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pica: Implement decoding of basic fragment lighting components.

- Diffuse
- Distance attenuation
- float16/float20 types
- Vertex Shader 'view' output
This commit is contained in:
bunnei 2015-09-09 22:39:43 -04:00
parent 281bc90ad2
commit b003075570
5 changed files with 120 additions and 15 deletions

View File

@ -68,6 +68,8 @@ static void InitScreenCoordinates(OutputVertex& vtx)
float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w; float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w;
vtx.color *= inv_w; vtx.color *= inv_w;
vtx.view *= inv_w;
vtx.quat *= inv_w;
vtx.tc0 *= inv_w; vtx.tc0 *= inv_w;
vtx.tc1 *= inv_w; vtx.tc1 *= inv_w;
vtx.tc2 *= inv_w; vtx.tc2 *= inv_w;

View File

@ -241,7 +241,8 @@ struct Regs {
TextureConfig texture0; TextureConfig texture0;
INSERT_PADDING_WORDS(0x8); INSERT_PADDING_WORDS(0x8);
BitField<0, 4, TextureFormat> texture0_format; BitField<0, 4, TextureFormat> texture0_format;
INSERT_PADDING_WORDS(0x2); BitField<0, 1, u32> fragment_lighting_enable;
INSERT_PADDING_WORDS(0x1);
TextureConfig texture1; TextureConfig texture1;
BitField<0, 4, TextureFormat> texture1_format; BitField<0, 4, TextureFormat> texture1_format;
INSERT_PADDING_WORDS(0x2); INSERT_PADDING_WORDS(0x2);
@ -645,6 +646,22 @@ struct Regs {
INSERT_PADDING_WORDS(0x20); INSERT_PADDING_WORDS(0x20);
enum class LightingSampler {
Distribution0 = 0,
Distribution1 = 1,
Fresnel = 3,
Blue = 4,
Green = 5,
Red = 6,
SpotlightAttenuation = 8,
DistanceAttenuation = 16,
};
enum class LightingLutInput {
NH = 0, // Cosine of the angle between the normal and half-angle vectors
LN = 3, // Cosine of the angle between the light and the normal vectors
};
struct { struct {
union LightColor { union LightColor {
BitField< 0, 10, u32> b; BitField< 0, 10, u32> b;
@ -664,17 +681,21 @@ struct Regs {
struct { struct {
// Encoded as 16-bit floating point // Encoded as 16-bit floating point
u16 x; union {
u16 y; BitField< 0, 16, u32> x;
u16 z; BitField<16, 16, u32> y;
u16 unk; };
union {
BitField< 0, 16, u32> z;
};
INSERT_PADDING_WORDS(0x3); INSERT_PADDING_WORDS(0x3);
// 1.f if 0, otherwise 0.f union {
BitField<0, 1, u32> w; BitField<0, 1, u32> w; // 1.f if 0, otherwise 0.f
} position; BitField<1, 1, u32> two_sided_diffuse; // when disabled, clamp dot-product to 0
};
};
BitField<0, 20, u32> dist_atten_bias; BitField<0, 20, u32> dist_atten_bias;
BitField<0, 20, u32> dist_atten_scale; BitField<0, 20, u32> dist_atten_scale;
@ -722,7 +743,27 @@ struct Regs {
// registers is written to, the behavior will be the same. // registers is written to, the behavior will be the same.
u32 lut_data[8]; u32 lut_data[8];
INSERT_PADDING_WORDS(0x9); union {
BitField< 1, 1, u32> d0;
BitField< 5, 1, u32> d1;
BitField< 9, 1, u32> sp;
BitField<13, 1, u32> fr;
BitField<17, 1, u32> rb;
BitField<21, 1, u32> rg;
BitField<25, 1, u32> rr;
} abs_lut_input;
union {
BitField< 0, 3, u32> d0;
BitField< 4, 3, u32> d1;
BitField< 8, 3, u32> sp;
BitField<12, 3, u32> fr;
BitField<16, 3, u32> rb;
BitField<20, 3, u32> rg;
BitField<24, 3, u32> rr;
} lut_input;
INSERT_PADDING_WORDS(0x7);
union { union {
// There are 8 light enable "slots", corresponding to the total number of lights // There are 8 light enable "slots", corresponding to the total number of lights
@ -1095,6 +1136,7 @@ ASSERT_REG_POSITION(viewport_corner, 0x68);
ASSERT_REG_POSITION(texture0_enable, 0x80); ASSERT_REG_POSITION(texture0_enable, 0x80);
ASSERT_REG_POSITION(texture0, 0x81); ASSERT_REG_POSITION(texture0, 0x81);
ASSERT_REG_POSITION(texture0_format, 0x8e); ASSERT_REG_POSITION(texture0_format, 0x8e);
ASSERT_REG_POSITION(fragment_lighting_enable, 0x8f);
ASSERT_REG_POSITION(texture1, 0x91); ASSERT_REG_POSITION(texture1, 0x91);
ASSERT_REG_POSITION(texture1_format, 0x96); ASSERT_REG_POSITION(texture1_format, 0x96);
ASSERT_REG_POSITION(texture2, 0x99); ASSERT_REG_POSITION(texture2, 0x99);
@ -1109,6 +1151,7 @@ ASSERT_REG_POSITION(tev_stage5, 0xf8);
ASSERT_REG_POSITION(tev_combiner_buffer_color, 0xfd); ASSERT_REG_POSITION(tev_combiner_buffer_color, 0xfd);
ASSERT_REG_POSITION(output_merger, 0x100); ASSERT_REG_POSITION(output_merger, 0x100);
ASSERT_REG_POSITION(framebuffer, 0x110); ASSERT_REG_POSITION(framebuffer, 0x110);
ASSERT_REG_POSITION(lighting, 0x140);
ASSERT_REG_POSITION(vertex_attributes, 0x200); ASSERT_REG_POSITION(vertex_attributes, 0x200);
ASSERT_REG_POSITION(index_array, 0x227); ASSERT_REG_POSITION(index_array, 0x227);
ASSERT_REG_POSITION(num_vertices, 0x228); ASSERT_REG_POSITION(num_vertices, 0x228);

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@ -121,4 +121,60 @@ private:
static_assert(sizeof(float24) == sizeof(float), "Shader JIT assumes float24 is implemented as a 32-bit float"); static_assert(sizeof(float24) == sizeof(float), "Shader JIT assumes float24 is implemented as a 32-bit float");
struct float16 {
// 10 bit mantissa, 5 bit exponent, 1 bit sign
// TODO: No idea if this works as intended
static float16 FromRawFloat16(u32 hex) {
float16 ret;
if ((hex & 0xFFFF) == 0) {
ret.value = 0;
} else {
u32 mantissa = hex & 0x3FF;
u32 exponent = (hex >> 10) & 0x1F;
u32 sign = (hex >> 15) & 1;
ret.value = std::pow(2.0f, (float)exponent - 15.0f) * (1.0f + mantissa * std::pow(2.0f, -10.f));
if (sign)
ret.value = -ret.value;
}
return ret;
}
float ToFloat32() const {
return value;
}
private:
// Stored as a regular float, merely for convenience
// TODO: Perform proper arithmetic on this!
float value;
};
struct float20 {
// 12 bit mantissa, 7 bit exponent, 1 bit sign
// TODO: No idea if this works as intended
static float20 FromRawFloat20(u32 hex) {
float20 ret;
if ((hex & 0xFFFFF) == 0) {
ret.value = 0;
} else {
u32 mantissa = hex & 0xFFF;
u32 exponent = (hex >> 12) & 0x7F;
u32 sign = (hex >> 19) & 1;
ret.value = std::pow(2.0f, (float)exponent - 63.0f) * (1.0f + mantissa * std::pow(2.0f, -12.f));
if (sign)
ret.value = -ret.value;
}
return ret;
}
float ToFloat32() const {
return value;
}
private:
// Stored as a regular float, merely for convenience
// TODO: Perform proper arithmetic on this!
float value;
};
} // namespace Pica } // namespace Pica

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@ -134,11 +134,13 @@ OutputVertex Run(UnitState<false>& state, const InputVertex& input, int num_attr
std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f)); std::fmin(std::fabs(ret.color[i].ToFloat32()), 1.0f));
} }
LOG_TRACE(Render_Software, "Output vertex: pos (%.2f, %.2f, %.2f, %.2f), quat (%.2f, %.2f, %.2f, %.2f), col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f)", LOG_TRACE(Render_Software, "Output vertex: pos(%.2f, %.2f, %.2f, %.2f), quat(%.2f, %.2f, %.2f, %.2f), "
"col(%.2f, %.2f, %.2f, %.2f), tc0(%.2f, %.2f), view(%.2f, %.2f, %.2f)",
ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(), ret.pos.x.ToFloat32(), ret.pos.y.ToFloat32(), ret.pos.z.ToFloat32(), ret.pos.w.ToFloat32(),
ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(), ret.quat.x.ToFloat32(), ret.quat.y.ToFloat32(), ret.quat.z.ToFloat32(), ret.quat.w.ToFloat32(),
ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(), ret.color.x.ToFloat32(), ret.color.y.ToFloat32(), ret.color.z.ToFloat32(), ret.color.w.ToFloat32(),
ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32()); ret.tc0.u().ToFloat32(), ret.tc0.v().ToFloat32(),
ret.view.x.ToFloat32(), ret.view.y.ToFloat32(), ret.view.z.ToFloat32());
return ret; return ret;
} }

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@ -37,17 +37,19 @@ struct OutputVertex {
Math::Vec4<float24> color; Math::Vec4<float24> color;
Math::Vec2<float24> tc0; Math::Vec2<float24> tc0;
Math::Vec2<float24> tc1; Math::Vec2<float24> tc1;
float24 pad[6]; INSERT_PADDING_WORDS(2);
Math::Vec3<float24> view;
INSERT_PADDING_WORDS(1);
Math::Vec2<float24> tc2; Math::Vec2<float24> tc2;
// Padding for optimal alignment // Padding for optimal alignment
float24 pad2[4]; INSERT_PADDING_WORDS(4);
// Attributes used to store intermediate results // Attributes used to store intermediate results
// position after perspective divide // position after perspective divide
Math::Vec3<float24> screenpos; Math::Vec3<float24> screenpos;
float24 pad3; INSERT_PADDING_WORDS(1);
// Linear interpolation // Linear interpolation
// factor: 0=this, 1=vtx // factor: 0=this, 1=vtx