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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp232
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.h35
-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp271
-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.h13
-rw-r--r--src/video_core/renderer_opengl/gl_state.cpp36
-rw-r--r--src/video_core/renderer_opengl/gl_state.h20
6 files changed, 600 insertions, 7 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 12ac9bbd9..aa9b831dd 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -55,6 +55,12 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
uniform_block_data.fog_lut_dirty = true;
+ uniform_block_data.proctex_noise_lut_dirty = true;
+ uniform_block_data.proctex_color_map_dirty = true;
+ uniform_block_data.proctex_alpha_map_dirty = true;
+ uniform_block_data.proctex_lut_dirty = true;
+ uniform_block_data.proctex_diff_lut_dirty = true;
+
// Set vertex attributes
glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE,
sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
@@ -115,6 +121,51 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ // Setup the noise LUT for proctex
+ proctex_noise_lut.Create();
+ state.proctex_noise_lut.texture_1d = proctex_noise_lut.handle;
+ state.Apply();
+ glActiveTexture(GL_TEXTURE10);
+ glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ // Setup the color map for proctex
+ proctex_color_map.Create();
+ state.proctex_color_map.texture_1d = proctex_color_map.handle;
+ state.Apply();
+ glActiveTexture(GL_TEXTURE11);
+ glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ // Setup the alpha map for proctex
+ proctex_alpha_map.Create();
+ state.proctex_alpha_map.texture_1d = proctex_alpha_map.handle;
+ state.Apply();
+ glActiveTexture(GL_TEXTURE12);
+ glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ // Setup the LUT for proctex
+ proctex_lut.Create();
+ state.proctex_lut.texture_1d = proctex_lut.handle;
+ state.Apply();
+ glActiveTexture(GL_TEXTURE13);
+ glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ // Setup the difference LUT for proctex
+ proctex_diff_lut.Create();
+ state.proctex_diff_lut.texture_1d = proctex_diff_lut.handle;
+ state.Apply();
+ glActiveTexture(GL_TEXTURE14);
+ glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
// Sync fixed function OpenGL state
SyncCullMode();
SyncBlendEnabled();
@@ -272,6 +323,36 @@ void RasterizerOpenGL::DrawTriangles() {
uniform_block_data.fog_lut_dirty = false;
}
+ // Sync the proctex noise lut
+ if (uniform_block_data.proctex_noise_lut_dirty) {
+ SyncProcTexNoiseLUT();
+ uniform_block_data.proctex_noise_lut_dirty = false;
+ }
+
+ // Sync the proctex color map
+ if (uniform_block_data.proctex_color_map_dirty) {
+ SyncProcTexColorMap();
+ uniform_block_data.proctex_color_map_dirty = false;
+ }
+
+ // Sync the proctex alpha map
+ if (uniform_block_data.proctex_alpha_map_dirty) {
+ SyncProcTexAlphaMap();
+ uniform_block_data.proctex_alpha_map_dirty = false;
+ }
+
+ // Sync the proctex lut
+ if (uniform_block_data.proctex_lut_dirty) {
+ SyncProcTexLUT();
+ uniform_block_data.proctex_lut_dirty = false;
+ }
+
+ // Sync the proctex difference lut
+ if (uniform_block_data.proctex_diff_lut_dirty) {
+ SyncProcTexDiffLUT();
+ uniform_block_data.proctex_diff_lut_dirty = false;
+ }
+
// Sync the uniform data
if (uniform_block_data.dirty) {
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data,
@@ -354,6 +435,47 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
uniform_block_data.fog_lut_dirty = true;
break;
+ // ProcTex state
+ case PICA_REG_INDEX(texturing.proctex):
+ case PICA_REG_INDEX(texturing.proctex_lut):
+ case PICA_REG_INDEX(texturing.proctex_lut_offset):
+ shader_dirty = true;
+ break;
+
+ case PICA_REG_INDEX(texturing.proctex_noise_u):
+ case PICA_REG_INDEX(texturing.proctex_noise_v):
+ case PICA_REG_INDEX(texturing.proctex_noise_frequency):
+ SyncProcTexNoise();
+ break;
+
+ case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[0], 0xb0):
+ case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[1], 0xb1):
+ case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[2], 0xb2):
+ case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[3], 0xb3):
+ case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[4], 0xb4):
+ case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[5], 0xb5):
+ case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[6], 0xb6):
+ case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[7], 0xb7):
+ using Pica::TexturingRegs;
+ switch (regs.texturing.proctex_lut_config.ref_table.Value()) {
+ case TexturingRegs::ProcTexLutTable::Noise:
+ uniform_block_data.proctex_noise_lut_dirty = true;
+ break;
+ case TexturingRegs::ProcTexLutTable::ColorMap:
+ uniform_block_data.proctex_color_map_dirty = true;
+ break;
+ case TexturingRegs::ProcTexLutTable::AlphaMap:
+ uniform_block_data.proctex_alpha_map_dirty = true;
+ break;
+ case TexturingRegs::ProcTexLutTable::Color:
+ uniform_block_data.proctex_lut_dirty = true;
+ break;
+ case TexturingRegs::ProcTexLutTable::ColorDiff:
+ uniform_block_data.proctex_diff_lut_dirty = true;
+ break;
+ }
+ break;
+
// Alpha test
case PICA_REG_INDEX(framebuffer.output_merger.alpha_test):
SyncAlphaTest();
@@ -1072,6 +1194,35 @@ void RasterizerOpenGL::SetShader() {
glUniform1i(uniform_fog_lut, 9);
}
+ GLuint uniform_proctex_noise_lut =
+ glGetUniformLocation(shader->shader.handle, "proctex_noise_lut");
+ if (uniform_proctex_noise_lut != -1) {
+ glUniform1i(uniform_proctex_noise_lut, 10);
+ }
+
+ GLuint uniform_proctex_color_map =
+ glGetUniformLocation(shader->shader.handle, "proctex_color_map");
+ if (uniform_proctex_color_map != -1) {
+ glUniform1i(uniform_proctex_color_map, 11);
+ }
+
+ GLuint uniform_proctex_alpha_map =
+ glGetUniformLocation(shader->shader.handle, "proctex_alpha_map");
+ if (uniform_proctex_alpha_map != -1) {
+ glUniform1i(uniform_proctex_alpha_map, 12);
+ }
+
+ GLuint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut");
+ if (uniform_proctex_lut != -1) {
+ glUniform1i(uniform_proctex_lut, 13);
+ }
+
+ GLuint uniform_proctex_diff_lut =
+ glGetUniformLocation(shader->shader.handle, "proctex_diff_lut");
+ if (uniform_proctex_diff_lut != -1) {
+ glUniform1i(uniform_proctex_diff_lut, 14);
+ }
+
current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
GLuint block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
@@ -1105,6 +1256,7 @@ void RasterizerOpenGL::SetShader() {
}
SyncFogColor();
+ SyncProcTexNoise();
}
}
}
@@ -1204,6 +1356,86 @@ void RasterizerOpenGL::SyncFogLUT() {
}
}
+void RasterizerOpenGL::SyncProcTexNoise() {
+ const auto& regs = Pica::g_state.regs.texturing;
+ uniform_block_data.data.proctex_noise_f = {
+ Pica::float16::FromRaw(regs.proctex_noise_frequency.u).ToFloat32(),
+ Pica::float16::FromRaw(regs.proctex_noise_frequency.v).ToFloat32(),
+ };
+ uniform_block_data.data.proctex_noise_a = {
+ regs.proctex_noise_u.amplitude / 4095.0f, regs.proctex_noise_v.amplitude / 4095.0f,
+ };
+ uniform_block_data.data.proctex_noise_p = {
+ Pica::float16::FromRaw(regs.proctex_noise_u.phase).ToFloat32(),
+ Pica::float16::FromRaw(regs.proctex_noise_v.phase).ToFloat32(),
+ };
+
+ uniform_block_data.dirty = true;
+}
+
+// helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap
+static void SyncProcTexValueLUT(const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
+ std::array<GLvec2, 128>& lut_data, GLenum texture) {
+ std::array<GLvec2, 128> new_data;
+ std::transform(lut.begin(), lut.end(), new_data.begin(), [](const auto& entry) {
+ return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
+ });
+
+ if (new_data != lut_data) {
+ lut_data = new_data;
+ glActiveTexture(texture);
+ glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RG, GL_FLOAT, lut_data.data());
+ }
+}
+
+void RasterizerOpenGL::SyncProcTexNoiseLUT() {
+ SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data, GL_TEXTURE10);
+}
+
+void RasterizerOpenGL::SyncProcTexColorMap() {
+ SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data,
+ GL_TEXTURE11);
+}
+
+void RasterizerOpenGL::SyncProcTexAlphaMap() {
+ SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data,
+ GL_TEXTURE12);
+}
+
+void RasterizerOpenGL::SyncProcTexLUT() {
+ std::array<GLvec4, 256> new_data;
+
+ std::transform(Pica::g_state.proctex.color_table.begin(),
+ Pica::g_state.proctex.color_table.end(), new_data.begin(),
+ [](const auto& entry) {
+ auto rgba = entry.ToVector() / 255.0f;
+ return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()};
+ });
+
+ if (new_data != proctex_lut_data) {
+ proctex_lut_data = new_data;
+ glActiveTexture(GL_TEXTURE13);
+ glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_lut_data.data());
+ }
+}
+
+void RasterizerOpenGL::SyncProcTexDiffLUT() {
+ std::array<GLvec4, 256> new_data;
+
+ std::transform(Pica::g_state.proctex.color_diff_table.begin(),
+ Pica::g_state.proctex.color_diff_table.end(), new_data.begin(),
+ [](const auto& entry) {
+ auto rgba = entry.ToVector() / 255.0f;
+ return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()};
+ });
+
+ if (new_data != proctex_diff_lut_data) {
+ proctex_diff_lut_data = new_data;
+ glActiveTexture(GL_TEXTURE14);
+ glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_diff_lut_data.data());
+ }
+}
+
void RasterizerOpenGL::SyncAlphaTest() {
const auto& regs = Pica::g_state.regs;
if (regs.framebuffer.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) {
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.h b/src/video_core/renderer_opengl/gl_rasterizer.h
index 3e1770d77..a9ad7d660 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.h
+++ b/src/video_core/renderer_opengl/gl_rasterizer.h
@@ -143,6 +143,9 @@ private:
GLint scissor_x2;
GLint scissor_y2;
alignas(16) GLvec3 fog_color;
+ alignas(8) GLvec2 proctex_noise_f;
+ alignas(8) GLvec2 proctex_noise_a;
+ alignas(8) GLvec2 proctex_noise_p;
alignas(16) GLvec3 lighting_global_ambient;
LightSrc light_src[8];
alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
@@ -150,7 +153,7 @@ private:
};
static_assert(
- sizeof(UniformData) == 0x3C0,
+ sizeof(UniformData) == 0x3E0,
"The size of the UniformData structure has changed, update the structure in the shader");
static_assert(sizeof(UniformData) < 16384,
"UniformData structure must be less than 16kb as per the OpenGL spec");
@@ -180,6 +183,16 @@ private:
void SyncFogColor();
void SyncFogLUT();
+ /// Sync the procedural texture noise configuration to match the PICA register
+ void SyncProcTexNoise();
+
+ /// Sync the procedural texture lookup tables
+ void SyncProcTexNoiseLUT();
+ void SyncProcTexColorMap();
+ void SyncProcTexAlphaMap();
+ void SyncProcTexLUT();
+ void SyncProcTexDiffLUT();
+
/// Syncs the alpha test states to match the PICA register
void SyncAlphaTest();
@@ -248,6 +261,11 @@ private:
UniformData data;
bool lut_dirty[6];
bool fog_lut_dirty;
+ bool proctex_noise_lut_dirty;
+ bool proctex_color_map_dirty;
+ bool proctex_alpha_map_dirty;
+ bool proctex_lut_dirty;
+ bool proctex_diff_lut_dirty;
bool dirty;
} uniform_block_data = {};
@@ -262,4 +280,19 @@ private:
OGLTexture fog_lut;
std::array<GLuint, 128> fog_lut_data{};
+
+ OGLTexture proctex_noise_lut;
+ std::array<GLvec2, 128> proctex_noise_lut_data{};
+
+ OGLTexture proctex_color_map;
+ std::array<GLvec2, 128> proctex_color_map_data{};
+
+ OGLTexture proctex_alpha_map;
+ std::array<GLvec2, 128> proctex_alpha_map_data{};
+
+ OGLTexture proctex_lut;
+ std::array<GLvec4, 256> proctex_lut_data{};
+
+ OGLTexture proctex_diff_lut;
+ std::array<GLvec4, 256> proctex_diff_lut_data{};
};
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index 7b44dade8..600119321 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -114,6 +114,22 @@ PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
state.lighting.bump_renorm = regs.lighting.config0.disable_bump_renorm == 0;
state.lighting.clamp_highlights = regs.lighting.config0.clamp_highlights != 0;
+ state.proctex.enable = regs.texturing.main_config.texture3_enable;
+ if (state.proctex.enable) {
+ state.proctex.coord = regs.texturing.main_config.texture3_coordinates;
+ state.proctex.u_clamp = regs.texturing.proctex.u_clamp;
+ state.proctex.v_clamp = regs.texturing.proctex.v_clamp;
+ state.proctex.color_combiner = regs.texturing.proctex.color_combiner;
+ state.proctex.alpha_combiner = regs.texturing.proctex.alpha_combiner;
+ state.proctex.separate_alpha = regs.texturing.proctex.separate_alpha;
+ state.proctex.noise_enable = regs.texturing.proctex.noise_enable;
+ state.proctex.u_shift = regs.texturing.proctex.u_shift;
+ state.proctex.v_shift = regs.texturing.proctex.v_shift;
+ state.proctex.lut_width = regs.texturing.proctex_lut.width;
+ state.proctex.lut_offset = regs.texturing.proctex_lut_offset;
+ state.proctex.lut_filter = regs.texturing.proctex_lut.filter;
+ }
+
return res;
}
@@ -132,8 +148,7 @@ static std::string TexCoord(const PicaShaderConfig& config, int texture_unit) {
if (texture_unit == 2 && config.state.texture2_use_coord1) {
return "texcoord[1]";
}
- // TODO: if texture unit 3 (procedural texture) implementation also uses this function,
- // config.state.texture3_coordinates should be repected here.
+
return "texcoord[" + std::to_string(texture_unit) + "]";
}
@@ -175,6 +190,14 @@ static void AppendSource(std::string& out, const PicaShaderConfig& config,
case Source::Texture2:
out += "texture(tex[2], " + TexCoord(config, 2) + ")";
break;
+ case Source::Texture3:
+ if (config.state.proctex.enable) {
+ out += "ProcTex()";
+ } else {
+ LOG_ERROR(Render_OpenGL, "Using Texture3 without enabling it");
+ out += "vec4(0.0)";
+ }
+ break;
case Source::PreviousBuffer:
out += "combiner_buffer";
break;
@@ -483,9 +506,18 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) {
// Bump mapping is enabled using a normal map, read perturbation vector from the selected
// texture
- std::string bump_selector = std::to_string(lighting.bump_selector);
- out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], " +
- TexCoord(config, lighting.bump_selector) + ").rgb - 1.0;\n";
+ if (lighting.bump_selector == 3) {
+ if (config.state.proctex.enable) {
+ out += "vec3 surface_normal = 2.0 * ProcTex().rgb - 1.0;\n";
+ } else {
+ LOG_ERROR(Render_OpenGL, "Using Texture3 without enabling it");
+ out += "vec3 surface_normal = vec3(-1.0);\n";
+ }
+ } else {
+ std::string bump_selector = std::to_string(lighting.bump_selector);
+ out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], " +
+ TexCoord(config, lighting.bump_selector) + ").rgb - 1.0;\n";
+ }
// Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
// precision result
@@ -693,6 +725,221 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
out += "secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));\n";
}
+using ProcTexClamp = TexturingRegs::ProcTexClamp;
+using ProcTexShift = TexturingRegs::ProcTexShift;
+using ProcTexCombiner = TexturingRegs::ProcTexCombiner;
+using ProcTexFilter = TexturingRegs::ProcTexFilter;
+
+void AppendProcTexShiftOffset(std::string& out, const std::string& v, ProcTexShift mode,
+ ProcTexClamp clamp_mode) {
+ std::string offset = (clamp_mode == ProcTexClamp::MirroredRepeat) ? "1.0" : "0.5";
+ switch (mode) {
+ case ProcTexShift::None:
+ out += "0";
+ break;
+ case ProcTexShift::Odd:
+ out += offset + " * ((int(" + v + ") / 2) % 2)";
+ break;
+ case ProcTexShift::Even:
+ out += offset + " * (((int(" + v + ") + 1) / 2) % 2)";
+ break;
+ default:
+ LOG_CRITICAL(HW_GPU, "Unknown shift mode %u", static_cast<u32>(mode));
+ out += "0";
+ break;
+ }
+}
+
+void AppendProcTexClamp(std::string& out, const std::string& var, ProcTexClamp mode) {
+ switch (mode) {
+ case ProcTexClamp::ToZero:
+ out += var + " = " + var + " > 1.0 ? 0 : " + var + ";\n";
+ break;
+ case ProcTexClamp::ToEdge:
+ out += var + " = " + "min(" + var + ", 1.0);\n";
+ break;
+ case ProcTexClamp::SymmetricalRepeat:
+ out += var + " = " + "fract(" + var + ");\n";
+ break;
+ case ProcTexClamp::MirroredRepeat: {
+ out +=
+ var + " = int(" + var + ") % 2 == 0 ? fract(" + var + ") : 1.0 - fract(" + var + ");\n";
+ break;
+ }
+ case ProcTexClamp::Pulse:
+ out += var + " = " + var + " > 0.5 ? 1.0 : 0.0;\n";
+ break;
+ default:
+ LOG_CRITICAL(HW_GPU, "Unknown clamp mode %u", static_cast<u32>(mode));
+ out += var + " = " + "min(" + var + ", 1.0);\n";
+ break;
+ }
+}
+
+void AppendProcTexCombineAndMap(std::string& out, ProcTexCombiner combiner,
+ const std::string& map_lut) {
+ std::string combined;
+ switch (combiner) {
+ case ProcTexCombiner::U:
+ combined = "u";
+ break;
+ case ProcTexCombiner::U2:
+ combined = "(u * u)";
+ break;
+ case TexturingRegs::ProcTexCombiner::V:
+ combined = "v";
+ break;
+ case TexturingRegs::ProcTexCombiner::V2:
+ combined = "(v * v)";
+ break;
+ case TexturingRegs::ProcTexCombiner::Add:
+ combined = "((u + v) * 0.5)";
+ break;
+ case TexturingRegs::ProcTexCombiner::Add2:
+ combined = "((u * u + v * v) * 0.5)";
+ break;
+ case TexturingRegs::ProcTexCombiner::SqrtAdd2:
+ combined = "min(sqrt(u * u + v * v), 1.0)";
+ break;
+ case TexturingRegs::ProcTexCombiner::Min:
+ combined = "min(u, v)";
+ break;
+ case TexturingRegs::ProcTexCombiner::Max:
+ combined = "max(u, v)";
+ break;
+ case TexturingRegs::ProcTexCombiner::RMax:
+ combined = "min(((u + v) * 0.5 + sqrt(u * u + v * v)) * 0.5, 1.0)";
+ break;
+ default:
+ LOG_CRITICAL(HW_GPU, "Unknown combiner %u", static_cast<u32>(combiner));
+ combined = "0.0";
+ break;
+ }
+ out += "ProcTexLookupLUT(" + map_lut + ", " + combined + ")";
+}
+
+void AppendProcTexSampler(std::string& out, const PicaShaderConfig& config) {
+ // LUT sampling uitlity
+ // 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.
+ out += R"(
+float ProcTexLookupLUT(sampler1D lut, float coord) {
+ coord *= 128;
+ float index_i = clamp(floor(coord), 0.0, 127.0);
+ float index_f = coord - index_i; // fract() cannot be used here because 128.0 needs to be
+ // extracted as index_i = 127.0 and index_f = 1.0
+ vec2 entry = texelFetch(lut, int(index_i), 0).rg;
+ return clamp(entry.r + entry.g * index_f, 0.0, 1.0);
+}
+ )";
+
+ // Noise utility
+ if (config.state.proctex.noise_enable) {
+ // See swrasterizer/proctex.cpp for more information about these functions
+ out += R"(
+int ProcTexNoiseRand1D(int v) {
+ const int table[] = int[](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];
+}
+
+float ProcTexNoiseRand2D(vec2 point) {
+ const int table[] = int[](10,2,15,8,0,7,4,5,5,13,2,6,13,9,3,14);
+ int u2 = ProcTexNoiseRand1D(int(point.x));
+ int v2 = ProcTexNoiseRand1D(int(point.y));
+ v2 += ((u2 & 3) == 1) ? 4 : 0;
+ v2 ^= (u2 & 1) * 6;
+ v2 += 10 + u2;
+ v2 &= 0xF;
+ v2 ^= table[u2];
+ return -1.0 + float(v2) * 2.0/ 15.0;
+}
+
+float ProcTexNoiseCoef(vec2 x) {
+ vec2 grid = 9.0 * proctex_noise_f * abs(x + proctex_noise_p);
+ vec2 point = floor(grid);
+ vec2 frac = grid - point;
+
+ float g0 = ProcTexNoiseRand2D(point) * (frac.x + frac.y);
+ float g1 = ProcTexNoiseRand2D(point + vec2(1.0, 0.0)) * (frac.x + frac.y - 1.0);
+ float g2 = ProcTexNoiseRand2D(point + vec2(0.0, 1.0)) * (frac.x + frac.y - 1.0);
+ float g3 = ProcTexNoiseRand2D(point + vec2(1.0, 1.0)) * (frac.x + frac.y - 2.0);
+
+ float x_noise = ProcTexLookupLUT(proctex_noise_lut, frac.x);
+ float y_noise = ProcTexLookupLUT(proctex_noise_lut, frac.y);
+ float x0 = mix(g0, g1, x_noise);
+ float x1 = mix(g2, g3, x_noise);
+ return mix(x0, x1, y_noise);
+}
+ )";
+ }
+
+ out += "vec4 ProcTex() {\n";
+ out += "vec2 uv = abs(texcoord[" + std::to_string(config.state.proctex.coord) + "]);\n";
+
+ // Get shift offset before noise generation
+ out += "float u_shift = ";
+ AppendProcTexShiftOffset(out, "uv.y", config.state.proctex.u_shift,
+ config.state.proctex.u_clamp);
+ out += ";\n";
+ out += "float v_shift = ";
+ AppendProcTexShiftOffset(out, "uv.x", config.state.proctex.v_shift,
+ config.state.proctex.v_clamp);
+ out += ";\n";
+
+ // Generate noise
+ if (config.state.proctex.noise_enable) {
+ out += "uv += proctex_noise_a * ProcTexNoiseCoef(uv);\n";
+ out += "uv = abs(uv);\n";
+ }
+
+ // Shift
+ out += "float u = uv.x + u_shift;\n";
+ out += "float v = uv.y + v_shift;\n";
+
+ // Clamp
+ AppendProcTexClamp(out, "u", config.state.proctex.u_clamp);
+ AppendProcTexClamp(out, "v", config.state.proctex.v_clamp);
+
+ // Combine and map
+ out += "float lut_coord = ";
+ AppendProcTexCombineAndMap(out, config.state.proctex.color_combiner, "proctex_color_map");
+ out += ";\n";
+
+ // Look up color
+ // For the color lut, coord=0.0 is lut[offset] and coord=1.0 is lut[offset+width-1]
+ out += "lut_coord *= " + std::to_string(config.state.proctex.lut_width - 1) + ";\n";
+ // TODO(wwylele): implement mipmap
+ switch (config.state.proctex.lut_filter) {
+ case ProcTexFilter::Linear:
+ case ProcTexFilter::LinearMipmapLinear:
+ case ProcTexFilter::LinearMipmapNearest:
+ out += "int lut_index_i = int(lut_coord) + " +
+ std::to_string(config.state.proctex.lut_offset) + ";\n";
+ out += "float lut_index_f = fract(lut_coord);\n";
+ out += "vec4 final_color = texelFetch(proctex_lut, lut_index_i, 0) + lut_index_f * "
+ "texelFetch(proctex_diff_lut, lut_index_i, 0);\n";
+ break;
+ case ProcTexFilter::Nearest:
+ case ProcTexFilter::NearestMipmapLinear:
+ case ProcTexFilter::NearestMipmapNearest:
+ out += "lut_coord += " + std::to_string(config.state.proctex.lut_offset) + ";\n";
+ out += "vec4 final_color = texelFetch(proctex_lut, int(round(lut_coord)), 0);\n";
+ break;
+ }
+
+ if (config.state.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.
+ out += "float final_alpha = ";
+ AppendProcTexCombineAndMap(out, config.state.proctex.alpha_combiner, "proctex_alpha_map");
+ out += ";\n";
+ out += "return vec4(final_color.xyz, final_alpha);\n}\n";
+ } else {
+ out += "return final_color;\n}\n";
+ }
+}
+
std::string GenerateFragmentShader(const PicaShaderConfig& config) {
const auto& state = config.state;
@@ -735,6 +982,9 @@ layout (std140) uniform shader_data {
int scissor_x2;
int scissor_y2;
vec3 fog_color;
+ vec2 proctex_noise_f;
+ vec2 proctex_noise_a;
+ vec2 proctex_noise_p;
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
vec4 const_color[NUM_TEV_STAGES];
@@ -744,12 +994,21 @@ layout (std140) uniform shader_data {
uniform sampler2D tex[3];
uniform sampler1D lut[6];
uniform usampler1D fog_lut;
+uniform sampler1D proctex_noise_lut;
+uniform sampler1D proctex_color_map;
+uniform sampler1D proctex_alpha_map;
+uniform sampler1D proctex_lut;
+uniform sampler1D proctex_diff_lut;
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
-}
+})";
+ if (config.state.proctex.enable)
+ AppendProcTexSampler(out, config);
+
+ out += R"(
void main() {
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.h b/src/video_core/renderer_opengl/gl_shader_gen.h
index 3fb046b76..ea6d216d1 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.h
+++ b/src/video_core/renderer_opengl/gl_shader_gen.h
@@ -113,6 +113,19 @@ union PicaShaderConfig {
} lut_d0, lut_d1, lut_fr, lut_rr, lut_rg, lut_rb;
} lighting;
+ struct {
+ bool enable;
+ u32 coord;
+ Pica::TexturingRegs::ProcTexClamp u_clamp, v_clamp;
+ Pica::TexturingRegs::ProcTexCombiner color_combiner, alpha_combiner;
+ bool separate_alpha;
+ bool noise_enable;
+ Pica::TexturingRegs::ProcTexShift u_shift, v_shift;
+ u32 lut_width;
+ u32 lut_offset;
+ Pica::TexturingRegs::ProcTexFilter lut_filter;
+ } proctex;
+
} state;
};
#if (__GNUC__ >= 5) || defined(__clang__) || defined(_MSC_VER)
diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp
index 3c03b424a..bf837a7fb 100644
--- a/src/video_core/renderer_opengl/gl_state.cpp
+++ b/src/video_core/renderer_opengl/gl_state.cpp
@@ -58,6 +58,12 @@ OpenGLState::OpenGLState() {
fog_lut.texture_1d = 0;
+ proctex_lut.texture_1d = 0;
+ proctex_diff_lut.texture_1d = 0;
+ proctex_color_map.texture_1d = 0;
+ proctex_alpha_map.texture_1d = 0;
+ proctex_noise_lut.texture_1d = 0;
+
draw.read_framebuffer = 0;
draw.draw_framebuffer = 0;
draw.vertex_array = 0;
@@ -201,6 +207,36 @@ void OpenGLState::Apply() const {
glBindTexture(GL_TEXTURE_1D, fog_lut.texture_1d);
}
+ // ProcTex Noise LUT
+ if (proctex_noise_lut.texture_1d != cur_state.proctex_noise_lut.texture_1d) {
+ glActiveTexture(GL_TEXTURE10);
+ glBindTexture(GL_TEXTURE_1D, proctex_noise_lut.texture_1d);
+ }
+
+ // ProcTex Color Map
+ if (proctex_color_map.texture_1d != cur_state.proctex_color_map.texture_1d) {
+ glActiveTexture(GL_TEXTURE11);
+ glBindTexture(GL_TEXTURE_1D, proctex_color_map.texture_1d);
+ }
+
+ // ProcTex Alpha Map
+ if (proctex_alpha_map.texture_1d != cur_state.proctex_alpha_map.texture_1d) {
+ glActiveTexture(GL_TEXTURE12);
+ glBindTexture(GL_TEXTURE_1D, proctex_alpha_map.texture_1d);
+ }
+
+ // ProcTex LUT
+ if (proctex_lut.texture_1d != cur_state.proctex_lut.texture_1d) {
+ glActiveTexture(GL_TEXTURE13);
+ glBindTexture(GL_TEXTURE_1D, proctex_lut.texture_1d);
+ }
+
+ // ProcTex Diff LUT
+ if (proctex_diff_lut.texture_1d != cur_state.proctex_diff_lut.texture_1d) {
+ glActiveTexture(GL_TEXTURE14);
+ glBindTexture(GL_TEXTURE_1D, proctex_diff_lut.texture_1d);
+ }
+
// Framebuffer
if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h
index aee3c2946..7dcc03bd5 100644
--- a/src/video_core/renderer_opengl/gl_state.h
+++ b/src/video_core/renderer_opengl/gl_state.h
@@ -72,6 +72,26 @@ public:
} fog_lut;
struct {
+ GLuint texture_1d; // GL_TEXTURE_BINDING_1D
+ } proctex_noise_lut;
+
+ struct {
+ GLuint texture_1d; // GL_TEXTURE_BINDING_1D
+ } proctex_color_map;
+
+ struct {
+ GLuint texture_1d; // GL_TEXTURE_BINDING_1D
+ } proctex_alpha_map;
+
+ struct {
+ GLuint texture_1d; // GL_TEXTURE_BINDING_1D
+ } proctex_lut;
+
+ struct {
+ GLuint texture_1d; // GL_TEXTURE_BINDING_1D
+ } proctex_diff_lut;
+
+ struct {
GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING