mirror of
https://github.com/yuzu-mirror/yuzu
synced 2024-11-24 01:33:03 +00:00
gl_rasterizer: implement procedural texture
This commit is contained in:
parent
ade45b5b99
commit
4d62e75fb2
6 changed files with 600 additions and 7 deletions
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@ -55,6 +55,12 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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uniform_block_data.fog_lut_dirty = true;
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uniform_block_data.proctex_noise_lut_dirty = true;
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uniform_block_data.proctex_color_map_dirty = true;
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uniform_block_data.proctex_alpha_map_dirty = true;
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uniform_block_data.proctex_lut_dirty = true;
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uniform_block_data.proctex_diff_lut_dirty = true;
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// Set vertex attributes
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glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE,
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sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
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@ -115,6 +121,51 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Setup the noise LUT for proctex
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proctex_noise_lut.Create();
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state.proctex_noise_lut.texture_1d = proctex_noise_lut.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE10);
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Setup the color map for proctex
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proctex_color_map.Create();
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state.proctex_color_map.texture_1d = proctex_color_map.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE11);
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Setup the alpha map for proctex
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proctex_alpha_map.Create();
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state.proctex_alpha_map.texture_1d = proctex_alpha_map.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE12);
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RG32F, 128, 0, GL_RG, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Setup the LUT for proctex
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proctex_lut.Create();
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state.proctex_lut.texture_1d = proctex_lut.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE13);
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Setup the difference LUT for proctex
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proctex_diff_lut.Create();
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state.proctex_diff_lut.texture_1d = proctex_diff_lut.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE14);
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Sync fixed function OpenGL state
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SyncCullMode();
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SyncBlendEnabled();
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@ -272,6 +323,36 @@ void RasterizerOpenGL::DrawTriangles() {
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uniform_block_data.fog_lut_dirty = false;
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}
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// Sync the proctex noise lut
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if (uniform_block_data.proctex_noise_lut_dirty) {
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SyncProcTexNoiseLUT();
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uniform_block_data.proctex_noise_lut_dirty = false;
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}
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// Sync the proctex color map
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if (uniform_block_data.proctex_color_map_dirty) {
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SyncProcTexColorMap();
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uniform_block_data.proctex_color_map_dirty = false;
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}
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// Sync the proctex alpha map
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if (uniform_block_data.proctex_alpha_map_dirty) {
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SyncProcTexAlphaMap();
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uniform_block_data.proctex_alpha_map_dirty = false;
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}
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// Sync the proctex lut
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if (uniform_block_data.proctex_lut_dirty) {
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SyncProcTexLUT();
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uniform_block_data.proctex_lut_dirty = false;
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}
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// Sync the proctex difference lut
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if (uniform_block_data.proctex_diff_lut_dirty) {
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SyncProcTexDiffLUT();
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uniform_block_data.proctex_diff_lut_dirty = false;
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}
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// Sync the uniform data
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if (uniform_block_data.dirty) {
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data,
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@ -354,6 +435,47 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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uniform_block_data.fog_lut_dirty = true;
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break;
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// ProcTex state
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case PICA_REG_INDEX(texturing.proctex):
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case PICA_REG_INDEX(texturing.proctex_lut):
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case PICA_REG_INDEX(texturing.proctex_lut_offset):
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shader_dirty = true;
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break;
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case PICA_REG_INDEX(texturing.proctex_noise_u):
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case PICA_REG_INDEX(texturing.proctex_noise_v):
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case PICA_REG_INDEX(texturing.proctex_noise_frequency):
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SyncProcTexNoise();
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break;
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case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[0], 0xb0):
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case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[1], 0xb1):
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case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[2], 0xb2):
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case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[3], 0xb3):
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case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[4], 0xb4):
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case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[5], 0xb5):
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case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[6], 0xb6):
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case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[7], 0xb7):
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using Pica::TexturingRegs;
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switch (regs.texturing.proctex_lut_config.ref_table.Value()) {
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case TexturingRegs::ProcTexLutTable::Noise:
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uniform_block_data.proctex_noise_lut_dirty = true;
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break;
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case TexturingRegs::ProcTexLutTable::ColorMap:
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uniform_block_data.proctex_color_map_dirty = true;
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break;
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case TexturingRegs::ProcTexLutTable::AlphaMap:
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uniform_block_data.proctex_alpha_map_dirty = true;
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break;
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case TexturingRegs::ProcTexLutTable::Color:
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uniform_block_data.proctex_lut_dirty = true;
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break;
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case TexturingRegs::ProcTexLutTable::ColorDiff:
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uniform_block_data.proctex_diff_lut_dirty = true;
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break;
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}
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break;
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// Alpha test
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case PICA_REG_INDEX(framebuffer.output_merger.alpha_test):
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SyncAlphaTest();
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@ -1072,6 +1194,35 @@ void RasterizerOpenGL::SetShader() {
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glUniform1i(uniform_fog_lut, 9);
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}
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GLuint uniform_proctex_noise_lut =
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glGetUniformLocation(shader->shader.handle, "proctex_noise_lut");
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if (uniform_proctex_noise_lut != -1) {
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glUniform1i(uniform_proctex_noise_lut, 10);
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}
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GLuint uniform_proctex_color_map =
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glGetUniformLocation(shader->shader.handle, "proctex_color_map");
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if (uniform_proctex_color_map != -1) {
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glUniform1i(uniform_proctex_color_map, 11);
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}
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GLuint uniform_proctex_alpha_map =
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glGetUniformLocation(shader->shader.handle, "proctex_alpha_map");
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if (uniform_proctex_alpha_map != -1) {
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glUniform1i(uniform_proctex_alpha_map, 12);
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}
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GLuint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut");
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if (uniform_proctex_lut != -1) {
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glUniform1i(uniform_proctex_lut, 13);
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}
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GLuint uniform_proctex_diff_lut =
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glGetUniformLocation(shader->shader.handle, "proctex_diff_lut");
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if (uniform_proctex_diff_lut != -1) {
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glUniform1i(uniform_proctex_diff_lut, 14);
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}
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current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
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GLuint block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
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@ -1105,6 +1256,7 @@ void RasterizerOpenGL::SetShader() {
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}
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SyncFogColor();
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SyncProcTexNoise();
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}
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}
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}
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@ -1204,6 +1356,86 @@ void RasterizerOpenGL::SyncFogLUT() {
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}
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}
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void RasterizerOpenGL::SyncProcTexNoise() {
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const auto& regs = Pica::g_state.regs.texturing;
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uniform_block_data.data.proctex_noise_f = {
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Pica::float16::FromRaw(regs.proctex_noise_frequency.u).ToFloat32(),
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Pica::float16::FromRaw(regs.proctex_noise_frequency.v).ToFloat32(),
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};
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uniform_block_data.data.proctex_noise_a = {
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regs.proctex_noise_u.amplitude / 4095.0f, regs.proctex_noise_v.amplitude / 4095.0f,
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};
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uniform_block_data.data.proctex_noise_p = {
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Pica::float16::FromRaw(regs.proctex_noise_u.phase).ToFloat32(),
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Pica::float16::FromRaw(regs.proctex_noise_v.phase).ToFloat32(),
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};
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uniform_block_data.dirty = true;
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}
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// helper function for SyncProcTexNoiseLUT/ColorMap/AlphaMap
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static void SyncProcTexValueLUT(const std::array<Pica::State::ProcTex::ValueEntry, 128>& lut,
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std::array<GLvec2, 128>& lut_data, GLenum texture) {
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std::array<GLvec2, 128> new_data;
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std::transform(lut.begin(), lut.end(), new_data.begin(), [](const auto& entry) {
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return GLvec2{entry.ToFloat(), entry.DiffToFloat()};
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});
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if (new_data != lut_data) {
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lut_data = new_data;
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glActiveTexture(texture);
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glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 128, GL_RG, GL_FLOAT, lut_data.data());
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}
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}
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void RasterizerOpenGL::SyncProcTexNoiseLUT() {
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SyncProcTexValueLUT(Pica::g_state.proctex.noise_table, proctex_noise_lut_data, GL_TEXTURE10);
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}
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void RasterizerOpenGL::SyncProcTexColorMap() {
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SyncProcTexValueLUT(Pica::g_state.proctex.color_map_table, proctex_color_map_data,
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GL_TEXTURE11);
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}
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void RasterizerOpenGL::SyncProcTexAlphaMap() {
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SyncProcTexValueLUT(Pica::g_state.proctex.alpha_map_table, proctex_alpha_map_data,
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GL_TEXTURE12);
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}
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void RasterizerOpenGL::SyncProcTexLUT() {
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std::array<GLvec4, 256> new_data;
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std::transform(Pica::g_state.proctex.color_table.begin(),
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Pica::g_state.proctex.color_table.end(), new_data.begin(),
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[](const auto& entry) {
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auto rgba = entry.ToVector() / 255.0f;
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return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()};
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});
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if (new_data != proctex_lut_data) {
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proctex_lut_data = new_data;
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glActiveTexture(GL_TEXTURE13);
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glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_lut_data.data());
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}
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}
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void RasterizerOpenGL::SyncProcTexDiffLUT() {
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std::array<GLvec4, 256> new_data;
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std::transform(Pica::g_state.proctex.color_diff_table.begin(),
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Pica::g_state.proctex.color_diff_table.end(), new_data.begin(),
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[](const auto& entry) {
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auto rgba = entry.ToVector() / 255.0f;
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return GLvec4{rgba.r(), rgba.g(), rgba.b(), rgba.a()};
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});
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if (new_data != proctex_diff_lut_data) {
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proctex_diff_lut_data = new_data;
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glActiveTexture(GL_TEXTURE14);
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glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, proctex_diff_lut_data.data());
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}
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}
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void RasterizerOpenGL::SyncAlphaTest() {
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const auto& regs = Pica::g_state.regs;
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if (regs.framebuffer.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) {
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@ -143,6 +143,9 @@ private:
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GLint scissor_x2;
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GLint scissor_y2;
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alignas(16) GLvec3 fog_color;
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alignas(8) GLvec2 proctex_noise_f;
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alignas(8) GLvec2 proctex_noise_a;
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alignas(8) GLvec2 proctex_noise_p;
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alignas(16) GLvec3 lighting_global_ambient;
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LightSrc light_src[8];
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alignas(16) GLvec4 const_color[6]; // A vec4 color for each of the six tev stages
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@ -150,7 +153,7 @@ private:
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};
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static_assert(
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sizeof(UniformData) == 0x3C0,
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sizeof(UniformData) == 0x3E0,
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"The size of the UniformData structure has changed, update the structure in the shader");
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static_assert(sizeof(UniformData) < 16384,
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"UniformData structure must be less than 16kb as per the OpenGL spec");
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@ -180,6 +183,16 @@ private:
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void SyncFogColor();
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void SyncFogLUT();
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/// Sync the procedural texture noise configuration to match the PICA register
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void SyncProcTexNoise();
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/// Sync the procedural texture lookup tables
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void SyncProcTexNoiseLUT();
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void SyncProcTexColorMap();
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void SyncProcTexAlphaMap();
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void SyncProcTexLUT();
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void SyncProcTexDiffLUT();
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/// Syncs the alpha test states to match the PICA register
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void SyncAlphaTest();
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@ -248,6 +261,11 @@ private:
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UniformData data;
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bool lut_dirty[6];
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bool fog_lut_dirty;
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bool proctex_noise_lut_dirty;
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bool proctex_color_map_dirty;
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bool proctex_alpha_map_dirty;
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bool proctex_lut_dirty;
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bool proctex_diff_lut_dirty;
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bool dirty;
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} uniform_block_data = {};
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@ -262,4 +280,19 @@ private:
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OGLTexture fog_lut;
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std::array<GLuint, 128> fog_lut_data{};
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OGLTexture proctex_noise_lut;
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std::array<GLvec2, 128> proctex_noise_lut_data{};
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OGLTexture proctex_color_map;
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std::array<GLvec2, 128> proctex_color_map_data{};
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OGLTexture proctex_alpha_map;
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std::array<GLvec2, 128> proctex_alpha_map_data{};
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OGLTexture proctex_lut;
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std::array<GLvec4, 256> proctex_lut_data{};
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OGLTexture proctex_diff_lut;
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std::array<GLvec4, 256> proctex_diff_lut_data{};
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};
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@ -114,6 +114,22 @@ PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
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state.lighting.bump_renorm = regs.lighting.config0.disable_bump_renorm == 0;
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state.lighting.clamp_highlights = regs.lighting.config0.clamp_highlights != 0;
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state.proctex.enable = regs.texturing.main_config.texture3_enable;
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if (state.proctex.enable) {
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state.proctex.coord = regs.texturing.main_config.texture3_coordinates;
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state.proctex.u_clamp = regs.texturing.proctex.u_clamp;
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state.proctex.v_clamp = regs.texturing.proctex.v_clamp;
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state.proctex.color_combiner = regs.texturing.proctex.color_combiner;
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state.proctex.alpha_combiner = regs.texturing.proctex.alpha_combiner;
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state.proctex.separate_alpha = regs.texturing.proctex.separate_alpha;
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state.proctex.noise_enable = regs.texturing.proctex.noise_enable;
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state.proctex.u_shift = regs.texturing.proctex.u_shift;
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state.proctex.v_shift = regs.texturing.proctex.v_shift;
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state.proctex.lut_width = regs.texturing.proctex_lut.width;
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state.proctex.lut_offset = regs.texturing.proctex_lut_offset;
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state.proctex.lut_filter = regs.texturing.proctex_lut.filter;
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}
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return res;
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}
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@ -132,8 +148,7 @@ static std::string TexCoord(const PicaShaderConfig& config, int texture_unit) {
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if (texture_unit == 2 && config.state.texture2_use_coord1) {
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return "texcoord[1]";
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}
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// TODO: if texture unit 3 (procedural texture) implementation also uses this function,
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// config.state.texture3_coordinates should be repected here.
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return "texcoord[" + std::to_string(texture_unit) + "]";
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}
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|
@ -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);
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -71,6 +71,26 @@ public:
|
|||
GLuint texture_1d; // GL_TEXTURE_BINDING_1D
|
||||
} 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
|
||||
|
|
Loading…
Reference in a new issue