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pica/swrasterizer: implement procedural texture

This commit is contained in:
wwylele 2017-04-17 10:01:45 +03:00
parent 13dd0b88de
commit ade45b5b99
9 changed files with 448 additions and 4 deletions

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@ -652,6 +652,16 @@ static inline decltype((X{} * int{} + X{} * int{}) / base) LerpInt(const X& begi
return (begin * (base - t) + end * t) / base; return (begin * (base - t) + end * t) / base;
} }
// bilinear interpolation. s is for interpolating x00-x01 and x10-x11, and t is for the second
// interpolation.
template <typename X>
inline auto BilinearInterp(const X& x00, const X& x01, const X& x10, const X& x11, const float s,
const float t) {
auto y0 = Lerp(x00, x01, s);
auto y1 = Lerp(x10, x11, s);
return Lerp(y0, y1, t);
}
// Utility vector factories // Utility vector factories
template <typename T> template <typename T>
static inline Vec2<T> MakeVec(const T& x, const T& y) { static inline Vec2<T> MakeVec(const T& x, const T& y) {

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@ -15,6 +15,7 @@ set(SRCS
shader/shader_interpreter.cpp shader/shader_interpreter.cpp
swrasterizer/clipper.cpp swrasterizer/clipper.cpp
swrasterizer/framebuffer.cpp swrasterizer/framebuffer.cpp
swrasterizer/proctex.cpp
swrasterizer/rasterizer.cpp swrasterizer/rasterizer.cpp
swrasterizer/swrasterizer.cpp swrasterizer/swrasterizer.cpp
swrasterizer/texturing.cpp swrasterizer/texturing.cpp
@ -54,6 +55,7 @@ set(HEADERS
shader/shader_interpreter.h shader/shader_interpreter.h
swrasterizer/clipper.h swrasterizer/clipper.h
swrasterizer/framebuffer.h swrasterizer/framebuffer.h
swrasterizer/proctex.h
swrasterizer/rasterizer.h swrasterizer/rasterizer.h
swrasterizer/swrasterizer.h swrasterizer/swrasterizer.h
swrasterizer/texturing.h swrasterizer/texturing.h

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@ -458,6 +458,37 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
break; 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): {
auto& index = regs.texturing.proctex_lut_config.index;
auto& pt = g_state.proctex;
switch (regs.texturing.proctex_lut_config.ref_table.Value()) {
case TexturingRegs::ProcTexLutTable::Noise:
pt.noise_table[index % pt.noise_table.size()].raw = value;
break;
case TexturingRegs::ProcTexLutTable::ColorMap:
pt.color_map_table[index % pt.color_map_table.size()].raw = value;
break;
case TexturingRegs::ProcTexLutTable::AlphaMap:
pt.alpha_map_table[index % pt.alpha_map_table.size()].raw = value;
break;
case TexturingRegs::ProcTexLutTable::Color:
pt.color_table[index % pt.color_table.size()].raw = value;
break;
case TexturingRegs::ProcTexLutTable::ColorDiff:
pt.color_diff_table[index % pt.color_diff_table.size()].raw = value;
break;
}
index.Assign(index + 1);
break;
}
default: default:
break; break;
} }

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@ -7,6 +7,7 @@
#include <array> #include <array>
#include "common/bit_field.h" #include "common/bit_field.h"
#include "common/common_types.h" #include "common/common_types.h"
#include "common/vector_math.h"
#include "video_core/primitive_assembly.h" #include "video_core/primitive_assembly.h"
#include "video_core/regs.h" #include "video_core/regs.h"
#include "video_core/shader/shader.h" #include "video_core/shader/shader.h"
@ -25,6 +26,59 @@ struct State {
Shader::AttributeBuffer input_default_attributes; Shader::AttributeBuffer input_default_attributes;
struct ProcTex {
union ValueEntry {
u32 raw;
// LUT value, encoded as 12-bit fixed point, with 12 fraction bits
BitField<0, 12, u32> value; // 0.0.12 fixed point
// Difference between two entry values. Used for efficient interpolation.
// 0.0.12 fixed point with two's complement. The range is [-0.5, 0.5).
// Note: the type of this is different from the one of lighting LUT
BitField<12, 12, s32> difference;
float ToFloat() const {
return static_cast<float>(value) / 4095.f;
}
float DiffToFloat() const {
return static_cast<float>(difference) / 4095.f;
}
};
union ColorEntry {
u32 raw;
BitField<0, 8, u32> r;
BitField<8, 8, u32> g;
BitField<16, 8, u32> b;
BitField<24, 8, u32> a;
Math::Vec4<u8> ToVector() const {
return {static_cast<u8>(r), static_cast<u8>(g), static_cast<u8>(b),
static_cast<u8>(a)};
}
};
union ColorDifferenceEntry {
u32 raw;
BitField<0, 8, s32> r; // half of the difference between two ColorEntry
BitField<8, 8, s32> g;
BitField<16, 8, s32> b;
BitField<24, 8, s32> a;
Math::Vec4<s32> ToVector() const {
return Math::Vec4<s32>{r, g, b, a} * 2;
}
};
std::array<ValueEntry, 128> noise_table;
std::array<ValueEntry, 128> color_map_table;
std::array<ValueEntry, 128> alpha_map_table;
std::array<ColorEntry, 256> color_table;
std::array<ColorDifferenceEntry, 256> color_diff_table;
} proctex;
struct { struct {
union LutEntry { union LutEntry {
// Used for raw access // Used for raw access

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@ -101,6 +101,13 @@ ASSERT_REG_POSITION(texturing.texture1, 0x91);
ASSERT_REG_POSITION(texturing.texture1_format, 0x96); ASSERT_REG_POSITION(texturing.texture1_format, 0x96);
ASSERT_REG_POSITION(texturing.texture2, 0x99); ASSERT_REG_POSITION(texturing.texture2, 0x99);
ASSERT_REG_POSITION(texturing.texture2_format, 0x9e); ASSERT_REG_POSITION(texturing.texture2_format, 0x9e);
ASSERT_REG_POSITION(texturing.proctex, 0xa8);
ASSERT_REG_POSITION(texturing.proctex_noise_u, 0xa9);
ASSERT_REG_POSITION(texturing.proctex_noise_v, 0xaa);
ASSERT_REG_POSITION(texturing.proctex_noise_frequency, 0xab);
ASSERT_REG_POSITION(texturing.proctex_lut, 0xac);
ASSERT_REG_POSITION(texturing.proctex_lut_offset, 0xad);
ASSERT_REG_POSITION(texturing.proctex_lut_config, 0xaf);
ASSERT_REG_POSITION(texturing.tev_stage0, 0xc0); ASSERT_REG_POSITION(texturing.tev_stage0, 0xc0);
ASSERT_REG_POSITION(texturing.tev_stage1, 0xc8); ASSERT_REG_POSITION(texturing.tev_stage1, 0xc8);
ASSERT_REG_POSITION(texturing.tev_stage2, 0xd0); ASSERT_REG_POSITION(texturing.tev_stage2, 0xd0);

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@ -122,8 +122,8 @@ struct TexturingRegs {
BitField<0, 1, u32> texture0_enable; BitField<0, 1, u32> texture0_enable;
BitField<1, 1, u32> texture1_enable; BitField<1, 1, u32> texture1_enable;
BitField<2, 1, u32> texture2_enable; BitField<2, 1, u32> texture2_enable;
BitField<8, 2, u32> texture3_coordinates; // TODO: unimplemented BitField<8, 2, u32> texture3_coordinates;
BitField<10, 1, u32> texture3_enable; // TODO: unimplemented BitField<10, 1, u32> texture3_enable;
BitField<13, 1, u32> texture2_use_coord1; BitField<13, 1, u32> texture2_use_coord1;
BitField<16, 1, u32> clear_texture_cache; // TODO: unimplemented BitField<16, 1, u32> clear_texture_cache; // TODO: unimplemented
} main_config; } main_config;
@ -137,7 +137,7 @@ struct TexturingRegs {
INSERT_PADDING_WORDS(0x2); INSERT_PADDING_WORDS(0x2);
TextureConfig texture2; TextureConfig texture2;
BitField<0, 4, TextureFormat> texture2_format; BitField<0, 4, TextureFormat> texture2_format;
INSERT_PADDING_WORDS(0x21); INSERT_PADDING_WORDS(0x9);
struct FullTextureConfig { struct FullTextureConfig {
const bool enabled; const bool enabled;
@ -152,6 +152,96 @@ struct TexturingRegs {
}}; }};
} }
// 0xa8-0xad: ProcTex Config
enum class ProcTexClamp : u32 {
ToZero = 0,
ToEdge = 1,
SymmetricalRepeat = 2,
MirroredRepeat = 3,
Pulse = 4,
};
enum class ProcTexCombiner : u32 {
U = 0, // u
U2 = 1, // u * u
V = 2, // v
V2 = 3, // v * v
Add = 4, // (u + v) / 2
Add2 = 5, // (u * u + v * v) / 2
SqrtAdd2 = 6, // sqrt(u * u + v * v)
Min = 7, // min(u, v)
Max = 8, // max(u, v)
RMax = 9, // Average of Max and SqrtAdd2
};
enum class ProcTexShift : u32 {
None = 0,
Odd = 1,
Even = 2,
};
union {
BitField<0, 3, ProcTexClamp> u_clamp;
BitField<3, 3, ProcTexClamp> v_clamp;
BitField<6, 4, ProcTexCombiner> color_combiner;
BitField<10, 4, ProcTexCombiner> alpha_combiner;
BitField<14, 1, u32> separate_alpha;
BitField<15, 1, u32> noise_enable;
BitField<16, 2, ProcTexShift> u_shift;
BitField<18, 2, ProcTexShift> v_shift;
BitField<20, 8, u32> bias_low; // float16 TODO: unimplemented
} proctex;
union ProcTexNoiseConfig {
BitField<0, 16, s32> amplitude; // fixed1.3.12
BitField<16, 16, u32> phase; // float16
};
ProcTexNoiseConfig proctex_noise_u;
ProcTexNoiseConfig proctex_noise_v;
union {
BitField<0, 16, u32> u; // float16
BitField<16, 16, u32> v; // float16
} proctex_noise_frequency;
enum class ProcTexFilter : u32 {
Nearest = 0,
Linear = 1,
NearestMipmapNearest = 2,
LinearMipmapNearest = 3,
NearestMipmapLinear = 4,
LinearMipmapLinear = 5,
};
union {
BitField<0, 3, ProcTexFilter> filter;
BitField<11, 8, u32> width;
BitField<19, 8, u32> bias_high; // TODO: unimplemented
} proctex_lut;
BitField<0, 8, u32> proctex_lut_offset;
INSERT_PADDING_WORDS(0x1);
// 0xaf-0xb7: ProcTex LUT
enum class ProcTexLutTable : u32 {
Noise = 0,
ColorMap = 2,
AlphaMap = 3,
Color = 4,
ColorDiff = 5,
};
union {
BitField<0, 8, u32> index;
BitField<8, 4, ProcTexLutTable> ref_table;
} proctex_lut_config;
u32 proctex_lut_data[8];
INSERT_PADDING_WORDS(0x8);
// 0xc0-0xff: Texture Combiner (akin to glTexEnv) // 0xc0-0xff: Texture Combiner (akin to glTexEnv)
struct TevStageConfig { struct TevStageConfig {
enum class Source : u32 { enum class Source : u32 {

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@ -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

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@ -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

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@ -23,6 +23,7 @@
#include "video_core/regs_texturing.h" #include "video_core/regs_texturing.h"
#include "video_core/shader/shader.h" #include "video_core/shader/shader.h"
#include "video_core/swrasterizer/framebuffer.h" #include "video_core/swrasterizer/framebuffer.h"
#include "video_core/swrasterizer/proctex.h"
#include "video_core/swrasterizer/rasterizer.h" #include "video_core/swrasterizer/rasterizer.h"
#include "video_core/swrasterizer/texturing.h" #include "video_core/swrasterizer/texturing.h"
#include "video_core/texture/texture_decode.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].u() = GetInterpolatedAttribute(v0.tc2.u(), v1.tc2.u(), v2.tc2.u());
uv[2].v() = GetInterpolatedAttribute(v0.tc2.v(), v1.tc2.v(), v2.tc2.v()); 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) { for (int i = 0; i < 3; ++i) {
const auto& texture = textures[i]; const auto& texture = textures[i];
if (!texture.enabled) 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. // Texture environment - consists of 6 stages of color and alpha combining.
// //
// Color combiners take three input color values from some source (e.g. interpolated // 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: case Source::Texture2:
return texture_color[2]; return texture_color[2];
case Source::Texture3:
return texture_color[3];
case Source::PreviousBuffer: case Source::PreviousBuffer:
return combiner_buffer; return combiner_buffer;