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	gl_rasterizer: implement procedural texture
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				| @ -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) { | ||||
|  | ||||
| @ -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{}; | ||||
| }; | ||||
|  | ||||
| @ -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); | ||||
|  | ||||
| @ -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
 | ||||
|  | ||||
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