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-rw-r--r--src/video_core/swrasterizer/clipper.cpp197
-rw-r--r--src/video_core/swrasterizer/clipper.h21
-rw-r--r--src/video_core/swrasterizer/framebuffer.cpp360
-rw-r--r--src/video_core/swrasterizer/framebuffer.h29
-rw-r--r--src/video_core/swrasterizer/lighting.cpp308
-rw-r--r--src/video_core/swrasterizer/lighting.h19
-rw-r--r--src/video_core/swrasterizer/proctex.cpp223
-rw-r--r--src/video_core/swrasterizer/proctex.h16
-rw-r--r--src/video_core/swrasterizer/rasterizer.cpp853
-rw-r--r--src/video_core/swrasterizer/rasterizer.h48
-rw-r--r--src/video_core/swrasterizer/swrasterizer.cpp15
-rw-r--r--src/video_core/swrasterizer/swrasterizer.h27
-rw-r--r--src/video_core/swrasterizer/texturing.cpp244
-rw-r--r--src/video_core/swrasterizer/texturing.h28
14 files changed, 0 insertions, 2388 deletions
diff --git a/src/video_core/swrasterizer/clipper.cpp b/src/video_core/swrasterizer/clipper.cpp
deleted file mode 100644
index c1ed48398..000000000
--- a/src/video_core/swrasterizer/clipper.cpp
+++ /dev/null
@@ -1,197 +0,0 @@
-// Copyright 2014 Citra Emulator Project
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#include <algorithm>
-#include <array>
-#include <cstddef>
-#include <boost/container/static_vector.hpp>
-#include <boost/container/vector.hpp>
-#include "common/bit_field.h"
-#include "common/common_types.h"
-#include "common/logging/log.h"
-#include "common/vector_math.h"
-#include "video_core/pica_state.h"
-#include "video_core/pica_types.h"
-#include "video_core/shader/shader.h"
-#include "video_core/swrasterizer/clipper.h"
-#include "video_core/swrasterizer/rasterizer.h"
-
-using Pica::Rasterizer::Vertex;
-
-namespace Pica {
-
-namespace Clipper {
-
-struct ClippingEdge {
-public:
- ClippingEdge(Math::Vec4<float24> coeffs, Math::Vec4<float24> bias = Math::Vec4<float24>(
- float24::FromFloat32(0), float24::FromFloat32(0),
- float24::FromFloat32(0), float24::FromFloat32(0)))
- : coeffs(coeffs), bias(bias) {}
-
- bool IsInside(const Vertex& vertex) const {
- return Math::Dot(vertex.pos + bias, coeffs) >= float24::FromFloat32(0);
- }
-
- bool IsOutSide(const Vertex& vertex) const {
- return !IsInside(vertex);
- }
-
- Vertex GetIntersection(const Vertex& v0, const Vertex& v1) const {
- float24 dp = Math::Dot(v0.pos + bias, coeffs);
- float24 dp_prev = Math::Dot(v1.pos + bias, coeffs);
- float24 factor = dp_prev / (dp_prev - dp);
-
- return Vertex::Lerp(factor, v0, v1);
- }
-
-private:
- float24 pos;
- Math::Vec4<float24> coeffs;
- Math::Vec4<float24> bias;
-};
-
-static void InitScreenCoordinates(Vertex& vtx) {
- struct {
- float24 halfsize_x;
- float24 offset_x;
- float24 halfsize_y;
- float24 offset_y;
- float24 zscale;
- float24 offset_z;
- } viewport;
-
- const auto& regs = g_state.regs;
- viewport.halfsize_x = float24::FromRaw(regs.rasterizer.viewport_size_x);
- viewport.halfsize_y = float24::FromRaw(regs.rasterizer.viewport_size_y);
- viewport.offset_x = float24::FromFloat32(static_cast<float>(regs.rasterizer.viewport_corner.x));
- viewport.offset_y = float24::FromFloat32(static_cast<float>(regs.rasterizer.viewport_corner.y));
-
- float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w;
- vtx.pos.w = inv_w;
- vtx.quat *= inv_w;
- vtx.color *= inv_w;
- vtx.tc0 *= inv_w;
- vtx.tc1 *= inv_w;
- vtx.tc0_w *= inv_w;
- vtx.view *= inv_w;
- vtx.tc2 *= inv_w;
-
- vtx.screenpos[0] =
- (vtx.pos.x * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;
- vtx.screenpos[1] =
- (vtx.pos.y * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
- vtx.screenpos[2] = vtx.pos.z * inv_w;
-}
-
-void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const OutputVertex& v2) {
- using boost::container::static_vector;
-
- // Clipping a planar n-gon against a plane will remove at least 1 vertex and introduces 2 at
- // the new edge (or less in degenerate cases). As such, we can say that each clipping plane
- // introduces at most 1 new vertex to the polygon. Since we start with a triangle and have a
- // fixed 6 clipping planes, the maximum number of vertices of the clipped polygon is 3 + 6 = 9.
- static const size_t MAX_VERTICES = 9;
- static_vector<Vertex, MAX_VERTICES> buffer_a = {v0, v1, v2};
- static_vector<Vertex, MAX_VERTICES> buffer_b;
-
- auto FlipQuaternionIfOpposite = [](auto& a, const auto& b) {
- if (Math::Dot(a, b) < float24::Zero())
- a = a * float24::FromFloat32(-1.0f);
- };
-
- // Flip the quaternions if they are opposite to prevent interpolating them over the wrong
- // direction.
- FlipQuaternionIfOpposite(buffer_a[1].quat, buffer_a[0].quat);
- FlipQuaternionIfOpposite(buffer_a[2].quat, buffer_a[0].quat);
-
- auto* output_list = &buffer_a;
- auto* input_list = &buffer_b;
-
- // NOTE: We clip against a w=epsilon plane to guarantee that the output has a positive w value.
- // TODO: Not sure if this is a valid approach. Also should probably instead use the smallest
- // epsilon possible within float24 accuracy.
- static const float24 EPSILON = float24::FromFloat32(0.00001f);
- static const float24 f0 = float24::FromFloat32(0.0);
- static const float24 f1 = float24::FromFloat32(1.0);
- static const std::array<ClippingEdge, 7> clipping_edges = {{
- {Math::MakeVec(-f1, f0, f0, f1)}, // x = +w
- {Math::MakeVec(f1, f0, f0, f1)}, // x = -w
- {Math::MakeVec(f0, -f1, f0, f1)}, // y = +w
- {Math::MakeVec(f0, f1, f0, f1)}, // y = -w
- {Math::MakeVec(f0, f0, -f1, f0)}, // z = 0
- {Math::MakeVec(f0, f0, f1, f1)}, // z = -w
- {Math::MakeVec(f0, f0, f0, f1), Math::Vec4<float24>(f0, f0, f0, EPSILON)}, // w = EPSILON
- }};
-
- // Simple implementation of the Sutherland-Hodgman clipping algorithm.
- // TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
- auto Clip = [&](const ClippingEdge& edge) {
- std::swap(input_list, output_list);
- output_list->clear();
-
- const Vertex* reference_vertex = &input_list->back();
-
- for (const auto& vertex : *input_list) {
- // NOTE: This algorithm changes vertex order in some cases!
- if (edge.IsInside(vertex)) {
- if (edge.IsOutSide(*reference_vertex)) {
- output_list->push_back(edge.GetIntersection(vertex, *reference_vertex));
- }
-
- output_list->push_back(vertex);
- } else if (edge.IsInside(*reference_vertex)) {
- output_list->push_back(edge.GetIntersection(vertex, *reference_vertex));
- }
- reference_vertex = &vertex;
- }
- };
-
- for (auto edge : clipping_edges) {
- Clip(edge);
-
- // Need to have at least a full triangle to continue...
- if (output_list->size() < 3)
- return;
- }
-
- if (g_state.regs.rasterizer.clip_enable) {
- ClippingEdge custom_edge{g_state.regs.rasterizer.GetClipCoef()};
- Clip(custom_edge);
-
- if (output_list->size() < 3)
- return;
- }
-
- InitScreenCoordinates((*output_list)[0]);
- InitScreenCoordinates((*output_list)[1]);
-
- for (size_t i = 0; i < output_list->size() - 2; i++) {
- Vertex& vtx0 = (*output_list)[0];
- Vertex& vtx1 = (*output_list)[i + 1];
- Vertex& vtx2 = (*output_list)[i + 2];
-
- InitScreenCoordinates(vtx2);
-
- LOG_TRACE(Render_Software,
- "Triangle %lu/%lu at position (%.3f, %.3f, %.3f, %.3f), "
- "(%.3f, %.3f, %.3f, %.3f), (%.3f, %.3f, %.3f, %.3f) and "
- "screen position (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f)",
- i + 1, output_list->size() - 2, vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(),
- vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(), vtx1.pos.x.ToFloat32(),
- vtx1.pos.y.ToFloat32(), vtx1.pos.z.ToFloat32(), vtx1.pos.w.ToFloat32(),
- vtx2.pos.x.ToFloat32(), vtx2.pos.y.ToFloat32(), vtx2.pos.z.ToFloat32(),
- vtx2.pos.w.ToFloat32(), vtx0.screenpos.x.ToFloat32(),
- vtx0.screenpos.y.ToFloat32(), vtx0.screenpos.z.ToFloat32(),
- vtx1.screenpos.x.ToFloat32(), vtx1.screenpos.y.ToFloat32(),
- vtx1.screenpos.z.ToFloat32(), vtx2.screenpos.x.ToFloat32(),
- vtx2.screenpos.y.ToFloat32(), vtx2.screenpos.z.ToFloat32());
-
- Rasterizer::ProcessTriangle(vtx0, vtx1, vtx2);
- }
-}
-
-} // namespace
-
-} // namespace
diff --git a/src/video_core/swrasterizer/clipper.h b/src/video_core/swrasterizer/clipper.h
deleted file mode 100644
index b51af0af9..000000000
--- a/src/video_core/swrasterizer/clipper.h
+++ /dev/null
@@ -1,21 +0,0 @@
-// Copyright 2014 Citra Emulator Project
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#pragma once
-
-namespace Pica {
-
-namespace Shader {
-struct OutputVertex;
-}
-
-namespace Clipper {
-
-using Shader::OutputVertex;
-
-void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const OutputVertex& v2);
-
-} // namespace
-
-} // namespace
diff --git a/src/video_core/swrasterizer/framebuffer.cpp b/src/video_core/swrasterizer/framebuffer.cpp
deleted file mode 100644
index f34eab6cf..000000000
--- a/src/video_core/swrasterizer/framebuffer.cpp
+++ /dev/null
@@ -1,360 +0,0 @@
-// Copyright 2017 Citra Emulator Project
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#include <algorithm>
-
-#include "common/assert.h"
-#include "common/color.h"
-#include "common/common_types.h"
-#include "common/logging/log.h"
-#include "common/math_util.h"
-#include "common/vector_math.h"
-#include "core/hw/gpu.h"
-#include "core/memory.h"
-#include "video_core/pica_state.h"
-#include "video_core/regs_framebuffer.h"
-#include "video_core/swrasterizer/framebuffer.h"
-#include "video_core/utils.h"
-
-namespace Pica {
-namespace Rasterizer {
-
-void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
- const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
- const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
-
- // Similarly to textures, the render framebuffer is laid out from bottom to top, too.
- // NOTE: The framebuffer height register contains the actual FB height minus one.
- y = framebuffer.height - y;
-
- const u32 coarse_y = y & ~7;
- u32 bytes_per_pixel =
- GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
- coarse_y * framebuffer.width * bytes_per_pixel;
- u8* dst_pixel = Memory::GetPhysicalPointer(addr) + dst_offset;
-
- switch (framebuffer.color_format) {
- case FramebufferRegs::ColorFormat::RGBA8:
- Color::EncodeRGBA8(color, dst_pixel);
- break;
-
- case FramebufferRegs::ColorFormat::RGB8:
- Color::EncodeRGB8(color, dst_pixel);
- break;
-
- case FramebufferRegs::ColorFormat::RGB5A1:
- Color::EncodeRGB5A1(color, dst_pixel);
- break;
-
- case FramebufferRegs::ColorFormat::RGB565:
- Color::EncodeRGB565(color, dst_pixel);
- break;
-
- case FramebufferRegs::ColorFormat::RGBA4:
- Color::EncodeRGBA4(color, dst_pixel);
- break;
-
- default:
- LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x",
- framebuffer.color_format.Value());
- UNIMPLEMENTED();
- }
-}
-
-const Math::Vec4<u8> GetPixel(int x, int y) {
- const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
- const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
-
- y = framebuffer.height - y;
-
- const u32 coarse_y = y & ~7;
- u32 bytes_per_pixel =
- GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
- u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
- coarse_y * framebuffer.width * bytes_per_pixel;
- u8* src_pixel = Memory::GetPhysicalPointer(addr) + src_offset;
-
- switch (framebuffer.color_format) {
- case FramebufferRegs::ColorFormat::RGBA8:
- return Color::DecodeRGBA8(src_pixel);
-
- case FramebufferRegs::ColorFormat::RGB8:
- return Color::DecodeRGB8(src_pixel);
-
- case FramebufferRegs::ColorFormat::RGB5A1:
- return Color::DecodeRGB5A1(src_pixel);
-
- case FramebufferRegs::ColorFormat::RGB565:
- return Color::DecodeRGB565(src_pixel);
-
- case FramebufferRegs::ColorFormat::RGBA4:
- return Color::DecodeRGBA4(src_pixel);
-
- default:
- LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x",
- framebuffer.color_format.Value());
- UNIMPLEMENTED();
- }
-
- return {0, 0, 0, 0};
-}
-
-u32 GetDepth(int x, int y) {
- const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
- const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
- u8* depth_buffer = Memory::GetPhysicalPointer(addr);
-
- y = framebuffer.height - y;
-
- const u32 coarse_y = y & ~7;
- u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
- u32 stride = framebuffer.width * bytes_per_pixel;
-
- u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
- u8* src_pixel = depth_buffer + src_offset;
-
- switch (framebuffer.depth_format) {
- case FramebufferRegs::DepthFormat::D16:
- return Color::DecodeD16(src_pixel);
- case FramebufferRegs::DepthFormat::D24:
- return Color::DecodeD24(src_pixel);
- case FramebufferRegs::DepthFormat::D24S8:
- return Color::DecodeD24S8(src_pixel).x;
- default:
- LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
- UNIMPLEMENTED();
- return 0;
- }
-}
-
-u8 GetStencil(int x, int y) {
- const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
- const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
- u8* depth_buffer = Memory::GetPhysicalPointer(addr);
-
- y = framebuffer.height - y;
-
- const u32 coarse_y = y & ~7;
- u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
- u32 stride = framebuffer.width * bytes_per_pixel;
-
- u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
- u8* src_pixel = depth_buffer + src_offset;
-
- switch (framebuffer.depth_format) {
- case FramebufferRegs::DepthFormat::D24S8:
- return Color::DecodeD24S8(src_pixel).y;
-
- default:
- LOG_WARNING(
- HW_GPU,
- "GetStencil called for function which doesn't have a stencil component (format %u)",
- framebuffer.depth_format);
- return 0;
- }
-}
-
-void SetDepth(int x, int y, u32 value) {
- const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
- const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
- u8* depth_buffer = Memory::GetPhysicalPointer(addr);
-
- y = framebuffer.height - y;
-
- const u32 coarse_y = y & ~7;
- u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
- u32 stride = framebuffer.width * bytes_per_pixel;
-
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
- u8* dst_pixel = depth_buffer + dst_offset;
-
- switch (framebuffer.depth_format) {
- case FramebufferRegs::DepthFormat::D16:
- Color::EncodeD16(value, dst_pixel);
- break;
-
- case FramebufferRegs::DepthFormat::D24:
- Color::EncodeD24(value, dst_pixel);
- break;
-
- case FramebufferRegs::DepthFormat::D24S8:
- Color::EncodeD24X8(value, dst_pixel);
- break;
-
- default:
- LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
- UNIMPLEMENTED();
- break;
- }
-}
-
-void SetStencil(int x, int y, u8 value) {
- const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
- const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
- u8* depth_buffer = Memory::GetPhysicalPointer(addr);
-
- y = framebuffer.height - y;
-
- const u32 coarse_y = y & ~7;
- u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
- u32 stride = framebuffer.width * bytes_per_pixel;
-
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
- u8* dst_pixel = depth_buffer + dst_offset;
-
- switch (framebuffer.depth_format) {
- case Pica::FramebufferRegs::DepthFormat::D16:
- case Pica::FramebufferRegs::DepthFormat::D24:
- // Nothing to do
- break;
-
- case Pica::FramebufferRegs::DepthFormat::D24S8:
- Color::EncodeX24S8(value, dst_pixel);
- break;
-
- default:
- LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
- UNIMPLEMENTED();
- break;
- }
-}
-
-u8 PerformStencilAction(FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref) {
- switch (action) {
- case FramebufferRegs::StencilAction::Keep:
- return old_stencil;
-
- case FramebufferRegs::StencilAction::Zero:
- return 0;
-
- case FramebufferRegs::StencilAction::Replace:
- return ref;
-
- case FramebufferRegs::StencilAction::Increment:
- // Saturated increment
- return std::min<u8>(old_stencil, 254) + 1;
-
- case FramebufferRegs::StencilAction::Decrement:
- // Saturated decrement
- return std::max<u8>(old_stencil, 1) - 1;
-
- case FramebufferRegs::StencilAction::Invert:
- return ~old_stencil;
-
- case FramebufferRegs::StencilAction::IncrementWrap:
- return old_stencil + 1;
-
- case FramebufferRegs::StencilAction::DecrementWrap:
- return old_stencil - 1;
-
- default:
- LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action);
- UNIMPLEMENTED();
- return 0;
- }
-}
-
-Math::Vec4<u8> EvaluateBlendEquation(const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
- const Math::Vec4<u8>& dest, const Math::Vec4<u8>& destfactor,
- FramebufferRegs::BlendEquation equation) {
- Math::Vec4<int> result;
-
- auto src_result = (src * srcfactor).Cast<int>();
- auto dst_result = (dest * destfactor).Cast<int>();
-
- switch (equation) {
- case FramebufferRegs::BlendEquation::Add:
- result = (src_result + dst_result) / 255;
- break;
-
- case FramebufferRegs::BlendEquation::Subtract:
- result = (src_result - dst_result) / 255;
- break;
-
- case FramebufferRegs::BlendEquation::ReverseSubtract:
- result = (dst_result - src_result) / 255;
- break;
-
- // TODO: How do these two actually work? OpenGL doesn't include the blend factors in the
- // min/max computations, but is this what the 3DS actually does?
- case FramebufferRegs::BlendEquation::Min:
- result.r() = std::min(src.r(), dest.r());
- result.g() = std::min(src.g(), dest.g());
- result.b() = std::min(src.b(), dest.b());
- result.a() = std::min(src.a(), dest.a());
- break;
-
- case FramebufferRegs::BlendEquation::Max:
- result.r() = std::max(src.r(), dest.r());
- result.g() = std::max(src.g(), dest.g());
- result.b() = std::max(src.b(), dest.b());
- result.a() = std::max(src.a(), dest.a());
- break;
-
- default:
- LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation %x", equation);
- UNIMPLEMENTED();
- }
-
- return Math::Vec4<u8>(MathUtil::Clamp(result.r(), 0, 255), MathUtil::Clamp(result.g(), 0, 255),
- MathUtil::Clamp(result.b(), 0, 255), MathUtil::Clamp(result.a(), 0, 255));
-};
-
-u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op) {
- switch (op) {
- case FramebufferRegs::LogicOp::Clear:
- return 0;
-
- case FramebufferRegs::LogicOp::And:
- return src & dest;
-
- case FramebufferRegs::LogicOp::AndReverse:
- return src & ~dest;
-
- case FramebufferRegs::LogicOp::Copy:
- return src;
-
- case FramebufferRegs::LogicOp::Set:
- return 255;
-
- case FramebufferRegs::LogicOp::CopyInverted:
- return ~src;
-
- case FramebufferRegs::LogicOp::NoOp:
- return dest;
-
- case FramebufferRegs::LogicOp::Invert:
- return ~dest;
-
- case FramebufferRegs::LogicOp::Nand:
- return ~(src & dest);
-
- case FramebufferRegs::LogicOp::Or:
- return src | dest;
-
- case FramebufferRegs::LogicOp::Nor:
- return ~(src | dest);
-
- case FramebufferRegs::LogicOp::Xor:
- return src ^ dest;
-
- case FramebufferRegs::LogicOp::Equiv:
- return ~(src ^ dest);
-
- case FramebufferRegs::LogicOp::AndInverted:
- return ~src & dest;
-
- case FramebufferRegs::LogicOp::OrReverse:
- return src | ~dest;
-
- case FramebufferRegs::LogicOp::OrInverted:
- return ~src | dest;
- }
-
- UNREACHABLE();
-};
-
-} // namespace Rasterizer
-} // namespace Pica
diff --git a/src/video_core/swrasterizer/framebuffer.h b/src/video_core/swrasterizer/framebuffer.h
deleted file mode 100644
index 4a32a4979..000000000
--- a/src/video_core/swrasterizer/framebuffer.h
+++ /dev/null
@@ -1,29 +0,0 @@
-// Copyright 2017 Citra Emulator Project
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#pragma once
-
-#include "common/common_types.h"
-#include "common/vector_math.h"
-#include "video_core/regs_framebuffer.h"
-
-namespace Pica {
-namespace Rasterizer {
-
-void DrawPixel(int x, int y, const Math::Vec4<u8>& color);
-const Math::Vec4<u8> GetPixel(int x, int y);
-u32 GetDepth(int x, int y);
-u8 GetStencil(int x, int y);
-void SetDepth(int x, int y, u32 value);
-void SetStencil(int x, int y, u8 value);
-u8 PerformStencilAction(FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref);
-
-Math::Vec4<u8> EvaluateBlendEquation(const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
- const Math::Vec4<u8>& dest, const Math::Vec4<u8>& destfactor,
- FramebufferRegs::BlendEquation equation);
-
-u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op);
-
-} // namespace Rasterizer
-} // namespace Pica
diff --git a/src/video_core/swrasterizer/lighting.cpp b/src/video_core/swrasterizer/lighting.cpp
deleted file mode 100644
index 5fa748611..000000000
--- a/src/video_core/swrasterizer/lighting.cpp
+++ /dev/null
@@ -1,308 +0,0 @@
-// Copyright 2017 Citra Emulator Project
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#include "common/math_util.h"
-#include "video_core/swrasterizer/lighting.h"
-
-namespace Pica {
-
-static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut_index, u8 index,
- float delta) {
- ASSERT_MSG(lut_index < lighting.luts.size(), "Out of range lut");
- ASSERT_MSG(index < lighting.luts[lut_index].size(), "Out of range index");
-
- const auto& lut = lighting.luts[lut_index][index];
-
- float lut_value = lut.ToFloat();
- float lut_diff = lut.DiffToFloat();
-
- return lut_value + lut_diff * delta;
-}
-
-std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
- const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state,
- const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view,
- const Math::Vec4<u8> (&texture_color)[4]) {
-
- Math::Vec3<float> surface_normal;
- Math::Vec3<float> surface_tangent;
-
- if (lighting.config0.bump_mode != LightingRegs::LightingBumpMode::None) {
- Math::Vec3<float> perturbation =
- texture_color[lighting.config0.bump_selector].xyz().Cast<float>() / 127.5f -
- Math::MakeVec(1.0f, 1.0f, 1.0f);
- if (lighting.config0.bump_mode == LightingRegs::LightingBumpMode::NormalMap) {
- if (!lighting.config0.disable_bump_renorm) {
- const float z_square = 1 - perturbation.xy().Length2();
- perturbation.z = std::sqrt(std::max(z_square, 0.0f));
- }
- surface_normal = perturbation;
- surface_tangent = Math::MakeVec(1.0f, 0.0f, 0.0f);
- } else if (lighting.config0.bump_mode == LightingRegs::LightingBumpMode::TangentMap) {
- surface_normal = Math::MakeVec(0.0f, 0.0f, 1.0f);
- surface_tangent = perturbation;
- } else {
- LOG_ERROR(HW_GPU, "Unknown bump mode %u", lighting.config0.bump_mode.Value());
- }
- } else {
- surface_normal = Math::MakeVec(0.0f, 0.0f, 1.0f);
- surface_tangent = Math::MakeVec(1.0f, 0.0f, 0.0f);
- }
-
- // Use the normalized the quaternion when performing the rotation
- auto normal = Math::QuaternionRotate(normquat, surface_normal);
- auto tangent = Math::QuaternionRotate(normquat, surface_tangent);
-
- Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f};
- Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f};
-
- for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) {
- unsigned num = lighting.light_enable.GetNum(light_index);
- const auto& light_config = lighting.light[num];
-
- Math::Vec3<float> refl_value = {};
- Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(),
- float16::FromRaw(light_config.y).ToFloat32(),
- float16::FromRaw(light_config.z).ToFloat32()};
- Math::Vec3<float> light_vector;
-
- if (light_config.config.directional)
- light_vector = position;
- else
- light_vector = position + view;
-
- light_vector.Normalize();
-
- Math::Vec3<float> norm_view = view.Normalized();
- Math::Vec3<float> half_vector = norm_view + light_vector;
-
- float dist_atten = 1.0f;
- if (!lighting.IsDistAttenDisabled(num)) {
- auto distance = (-view - position).Length();
- float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
- float bias = Pica::float20::FromRaw(light_config.dist_atten_bias).ToFloat32();
- size_t lut =
- static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
-
- float sample_loc = MathUtil::Clamp(scale * distance + bias, 0.0f, 1.0f);
-
- u8 lutindex =
- static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.0f), 0.0f, 255.0f));
- float delta = sample_loc * 256 - lutindex;
- dist_atten = LookupLightingLut(lighting_state, lut, lutindex, delta);
- }
-
- auto GetLutValue = [&](LightingRegs::LightingLutInput input, bool abs,
- LightingRegs::LightingScale scale_enum,
- LightingRegs::LightingSampler sampler) {
- float result = 0.0f;
-
- switch (input) {
- case LightingRegs::LightingLutInput::NH:
- result = Math::Dot(normal, half_vector.Normalized());
- break;
-
- case LightingRegs::LightingLutInput::VH:
- result = Math::Dot(norm_view, half_vector.Normalized());
- break;
-
- case LightingRegs::LightingLutInput::NV:
- result = Math::Dot(normal, norm_view);
- break;
-
- case LightingRegs::LightingLutInput::LN:
- result = Math::Dot(light_vector, normal);
- break;
-
- case LightingRegs::LightingLutInput::SP: {
- Math::Vec3<s32> spot_dir{light_config.spot_x.Value(), light_config.spot_y.Value(),
- light_config.spot_z.Value()};
- result = Math::Dot(light_vector, spot_dir.Cast<float>() / 2047.0f);
- break;
- }
- case LightingRegs::LightingLutInput::CP:
- if (lighting.config0.config == LightingRegs::LightingConfig::Config7) {
- const Math::Vec3<float> norm_half_vector = half_vector.Normalized();
- const Math::Vec3<float> half_vector_proj =
- norm_half_vector - normal * Math::Dot(normal, norm_half_vector);
- result = Math::Dot(half_vector_proj, tangent);
- } else {
- result = 0.0f;
- }
- break;
- default:
- LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input));
- UNIMPLEMENTED();
- result = 0.0f;
- }
-
- u8 index;
- float delta;
-
- if (abs) {
- if (light_config.config.two_sided_diffuse)
- result = std::abs(result);
- else
- result = std::max(result, 0.0f);
-
- float flr = std::floor(result * 256.0f);
- index = static_cast<u8>(MathUtil::Clamp(flr, 0.0f, 255.0f));
- delta = result * 256 - index;
- } else {
- float flr = std::floor(result * 128.0f);
- s8 signed_index = static_cast<s8>(MathUtil::Clamp(flr, -128.0f, 127.0f));
- delta = result * 128.0f - signed_index;
- index = static_cast<u8>(signed_index);
- }
-
- float scale = lighting.lut_scale.GetScale(scale_enum);
- return scale *
- LookupLightingLut(lighting_state, static_cast<size_t>(sampler), index, delta);
- };
-
- // If enabled, compute spot light attenuation value
- float spot_atten = 1.0f;
- if (!lighting.IsSpotAttenDisabled(num) &&
- LightingRegs::IsLightingSamplerSupported(
- lighting.config0.config, LightingRegs::LightingSampler::SpotlightAttenuation)) {
- auto lut = LightingRegs::SpotlightAttenuationSampler(num);
- spot_atten = GetLutValue(lighting.lut_input.sp, lighting.abs_lut_input.disable_sp == 0,
- lighting.lut_scale.sp, lut);
- }
-
- // Specular 0 component
- float d0_lut_value = 1.0f;
- if (lighting.config1.disable_lut_d0 == 0 &&
- LightingRegs::IsLightingSamplerSupported(
- lighting.config0.config, LightingRegs::LightingSampler::Distribution0)) {
- d0_lut_value =
- GetLutValue(lighting.lut_input.d0, lighting.abs_lut_input.disable_d0 == 0,
- lighting.lut_scale.d0, LightingRegs::LightingSampler::Distribution0);
- }
-
- Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
-
- // If enabled, lookup ReflectRed value, otherwise, 1.0 is used
- if (lighting.config1.disable_lut_rr == 0 &&
- LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
- LightingRegs::LightingSampler::ReflectRed)) {
- refl_value.x =
- GetLutValue(lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0,
- lighting.lut_scale.rr, LightingRegs::LightingSampler::ReflectRed);
- } else {
- refl_value.x = 1.0f;
- }
-
- // If enabled, lookup ReflectGreen value, otherwise, ReflectRed value is used
- if (lighting.config1.disable_lut_rg == 0 &&
- LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
- LightingRegs::LightingSampler::ReflectGreen)) {
- refl_value.y =
- GetLutValue(lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0,
- lighting.lut_scale.rg, LightingRegs::LightingSampler::ReflectGreen);
- } else {
- refl_value.y = refl_value.x;
- }
-
- // If enabled, lookup ReflectBlue value, otherwise, ReflectRed value is used
- if (lighting.config1.disable_lut_rb == 0 &&
- LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
- LightingRegs::LightingSampler::ReflectBlue)) {
- refl_value.z =
- GetLutValue(lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0,
- lighting.lut_scale.rb, LightingRegs::LightingSampler::ReflectBlue);
- } else {
- refl_value.z = refl_value.x;
- }
-
- // Specular 1 component
- float d1_lut_value = 1.0f;
- if (lighting.config1.disable_lut_d1 == 0 &&
- LightingRegs::IsLightingSamplerSupported(
- lighting.config0.config, LightingRegs::LightingSampler::Distribution1)) {
- d1_lut_value =
- GetLutValue(lighting.lut_input.d1, lighting.abs_lut_input.disable_d1 == 0,
- lighting.lut_scale.d1, LightingRegs::LightingSampler::Distribution1);
- }
-
- Math::Vec3<float> specular_1 =
- d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
-
- // Fresnel
- // Note: only the last entry in the light slots applies the Fresnel factor
- if (light_index == lighting.max_light_index && lighting.config1.disable_lut_fr == 0 &&
- LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
- LightingRegs::LightingSampler::Fresnel)) {
-
- float lut_value =
- GetLutValue(lighting.lut_input.fr, lighting.abs_lut_input.disable_fr == 0,
- lighting.lut_scale.fr, LightingRegs::LightingSampler::Fresnel);
-
- // Enabled for diffuse lighting alpha component
- if (lighting.config0.fresnel_selector ==
- LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
- lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
- diffuse_sum.a() = lut_value;
- }
-
- // Enabled for the specular lighting alpha component
- if (lighting.config0.fresnel_selector ==
- LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
- lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
- specular_sum.a() = lut_value;
- }
- }
-
- auto dot_product = Math::Dot(light_vector, normal);
-
- // Calculate clamp highlights before applying the two-sided diffuse configuration to the dot
- // product.
- float clamp_highlights = 1.0f;
- if (lighting.config0.clamp_highlights) {
- if (dot_product <= 0.0f)
- clamp_highlights = 0.0f;
- else
- clamp_highlights = 1.0f;
- }
-
- if (light_config.config.two_sided_diffuse)
- dot_product = std::abs(dot_product);
- else
- dot_product = std::max(dot_product, 0.0f);
-
- if (light_config.config.geometric_factor_0 || light_config.config.geometric_factor_1) {
- float geo_factor = half_vector.Length2();
- geo_factor = geo_factor == 0.0f ? 0.0f : std::min(dot_product / geo_factor, 1.0f);
- if (light_config.config.geometric_factor_0) {
- specular_0 *= geo_factor;
- }
- if (light_config.config.geometric_factor_1) {
- specular_1 *= geo_factor;
- }
- }
-
- auto diffuse =
- light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
- diffuse_sum += Math::MakeVec(diffuse * dist_atten * spot_atten, 0.0f);
-
- specular_sum += Math::MakeVec(
- (specular_0 + specular_1) * clamp_highlights * dist_atten * spot_atten, 0.0f);
- }
-
- diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
-
- auto diffuse = Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255,
- MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255,
- MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255,
- MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255)
- .Cast<u8>();
- auto specular = Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255,
- MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255,
- MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255,
- MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255)
- .Cast<u8>();
- return std::make_tuple(diffuse, specular);
-}
-
-} // namespace Pica
diff --git a/src/video_core/swrasterizer/lighting.h b/src/video_core/swrasterizer/lighting.h
deleted file mode 100644
index d807a3d94..000000000
--- a/src/video_core/swrasterizer/lighting.h
+++ /dev/null
@@ -1,19 +0,0 @@
-// Copyright 2017 Citra Emulator Project
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#pragma once
-
-#include <tuple>
-#include "common/quaternion.h"
-#include "common/vector_math.h"
-#include "video_core/pica_state.h"
-
-namespace Pica {
-
-std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
- const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state,
- const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view,
- const Math::Vec4<u8> (&texture_color)[4]);
-
-} // namespace Pica
diff --git a/src/video_core/swrasterizer/proctex.cpp b/src/video_core/swrasterizer/proctex.cpp
deleted file mode 100644
index b69892778..000000000
--- a/src/video_core/swrasterizer/proctex.cpp
+++ /dev/null
@@ -1,223 +0,0 @@
-// Copyright 2017 Citra Emulator Project
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#include <array>
-#include <cmath>
-#include "common/math_util.h"
-#include "video_core/swrasterizer/proctex.h"
-
-namespace Pica {
-namespace Rasterizer {
-
-using ProcTexClamp = TexturingRegs::ProcTexClamp;
-using ProcTexShift = TexturingRegs::ProcTexShift;
-using ProcTexCombiner = TexturingRegs::ProcTexCombiner;
-using ProcTexFilter = TexturingRegs::ProcTexFilter;
-
-static float LookupLUT(const std::array<State::ProcTex::ValueEntry, 128>& lut, float coord) {
- // 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.
- coord *= 128;
- const int index_int = std::min(static_cast<int>(coord), 127);
- const float frac = coord - index_int;
- return lut[index_int].ToFloat() + frac * lut[index_int].DiffToFloat();
-}
-
-// These function are used to generate random noise for procedural texture. Their results are
-// verified against real hardware, but it's not known if the algorithm is the same as hardware.
-static unsigned int NoiseRand1D(unsigned int v) {
- static constexpr std::array<unsigned int, 16> table{
- {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];
-}
-
-static float NoiseRand2D(unsigned int x, unsigned int y) {
- static constexpr std::array<unsigned int, 16> table{
- {10, 2, 15, 8, 0, 7, 4, 5, 5, 13, 2, 6, 13, 9, 3, 14}};
- unsigned int u2 = NoiseRand1D(x);
- unsigned int v2 = NoiseRand1D(y);
- v2 += ((u2 & 3) == 1) ? 4 : 0;
- v2 ^= (u2 & 1) * 6;
- v2 += 10 + u2;
- v2 &= 0xF;
- v2 ^= table[u2];
- return -1.0f + v2 * 2.0f / 15.0f;
-}
-
-static float NoiseCoef(float u, float v, TexturingRegs regs, State::ProcTex state) {
- const float freq_u = float16::FromRaw(regs.proctex_noise_frequency.u).ToFloat32();
- const float freq_v = float16::FromRaw(regs.proctex_noise_frequency.v).ToFloat32();
- const float phase_u = float16::FromRaw(regs.proctex_noise_u.phase).ToFloat32();
- const float phase_v = float16::FromRaw(regs.proctex_noise_v.phase).ToFloat32();
- const float x = 9 * freq_u * std::abs(u + phase_u);
- const float y = 9 * freq_v * std::abs(v + phase_v);
- const int x_int = static_cast<int>(x);
- const int y_int = static_cast<int>(y);
- const float x_frac = x - x_int;
- const float y_frac = y - y_int;
-
- const float g0 = NoiseRand2D(x_int, y_int) * (x_frac + y_frac);
- const float g1 = NoiseRand2D(x_int + 1, y_int) * (x_frac + y_frac - 1);
- const float g2 = NoiseRand2D(x_int, y_int + 1) * (x_frac + y_frac - 1);
- const float g3 = NoiseRand2D(x_int + 1, y_int + 1) * (x_frac + y_frac - 2);
- const float x_noise = LookupLUT(state.noise_table, x_frac);
- const float y_noise = LookupLUT(state.noise_table, y_frac);
- return Math::BilinearInterp(g0, g1, g2, g3, x_noise, y_noise);
-}
-
-static float GetShiftOffset(float v, ProcTexShift mode, ProcTexClamp clamp_mode) {
- const float offset = (clamp_mode == ProcTexClamp::MirroredRepeat) ? 1 : 0.5f;
- switch (mode) {
- case ProcTexShift::None:
- return 0;
- case ProcTexShift::Odd:
- return offset * (((int)v / 2) % 2);
- case ProcTexShift::Even:
- return offset * ((((int)v + 1) / 2) % 2);
- default:
- LOG_CRITICAL(HW_GPU, "Unknown shift mode %u", static_cast<u32>(mode));
- return 0;
- }
-};
-
-static void ClampCoord(float& coord, ProcTexClamp mode) {
- switch (mode) {
- case ProcTexClamp::ToZero:
- if (coord > 1.0f)
- coord = 0.0f;
- break;
- case ProcTexClamp::ToEdge:
- coord = std::min(coord, 1.0f);
- break;
- case ProcTexClamp::SymmetricalRepeat:
- coord = coord - std::floor(coord);
- break;
- case ProcTexClamp::MirroredRepeat: {
- int integer = static_cast<int>(coord);
- float frac = coord - integer;
- coord = (integer % 2) == 0 ? frac : (1.0f - frac);
- break;
- }
- case ProcTexClamp::Pulse:
- if (coord <= 0.5f)
- coord = 0.0f;
- else
- coord = 1.0f;
- break;
- default:
- LOG_CRITICAL(HW_GPU, "Unknown clamp mode %u", static_cast<u32>(mode));
- coord = std::min(coord, 1.0f);
- break;
- }
-}
-
-float CombineAndMap(float u, float v, ProcTexCombiner combiner,
- const std::array<State::ProcTex::ValueEntry, 128>& map_table) {
- float f;
- switch (combiner) {
- case ProcTexCombiner::U:
- f = u;
- break;
- case ProcTexCombiner::U2:
- f = u * u;
- break;
- case TexturingRegs::ProcTexCombiner::V:
- f = v;
- break;
- case TexturingRegs::ProcTexCombiner::V2:
- f = v * v;
- break;
- case TexturingRegs::ProcTexCombiner::Add:
- f = (u + v) * 0.5f;
- break;
- case TexturingRegs::ProcTexCombiner::Add2:
- f = (u * u + v * v) * 0.5f;
- break;
- case TexturingRegs::ProcTexCombiner::SqrtAdd2:
- f = std::min(std::sqrt(u * u + v * v), 1.0f);
- break;
- case TexturingRegs::ProcTexCombiner::Min:
- f = std::min(u, v);
- break;
- case TexturingRegs::ProcTexCombiner::Max:
- f = std::max(u, v);
- break;
- case TexturingRegs::ProcTexCombiner::RMax:
- f = std::min(((u + v) * 0.5f + std::sqrt(u * u + v * v)) * 0.5f, 1.0f);
- break;
- default:
- LOG_CRITICAL(HW_GPU, "Unknown combiner %u", static_cast<u32>(combiner));
- f = 0.0f;
- break;
- }
- return LookupLUT(map_table, f);
-}
-
-Math::Vec4<u8> ProcTex(float u, float v, TexturingRegs regs, State::ProcTex state) {
- u = std::abs(u);
- v = std::abs(v);
-
- // Get shift offset before noise generation
- const float u_shift = GetShiftOffset(v, regs.proctex.u_shift, regs.proctex.u_clamp);
- const float v_shift = GetShiftOffset(u, regs.proctex.v_shift, regs.proctex.v_clamp);
-
- // Generate noise
- if (regs.proctex.noise_enable) {
- float noise = NoiseCoef(u, v, regs, state);
- u += noise * regs.proctex_noise_u.amplitude / 4095.0f;
- v += noise * regs.proctex_noise_v.amplitude / 4095.0f;
- u = std::abs(u);
- v = std::abs(v);
- }
-
- // Shift
- u += u_shift;
- v += v_shift;
-
- // Clamp
- ClampCoord(u, regs.proctex.u_clamp);
- ClampCoord(v, regs.proctex.v_clamp);
-
- // Combine and map
- const float lut_coord = CombineAndMap(u, v, regs.proctex.color_combiner, state.color_map_table);
-
- // 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 width = regs.proctex_lut.width;
- const float index = offset + (lut_coord * (width - 1));
- Math::Vec4<u8> final_color;
- // TODO(wwylele): implement mipmap
- switch (regs.proctex_lut.filter) {
- case ProcTexFilter::Linear:
- case ProcTexFilter::LinearMipmapLinear:
- case ProcTexFilter::LinearMipmapNearest: {
- const int index_int = static_cast<int>(index);
- const float frac = index - index_int;
- const auto color_value = state.color_table[index_int].ToVector().Cast<float>();
- const auto color_diff = state.color_diff_table[index_int].ToVector().Cast<float>();
- final_color = (color_value + frac * color_diff).Cast<u8>();
- break;
- }
- case ProcTexFilter::Nearest:
- case ProcTexFilter::NearestMipmapLinear:
- case ProcTexFilter::NearestMipmapNearest:
- final_color = state.color_table[static_cast<int>(std::round(index))].ToVector();
- break;
- }
-
- if (regs.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.
- const float final_alpha =
- CombineAndMap(u, v, regs.proctex.alpha_combiner, state.alpha_map_table);
- return Math::MakeVec<u8>(final_color.rgb(), static_cast<u8>(final_alpha * 255));
- } else {
- return final_color;
- }
-}
-
-} // namespace Rasterizer
-} // namespace Pica
diff --git a/src/video_core/swrasterizer/proctex.h b/src/video_core/swrasterizer/proctex.h
deleted file mode 100644
index 036e4620e..000000000
--- a/src/video_core/swrasterizer/proctex.h
+++ /dev/null
@@ -1,16 +0,0 @@
-// Copyright 2017 Citra Emulator Project
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#include "common/common_types.h"
-#include "common/vector_math.h"
-#include "video_core/pica_state.h"
-
-namespace Pica {
-namespace Rasterizer {
-
-/// Generates procedural texture color for the given coordinates
-Math::Vec4<u8> ProcTex(float u, float v, TexturingRegs regs, State::ProcTex state);
-
-} // namespace Rasterizer
-} // namespace Pica
diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp
deleted file mode 100644
index 862135614..000000000
--- a/src/video_core/swrasterizer/rasterizer.cpp
+++ /dev/null
@@ -1,853 +0,0 @@
-// Copyright 2014 Citra Emulator Project
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#include <algorithm>
-#include <array>
-#include <cmath>
-#include <tuple>
-#include "common/assert.h"
-#include "common/bit_field.h"
-#include "common/color.h"
-#include "common/common_types.h"
-#include "common/logging/log.h"
-#include "common/math_util.h"
-#include "common/microprofile.h"
-#include "common/quaternion.h"
-#include "common/vector_math.h"
-#include "core/hw/gpu.h"
-#include "core/memory.h"
-#include "video_core/debug_utils/debug_utils.h"
-#include "video_core/pica_state.h"
-#include "video_core/pica_types.h"
-#include "video_core/regs_framebuffer.h"
-#include "video_core/regs_rasterizer.h"
-#include "video_core/regs_texturing.h"
-#include "video_core/shader/shader.h"
-#include "video_core/swrasterizer/framebuffer.h"
-#include "video_core/swrasterizer/lighting.h"
-#include "video_core/swrasterizer/proctex.h"
-#include "video_core/swrasterizer/rasterizer.h"
-#include "video_core/swrasterizer/texturing.h"
-#include "video_core/texture/texture_decode.h"
-#include "video_core/utils.h"
-
-namespace Pica {
-namespace Rasterizer {
-
-// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
-struct Fix12P4 {
- Fix12P4() {}
- Fix12P4(u16 val) : val(val) {}
-
- static u16 FracMask() {
- return 0xF;
- }
- static u16 IntMask() {
- return (u16)~0xF;
- }
-
- operator u16() const {
- return val;
- }
-
- bool operator<(const Fix12P4& oth) const {
- return (u16) * this < (u16)oth;
- }
-
-private:
- u16 val;
-};
-
-/**
- * Calculate signed area of the triangle spanned by the three argument vertices.
- * The sign denotes an orientation.
- *
- * @todo define orientation concretely.
- */
-static int SignedArea(const Math::Vec2<Fix12P4>& vtx1, const Math::Vec2<Fix12P4>& vtx2,
- const Math::Vec2<Fix12P4>& vtx3) {
- const auto vec1 = Math::MakeVec(vtx2 - vtx1, 0);
- const auto vec2 = Math::MakeVec(vtx3 - vtx1, 0);
- // TODO: There is a very small chance this will overflow for sizeof(int) == 4
- return Math::Cross(vec1, vec2).z;
-};
-
-/// Convert a 3D vector for cube map coordinates to 2D texture coordinates along with the face name
-static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v, float24 w,
- const TexturingRegs& regs) {
- const float abs_u = std::abs(u.ToFloat32());
- const float abs_v = std::abs(v.ToFloat32());
- const float abs_w = std::abs(w.ToFloat32());
- float24 x, y, z;
- PAddr addr;
- if (abs_u > abs_v && abs_u > abs_w) {
- if (u > float24::FromFloat32(0)) {
- addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::PositiveX);
- y = -v;
- } else {
- addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::NegativeX);
- y = v;
- }
- x = -w;
- z = u;
- } else if (abs_v > abs_w) {
- if (v > float24::FromFloat32(0)) {
- addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::PositiveY);
- x = u;
- } else {
- addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::NegativeY);
- x = -u;
- }
- y = w;
- z = v;
- } else {
- if (w > float24::FromFloat32(0)) {
- addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::PositiveZ);
- y = -v;
- } else {
- addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::NegativeZ);
- y = v;
- }
- x = u;
- z = w;
- }
- const float24 half = float24::FromFloat32(0.5f);
- return std::make_tuple(x / z * half + half, y / z * half + half, addr);
-}
-
-MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
-
-/**
- * Helper function for ProcessTriangle with the "reversed" flag to allow for implementing
- * culling via recursion.
- */
-static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Vertex& v2,
- bool reversed = false) {
- const auto& regs = g_state.regs;
- MICROPROFILE_SCOPE(GPU_Rasterization);
-
- // vertex positions in rasterizer coordinates
- static auto FloatToFix = [](float24 flt) {
- // TODO: Rounding here is necessary to prevent garbage pixels at
- // triangle borders. Is it that the correct solution, though?
- return Fix12P4(static_cast<unsigned short>(round(flt.ToFloat32() * 16.0f)));
- };
- static auto ScreenToRasterizerCoordinates = [](const Math::Vec3<float24>& vec) {
- return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
- };
-
- Math::Vec3<Fix12P4> vtxpos[3]{ScreenToRasterizerCoordinates(v0.screenpos),
- ScreenToRasterizerCoordinates(v1.screenpos),
- ScreenToRasterizerCoordinates(v2.screenpos)};
-
- if (regs.rasterizer.cull_mode == RasterizerRegs::CullMode::KeepAll) {
- // Make sure we always end up with a triangle wound counter-clockwise
- if (!reversed && SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0) {
- ProcessTriangleInternal(v0, v2, v1, true);
- return;
- }
- } else {
- if (!reversed && regs.rasterizer.cull_mode == RasterizerRegs::CullMode::KeepClockWise) {
- // Reverse vertex order and use the CCW code path.
- ProcessTriangleInternal(v0, v2, v1, true);
- return;
- }
-
- // Cull away triangles which are wound clockwise.
- if (SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0)
- return;
- }
-
- u16 min_x = std::min({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x});
- u16 min_y = std::min({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y});
- u16 max_x = std::max({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x});
- u16 max_y = std::max({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y});
-
- // Convert the scissor box coordinates to 12.4 fixed point
- u16 scissor_x1 = (u16)(regs.rasterizer.scissor_test.x1 << 4);
- u16 scissor_y1 = (u16)(regs.rasterizer.scissor_test.y1 << 4);
- // x2,y2 have +1 added to cover the entire sub-pixel area
- u16 scissor_x2 = (u16)((regs.rasterizer.scissor_test.x2 + 1) << 4);
- u16 scissor_y2 = (u16)((regs.rasterizer.scissor_test.y2 + 1) << 4);
-
- if (regs.rasterizer.scissor_test.mode == RasterizerRegs::ScissorMode::Include) {
- // Calculate the new bounds
- min_x = std::max(min_x, scissor_x1);
- min_y = std::max(min_y, scissor_y1);
- max_x = std::min(max_x, scissor_x2);
- max_y = std::min(max_y, scissor_y2);
- }
-
- min_x &= Fix12P4::IntMask();
- min_y &= Fix12P4::IntMask();
- max_x = ((max_x + Fix12P4::FracMask()) & Fix12P4::IntMask());
- max_y = ((max_y + Fix12P4::FracMask()) & Fix12P4::IntMask());
-
- // Triangle filling rules: Pixels on the right-sided edge or on flat bottom edges are not
- // drawn. Pixels on any other triangle border are drawn. This is implemented with three bias
- // values which are added to the barycentric coordinates w0, w1 and w2, respectively.
- // NOTE: These are the PSP filling rules. Not sure if the 3DS uses the same ones...
- auto IsRightSideOrFlatBottomEdge = [](const Math::Vec2<Fix12P4>& vtx,
- const Math::Vec2<Fix12P4>& line1,
- const Math::Vec2<Fix12P4>& line2) {
- if (line1.y == line2.y) {
- // just check if vertex is above us => bottom line parallel to x-axis
- return vtx.y < line1.y;
- } else {
- // check if vertex is on our left => right side
- // TODO: Not sure how likely this is to overflow
- return (int)vtx.x < (int)line1.x +
- ((int)line2.x - (int)line1.x) * ((int)vtx.y - (int)line1.y) /
- ((int)line2.y - (int)line1.y);
- }
- };
- int bias0 =
- IsRightSideOrFlatBottomEdge(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) ? -1 : 0;
- int bias1 =
- IsRightSideOrFlatBottomEdge(vtxpos[1].xy(), vtxpos[2].xy(), vtxpos[0].xy()) ? -1 : 0;
- int bias2 =
- IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0;
-
- auto w_inverse = Math::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w);
-
- auto textures = regs.texturing.GetTextures();
- auto tev_stages = regs.texturing.GetTevStages();
-
- bool stencil_action_enable =
- g_state.regs.framebuffer.output_merger.stencil_test.enable &&
- g_state.regs.framebuffer.framebuffer.depth_format == FramebufferRegs::DepthFormat::D24S8;
- const auto stencil_test = g_state.regs.framebuffer.output_merger.stencil_test;
-
- // Enter rasterization loop, starting at the center of the topleft bounding box corner.
- // TODO: Not sure if looping through x first might be faster
- for (u16 y = min_y + 8; y < max_y; y += 0x10) {
- for (u16 x = min_x + 8; x < max_x; x += 0x10) {
-
- // Do not process the pixel if it's inside the scissor box and the scissor mode is set
- // to Exclude
- if (regs.rasterizer.scissor_test.mode == RasterizerRegs::ScissorMode::Exclude) {
- if (x >= scissor_x1 && x < scissor_x2 && y >= scissor_y1 && y < scissor_y2)
- continue;
- }
-
- // Calculate the barycentric coordinates w0, w1 and w2
- int w0 = bias0 + SignedArea(vtxpos[1].xy(), vtxpos[2].xy(), {x, y});
- int w1 = bias1 + SignedArea(vtxpos[2].xy(), vtxpos[0].xy(), {x, y});
- int w2 = bias2 + SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), {x, y});
- int wsum = w0 + w1 + w2;
-
- // If current pixel is not covered by the current primitive
- if (w0 < 0 || w1 < 0 || w2 < 0)
- continue;
-
- auto baricentric_coordinates =
- Math::MakeVec(float24::FromFloat32(static_cast<float>(w0)),
- float24::FromFloat32(static_cast<float>(w1)),
- float24::FromFloat32(static_cast<float>(w2)));
- float24 interpolated_w_inverse =
- float24::FromFloat32(1.0f) / Math::Dot(w_inverse, baricentric_coordinates);
-
- // interpolated_z = z / w
- float interpolated_z_over_w =
- (v0.screenpos[2].ToFloat32() * w0 + v1.screenpos[2].ToFloat32() * w1 +
- v2.screenpos[2].ToFloat32() * w2) /
- wsum;
-
- // Not fully accurate. About 3 bits in precision are missing.
- // Z-Buffer (z / w * scale + offset)
- float depth_scale = float24::FromRaw(regs.rasterizer.viewport_depth_range).ToFloat32();
- float depth_offset =
- float24::FromRaw(regs.rasterizer.viewport_depth_near_plane).ToFloat32();
- float depth = interpolated_z_over_w * depth_scale + depth_offset;
-
- // Potentially switch to W-Buffer
- if (regs.rasterizer.depthmap_enable ==
- Pica::RasterizerRegs::DepthBuffering::WBuffering) {
- // W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
- depth *= interpolated_w_inverse.ToFloat32() * wsum;
- }
-
- // Clamp the result
- depth = MathUtil::Clamp(depth, 0.0f, 1.0f);
-
- // Perspective correct attribute interpolation:
- // Attribute values cannot be calculated by simple linear interpolation since
- // they are not linear in screen space. For example, when interpolating a
- // texture coordinate across two vertices, something simple like
- // u = (u0*w0 + u1*w1)/(w0+w1)
- // will not work. However, the attribute value divided by the
- // clipspace w-coordinate (u/w) and and the inverse w-coordinate (1/w) are linear
- // in screenspace. Hence, we can linearly interpolate these two independently and
- // calculate the interpolated attribute by dividing the results.
- // I.e.
- // u_over_w = ((u0/v0.pos.w)*w0 + (u1/v1.pos.w)*w1)/(w0+w1)
- // one_over_w = (( 1/v0.pos.w)*w0 + ( 1/v1.pos.w)*w1)/(w0+w1)
- // u = u_over_w / one_over_w
- //
- // The generalization to three vertices is straightforward in baricentric coordinates.
- auto GetInterpolatedAttribute = [&](float24 attr0, float24 attr1, float24 attr2) {
- auto attr_over_w = Math::MakeVec(attr0, attr1, attr2);
- float24 interpolated_attr_over_w = Math::Dot(attr_over_w, baricentric_coordinates);
- return interpolated_attr_over_w * interpolated_w_inverse;
- };
-
- Math::Vec4<u8> primary_color{
- (u8)(
- GetInterpolatedAttribute(v0.color.r(), v1.color.r(), v2.color.r()).ToFloat32() *
- 255),
- (u8)(
- GetInterpolatedAttribute(v0.color.g(), v1.color.g(), v2.color.g()).ToFloat32() *
- 255),
- (u8)(
- GetInterpolatedAttribute(v0.color.b(), v1.color.b(), v2.color.b()).ToFloat32() *
- 255),
- (u8)(
- GetInterpolatedAttribute(v0.color.a(), v1.color.a(), v2.color.a()).ToFloat32() *
- 255),
- };
-
- Math::Vec2<float24> uv[3];
- uv[0].u() = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u());
- uv[0].v() = GetInterpolatedAttribute(v0.tc0.v(), v1.tc0.v(), v2.tc0.v());
- uv[1].u() = GetInterpolatedAttribute(v0.tc1.u(), v1.tc1.u(), v2.tc1.u());
- uv[1].v() = GetInterpolatedAttribute(v0.tc1.v(), v1.tc1.v(), v2.tc1.v());
- uv[2].u() = GetInterpolatedAttribute(v0.tc2.u(), v1.tc2.u(), v2.tc2.u());
- uv[2].v() = GetInterpolatedAttribute(v0.tc2.v(), v1.tc2.v(), v2.tc2.v());
-
- Math::Vec4<u8> texture_color[4]{};
- for (int i = 0; i < 3; ++i) {
- const auto& texture = textures[i];
- if (!texture.enabled)
- continue;
-
- DEBUG_ASSERT(0 != texture.config.address);
-
- int coordinate_i =
- (i == 2 && regs.texturing.main_config.texture2_use_coord1) ? 1 : i;
- float24 u = uv[coordinate_i].u();
- float24 v = uv[coordinate_i].v();
-
- // Only unit 0 respects the texturing type (according to 3DBrew)
- // TODO: Refactor so cubemaps and shadowmaps can be handled
- PAddr texture_address = texture.config.GetPhysicalAddress();
- if (i == 0) {
- switch (texture.config.type) {
- case TexturingRegs::TextureConfig::Texture2D:
- break;
- case TexturingRegs::TextureConfig::TextureCube: {
- auto w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w);
- std::tie(u, v, texture_address) = ConvertCubeCoord(u, v, w, regs.texturing);
- break;
- }
- case TexturingRegs::TextureConfig::Projection2D: {
- auto tc0_w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w);
- u /= tc0_w;
- v /= tc0_w;
- break;
- }
- default:
- // TODO: Change to LOG_ERROR when more types are handled.
- LOG_DEBUG(HW_GPU, "Unhandled texture type %x", (int)texture.config.type);
- UNIMPLEMENTED();
- break;
- }
- }
-
- int s = (int)(u * float24::FromFloat32(static_cast<float>(texture.config.width)))
- .ToFloat32();
- int t = (int)(v * float24::FromFloat32(static_cast<float>(texture.config.height)))
- .ToFloat32();
-
- bool use_border_s = false;
- bool use_border_t = false;
-
- if (texture.config.wrap_s == TexturingRegs::TextureConfig::ClampToBorder) {
- use_border_s = s < 0 || s >= static_cast<int>(texture.config.width);
- } else if (texture.config.wrap_s == TexturingRegs::TextureConfig::ClampToBorder2) {
- use_border_s = s >= static_cast<int>(texture.config.width);
- }
-
- if (texture.config.wrap_t == TexturingRegs::TextureConfig::ClampToBorder) {
- use_border_t = t < 0 || t >= static_cast<int>(texture.config.height);
- } else if (texture.config.wrap_t == TexturingRegs::TextureConfig::ClampToBorder2) {
- use_border_t = t >= static_cast<int>(texture.config.height);
- }
-
- if (use_border_s || use_border_t) {
- auto border_color = texture.config.border_color;
- texture_color[i] = {border_color.r, border_color.g, border_color.b,
- border_color.a};
- } else {
- // Textures are laid out from bottom to top, hence we invert the t coordinate.
- // NOTE: This may not be the right place for the inversion.
- // TODO: Check if this applies to ETC textures, too.
- s = GetWrappedTexCoord(texture.config.wrap_s, s, texture.config.width);
- t = texture.config.height - 1 -
- GetWrappedTexCoord(texture.config.wrap_t, t, texture.config.height);
-
- const u8* texture_data = Memory::GetPhysicalPointer(texture_address);
- auto info =
- Texture::TextureInfo::FromPicaRegister(texture.config, texture.format);
-
- // TODO: Apply the min and mag filters to the texture
- texture_color[i] = Texture::LookupTexture(texture_data, s, t, info);
-#if PICA_DUMP_TEXTURES
- DebugUtils::DumpTexture(texture.config, texture_data);
-#endif
- }
- }
-
- // sample procedural texture
- if (regs.texturing.main_config.texture3_enable) {
- const auto& proctex_uv = uv[regs.texturing.main_config.texture3_coordinates];
- texture_color[3] = ProcTex(proctex_uv.u().ToFloat32(), proctex_uv.v().ToFloat32(),
- g_state.regs.texturing, g_state.proctex);
- }
-
- // 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;
- Math::Vec4<u8> combiner_buffer = {0, 0, 0, 0};
- Math::Vec4<u8> next_combiner_buffer = {
- regs.texturing.tev_combiner_buffer_color.r,
- regs.texturing.tev_combiner_buffer_color.g,
- regs.texturing.tev_combiner_buffer_color.b,
- regs.texturing.tev_combiner_buffer_color.a,
- };
-
- Math::Vec4<u8> primary_fragment_color = {0, 0, 0, 0};
- Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
-
- if (!g_state.regs.lighting.disable) {
- Math::Quaternion<float> normquat = Math::Quaternion<float>{
- {GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
- GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
- GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()},
- GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
- }.Normalized();
-
- Math::Vec3<float> view{
- GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(),
- GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(),
- GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32(),
- };
- std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(
- g_state.regs.lighting, g_state.lighting, normquat, view, texture_color);
- }
-
- for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();
- ++tev_stage_index) {
- const auto& tev_stage = tev_stages[tev_stage_index];
- using Source = TexturingRegs::TevStageConfig::Source;
-
- auto GetSource = [&](Source source) -> Math::Vec4<u8> {
- switch (source) {
- case Source::PrimaryColor:
- return primary_color;
-
- case Source::PrimaryFragmentColor:
- return primary_fragment_color;
-
- case Source::SecondaryFragmentColor:
- return secondary_fragment_color;
-
- case Source::Texture0:
- return texture_color[0];
-
- case Source::Texture1:
- return texture_color[1];
-
- case Source::Texture2:
- return texture_color[2];
-
- case Source::Texture3:
- return texture_color[3];
-
- case Source::PreviousBuffer:
- return combiner_buffer;
-
- case Source::Constant:
- return {tev_stage.const_r, tev_stage.const_g, tev_stage.const_b,
- tev_stage.const_a};
-
- case Source::Previous:
- return combiner_output;
-
- default:
- LOG_ERROR(HW_GPU, "Unknown color combiner source %d", (int)source);
- UNIMPLEMENTED();
- return {0, 0, 0, 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, GetSource(tev_stage.color_source1)),
- GetColorModifier(tev_stage.color_modifier2, GetSource(tev_stage.color_source2)),
- GetColorModifier(tev_stage.color_modifier3, GetSource(tev_stage.color_source3)),
- };
- auto color_output = ColorCombine(tev_stage.color_op, color_result);
-
- u8 alpha_output;
- if (tev_stage.color_op == TexturingRegs::TevStageConfig::Operation::Dot3_RGBA) {
- // result of Dot3_RGBA operation is also placed to the alpha component
- alpha_output = color_output.x;
- } else {
- // alpha combiner
- std::array<u8, 3> alpha_result = {{
- GetAlphaModifier(tev_stage.alpha_modifier1,
- GetSource(tev_stage.alpha_source1)),
- GetAlphaModifier(tev_stage.alpha_modifier2,
- GetSource(tev_stage.alpha_source2)),
- GetAlphaModifier(tev_stage.alpha_modifier3,
- GetSource(tev_stage.alpha_source3)),
- }};
- alpha_output = AlphaCombine(tev_stage.alpha_op, alpha_result);
- }
-
- combiner_output[0] =
- std::min((unsigned)255, color_output.r() * tev_stage.GetColorMultiplier());
- combiner_output[1] =
- std::min((unsigned)255, color_output.g() * tev_stage.GetColorMultiplier());
- combiner_output[2] =
- std::min((unsigned)255, color_output.b() * tev_stage.GetColorMultiplier());
- combiner_output[3] =
- std::min((unsigned)255, alpha_output * tev_stage.GetAlphaMultiplier());
-
- combiner_buffer = next_combiner_buffer;
-
- if (regs.texturing.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferColor(
- tev_stage_index)) {
- next_combiner_buffer.r() = combiner_output.r();
- next_combiner_buffer.g() = combiner_output.g();
- next_combiner_buffer.b() = combiner_output.b();
- }
-
- if (regs.texturing.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferAlpha(
- tev_stage_index)) {
- next_combiner_buffer.a() = combiner_output.a();
- }
- }
-
- const auto& output_merger = regs.framebuffer.output_merger;
- // TODO: Does alpha testing happen before or after stencil?
- if (output_merger.alpha_test.enable) {
- bool pass = false;
-
- switch (output_merger.alpha_test.func) {
- case FramebufferRegs::CompareFunc::Never:
- pass = false;
- break;
-
- case FramebufferRegs::CompareFunc::Always:
- pass = true;
- break;
-
- case FramebufferRegs::CompareFunc::Equal:
- pass = combiner_output.a() == output_merger.alpha_test.ref;
- break;
-
- case FramebufferRegs::CompareFunc::NotEqual:
- pass = combiner_output.a() != output_merger.alpha_test.ref;
- break;
-
- case FramebufferRegs::CompareFunc::LessThan:
- pass = combiner_output.a() < output_merger.alpha_test.ref;
- break;
-
- case FramebufferRegs::CompareFunc::LessThanOrEqual:
- pass = combiner_output.a() <= output_merger.alpha_test.ref;
- break;
-
- case FramebufferRegs::CompareFunc::GreaterThan:
- pass = combiner_output.a() > output_merger.alpha_test.ref;
- break;
-
- case FramebufferRegs::CompareFunc::GreaterThanOrEqual:
- pass = combiner_output.a() >= output_merger.alpha_test.ref;
- break;
- }
-
- if (!pass)
- continue;
- }
-
- // Apply fog combiner
- // Not fully accurate. We'd have to know what data type is used to
- // store the depth etc. Using float for now until we know more
- // about Pica datatypes
- if (regs.texturing.fog_mode == TexturingRegs::FogMode::Fog) {
- const Math::Vec3<u8> fog_color = {
- static_cast<u8>(regs.texturing.fog_color.r.Value()),
- static_cast<u8>(regs.texturing.fog_color.g.Value()),
- static_cast<u8>(regs.texturing.fog_color.b.Value()),
- };
-
- // Get index into fog LUT
- float fog_index;
- if (g_state.regs.texturing.fog_flip) {
- fog_index = (1.0f - depth) * 128.0f;
- } else {
- fog_index = depth * 128.0f;
- }
-
- // Generate clamped fog factor from LUT for given fog index
- float fog_i = MathUtil::Clamp(floorf(fog_index), 0.0f, 127.0f);
- float fog_f = fog_index - fog_i;
- const auto& fog_lut_entry = g_state.fog.lut[static_cast<unsigned int>(fog_i)];
- float fog_factor = fog_lut_entry.ToFloat() + fog_lut_entry.DiffToFloat() * fog_f;
- fog_factor = MathUtil::Clamp(fog_factor, 0.0f, 1.0f);
-
- // Blend the fog
- for (unsigned i = 0; i < 3; i++) {
- combiner_output[i] = static_cast<u8>(fog_factor * combiner_output[i] +
- (1.0f - fog_factor) * fog_color[i]);
- }
- }
-
- u8 old_stencil = 0;
-
- auto UpdateStencil = [stencil_test, x, y,
- &old_stencil](Pica::FramebufferRegs::StencilAction action) {
- u8 new_stencil =
- PerformStencilAction(action, old_stencil, stencil_test.reference_value);
- if (g_state.regs.framebuffer.framebuffer.allow_depth_stencil_write != 0)
- SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) |
- (old_stencil & ~stencil_test.write_mask));
- };
-
- if (stencil_action_enable) {
- old_stencil = GetStencil(x >> 4, y >> 4);
- u8 dest = old_stencil & stencil_test.input_mask;
- u8 ref = stencil_test.reference_value & stencil_test.input_mask;
-
- bool pass = false;
- switch (stencil_test.func) {
- case FramebufferRegs::CompareFunc::Never:
- pass = false;
- break;
-
- case FramebufferRegs::CompareFunc::Always:
- pass = true;
- break;
-
- case FramebufferRegs::CompareFunc::Equal:
- pass = (ref == dest);
- break;
-
- case FramebufferRegs::CompareFunc::NotEqual:
- pass = (ref != dest);
- break;
-
- case FramebufferRegs::CompareFunc::LessThan:
- pass = (ref < dest);
- break;
-
- case FramebufferRegs::CompareFunc::LessThanOrEqual:
- pass = (ref <= dest);
- break;
-
- case FramebufferRegs::CompareFunc::GreaterThan:
- pass = (ref > dest);
- break;
-
- case FramebufferRegs::CompareFunc::GreaterThanOrEqual:
- pass = (ref >= dest);
- break;
- }
-
- if (!pass) {
- UpdateStencil(stencil_test.action_stencil_fail);
- continue;
- }
- }
-
- // Convert float to integer
- unsigned num_bits =
- FramebufferRegs::DepthBitsPerPixel(regs.framebuffer.framebuffer.depth_format);
- u32 z = (u32)(depth * ((1 << num_bits) - 1));
-
- if (output_merger.depth_test_enable) {
- u32 ref_z = GetDepth(x >> 4, y >> 4);
-
- bool pass = false;
-
- switch (output_merger.depth_test_func) {
- case FramebufferRegs::CompareFunc::Never:
- pass = false;
- break;
-
- case FramebufferRegs::CompareFunc::Always:
- pass = true;
- break;
-
- case FramebufferRegs::CompareFunc::Equal:
- pass = z == ref_z;
- break;
-
- case FramebufferRegs::CompareFunc::NotEqual:
- pass = z != ref_z;
- break;
-
- case FramebufferRegs::CompareFunc::LessThan:
- pass = z < ref_z;
- break;
-
- case FramebufferRegs::CompareFunc::LessThanOrEqual:
- pass = z <= ref_z;
- break;
-
- case FramebufferRegs::CompareFunc::GreaterThan:
- pass = z > ref_z;
- break;
-
- case FramebufferRegs::CompareFunc::GreaterThanOrEqual:
- pass = z >= ref_z;
- break;
- }
-
- if (!pass) {
- if (stencil_action_enable)
- UpdateStencil(stencil_test.action_depth_fail);
- continue;
- }
- }
-
- if (regs.framebuffer.framebuffer.allow_depth_stencil_write != 0 &&
- output_merger.depth_write_enable) {
-
- SetDepth(x >> 4, y >> 4, z);
- }
-
- // The stencil depth_pass action is executed even if depth testing is disabled
- if (stencil_action_enable)
- UpdateStencil(stencil_test.action_depth_pass);
-
- auto dest = GetPixel(x >> 4, y >> 4);
- Math::Vec4<u8> blend_output = combiner_output;
-
- if (output_merger.alphablend_enable) {
- auto params = output_merger.alpha_blending;
-
- auto LookupFactor = [&](unsigned channel,
- FramebufferRegs::BlendFactor factor) -> u8 {
- DEBUG_ASSERT(channel < 4);
-
- const Math::Vec4<u8> blend_const = {
- static_cast<u8>(output_merger.blend_const.r),
- static_cast<u8>(output_merger.blend_const.g),
- static_cast<u8>(output_merger.blend_const.b),
- static_cast<u8>(output_merger.blend_const.a),
- };
-
- switch (factor) {
- case FramebufferRegs::BlendFactor::Zero:
- return 0;
-
- case FramebufferRegs::BlendFactor::One:
- return 255;
-
- case FramebufferRegs::BlendFactor::SourceColor:
- return combiner_output[channel];
-
- case FramebufferRegs::BlendFactor::OneMinusSourceColor:
- return 255 - combiner_output[channel];
-
- case FramebufferRegs::BlendFactor::DestColor:
- return dest[channel];
-
- case FramebufferRegs::BlendFactor::OneMinusDestColor:
- return 255 - dest[channel];
-
- case FramebufferRegs::BlendFactor::SourceAlpha:
- return combiner_output.a();
-
- case FramebufferRegs::BlendFactor::OneMinusSourceAlpha:
- return 255 - combiner_output.a();
-
- case FramebufferRegs::BlendFactor::DestAlpha:
- return dest.a();
-
- case FramebufferRegs::BlendFactor::OneMinusDestAlpha:
- return 255 - dest.a();
-
- case FramebufferRegs::BlendFactor::ConstantColor:
- return blend_const[channel];
-
- case FramebufferRegs::BlendFactor::OneMinusConstantColor:
- return 255 - blend_const[channel];
-
- case FramebufferRegs::BlendFactor::ConstantAlpha:
- return blend_const.a();
-
- case FramebufferRegs::BlendFactor::OneMinusConstantAlpha:
- return 255 - blend_const.a();
-
- case FramebufferRegs::BlendFactor::SourceAlphaSaturate:
- // Returns 1.0 for the alpha channel
- if (channel == 3)
- return 255;
- return std::min(combiner_output.a(), static_cast<u8>(255 - dest.a()));
-
- default:
- LOG_CRITICAL(HW_GPU, "Unknown blend factor %x", factor);
- UNIMPLEMENTED();
- break;
- }
-
- return combiner_output[channel];
- };
-
- auto srcfactor = Math::MakeVec(LookupFactor(0, params.factor_source_rgb),
- LookupFactor(1, params.factor_source_rgb),
- LookupFactor(2, params.factor_source_rgb),
- LookupFactor(3, params.factor_source_a));
-
- auto dstfactor = Math::MakeVec(LookupFactor(0, params.factor_dest_rgb),
- LookupFactor(1, params.factor_dest_rgb),
- LookupFactor(2, params.factor_dest_rgb),
- LookupFactor(3, params.factor_dest_a));
-
- blend_output = EvaluateBlendEquation(combiner_output, srcfactor, dest, dstfactor,
- params.blend_equation_rgb);
- blend_output.a() = EvaluateBlendEquation(combiner_output, srcfactor, dest,
- dstfactor, params.blend_equation_a)
- .a();
- } else {
- blend_output =
- Math::MakeVec(LogicOp(combiner_output.r(), dest.r(), output_merger.logic_op),
- LogicOp(combiner_output.g(), dest.g(), output_merger.logic_op),
- LogicOp(combiner_output.b(), dest.b(), output_merger.logic_op),
- LogicOp(combiner_output.a(), dest.a(), output_merger.logic_op));
- }
-
- const Math::Vec4<u8> result = {
- output_merger.red_enable ? blend_output.r() : dest.r(),
- output_merger.green_enable ? blend_output.g() : dest.g(),
- output_merger.blue_enable ? blend_output.b() : dest.b(),
- output_merger.alpha_enable ? blend_output.a() : dest.a(),
- };
-
- if (regs.framebuffer.framebuffer.allow_color_write != 0)
- DrawPixel(x >> 4, y >> 4, result);
- }
- }
-}
-
-void ProcessTriangle(const Vertex& v0, const Vertex& v1, const Vertex& v2) {
- ProcessTriangleInternal(v0, v1, v2);
-}
-
-} // namespace Rasterizer
-
-} // namespace Pica
diff --git a/src/video_core/swrasterizer/rasterizer.h b/src/video_core/swrasterizer/rasterizer.h
deleted file mode 100644
index 66cd6cfd4..000000000
--- a/src/video_core/swrasterizer/rasterizer.h
+++ /dev/null
@@ -1,48 +0,0 @@
-// Copyright 2014 Citra Emulator Project
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#pragma once
-
-#include "video_core/shader/shader.h"
-
-namespace Pica {
-
-namespace Rasterizer {
-
-struct Vertex : Shader::OutputVertex {
- Vertex(const OutputVertex& v) : OutputVertex(v) {}
-
- // Attributes used to store intermediate results
- // position after perspective divide
- Math::Vec3<float24> screenpos;
-
- // Linear interpolation
- // factor: 0=this, 1=vtx
- // Note: This function cannot be called after perspective divide
- void Lerp(float24 factor, const Vertex& vtx) {
- pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
- quat = quat * factor + vtx.quat * (float24::FromFloat32(1) - factor);
- color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
- tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
- tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
- tc0_w = tc0_w * factor + vtx.tc0_w * (float24::FromFloat32(1) - factor);
- view = view * factor + vtx.view * (float24::FromFloat32(1) - factor);
- tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
- }
-
- // Linear interpolation
- // factor: 0=v0, 1=v1
- // Note: This function cannot be called after perspective divide
- static Vertex Lerp(float24 factor, const Vertex& v0, const Vertex& v1) {
- Vertex ret = v0;
- ret.Lerp(factor, v1);
- return ret;
- }
-};
-
-void ProcessTriangle(const Vertex& v0, const Vertex& v1, const Vertex& v2);
-
-} // namespace Rasterizer
-
-} // namespace Pica
diff --git a/src/video_core/swrasterizer/swrasterizer.cpp b/src/video_core/swrasterizer/swrasterizer.cpp
deleted file mode 100644
index 402b705dd..000000000
--- a/src/video_core/swrasterizer/swrasterizer.cpp
+++ /dev/null
@@ -1,15 +0,0 @@
-// Copyright 2015 Citra Emulator Project
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#include "video_core/swrasterizer/clipper.h"
-#include "video_core/swrasterizer/swrasterizer.h"
-
-namespace VideoCore {
-
-void SWRasterizer::AddTriangle(const Pica::Shader::OutputVertex& v0,
- const Pica::Shader::OutputVertex& v1,
- const Pica::Shader::OutputVertex& v2) {
- Pica::Clipper::ProcessTriangle(v0, v1, v2);
-}
-}
diff --git a/src/video_core/swrasterizer/swrasterizer.h b/src/video_core/swrasterizer/swrasterizer.h
deleted file mode 100644
index 04ebd5312..000000000
--- a/src/video_core/swrasterizer/swrasterizer.h
+++ /dev/null
@@ -1,27 +0,0 @@
-// Copyright 2015 Citra Emulator Project
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#pragma once
-
-#include "common/common_types.h"
-#include "video_core/rasterizer_interface.h"
-
-namespace Pica {
-namespace Shader {
-struct OutputVertex;
-}
-}
-
-namespace VideoCore {
-
-class SWRasterizer : public RasterizerInterface {
- void AddTriangle(const Pica::Shader::OutputVertex& v0, const Pica::Shader::OutputVertex& v1,
- const Pica::Shader::OutputVertex& v2) override;
- void DrawTriangles() override {}
- void NotifyPicaRegisterChanged(u32 id) override {}
- void FlushAll() override {}
- void FlushRegion(PAddr addr, u64 size) override {}
- void FlushAndInvalidateRegion(PAddr addr, u64 size) override {}
-};
-}
diff --git a/src/video_core/swrasterizer/texturing.cpp b/src/video_core/swrasterizer/texturing.cpp
deleted file mode 100644
index 79b1ce841..000000000
--- a/src/video_core/swrasterizer/texturing.cpp
+++ /dev/null
@@ -1,244 +0,0 @@
-// Copyright 2017 Citra Emulator Project
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#include <algorithm>
-
-#include "common/assert.h"
-#include "common/common_types.h"
-#include "common/math_util.h"
-#include "common/vector_math.h"
-#include "video_core/regs_texturing.h"
-#include "video_core/swrasterizer/texturing.h"
-
-namespace Pica {
-namespace Rasterizer {
-
-using TevStageConfig = TexturingRegs::TevStageConfig;
-
-int GetWrappedTexCoord(TexturingRegs::TextureConfig::WrapMode mode, int val, unsigned size) {
- switch (mode) {
- case TexturingRegs::TextureConfig::ClampToEdge2:
- // For negative coordinate, ClampToEdge2 behaves the same as Repeat
- if (val < 0) {
- return static_cast<int>(static_cast<unsigned>(val) % size);
- }
- // [[fallthrough]]
- case TexturingRegs::TextureConfig::ClampToEdge:
- val = std::max(val, 0);
- val = std::min(val, static_cast<int>(size) - 1);
- return val;
-
- case TexturingRegs::TextureConfig::ClampToBorder:
- return val;
-
- case TexturingRegs::TextureConfig::ClampToBorder2:
- // For ClampToBorder2, the case of positive coordinate beyond the texture size is already
- // handled outside. Here we only handle the negative coordinate in the same way as Repeat.
- case TexturingRegs::TextureConfig::Repeat2:
- case TexturingRegs::TextureConfig::Repeat3:
- case TexturingRegs::TextureConfig::Repeat:
- return static_cast<int>(static_cast<unsigned>(val) % size);
-
- case TexturingRegs::TextureConfig::MirroredRepeat: {
- unsigned int coord = (static_cast<unsigned>(val) % (2 * size));
- if (coord >= size)
- coord = 2 * size - 1 - coord;
- return static_cast<int>(coord);
- }
-
- default:
- LOG_ERROR(HW_GPU, "Unknown texture coordinate wrapping mode %x", (int)mode);
- UNIMPLEMENTED();
- return 0;
- }
-};
-
-Math::Vec3<u8> GetColorModifier(TevStageConfig::ColorModifier factor,
- const Math::Vec4<u8>& values) {
- using ColorModifier = TevStageConfig::ColorModifier;
-
- switch (factor) {
- case ColorModifier::SourceColor:
- return values.rgb();
-
- case ColorModifier::OneMinusSourceColor:
- return (Math::Vec3<u8>(255, 255, 255) - values.rgb()).Cast<u8>();
-
- case ColorModifier::SourceAlpha:
- return values.aaa();
-
- case ColorModifier::OneMinusSourceAlpha:
- return (Math::Vec3<u8>(255, 255, 255) - values.aaa()).Cast<u8>();
-
- case ColorModifier::SourceRed:
- return values.rrr();
-
- case ColorModifier::OneMinusSourceRed:
- return (Math::Vec3<u8>(255, 255, 255) - values.rrr()).Cast<u8>();
-
- case ColorModifier::SourceGreen:
- return values.ggg();
-
- case ColorModifier::OneMinusSourceGreen:
- return (Math::Vec3<u8>(255, 255, 255) - values.ggg()).Cast<u8>();
-
- case ColorModifier::SourceBlue:
- return values.bbb();
-
- case ColorModifier::OneMinusSourceBlue:
- return (Math::Vec3<u8>(255, 255, 255) - values.bbb()).Cast<u8>();
- }
-
- UNREACHABLE();
-};
-
-u8 GetAlphaModifier(TevStageConfig::AlphaModifier factor, const Math::Vec4<u8>& values) {
- using AlphaModifier = TevStageConfig::AlphaModifier;
-
- switch (factor) {
- case AlphaModifier::SourceAlpha:
- return values.a();
-
- case AlphaModifier::OneMinusSourceAlpha:
- return 255 - values.a();
-
- case AlphaModifier::SourceRed:
- return values.r();
-
- case AlphaModifier::OneMinusSourceRed:
- return 255 - values.r();
-
- case AlphaModifier::SourceGreen:
- return values.g();
-
- case AlphaModifier::OneMinusSourceGreen:
- return 255 - values.g();
-
- case AlphaModifier::SourceBlue:
- return values.b();
-
- case AlphaModifier::OneMinusSourceBlue:
- return 255 - values.b();
- }
-
- UNREACHABLE();
-};
-
-Math::Vec3<u8> ColorCombine(TevStageConfig::Operation op, const Math::Vec3<u8> input[3]) {
- using Operation = TevStageConfig::Operation;
-
- switch (op) {
- case Operation::Replace:
- return input[0];
-
- case Operation::Modulate:
- return ((input[0] * input[1]) / 255).Cast<u8>();
-
- case Operation::Add: {
- auto result = input[0] + input[1];
- result.r() = std::min(255, result.r());
- result.g() = std::min(255, result.g());
- result.b() = std::min(255, result.b());
- return result.Cast<u8>();
- }
-
- case Operation::AddSigned: {
- // TODO(bunnei): Verify that the color conversion from (float) 0.5f to
- // (byte) 128 is correct
- auto result =
- input[0].Cast<int>() + input[1].Cast<int>() - Math::MakeVec<int>(128, 128, 128);
- result.r() = MathUtil::Clamp<int>(result.r(), 0, 255);
- result.g() = MathUtil::Clamp<int>(result.g(), 0, 255);
- result.b() = MathUtil::Clamp<int>(result.b(), 0, 255);
- return result.Cast<u8>();
- }
-
- case Operation::Lerp:
- return ((input[0] * input[2] +
- input[1] * (Math::MakeVec<u8>(255, 255, 255) - input[2]).Cast<u8>()) /
- 255)
- .Cast<u8>();
-
- case Operation::Subtract: {
- auto result = input[0].Cast<int>() - input[1].Cast<int>();
- result.r() = std::max(0, result.r());
- result.g() = std::max(0, result.g());
- result.b() = std::max(0, result.b());
- return result.Cast<u8>();
- }
-
- case Operation::MultiplyThenAdd: {
- auto result = (input[0] * input[1] + 255 * input[2].Cast<int>()) / 255;
- result.r() = std::min(255, result.r());
- result.g() = std::min(255, result.g());
- result.b() = std::min(255, result.b());
- return result.Cast<u8>();
- }
-
- case Operation::AddThenMultiply: {
- auto result = input[0] + input[1];
- result.r() = std::min(255, result.r());
- result.g() = std::min(255, result.g());
- result.b() = std::min(255, result.b());
- result = (result * input[2].Cast<int>()) / 255;
- return result.Cast<u8>();
- }
- case Operation::Dot3_RGB:
- case Operation::Dot3_RGBA: {
- // Not fully accurate. Worst case scenario seems to yield a +/-3 error. Some HW results
- // indicate that the per-component computation can't have a higher precision than 1/256,
- // while dot3_rgb((0x80,g0,b0), (0x7F,g1,b1)) and dot3_rgb((0x80,g0,b0), (0x80,g1,b1)) give
- // different results.
- int result = ((input[0].r() * 2 - 255) * (input[1].r() * 2 - 255) + 128) / 256 +
- ((input[0].g() * 2 - 255) * (input[1].g() * 2 - 255) + 128) / 256 +
- ((input[0].b() * 2 - 255) * (input[1].b() * 2 - 255) + 128) / 256;
- result = std::max(0, std::min(255, result));
- return {(u8)result, (u8)result, (u8)result};
- }
- default:
- LOG_ERROR(HW_GPU, "Unknown color combiner operation %d", (int)op);
- UNIMPLEMENTED();
- return {0, 0, 0};
- }
-};
-
-u8 AlphaCombine(TevStageConfig::Operation op, const std::array<u8, 3>& input) {
- switch (op) {
- using Operation = TevStageConfig::Operation;
- case Operation::Replace:
- return input[0];
-
- case Operation::Modulate:
- return input[0] * input[1] / 255;
-
- case Operation::Add:
- return std::min(255, input[0] + input[1]);
-
- case Operation::AddSigned: {
- // TODO(bunnei): Verify that the color conversion from (float) 0.5f to (byte) 128 is correct
- auto result = static_cast<int>(input[0]) + static_cast<int>(input[1]) - 128;
- return static_cast<u8>(MathUtil::Clamp<int>(result, 0, 255));
- }
-
- case Operation::Lerp:
- return (input[0] * input[2] + input[1] * (255 - input[2])) / 255;
-
- case Operation::Subtract:
- return std::max(0, (int)input[0] - (int)input[1]);
-
- case Operation::MultiplyThenAdd:
- return std::min(255, (input[0] * input[1] + 255 * input[2]) / 255);
-
- case Operation::AddThenMultiply:
- return (std::min(255, (input[0] + input[1])) * input[2]) / 255;
-
- default:
- LOG_ERROR(HW_GPU, "Unknown alpha combiner operation %d", (int)op);
- UNIMPLEMENTED();
- return 0;
- }
-};
-
-} // namespace Rasterizer
-} // namespace Pica
diff --git a/src/video_core/swrasterizer/texturing.h b/src/video_core/swrasterizer/texturing.h
deleted file mode 100644
index 24f74a5a3..000000000
--- a/src/video_core/swrasterizer/texturing.h
+++ /dev/null
@@ -1,28 +0,0 @@
-// Copyright 2017 Citra Emulator Project
-// Licensed under GPLv2 or any later version
-// Refer to the license.txt file included.
-
-#pragma once
-
-#include "common/common_types.h"
-#include "common/vector_math.h"
-#include "video_core/regs_texturing.h"
-
-namespace Pica {
-namespace Rasterizer {
-
-int GetWrappedTexCoord(TexturingRegs::TextureConfig::WrapMode mode, int val, unsigned size);
-
-Math::Vec3<u8> GetColorModifier(TexturingRegs::TevStageConfig::ColorModifier factor,
- const Math::Vec4<u8>& values);
-
-u8 GetAlphaModifier(TexturingRegs::TevStageConfig::AlphaModifier factor,
- const Math::Vec4<u8>& values);
-
-Math::Vec3<u8> ColorCombine(TexturingRegs::TevStageConfig::Operation op,
- const Math::Vec3<u8> input[3]);
-
-u8 AlphaCombine(TexturingRegs::TevStageConfig::Operation op, const std::array<u8, 3>& input);
-
-} // namespace Rasterizer
-} // namespace Pica