Pica/Rasterizer: Add initial implementation of texture combiners.

This commit is contained in:
Tony Wasserka 2014-08-15 16:33:17 +02:00
parent c4691b784b
commit 27cab6477e
2 changed files with 225 additions and 2 deletions

View file

@ -165,12 +165,132 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
(u8)(GetInterpolatedAttribute(v0.color.a(), v1.color.a(), v2.color.a()).ToFloat32() * 255)
};
// Texture environment - consists of 6 stages of color and alpha combining.
//
// Color combiners take three input color values from some source (e.g. interpolated
// vertex color, texture color, previous stage, etc), perform some very simple
// operations on each of them (e.g. inversion) and then calculate the output color
// with some basic arithmetic. Alpha combiners can be configured separately but work
// analogously.
Math::Vec4<u8> combiner_output;
for (auto tev_stage : registers.GetTevStages()) {
using Source = Regs::TevStageConfig::Source;
using ColorModifier = Regs::TevStageConfig::ColorModifier;
using AlphaModifier = Regs::TevStageConfig::AlphaModifier;
using Operation = Regs::TevStageConfig::Operation;
auto GetColorSource = [&](Source source) -> Math::Vec3<u8> {
switch (source) {
case Source::PrimaryColor:
return primary_color.rgb();
case Source::Constant:
return {tev_stage.const_r, tev_stage.const_g, tev_stage.const_b};
case Source::Previous:
return combiner_output.rgb();
default:
ERROR_LOG(GPU, "Unknown color combiner source %d\n", (int)source);
return {};
}
};
auto GetAlphaSource = [&](Source source) -> u8 {
switch (source) {
case Source::PrimaryColor:
return primary_color.a();
case Source::Constant:
return tev_stage.const_a;
case Source::Previous:
return combiner_output.a();
default:
ERROR_LOG(GPU, "Unknown alpha combiner source %d\n", (int)source);
return 0;
}
};
auto GetColorModifier = [](ColorModifier factor, const Math::Vec3<u8>& values) -> Math::Vec3<u8> {
switch (factor)
{
case ColorModifier::SourceColor:
return values;
default:
ERROR_LOG(GPU, "Unknown color factor %d\n", (int)factor);
return {};
}
};
auto GetAlphaModifier = [](AlphaModifier factor, u8 value) -> u8 {
switch (factor) {
case AlphaModifier::SourceAlpha:
return value;
default:
ERROR_LOG(GPU, "Unknown color factor %d\n", (int)factor);
return 0;
}
};
auto ColorCombine = [](Operation op, const Math::Vec3<u8> input[3]) -> Math::Vec3<u8> {
switch (op) {
case Operation::Replace:
return input[0];
case Operation::Modulate:
return ((input[0] * input[1]) / 255).Cast<u8>();
default:
ERROR_LOG(GPU, "Unknown color combiner operation %d\n", (int)op);
return {};
}
};
auto AlphaCombine = [](Operation op, const std::array<u8,3>& input) -> u8 {
switch (op) {
case Operation::Replace:
return input[0];
case Operation::Modulate:
return input[0] * input[1] / 255;
default:
ERROR_LOG(GPU, "Unknown alpha combiner operation %d\n", (int)op);
return 0;
}
};
// color combiner
// NOTE: Not sure if the alpha combiner might use the color output of the previous
// stage as input. Hence, we currently don't directly write the result to
// combiner_output.rgb(), but instead store it in a temporary variable until
// alpha combining has been done.
Math::Vec3<u8> color_result[3] = {
GetColorModifier(tev_stage.color_modifier1, GetColorSource(tev_stage.color_source1)),
GetColorModifier(tev_stage.color_modifier2, GetColorSource(tev_stage.color_source2)),
GetColorModifier(tev_stage.color_modifier3, GetColorSource(tev_stage.color_source3))
};
auto color_output = ColorCombine(tev_stage.color_op, color_result);
// alpha combiner
std::array<u8,3> alpha_result = {
GetAlphaModifier(tev_stage.alpha_modifier1, GetAlphaSource(tev_stage.alpha_source1)),
GetAlphaModifier(tev_stage.alpha_modifier2, GetAlphaSource(tev_stage.alpha_source2)),
GetAlphaModifier(tev_stage.alpha_modifier3, GetAlphaSource(tev_stage.alpha_source3))
};
auto alpha_output = AlphaCombine(tev_stage.alpha_op, alpha_result);
combiner_output = Math::MakeVec(color_output, alpha_output);
}
u16 z = (u16)(((float)v0.screenpos[2].ToFloat32() * w0 +
(float)v1.screenpos[2].ToFloat32() * w1 +
(float)v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum); // TODO: Shouldn't need to multiply by 65536?
SetDepth(x >> 4, y >> 4, z);
DrawPixel(x >> 4, y >> 4, primary_color);
DrawPixel(x >> 4, y >> 4, combiner_output);
}
}
}