Merge pull request #3916 from wwylele/mipmap-proctex

gl_rasterizer: implement mipmap for procedural texture
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Weiyi Wang 2018-07-19 11:51:57 +03:00 committed by GitHub
commit 78685065cf
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GPG key ID: 4AEE18F83AFDEB23
7 changed files with 97 additions and 23 deletions

View file

@ -251,11 +251,18 @@ struct TexturingRegs {
union {
BitField<0, 3, ProcTexFilter> filter;
BitField<3, 4, u32> lod_min;
BitField<7, 4, u32> lod_max;
BitField<11, 8, u32> width;
BitField<19, 8, u32> bias_high; // TODO: unimplemented
} proctex_lut;
BitField<0, 8, u32> proctex_lut_offset;
union {
BitField<0, 8, u32> level0;
BitField<8, 8, u32> level1;
BitField<16, 8, u32> level2;
BitField<24, 8, u32> level3;
} proctex_lut_offset;
INSERT_PADDING_WORDS(0x1);

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@ -191,6 +191,7 @@ void RasterizerOpenGL::SyncEntireState() {
SyncFogColor();
SyncProcTexNoise();
SyncProcTexBias();
SyncShadowBias();
}
@ -911,6 +912,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
case PICA_REG_INDEX(texturing.proctex):
case PICA_REG_INDEX(texturing.proctex_lut):
case PICA_REG_INDEX(texturing.proctex_lut_offset):
SyncProcTexBias();
shader_dirty = true;
break;
@ -1698,6 +1700,15 @@ void RasterizerOpenGL::SyncProcTexNoise() {
uniform_block_data.dirty = true;
}
void RasterizerOpenGL::SyncProcTexBias() {
const auto& regs = Pica::g_state.regs.texturing;
uniform_block_data.data.proctex_bias =
Pica::float16::FromRaw(regs.proctex.bias_low | (regs.proctex_lut.bias_high << 8))
.ToFloat32();
uniform_block_data.dirty = true;
}
void RasterizerOpenGL::SyncAlphaTest() {
const auto& regs = Pica::g_state.regs;
if (regs.framebuffer.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) {

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@ -152,6 +152,9 @@ private:
/// Sync the procedural texture noise configuration to match the PICA register
void SyncProcTexNoise();
/// Sync the procedural texture bias configuration to match the PICA register
void SyncProcTexBias();
/// Syncs the alpha test states to match the PICA register
void SyncAlphaTest();

View file

@ -62,6 +62,7 @@ layout (std140) uniform shader_data {
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 fog_color;
vec2 proctex_noise_f;
@ -226,7 +227,12 @@ PicaFSConfig PicaFSConfig::BuildFromRegs(const Pica::Regs& regs) {
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_offset0 = regs.texturing.proctex_lut_offset.level0;
state.proctex.lut_offset1 = regs.texturing.proctex_lut_offset.level1;
state.proctex.lut_offset2 = regs.texturing.proctex_lut_offset.level2;
state.proctex.lut_offset3 = regs.texturing.proctex_lut_offset.level3;
state.proctex.lod_min = regs.texturing.proctex_lut.lod_min;
state.proctex.lod_max = regs.texturing.proctex_lut.lod_max;
state.proctex.lut_filter = regs.texturing.proctex_lut.filter;
}
@ -1124,6 +1130,42 @@ float ProcTexNoiseCoef(vec2 x) {
)";
}
out += "vec4 SampleProcTexColor(float lut_coord, int level) {\n";
out += "int lut_width = " + std::to_string(config.state.proctex.lut_width) + " >> level;\n";
std::string offset0 = std::to_string(config.state.proctex.lut_offset0);
std::string offset1 = std::to_string(config.state.proctex.lut_offset1);
std::string offset2 = std::to_string(config.state.proctex.lut_offset2);
std::string offset3 = std::to_string(config.state.proctex.lut_offset3);
// Offsets for level 4-7 seem to be hardcoded
out += "int lut_offsets[8] = int[](" + offset0 + ", " + offset1 + ", " + offset2 + ", " +
offset3 + ", 0xF0, 0xF8, 0xFC, 0xFE);\n";
out += "int lut_offset = lut_offsets[level];\n";
// For the color lut, coord=0.0 is lut[offset] and coord=1.0 is lut[offset+width-1]
out += "lut_coord *= lut_width - 1;\n";
switch (config.state.proctex.lut_filter) {
case ProcTexFilter::Linear:
case ProcTexFilter::LinearMipmapLinear:
case ProcTexFilter::LinearMipmapNearest:
out += "int lut_index_i = int(lut_coord) + lut_offset;\n";
out += "float lut_index_f = fract(lut_coord);\n";
out += "return texelFetch(texture_buffer_lut_rgba, lut_index_i + "
"proctex_lut_offset) + "
"lut_index_f * "
"texelFetch(texture_buffer_lut_rgba, lut_index_i + proctex_diff_lut_offset);\n";
break;
case ProcTexFilter::Nearest:
case ProcTexFilter::NearestMipmapLinear:
case ProcTexFilter::NearestMipmapNearest:
out += "lut_coord += lut_offset;\n";
// Note: float->int conversion here is indeed floor, not round
out += "return texelFetch(texture_buffer_lut_rgba, int(lut_coord) + "
"proctex_lut_offset);\n";
break;
}
out += "}\n";
out += "vec4 ProcTex() {\n";
if (config.state.proctex.coord < 3) {
out += "vec2 uv = abs(texcoord" + std::to_string(config.state.proctex.coord) + ");\n";
@ -1132,6 +1174,18 @@ float ProcTexNoiseCoef(vec2 x) {
out += "vec2 uv = abs(texcoord0);\n";
}
// This LOD formula is the same as the LOD upper limit defined in OpenGL.
// f(x, y) <= m_u + m_v + m_w
// (See OpenGL 4.6 spec, 8.14.1 - Scale Factor and Level-of-Detail)
// Note: this is different from the one normal 2D textures use.
out += "vec2 duv = max(abs(dFdx(uv)), abs(dFdy(uv)));\n";
// unlike normal texture, the bias is inside the log2
out += "float lod = log2(abs(" + std::to_string(config.state.proctex.lut_width) +
" * proctex_bias) * (duv.x + duv.y));\n";
out += "if (proctex_bias == 0.0) lod = 0.0;\n";
out += "lod = clamp(lod, " +
std::to_string(std::max<float>(0.0f, config.state.proctex.lod_min)) + ", " +
std::to_string(std::min<float>(7.0f, config.state.proctex.lod_max)) + ");\n";
// Get shift offset before noise generation
out += "float u_shift = ";
AppendProcTexShiftOffset(out, "uv.y", config.state.proctex.u_shift,
@ -1162,28 +1216,21 @@ float ProcTexNoiseCoef(vec2 x) {
"proctex_color_map_offset");
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(texture_buffer_lut_rgba, lut_index_i + "
"proctex_lut_offset) + "
"lut_index_f * "
"texelFetch(texture_buffer_lut_rgba, lut_index_i + proctex_diff_lut_offset);\n";
break;
case ProcTexFilter::Nearest:
case ProcTexFilter::NearestMipmapLinear:
out += "vec4 final_color = SampleProcTexColor(lut_coord, 0);\n";
break;
case ProcTexFilter::NearestMipmapNearest:
out += "lut_coord += " + std::to_string(config.state.proctex.lut_offset) + ";\n";
out += "vec4 final_color = texelFetch(texture_buffer_lut_rgba, int(round(lut_coord)) + "
"proctex_lut_offset);\n";
case ProcTexFilter::LinearMipmapNearest:
out += "vec4 final_color = SampleProcTexColor(lut_coord, int(round(lod)));\n";
break;
case ProcTexFilter::NearestMipmapLinear:
case ProcTexFilter::LinearMipmapLinear:
out += "int lod_i = int(lod);\n";
out += "float lod_f = fract(lod);\n";
out += "vec4 final_color = mix(SampleProcTexColor(lut_coord, lod_i), "
"SampleProcTexColor(lut_coord, lod_i + 1), lod_f);\n";
break;
}

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@ -107,7 +107,12 @@ struct PicaFSConfigState {
bool noise_enable;
Pica::TexturingRegs::ProcTexShift u_shift, v_shift;
u32 lut_width;
u32 lut_offset;
u32 lut_offset0;
u32 lut_offset1;
u32 lut_offset2;
u32 lut_offset3;
u32 lod_min;
u32 lod_max;
Pica::TexturingRegs::ProcTexFilter lut_filter;
} proctex;

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@ -45,6 +45,7 @@ struct UniformData {
GLint proctex_alpha_map_offset;
GLint proctex_lut_offset;
GLint proctex_diff_lut_offset;
GLfloat proctex_bias;
alignas(16) GLivec4 lighting_lut_offset[Pica::LightingRegs::NumLightingSampler / 4];
alignas(16) GLvec3 fog_color;
alignas(8) GLvec2 proctex_noise_f;
@ -58,7 +59,7 @@ struct UniformData {
};
static_assert(
sizeof(UniformData) == 0x4e0,
sizeof(UniformData) == 0x4F0,
"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");

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@ -185,7 +185,7 @@ Math::Vec4<u8> ProcTex(float u, float v, TexturingRegs regs, State::ProcTex stat
// Look up the color
// For the color lut, coord=0.0 is lut[offset] and coord=1.0 is lut[offset+width-1]
const u32 offset = regs.proctex_lut_offset;
const u32 offset = regs.proctex_lut_offset.level0;
const u32 width = regs.proctex_lut.width;
const float index = offset + (lut_coord * (width - 1));
Math::Vec4<u8> final_color;