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https://github.com/PabloMK7/citra
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Merge pull request #3516 from wwylele/shadow-sw
SwRasterizer: Implement shadow mapping
This commit is contained in:
commit
384849232b
7 changed files with 172 additions and 10 deletions
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@ -15,6 +15,12 @@
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namespace Pica {
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struct FramebufferRegs {
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enum class FragmentOperationMode : u32 {
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Default = 0,
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Gas = 1,
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Shadow = 3,
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};
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enum class LogicOp : u32 {
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Clear = 0,
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And = 1,
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@ -84,6 +90,7 @@ struct FramebufferRegs {
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struct {
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union {
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BitField<0, 2, FragmentOperationMode> fragment_operation_mode;
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// If false, logic blending is used
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BitField<8, 1, u32> alphablend_enable;
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};
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@ -274,7 +281,14 @@ struct FramebufferRegs {
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ASSERT_MSG(false, "Unknown depth format %u", static_cast<u32>(format));
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}
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INSERT_PADDING_WORDS(0x20);
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INSERT_PADDING_WORDS(0x10); // Gas related registers
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union {
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BitField<0, 16, u32> constant; // float1.5.10
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BitField<16, 16, u32> linear; // float1.5.10
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} shadow;
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INSERT_PADDING_WORDS(0xF);
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};
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static_assert(sizeof(FramebufferRegs) == 0x40 * sizeof(u32),
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@ -187,9 +187,15 @@ struct LightingRegs {
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BitField<0, 3, u32> max_light_index; // Number of enabled lights - 1
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union {
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BitField<0, 1, u32> enable_shadow;
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BitField<2, 2, LightingFresnelSelector> fresnel_selector;
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BitField<4, 4, LightingConfig> config;
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BitField<16, 1, u32> shadow_primary;
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BitField<17, 1, u32> shadow_secondary;
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BitField<18, 1, u32> shadow_invert;
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BitField<19, 1, u32> shadow_alpha;
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BitField<22, 2, u32> bump_selector; // 0: Texture 0, 1: Texture 1, 2: Texture 2
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BitField<24, 2, u32> shadow_selector;
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BitField<27, 1, u32> clamp_highlights;
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BitField<28, 2, LightingBumpMode> bump_mode;
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BitField<30, 1, u32> disable_bump_renorm;
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@ -198,6 +204,9 @@ struct LightingRegs {
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union {
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u32 raw;
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// Each bit specifies whether shadow should be applied for the corresponding light.
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BitField<0, 8, u32> disable_shadow;
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// Each bit specifies whether spot light attenuation should be applied for the corresponding
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// light.
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BitField<8, 8, u32> disable_spot_atten;
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@ -224,6 +233,10 @@ struct LightingRegs {
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return (config1.disable_spot_atten & (1 << index)) != 0;
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}
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bool IsShadowDisabled(unsigned index) const {
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return (config1.disable_shadow & (1 << index)) != 0;
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}
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union {
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BitField<0, 8, u32> index; ///< Index at which to set data in the LUT
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BitField<8, 5, u32> type; ///< Type of LUT for which to set data
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@ -158,7 +158,12 @@ struct TexturingRegs {
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return address * 8;
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}
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INSERT_PADDING_WORDS(0x3);
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union {
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BitField<0, 1, u32> orthographic; // 0: enable perspective divide
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BitField<1, 23, u32> bias; // 23-bit fraction
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} shadow;
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INSERT_PADDING_WORDS(0x2);
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BitField<0, 4, TextureFormat> texture0_format;
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BitField<0, 1, u32> fragment_lighting_enable;
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INSERT_PADDING_WORDS(0x1);
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@ -359,5 +359,54 @@ u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op) {
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UNREACHABLE();
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};
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// Decode/Encode for shadow map format. It is similar to D24S8 format, but the depth field is in
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// big-endian
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static const Math::Vec2<u32> DecodeD24S8Shadow(const u8* bytes) {
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return {static_cast<u32>((bytes[0] << 16) | (bytes[1] << 8) | bytes[2]), bytes[3]};
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}
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static void EncodeD24X8Shadow(u32 depth, u8* bytes) {
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bytes[2] = depth & 0xFF;
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bytes[1] = (depth >> 8) & 0xFF;
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bytes[0] = (depth >> 16) & 0xFF;
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}
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static void EncodeX24S8Shadow(u8 stencil, u8* bytes) {
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bytes[3] = stencil;
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}
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void DrawShadowMapPixel(int x, int y, u32 depth, u8 stencil) {
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const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
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const auto& shadow = g_state.regs.framebuffer.shadow;
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const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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u32 bytes_per_pixel = 4;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
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coarse_y * framebuffer.width * bytes_per_pixel;
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u8* dst_pixel = Memory::GetPhysicalPointer(addr) + dst_offset;
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auto ref = DecodeD24S8Shadow(dst_pixel);
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u32 ref_z = ref.x;
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u32 ref_s = ref.y;
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if (depth < ref_z) {
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if (stencil == 0) {
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EncodeD24X8Shadow(depth, dst_pixel);
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} else {
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float16 constant = float16::FromRaw(shadow.constant);
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float16 linear = float16::FromRaw(shadow.linear);
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float16 x = float16::FromFloat32(static_cast<float>(depth) / ref_z);
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float16 stencil_new = float16::FromFloat32(stencil) / (constant + linear * x);
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stencil = static_cast<u8>(MathUtil::Clamp(stencil_new.ToFloat32(), 0.0f, 255.0f));
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if (stencil < ref_s)
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EncodeX24S8Shadow(stencil, dst_pixel);
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}
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}
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}
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} // namespace Rasterizer
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} // namespace Pica
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@ -25,5 +25,7 @@ Math::Vec4<u8> EvaluateBlendEquation(const Math::Vec4<u8>& src, const Math::Vec4
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u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op);
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void DrawShadowMapPixel(int x, int y, u32 depth, u8 stencil);
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} // namespace Rasterizer
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} // namespace Pica
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@ -25,6 +25,16 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view,
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const Math::Vec4<u8> (&texture_color)[4]) {
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Math::Vec4<float> shadow;
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if (lighting.config0.enable_shadow) {
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shadow = texture_color[lighting.config0.shadow_selector].Cast<float>() / 255.0f;
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if (lighting.config0.shadow_invert) {
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shadow = Math::MakeVec(1.0f, 1.0f, 1.0f, 1.0f) - shadow;
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}
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} else {
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shadow = Math::MakeVec(1.0f, 1.0f, 1.0f, 1.0f);
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}
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Math::Vec3<float> surface_normal;
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Math::Vec3<float> surface_tangent;
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@ -278,11 +288,38 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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}
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auto diffuse =
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light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
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diffuse_sum += Math::MakeVec(diffuse * dist_atten * spot_atten, 0.0f);
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(light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f()) *
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dist_atten * spot_atten;
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auto specular = (specular_0 + specular_1) * clamp_highlights * dist_atten * spot_atten;
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specular_sum += Math::MakeVec(
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(specular_0 + specular_1) * clamp_highlights * dist_atten * spot_atten, 0.0f);
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if (!lighting.IsShadowDisabled(num)) {
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if (lighting.config0.shadow_primary) {
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diffuse = diffuse * shadow.xyz();
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}
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if (lighting.config0.shadow_secondary) {
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specular = specular * shadow.xyz();
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}
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}
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diffuse_sum += Math::MakeVec(diffuse, 0.0f);
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specular_sum += Math::MakeVec(specular, 0.0f);
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}
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if (lighting.config0.shadow_alpha) {
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// Alpha shadow also uses the Fresnel selecotr to determine which alpha to apply
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// Enabled for diffuse lighting alpha component
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if (lighting.config0.fresnel_selector ==
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LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
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lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
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diffuse_sum.a() *= shadow.w;
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}
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// Enabled for the specular lighting alpha component
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if (lighting.config0.fresnel_selector ==
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LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
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lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
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specular_sum.a() *= shadow.w;
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}
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}
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diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
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@ -74,8 +74,9 @@ static int SignedArea(const Math::Vec2<Fix12P4>& vtx1, const Math::Vec2<Fix12P4>
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};
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/// Convert a 3D vector for cube map coordinates to 2D texture coordinates along with the face name
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static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v, float24 w,
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const TexturingRegs& regs) {
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static std::tuple<float24, float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v,
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float24 w,
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const TexturingRegs& regs) {
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const float abs_u = std::abs(u.ToFloat32());
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const float abs_v = std::abs(v.ToFloat32());
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const float abs_w = std::abs(w.ToFloat32());
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@ -112,8 +113,9 @@ static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v
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x = u;
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z = w;
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}
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float24 z_abs = float24::FromFloat32(std::abs(z.ToFloat32()));
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const float24 half = float24::FromFloat32(0.5f);
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return std::make_tuple(x / z * half + half, y / z * half + half, addr);
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return std::make_tuple(x / z * half + half, y / z * half + half, z_abs, addr);
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}
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MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
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@ -331,13 +333,16 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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// Only unit 0 respects the texturing type (according to 3DBrew)
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// TODO: Refactor so cubemaps and shadowmaps can be handled
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PAddr texture_address = texture.config.GetPhysicalAddress();
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float24 shadow_z;
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if (i == 0) {
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switch (texture.config.type) {
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case TexturingRegs::TextureConfig::Texture2D:
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break;
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case TexturingRegs::TextureConfig::ShadowCube:
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case TexturingRegs::TextureConfig::TextureCube: {
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auto w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w);
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std::tie(u, v, texture_address) = ConvertCubeCoord(u, v, w, regs.texturing);
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std::tie(u, v, shadow_z, texture_address) =
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ConvertCubeCoord(u, v, w, regs.texturing);
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break;
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}
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case TexturingRegs::TextureConfig::Projection2D: {
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@ -346,6 +351,16 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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v /= tc0_w;
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break;
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}
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case TexturingRegs::TextureConfig::Shadow2D: {
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auto tc0_w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w);
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if (!regs.texturing.shadow.orthographic) {
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u /= tc0_w;
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v /= tc0_w;
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}
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shadow_z = float24::FromFloat32(std::abs(tc0_w.ToFloat32()));
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break;
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}
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default:
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// TODO: Change to LOG_ERROR when more types are handled.
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LOG_DEBUG(HW_GPU, "Unhandled texture type %x", (int)texture.config.type);
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@ -394,6 +409,22 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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// TODO: Apply the min and mag filters to the texture
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texture_color[i] = Texture::LookupTexture(texture_data, s, t, info);
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}
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if (i == 0 && (texture.config.type == TexturingRegs::TextureConfig::Shadow2D ||
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texture.config.type == TexturingRegs::TextureConfig::ShadowCube)) {
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s32 z_int = static_cast<s32>(std::min(shadow_z.ToFloat32(), 1.0f) * 0xFFFFFF);
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z_int -= regs.texturing.shadow.bias << 1;
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auto& color = texture_color[i];
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s32 z_ref = (color.w << 16) | (color.z << 8) | color.y;
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u8 density;
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if (z_ref >= z_int) {
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density = color.x;
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} else {
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density = 0;
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}
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texture_color[i] = {density, density, density, density};
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}
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}
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// sample procedural texture
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@ -541,6 +572,17 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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}
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const auto& output_merger = regs.framebuffer.output_merger;
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if (output_merger.fragment_operation_mode ==
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FramebufferRegs::FragmentOperationMode::Shadow) {
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u32 depth_int = static_cast<u32>(depth * 0xFFFFFF);
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// use green color as the shadow intensity
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u8 stencil = combiner_output.y;
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DrawShadowMapPixel(x >> 4, y >> 4, depth_int, stencil);
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// skip the normal output merger pipeline if it is in shadow mode
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continue;
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}
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// TODO: Does alpha testing happen before or after stencil?
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if (output_merger.alpha_test.enable) {
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bool pass = false;
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