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diff --git a/src/video_core/swrasterizer/proctex.cpp b/src/video_core/swrasterizer/proctex.cpp
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1// Copyright 2017 Citra Emulator Project
2// Licensed under GPLv2 or any later version
3// Refer to the license.txt file included.
4
5#include <array>
6#include <cmath>
7#include "common/math_util.h"
8#include "video_core/swrasterizer/proctex.h"
9
10namespace Pica {
11namespace Rasterizer {
12
13using ProcTexClamp = TexturingRegs::ProcTexClamp;
14using ProcTexShift = TexturingRegs::ProcTexShift;
15using ProcTexCombiner = TexturingRegs::ProcTexCombiner;
16using ProcTexFilter = TexturingRegs::ProcTexFilter;
17
18static float LookupLUT(const std::array<State::ProcTex::ValueEntry, 128>& lut, float coord) {
19 // For NoiseLUT/ColorMap/AlphaMap, coord=0.0 is lut[0], coord=127.0/128.0 is lut[127] and
20 // coord=1.0 is lut[127]+lut_diff[127]. For other indices, the result is interpolated using
21 // value entries and difference entries.
22 coord *= 128;
23 const int index_int = std::min(static_cast<int>(coord), 127);
24 const float frac = coord - index_int;
25 return lut[index_int].ToFloat() + frac * lut[index_int].DiffToFloat();
26}
27
28// These function are used to generate random noise for procedural texture. Their results are
29// verified against real hardware, but it's not known if the algorithm is the same as hardware.
30static unsigned int NoiseRand1D(unsigned int v) {
31 static constexpr std::array<unsigned int, 16> table{
32 {0, 4, 10, 8, 4, 9, 7, 12, 5, 15, 13, 14, 11, 15, 2, 11}};
33 return ((v % 9 + 2) * 3 & 0xF) ^ table[(v / 9) & 0xF];
34}
35
36static float NoiseRand2D(unsigned int x, unsigned int y) {
37 static constexpr std::array<unsigned int, 16> table{
38 {10, 2, 15, 8, 0, 7, 4, 5, 5, 13, 2, 6, 13, 9, 3, 14}};
39 unsigned int u2 = NoiseRand1D(x);
40 unsigned int v2 = NoiseRand1D(y);
41 v2 += ((u2 & 3) == 1) ? 4 : 0;
42 v2 ^= (u2 & 1) * 6;
43 v2 += 10 + u2;
44 v2 &= 0xF;
45 v2 ^= table[u2];
46 return -1.0f + v2 * 2.0f / 15.0f;
47}
48
49static float NoiseCoef(float u, float v, TexturingRegs regs, State::ProcTex state) {
50 const float freq_u = float16::FromRaw(regs.proctex_noise_frequency.u).ToFloat32();
51 const float freq_v = float16::FromRaw(regs.proctex_noise_frequency.v).ToFloat32();
52 const float phase_u = float16::FromRaw(regs.proctex_noise_u.phase).ToFloat32();
53 const float phase_v = float16::FromRaw(regs.proctex_noise_v.phase).ToFloat32();
54 const float x = 9 * freq_u * std::abs(u + phase_u);
55 const float y = 9 * freq_v * std::abs(v + phase_v);
56 const int x_int = static_cast<int>(x);
57 const int y_int = static_cast<int>(y);
58 const float x_frac = x - x_int;
59 const float y_frac = y - y_int;
60
61 const float g0 = NoiseRand2D(x_int, y_int) * (x_frac + y_frac);
62 const float g1 = NoiseRand2D(x_int + 1, y_int) * (x_frac + y_frac - 1);
63 const float g2 = NoiseRand2D(x_int, y_int + 1) * (x_frac + y_frac - 1);
64 const float g3 = NoiseRand2D(x_int + 1, y_int + 1) * (x_frac + y_frac - 2);
65 const float x_noise = LookupLUT(state.noise_table, x_frac);
66 const float y_noise = LookupLUT(state.noise_table, y_frac);
67 return Math::BilinearInterp(g0, g1, g2, g3, x_noise, y_noise);
68}
69
70static float GetShiftOffset(float v, ProcTexShift mode, ProcTexClamp clamp_mode) {
71 const float offset = (clamp_mode == ProcTexClamp::MirroredRepeat) ? 1 : 0.5f;
72 switch (mode) {
73 case ProcTexShift::None:
74 return 0;
75 case ProcTexShift::Odd:
76 return offset * (((int)v / 2) % 2);
77 case ProcTexShift::Even:
78 return offset * ((((int)v + 1) / 2) % 2);
79 default:
80 LOG_CRITICAL(HW_GPU, "Unknown shift mode %u", static_cast<u32>(mode));
81 return 0;
82 }
83};
84
85static void ClampCoord(float& coord, ProcTexClamp mode) {
86 switch (mode) {
87 case ProcTexClamp::ToZero:
88 if (coord > 1.0f)
89 coord = 0.0f;
90 break;
91 case ProcTexClamp::ToEdge:
92 coord = std::min(coord, 1.0f);
93 break;
94 case ProcTexClamp::SymmetricalRepeat:
95 coord = coord - std::floor(coord);
96 break;
97 case ProcTexClamp::MirroredRepeat: {
98 int integer = static_cast<int>(coord);
99 float frac = coord - integer;
100 coord = (integer % 2) == 0 ? frac : (1.0f - frac);
101 break;
102 }
103 case ProcTexClamp::Pulse:
104 if (coord <= 0.5f)
105 coord = 0.0f;
106 else
107 coord = 1.0f;
108 break;
109 default:
110 LOG_CRITICAL(HW_GPU, "Unknown clamp mode %u", static_cast<u32>(mode));
111 coord = std::min(coord, 1.0f);
112 break;
113 }
114}
115
116float CombineAndMap(float u, float v, ProcTexCombiner combiner,
117 const std::array<State::ProcTex::ValueEntry, 128>& map_table) {
118 float f;
119 switch (combiner) {
120 case ProcTexCombiner::U:
121 f = u;
122 break;
123 case ProcTexCombiner::U2:
124 f = u * u;
125 break;
126 case TexturingRegs::ProcTexCombiner::V:
127 f = v;
128 break;
129 case TexturingRegs::ProcTexCombiner::V2:
130 f = v * v;
131 break;
132 case TexturingRegs::ProcTexCombiner::Add:
133 f = (u + v) * 0.5f;
134 break;
135 case TexturingRegs::ProcTexCombiner::Add2:
136 f = (u * u + v * v) * 0.5f;
137 break;
138 case TexturingRegs::ProcTexCombiner::SqrtAdd2:
139 f = std::min(std::sqrt(u * u + v * v), 1.0f);
140 break;
141 case TexturingRegs::ProcTexCombiner::Min:
142 f = std::min(u, v);
143 break;
144 case TexturingRegs::ProcTexCombiner::Max:
145 f = std::max(u, v);
146 break;
147 case TexturingRegs::ProcTexCombiner::RMax:
148 f = std::min(((u + v) * 0.5f + std::sqrt(u * u + v * v)) * 0.5f, 1.0f);
149 break;
150 default:
151 LOG_CRITICAL(HW_GPU, "Unknown combiner %u", static_cast<u32>(combiner));
152 f = 0.0f;
153 break;
154 }
155 return LookupLUT(map_table, f);
156}
157
158Math::Vec4<u8> ProcTex(float u, float v, TexturingRegs regs, State::ProcTex state) {
159 u = std::abs(u);
160 v = std::abs(v);
161
162 // Get shift offset before noise generation
163 const float u_shift = GetShiftOffset(v, regs.proctex.u_shift, regs.proctex.u_clamp);
164 const float v_shift = GetShiftOffset(u, regs.proctex.v_shift, regs.proctex.v_clamp);
165
166 // Generate noise
167 if (regs.proctex.noise_enable) {
168 float noise = NoiseCoef(u, v, regs, state);
169 u += noise * regs.proctex_noise_u.amplitude / 4095.0f;
170 v += noise * regs.proctex_noise_v.amplitude / 4095.0f;
171 u = std::abs(u);
172 v = std::abs(v);
173 }
174
175 // Shift
176 u += u_shift;
177 v += v_shift;
178
179 // Clamp
180 ClampCoord(u, regs.proctex.u_clamp);
181 ClampCoord(v, regs.proctex.v_clamp);
182
183 // Combine and map
184 const float lut_coord = CombineAndMap(u, v, regs.proctex.color_combiner, state.color_map_table);
185
186 // Look up the color
187 // For the color lut, coord=0.0 is lut[offset] and coord=1.0 is lut[offset+width-1]
188 const u32 offset = regs.proctex_lut_offset;
189 const u32 width = regs.proctex_lut.width;
190 const float index = offset + (lut_coord * (width - 1));
191 Math::Vec4<u8> final_color;
192 // TODO(wwylele): implement mipmap
193 switch (regs.proctex_lut.filter) {
194 case ProcTexFilter::Linear:
195 case ProcTexFilter::LinearMipmapLinear:
196 case ProcTexFilter::LinearMipmapNearest: {
197 const int index_int = static_cast<int>(index);
198 const float frac = index - index_int;
199 const auto color_value = state.color_table[index_int].ToVector().Cast<float>();
200 const auto color_diff = state.color_diff_table[index_int].ToVector().Cast<float>();
201 final_color = (color_value + frac * color_diff).Cast<u8>();
202 break;
203 }
204 case ProcTexFilter::Nearest:
205 case ProcTexFilter::NearestMipmapLinear:
206 case ProcTexFilter::NearestMipmapNearest:
207 final_color = state.color_table[static_cast<int>(std::round(index))].ToVector();
208 break;
209 }
210
211 if (regs.proctex.separate_alpha) {
212 // Note: in separate alpha mode, the alpha channel skips the color LUT look up stage. It
213 // uses the output of CombineAndMap directly instead.
214 const float final_alpha =
215 CombineAndMap(u, v, regs.proctex.alpha_combiner, state.alpha_map_table);
216 return Math::MakeVec<u8>(final_color.rgb(), static_cast<u8>(final_alpha * 255));
217 } else {
218 return final_color;
219 }
220}
221
222} // namespace Rasterizer
223} // namespace Pica