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authorSubv <subv2112@gmail.com>2017-06-13 19:31:28 +0200
committerwwylele <wwylele@gmail.com>2017-07-11 18:39:15 +0200
commit2d69a9b8bf232fdd9e3bbb2a9c624ee9dd6ec637 (patch)
treeacdf6d26265cdcaf95c171489fb8af124f6bc780 /src
parentSwRasterizer: Flip the vertex quaternions before clipping (if necessary). (diff)
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Diffstat (limited to 'src')
-rw-r--r--src/video_core/swrasterizer/rasterizer.cpp128
1 files changed, 83 insertions, 45 deletions
diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp
index 76f793c86..382b5927b 100644
--- a/src/video_core/swrasterizer/rasterizer.cpp
+++ b/src/video_core/swrasterizer/rasterizer.cpp
@@ -125,11 +125,12 @@ float LookupLightingLut(size_t lut_index, u8 index, float delta) {
return lut_value + lut_diff * delta;
}
-std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
+std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
+ const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
const auto& lighting = g_state.regs.lighting;
if (lighting.disable)
- return {{}, {}};
+ return {Math::MakeVec<u8>(0, 0, 0, 0), Math::MakeVec<u8>(0, 0, 0, 0)};
// TODO(Subv): Bump mapping
Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f};
@@ -151,7 +152,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
unsigned num = lighting.light_enable.GetNum(light_index);
const auto& light_config = g_state.regs.lighting.light[num];
- Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(), float16::FromRaw(light_config.y).ToFloat32(), float16::FromRaw(light_config.z).ToFloat32()};
+ Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(),
+ float16::FromRaw(light_config.y).ToFloat32(),
+ float16::FromRaw(light_config.z).ToFloat32()};
if (light_config.config.directional)
light_vector = position;
@@ -173,11 +176,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
auto distance = (-view - position).Length();
float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
float bias = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
- size_t lut = static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
+ size_t lut =
+ static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
float sample_loc = scale * distance + bias;
- u8 lutindex = MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f);
+ u8 lutindex =
+ static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f));
float delta = sample_loc * 256 - lutindex;
dist_atten = LookupLightingLut(lut, lutindex, delta);
}
@@ -192,7 +197,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
}
auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input,
- bool abs) -> std::tuple<u8, float> {
+ bool abs) -> std::tuple<u8, float> {
Math::Vec3<float> norm_view = view.Normalized();
Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized();
@@ -216,7 +221,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
break;
default:
- LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input);
+ LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input));
UNIMPLEMENTED();
result = 0.f;
}
@@ -227,14 +232,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
else
result = std::max(result, 0.0f);
- u8 lutindex = MathUtil::Clamp(std::floor(result * 256.f), 0.0f, 255.0f);
+ float flr = std::floor(result * 256.f);
+ u8 lutindex = static_cast<u8>(MathUtil::Clamp(flr, 0.0f, 255.0f));
float delta = result * 256 - lutindex;
- return { lutindex, delta };
+ return {lutindex, delta};
} else {
float flr = std::floor(result * 128.f);
- s8 tmpi = MathUtil::Clamp(flr, -128.0f, 127.0f);
- float delta = result * 128.f - tmpi;
- return { tmpi & 0xFF, delta };
+ s8 lutindex = static_cast<u8>(MathUtil::Clamp(flr, -128.0f, 127.0f));
+ float delta = result * 128.f - lutindex;
+ return {static_cast<u8>(lutindex), delta};
}
};
@@ -247,11 +253,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
// Lookup specular "distribution 0" LUT value
u8 index;
float delta;
- std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d0.Value(), lighting.abs_lut_input.disable_d0 == 0);
+ std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d0.Value(),
+ lighting.abs_lut_input.disable_d0 == 0);
float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d0);
- d0_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0), index, delta);
+ d0_lut_value =
+ scale *
+ LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0),
+ index, delta);
}
Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
@@ -263,11 +273,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
u8 index;
float delta;
- std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0);
+ std::tie(index, delta) =
+ GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0);
float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rr);
- refl_value.x = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed), index, delta);
+ refl_value.x =
+ scale *
+ LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed),
+ index, delta);
} else {
refl_value.x = 1.0f;
}
@@ -279,11 +293,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
u8 index;
float delta;
- std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0);
+ std::tie(index, delta) =
+ GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0);
float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rg);
- refl_value.y = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen), index, delta);
+ refl_value.y =
+ scale *
+ LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen),
+ index, delta);
} else {
refl_value.y = refl_value.x;
}
@@ -295,11 +313,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
u8 index;
float delta;
- std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0);
+ std::tie(index, delta) =
+ GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0);
float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rb);
- refl_value.z = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue), index, delta);
+ refl_value.z =
+ scale *
+ LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue),
+ index, delta);
} else {
refl_value.z = refl_value.x;
}
@@ -312,54 +334,72 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
// Lookup specular "distribution 1" LUT value
u8 index;
float delta;
- std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d1.Value(), lighting.abs_lut_input.disable_d1 == 0);
+ std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d1.Value(),
+ lighting.abs_lut_input.disable_d1 == 0);
float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d1);
- d1_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1), index, delta);
+ d1_lut_value =
+ scale *
+ LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1),
+ index, delta);
}
- Math::Vec3<float> specular_1 = d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
+ Math::Vec3<float> specular_1 =
+ d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
if (lighting.config1.disable_lut_fr == 0 &&
- LightingRegs::IsLightingSamplerSupported(
- lighting.config0.config, LightingRegs::LightingSampler::Fresnel)) {
+ LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
+ LightingRegs::LightingSampler::Fresnel)) {
// Lookup fresnel LUT value
u8 index;
float delta;
- std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.fr.Value(), lighting.abs_lut_input.disable_fr == 0);
+ std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.fr.Value(),
+ lighting.abs_lut_input.disable_fr == 0);
float scale = lighting.lut_scale.GetScale(lighting.lut_scale.fr);
- float lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel), index, delta);
+ float lut_value =
+ scale *
+ LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel),
+ index, delta);
- // Enabled for difffuse lighting alpha component
- if (lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
+ // Enabled for diffuse lighting alpha component
+ if (lighting.config0.fresnel_selector ==
+ LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
diffuse_sum.a() *= lut_value;
}
// Enabled for the specular lighting alpha component
if (lighting.config0.fresnel_selector ==
- LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
+ LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
specular_sum.a() *= lut_value;
}
}
-
- auto diffuse = light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
+ auto diffuse =
+ light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f);
- specular_sum += Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.f);
+ specular_sum +=
+ Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.f);
}
diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
- return {
- Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255).Cast<u8>(),
- Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255).Cast<u8>()
- };
+
+ return {Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255,
+ MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255,
+ MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255,
+ MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255)
+ .Cast<u8>(),
+ Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255,
+ MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255,
+ MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255,
+ MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255)
+ .Cast<u8>()};
}
MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
@@ -554,19 +594,16 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
};
Math::Quaternion<float> normquat{
- {
- GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
- GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
- GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()
- },
+ {GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
+ GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
+ GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()},
GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
};
Math::Vec3<float> fragment_position{
GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(),
GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(),
- GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32()
- };
+ GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32()};
Math::Vec2<float24> uv[3];
uv[0].u() = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u());
@@ -685,7 +722,8 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
Math::Vec4<u8> primary_fragment_color;
Math::Vec4<u8> secondary_fragment_color;
- std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(normquat, fragment_position);
+ std::tie(primary_fragment_color, secondary_fragment_color) =
+ ComputeFragmentsColors(normquat, fragment_position);
for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();
++tev_stage_index) {