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-rw-r--r--src/video_core/swrasterizer/proctex.cpp223
1 files changed, 0 insertions, 223 deletions
diff --git a/src/video_core/swrasterizer/proctex.cpp b/src/video_core/swrasterizer/proctex.cpp
deleted file mode 100644
index b69892778..000000000
--- a/src/video_core/swrasterizer/proctex.cpp
+++ /dev/null
@@ -1,223 +0,0 @@
-// 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