, 11, 15, 2, 11}};
+ return ((v % 9 + 2) * 3 & 0xF) ^ table[(v / 9) & 0xF];
+}
+
+static float NoiseRand2D(unsigned int x, unsigned int y) {
+ static constexpr std::array<unsigned int, 16> table{
+ {10, 2, 15, 8, 0, 7, 4, 5, 5, 13, 2, 6, 13, 9, 3, 14}};
+ unsigned int u2 = NoiseRand1D(x);
+ unsigned int v2 = NoiseRand1D(y);
+ v2 += ((u2 & 3) == 1) ? 4 : 0;
+ v2 ^= (u2 & 1) * 6;
+ v2 += 10 + u2;
+ v2 &= 0xF;
+ v2 ^= table[u2];
+ return -1.0f + v2 * 2.0f / 15.0f;
+}
+
+static float NoiseCoef(float u, float v, TexturingRegs regs, State::ProcTex state) {
+ const float freq_u = float16::FromRaw(regs.proctex_noise_frequency.u).ToFloat32();
+ const float freq_v = float16::FromRaw(regs.proctex_noise_frequency.v).ToFloat32();
+ 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
diff --git a/src/video_core/swrasterizer/proctex.h b/src/video_core/swrasterizer/proctex.h
new file mode 100644
index 000000000..036e4620e
--- /dev/null
+++ b/src/video_core/swrasterizer/proctex.h
@@ -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
diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp
index 20addf0bd..e9edf0360 100644
--- a/src/video_core/swrasterizer/rasterizer.cpp
+++ b/src/video_core/swrasterizer/rasterizer.cpp
@@ -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;