mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 15:30:35 +00:00
90e009edb9
A texture larger than 512 is "valid", but simply wraps/clamps at 512. Importantly, the texture coords are still calculated at the specified size, which can be up to 32768.
659 lines
20 KiB
C++
659 lines
20 KiB
C++
// Copyright (c) 2017- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "ppsspp_config.h"
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#include <unordered_map>
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#include <mutex>
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#include "Common/Common.h"
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#include "Common/Data/Convert/ColorConv.h"
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#include "Common/StringUtils.h"
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#include "Core/Config.h"
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#include "Core/Reporting.h"
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#include "GPU/Common/TextureDecoder.h"
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#include "GPU/GPUState.h"
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#include "GPU/Software/Rasterizer.h"
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#include "GPU/Software/RasterizerRegCache.h"
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#include "GPU/Software/Sampler.h"
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#if defined(_M_SSE)
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#include <emmintrin.h>
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#endif
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using namespace Math3D;
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using namespace Rasterizer;
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namespace Sampler {
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static Vec4IntResult SOFTRAST_CALL SampleNearest(float s, float t, int x, int y, Vec4IntArg prim_color, const u8 *const *tptr, const int *bufw, int level, int levelFrac, const SamplerID &samplerID);
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static Vec4IntResult SOFTRAST_CALL SampleLinear(float s, float t, int x, int y, Vec4IntArg prim_color, const u8 *const *tptr, const int *bufw, int level, int levelFrac, const SamplerID &samplerID);
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static Vec4IntResult SOFTRAST_CALL SampleFetch(int u, int v, const u8 *tptr, int bufw, int level, const SamplerID &samplerID);
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std::mutex jitCacheLock;
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SamplerJitCache *jitCache = nullptr;
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void Init() {
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jitCache = new SamplerJitCache();
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}
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void Shutdown() {
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delete jitCache;
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jitCache = nullptr;
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}
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bool DescribeCodePtr(const u8 *ptr, std::string &name) {
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if (!jitCache->IsInSpace(ptr)) {
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return false;
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}
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name = jitCache->DescribeCodePtr(ptr);
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return true;
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}
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NearestFunc GetNearestFunc(SamplerID id) {
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id.linear = false;
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NearestFunc jitted = jitCache->GetNearest(id);
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if (jitted) {
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return jitted;
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}
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return &SampleNearest;
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}
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LinearFunc GetLinearFunc(SamplerID id) {
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id.linear = true;
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LinearFunc jitted = jitCache->GetLinear(id);
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if (jitted) {
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return jitted;
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}
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return &SampleLinear;
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}
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FetchFunc GetFetchFunc(SamplerID id) {
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id.fetch = true;
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FetchFunc jitted = jitCache->GetFetch(id);
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if (jitted) {
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return jitted;
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}
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return &SampleFetch;
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}
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// 256k should be enough.
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SamplerJitCache::SamplerJitCache() : Rasterizer::CodeBlock(1024 * 64 * 4) {
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}
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void SamplerJitCache::Clear() {
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CodeBlock::Clear();
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cache_.clear();
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addresses_.clear();
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const10All16_ = nullptr;
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const10Low_ = nullptr;
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const10All8_ = nullptr;
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constWidthHeight256f_ = nullptr;
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constWidthMinus1i_ = nullptr;
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constHeightMinus1i_ = nullptr;
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constOnes32_ = nullptr;
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constOnes16_ = nullptr;
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constUNext_ = nullptr;
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constVNext_ = nullptr;
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const5551Swizzle_ = nullptr;
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const5650Swizzle_ = nullptr;
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}
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std::string SamplerJitCache::DescribeCodePtr(const u8 *ptr) {
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constexpr bool USE_IDS = false;
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ptrdiff_t dist = 0x7FFFFFFF;
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if (USE_IDS) {
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SamplerID found{};
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for (const auto &it : addresses_) {
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ptrdiff_t it_dist = ptr - it.second;
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if (it_dist >= 0 && it_dist < dist) {
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found = it.first;
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dist = it_dist;
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}
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}
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return DescribeSamplerID(found);
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}
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return CodeBlock::DescribeCodePtr(ptr);
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}
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NearestFunc SamplerJitCache::GetNearest(const SamplerID &id) {
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std::lock_guard<std::mutex> guard(jitCacheLock);
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auto it = cache_.find(id);
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if (it != cache_.end())
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return (NearestFunc)it->second;
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Compile(id);
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// Okay, should be there now.
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it = cache_.find(id);
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if (it != cache_.end())
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return (NearestFunc)it->second;
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return nullptr;
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}
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LinearFunc SamplerJitCache::GetLinear(const SamplerID &id) {
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std::lock_guard<std::mutex> guard(jitCacheLock);
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auto it = cache_.find(id);
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if (it != cache_.end())
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return (LinearFunc)it->second;
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Compile(id);
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// Okay, should be there now.
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it = cache_.find(id);
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if (it != cache_.end())
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return (LinearFunc)it->second;
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return nullptr;
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}
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FetchFunc SamplerJitCache::GetFetch(const SamplerID &id) {
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std::lock_guard<std::mutex> guard(jitCacheLock);
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auto it = cache_.find(id);
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if (it != cache_.end())
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return (FetchFunc)it->second;
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Compile(id);
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// Okay, should be there now.
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it = cache_.find(id);
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if (it != cache_.end())
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return (FetchFunc)it->second;
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return nullptr;
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}
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void SamplerJitCache::Compile(const SamplerID &id) {
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// This should be sufficient.
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if (GetSpaceLeft() < 16384) {
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Clear();
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}
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// We compile them together so the cache can't possibly be cleared in between.
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// We might vary between nearest and linear, so we can't clear between.
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#if PPSSPP_ARCH(AMD64) && !PPSSPP_PLATFORM(UWP)
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if (g_Config.bSoftwareRenderingJit) {
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SamplerID fetchID = id;
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fetchID.linear = false;
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fetchID.fetch = true;
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addresses_[fetchID] = GetCodePointer();
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cache_[fetchID] = (NearestFunc)CompileFetch(fetchID);
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SamplerID nearestID = id;
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nearestID.linear = false;
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nearestID.fetch = false;
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addresses_[nearestID] = GetCodePointer();
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cache_[nearestID] = (NearestFunc)CompileNearest(nearestID);
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SamplerID linearID = id;
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linearID.linear = true;
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linearID.fetch = false;
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addresses_[linearID] = GetCodePointer();
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cache_[linearID] = (NearestFunc)CompileLinear(linearID);
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}
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#endif
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}
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template <uint32_t texel_size_bits>
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static inline int GetPixelDataOffset(uint32_t row_pitch_pixels, uint32_t u, uint32_t v, bool swizzled) {
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if (!swizzled)
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return (v * (row_pitch_pixels * texel_size_bits >> 3)) + (u * texel_size_bits >> 3);
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const int tile_size_bits = 32;
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const int tiles_in_block_horizontal = 4;
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const int tiles_in_block_vertical = 8;
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int texels_per_tile = tile_size_bits / texel_size_bits;
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int tile_u = u / texels_per_tile;
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int tile_idx = (v % tiles_in_block_vertical) * (tiles_in_block_horizontal) +
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// TODO: not sure if the *texel_size_bits/8 factor is correct
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(v / tiles_in_block_vertical) * ((row_pitch_pixels*texel_size_bits/(tile_size_bits))*tiles_in_block_vertical) +
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(tile_u % tiles_in_block_horizontal) +
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(tile_u / tiles_in_block_horizontal) * (tiles_in_block_horizontal*tiles_in_block_vertical);
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return tile_idx * (tile_size_bits / 8) + ((u % texels_per_tile) * texel_size_bits) / 8;
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}
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static inline u32 LookupColor(unsigned int index, unsigned int level, const SamplerID &samplerID) {
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const int clutSharingOffset = samplerID.useSharedClut ? 0 : level * 16;
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switch (samplerID.ClutFmt()) {
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case GE_CMODE_16BIT_BGR5650:
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return RGB565ToRGBA8888(samplerID.cached.clut16[index + clutSharingOffset]);
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case GE_CMODE_16BIT_ABGR5551:
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return RGBA5551ToRGBA8888(samplerID.cached.clut16[index + clutSharingOffset]);
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case GE_CMODE_16BIT_ABGR4444:
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return RGBA4444ToRGBA8888(samplerID.cached.clut16[index + clutSharingOffset]);
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case GE_CMODE_32BIT_ABGR8888:
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return samplerID.cached.clut32[index + clutSharingOffset];
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default:
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ERROR_LOG_REPORT(G3D, "Software: Unsupported palette format: %x", samplerID.ClutFmt());
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return 0;
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}
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}
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uint32_t TransformClutIndex(uint32_t index, const SamplerID &samplerID) {
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if (samplerID.hasClutShift || samplerID.hasClutMask || samplerID.hasClutOffset) {
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const uint8_t shift = (samplerID.cached.clutFormat >> 2) & 0x1F;
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const uint8_t mask = (samplerID.cached.clutFormat >> 8) & 0xFF;
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const uint16_t offset = ((samplerID.cached.clutFormat >> 16) & 0x1F) << 4;
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// We need to wrap any entries beyond the first 1024 bytes.
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const uint16_t offsetMask = samplerID.ClutFmt() == GE_CMODE_32BIT_ABGR8888 ? 0xFF : 0x1FF;
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return ((index >> shift) & mask) | (offset & offsetMask);
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}
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return index & 0xFF;
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}
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struct Nearest4 {
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alignas(16) u32 v[4];
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operator u32() const {
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return v[0];
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}
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};
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template <int N>
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inline static Nearest4 SOFTRAST_CALL SampleNearest(const int u[N], const int v[N], const u8 *srcptr, int texbufw, int level, const SamplerID &samplerID) {
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Nearest4 res;
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if (!srcptr) {
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memset(res.v, 0, sizeof(res.v));
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return res;
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}
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// TODO: Should probably check if textures are aligned properly...
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switch (samplerID.TexFmt()) {
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case GE_TFMT_4444:
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for (int i = 0; i < N; ++i) {
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const u8 *src = srcptr + GetPixelDataOffset<16>(texbufw, u[i], v[i], samplerID.swizzle);
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res.v[i] = RGBA4444ToRGBA8888(*(const u16 *)src);
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}
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return res;
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case GE_TFMT_5551:
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for (int i = 0; i < N; ++i) {
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const u8 *src = srcptr + GetPixelDataOffset<16>(texbufw, u[i], v[i], samplerID.swizzle);
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res.v[i] = RGBA5551ToRGBA8888(*(const u16 *)src);
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}
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return res;
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case GE_TFMT_5650:
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for (int i = 0; i < N; ++i) {
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const u8 *src = srcptr + GetPixelDataOffset<16>(texbufw, u[i], v[i], samplerID.swizzle);
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res.v[i] = RGB565ToRGBA8888(*(const u16 *)src);
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}
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return res;
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case GE_TFMT_8888:
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for (int i = 0; i < N; ++i) {
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const u8 *src = srcptr + GetPixelDataOffset<32>(texbufw, u[i], v[i], samplerID.swizzle);
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res.v[i] = *(const u32 *)src;
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}
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return res;
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case GE_TFMT_CLUT32:
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for (int i = 0; i < N; ++i) {
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const u8 *src = srcptr + GetPixelDataOffset<32>(texbufw, u[i], v[i], samplerID.swizzle);
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u32 val = src[0] + (src[1] << 8) + (src[2] << 16) + (src[3] << 24);
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res.v[i] = LookupColor(TransformClutIndex(val, samplerID), 0, samplerID);
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}
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return res;
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case GE_TFMT_CLUT16:
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for (int i = 0; i < N; ++i) {
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const u8 *src = srcptr + GetPixelDataOffset<16>(texbufw, u[i], v[i], samplerID.swizzle);
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u16 val = src[0] + (src[1] << 8);
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res.v[i] = LookupColor(TransformClutIndex(val, samplerID), 0, samplerID);
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}
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return res;
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case GE_TFMT_CLUT8:
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for (int i = 0; i < N; ++i) {
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const u8 *src = srcptr + GetPixelDataOffset<8>(texbufw, u[i], v[i], samplerID.swizzle);
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u8 val = *src;
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res.v[i] = LookupColor(TransformClutIndex(val, samplerID), 0, samplerID);
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}
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return res;
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case GE_TFMT_CLUT4:
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for (int i = 0; i < N; ++i) {
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const u8 *src = srcptr + GetPixelDataOffset<4>(texbufw, u[i], v[i], samplerID.swizzle);
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u8 val = (u[i] & 1) ? (src[0] >> 4) : (src[0] & 0xF);
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// Only CLUT4 uses separate mipmap palettes.
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res.v[i] = LookupColor(TransformClutIndex(val, samplerID), level, samplerID);
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}
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return res;
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case GE_TFMT_DXT1:
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for (int i = 0; i < N; ++i) {
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const DXT1Block *block = (const DXT1Block *)srcptr + (v[i] / 4) * (texbufw / 4) + (u[i] / 4);
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res.v[i] = GetDXT1Texel(block, u[i] % 4, v[i] % 4);
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}
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return res;
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case GE_TFMT_DXT3:
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for (int i = 0; i < N; ++i) {
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const DXT3Block *block = (const DXT3Block *)srcptr + (v[i] / 4) * (texbufw / 4) + (u[i] / 4);
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res.v[i] = GetDXT3Texel(block, u[i] % 4, v[i] % 4);
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}
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return res;
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case GE_TFMT_DXT5:
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for (int i = 0; i < N; ++i) {
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const DXT5Block *block = (const DXT5Block *)srcptr + (v[i] / 4) * (texbufw / 4) + (u[i] / 4);
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res.v[i] = GetDXT5Texel(block, u[i] % 4, v[i] % 4);
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}
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return res;
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default:
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ERROR_LOG_REPORT(G3D, "Software: Unsupported texture format: %x", samplerID.TexFmt());
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memset(res.v, 0, sizeof(res.v));
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return res;
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}
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}
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static inline int ClampUV(int v, int height) {
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if (v >= height - 1)
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return height - 1;
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if (v >= 511)
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return 511;
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else if (v < 0)
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return 0;
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return v;
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}
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static inline int WrapUV(int v, int height) {
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return v & (height - 1) & 511;
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}
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template <int N>
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static inline void ApplyTexelClamp(int out_u[N], int out_v[N], const int u[N], const int v[N], int width, int height, const SamplerID &samplerID) {
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if (samplerID.clampS) {
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for (int i = 0; i < N; ++i) {
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out_u[i] = ClampUV(u[i], width);
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}
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} else {
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for (int i = 0; i < N; ++i) {
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out_u[i] = WrapUV(u[i], width);
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}
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}
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if (samplerID.clampT) {
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for (int i = 0; i < N; ++i) {
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out_v[i] = ClampUV(v[i], height);
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}
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} else {
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for (int i = 0; i < N; ++i) {
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out_v[i] = WrapUV(v[i], height);
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}
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}
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}
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static inline void GetTexelCoordinates(int level, float s, float t, int &out_u, int &out_v, int x, int y, const SamplerID &samplerID) {
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int width = samplerID.cached.sizes[level].w;
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int height = samplerID.cached.sizes[level].h;
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int base_u = (int)(s * width * 256.0f);
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int base_v = (int)(t * height * 256.0f);
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base_u >>= 8;
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base_v >>= 8;
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ApplyTexelClamp<1>(&out_u, &out_v, &base_u, &base_v, width, height, samplerID);
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}
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Vec4IntResult SOFTRAST_CALL GetTextureFunctionOutput(Vec4IntArg prim_color_in, Vec4IntArg texcolor_in, const SamplerID &samplerID) {
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const Vec4<int> prim_color = prim_color_in;
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const Vec4<int> texcolor = texcolor_in;
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Vec3<int> out_rgb;
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int out_a;
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bool rgba = samplerID.useTextureAlpha;
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switch (samplerID.TexFunc()) {
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case GE_TEXFUNC_MODULATE:
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{
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#if defined(_M_SSE)
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// Modulate weights slightly on the tex color, by adding one to prim and dividing by 256.
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const __m128i p = _mm_slli_epi16(_mm_packs_epi32(prim_color.ivec, prim_color.ivec), 4);
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const __m128i pboost = _mm_add_epi16(p, _mm_set1_epi16(1 << 4));
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__m128i t = _mm_slli_epi16(_mm_packs_epi32(texcolor.ivec, texcolor.ivec), 4);
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if (samplerID.useColorDoubling) {
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const __m128i amask = _mm_set_epi16(-1, 0, 0, 0, -1, 0, 0, 0);
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const __m128i a = _mm_and_si128(t, amask);
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const __m128i rgb = _mm_andnot_si128(amask, t);
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t = _mm_or_si128(_mm_slli_epi16(rgb, 1), a);
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}
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const __m128i b = _mm_mulhi_epi16(pboost, t);
|
|
out_rgb.ivec = _mm_unpacklo_epi16(b, _mm_setzero_si128());
|
|
|
|
if (rgba) {
|
|
return ToVec4IntResult(Vec4<int>(out_rgb.ivec));
|
|
} else {
|
|
out_a = prim_color.a();
|
|
}
|
|
#else
|
|
if (samplerID.useColorDoubling) {
|
|
out_rgb = ((prim_color.rgb() + Vec3<int>::AssignToAll(1)) * texcolor.rgb() * 2) / 256;
|
|
} else {
|
|
out_rgb = (prim_color.rgb() + Vec3<int>::AssignToAll(1)) * texcolor.rgb() / 256;
|
|
}
|
|
out_a = (rgba) ? ((prim_color.a() + 1) * texcolor.a() / 256) : prim_color.a();
|
|
#endif
|
|
break;
|
|
}
|
|
|
|
case GE_TEXFUNC_DECAL:
|
|
if (rgba) {
|
|
int t = texcolor.a();
|
|
int invt = 255 - t;
|
|
// Both colors are boosted here, making the alpha have more weight.
|
|
Vec3<int> one = Vec3<int>::AssignToAll(1);
|
|
out_rgb = ((prim_color.rgb() + one) * invt + (texcolor.rgb() + one) * t);
|
|
// Keep the bits of accuracy when doubling.
|
|
if (samplerID.useColorDoubling)
|
|
out_rgb /= 128;
|
|
else
|
|
out_rgb /= 256;
|
|
} else {
|
|
if (samplerID.useColorDoubling)
|
|
out_rgb = texcolor.rgb() * 2;
|
|
else
|
|
out_rgb = texcolor.rgb();
|
|
}
|
|
out_a = prim_color.a();
|
|
break;
|
|
|
|
case GE_TEXFUNC_BLEND:
|
|
{
|
|
const Vec3<int> const255(255, 255, 255);
|
|
const Vec3<int> texenv = Vec3<int>::FromRGB(samplerID.cached.texBlendColor);
|
|
|
|
// Unlike the others (and even alpha), this one simply always rounds up.
|
|
const Vec3<int> roundup = Vec3<int>::AssignToAll(255);
|
|
out_rgb = ((const255 - texcolor.rgb()) * prim_color.rgb() + texcolor.rgb() * texenv + roundup);
|
|
// Must divide by less to keep the precision for doubling to be accurate.
|
|
if (samplerID.useColorDoubling)
|
|
out_rgb /= 128;
|
|
else
|
|
out_rgb /= 256;
|
|
|
|
out_a = (rgba) ? ((prim_color.a() + 1) * texcolor.a() / 256) : prim_color.a();
|
|
break;
|
|
}
|
|
|
|
case GE_TEXFUNC_REPLACE:
|
|
out_rgb = texcolor.rgb();
|
|
// Doubling even happens for replace.
|
|
if (samplerID.useColorDoubling)
|
|
out_rgb *= 2;
|
|
out_a = (rgba) ? texcolor.a() : prim_color.a();
|
|
break;
|
|
|
|
case GE_TEXFUNC_ADD:
|
|
case GE_TEXFUNC_UNKNOWN1:
|
|
case GE_TEXFUNC_UNKNOWN2:
|
|
case GE_TEXFUNC_UNKNOWN3:
|
|
// Don't need to clamp afterward, we always clamp before tests.
|
|
out_rgb = prim_color.rgb() + texcolor.rgb();
|
|
if (samplerID.useColorDoubling)
|
|
out_rgb *= 2;
|
|
|
|
// Alpha is still blended the common way.
|
|
out_a = (rgba) ? ((prim_color.a() + 1) * texcolor.a() / 256) : prim_color.a();
|
|
break;
|
|
}
|
|
|
|
return ToVec4IntResult(Vec4<int>(out_rgb, out_a));
|
|
}
|
|
|
|
static Vec4IntResult SOFTRAST_CALL SampleNearest(float s, float t, int x, int y, Vec4IntArg prim_color, const u8 *const *tptr, const int *bufw, int level, int levelFrac, const SamplerID &samplerID) {
|
|
int u, v;
|
|
|
|
// Nearest filtering only. Round texcoords.
|
|
GetTexelCoordinates(level, s, t, u, v, x, y, samplerID);
|
|
Vec4<int> c0 = Vec4<int>::FromRGBA(SampleNearest<1>(&u, &v, tptr[0], bufw[0], level, samplerID).v[0]);
|
|
|
|
if (levelFrac) {
|
|
GetTexelCoordinates(level + 1, s, t, u, v, x, y, samplerID);
|
|
Vec4<int> c1 = Vec4<int>::FromRGBA(SampleNearest<1>(&u, &v, tptr[1], bufw[1], level + 1, samplerID).v[0]);
|
|
|
|
c0 = (c1 * levelFrac + c0 * (16 - levelFrac)) / 16;
|
|
}
|
|
|
|
return GetTextureFunctionOutput(prim_color, ToVec4IntArg(c0), samplerID);
|
|
}
|
|
|
|
static Vec4IntResult SOFTRAST_CALL SampleFetch(int u, int v, const u8 *tptr, int bufw, int level, const SamplerID &samplerID) {
|
|
Nearest4 c = SampleNearest<1>(&u, &v, tptr, bufw, level, samplerID);
|
|
return ToVec4IntResult(Vec4<int>::FromRGBA(c.v[0]));
|
|
}
|
|
|
|
static inline Vec4IntResult SOFTRAST_CALL ApplyTexelClampQuad(bool clamp, Vec4IntArg vec, int width) {
|
|
Vec4<int> result = vec;
|
|
#ifdef _M_SSE
|
|
if (clamp) {
|
|
// First, clamp to zero.
|
|
__m128i negmask = _mm_cmpgt_epi32(_mm_setzero_si128(), result.ivec);
|
|
result.ivec = _mm_andnot_si128(negmask, result.ivec);
|
|
|
|
// Now the high bound.
|
|
__m128i bound = _mm_set1_epi32(width - 1);
|
|
__m128i goodmask = _mm_cmpgt_epi32(bound, result.ivec);
|
|
// Clear the ones that were too high, then or in the high bound to those.
|
|
result.ivec = _mm_and_si128(goodmask, result.ivec);
|
|
result.ivec = _mm_or_si128(result.ivec, _mm_andnot_si128(goodmask, bound));
|
|
} else {
|
|
result.ivec = _mm_and_si128(result.ivec, _mm_set1_epi32(width - 1));
|
|
}
|
|
#else
|
|
if (clamp) {
|
|
for (int i = 0; i < 4; ++i) {
|
|
result[i] = ClampUV(result[i], width);
|
|
}
|
|
} else {
|
|
for (int i = 0; i < 4; ++i) {
|
|
result[i] = WrapUV(result[i], width);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return ToVec4IntResult(result);
|
|
}
|
|
|
|
static inline Vec4IntResult SOFTRAST_CALL ApplyTexelClampQuadS(bool clamp, int u, int width) {
|
|
#ifdef _M_SSE
|
|
__m128i uvec = _mm_add_epi32(_mm_set1_epi32(u), _mm_set_epi32(1, 0, 1, 0));
|
|
return ApplyTexelClampQuad(clamp, uvec, width);
|
|
#else
|
|
Vec4<int> result = Vec4<int>::AssignToAll(u) + Vec4<int>(0, 1, 0, 1);
|
|
return ApplyTexelClampQuad(clamp, ToVec4IntArg(result), width);
|
|
#endif
|
|
}
|
|
|
|
static inline Vec4IntResult SOFTRAST_CALL ApplyTexelClampQuadT(bool clamp, int v, int height) {
|
|
#ifdef _M_SSE
|
|
__m128i vvec = _mm_add_epi32(_mm_set1_epi32(v), _mm_set_epi32(1, 1, 0, 0));
|
|
return ApplyTexelClampQuad(clamp, vvec, height);
|
|
#else
|
|
Vec4<int> result = Vec4<int>::AssignToAll(v) + Vec4<int>(0, 0, 1, 1);
|
|
return ApplyTexelClampQuad(clamp, ToVec4IntArg(result), height);
|
|
#endif
|
|
}
|
|
|
|
static inline Vec4IntResult SOFTRAST_CALL GetTexelCoordinatesQuadS(int level, float in_s, int &frac_u, int x, const SamplerID &samplerID) {
|
|
int width = samplerID.cached.sizes[level].w;
|
|
|
|
int base_u = (int)(in_s * width * 256) - 128;
|
|
frac_u = (int)(base_u >> 4) & 0x0F;
|
|
base_u >>= 8;
|
|
|
|
// Need to generate and individually wrap/clamp the four sample coordinates. Ugh.
|
|
return ApplyTexelClampQuadS(samplerID.clampS, base_u, width);
|
|
}
|
|
|
|
static inline Vec4IntResult SOFTRAST_CALL GetTexelCoordinatesQuadT(int level, float in_t, int &frac_v, int y, const SamplerID &samplerID) {
|
|
int height = samplerID.cached.sizes[level].h;
|
|
|
|
int base_v = (int)(in_t * height * 256) - 128;
|
|
frac_v = (int)(base_v >> 4) & 0x0F;
|
|
base_v >>= 8;
|
|
|
|
// Need to generate and individually wrap/clamp the four sample coordinates. Ugh.
|
|
return ApplyTexelClampQuadT(samplerID.clampT, base_v, height);
|
|
}
|
|
|
|
static Vec4IntResult SOFTRAST_CALL SampleLinearLevel(float s, float t, int x, int y, const u8 *const *tptr, const int *bufw, int texlevel, const SamplerID &samplerID) {
|
|
int frac_u, frac_v;
|
|
const Vec4<int> u = GetTexelCoordinatesQuadS(texlevel, s, frac_u, x, samplerID);
|
|
const Vec4<int> v = GetTexelCoordinatesQuadT(texlevel, t, frac_v, y, samplerID);
|
|
Nearest4 c = SampleNearest<4>(u.AsArray(), v.AsArray(), tptr[0], bufw[0], texlevel, samplerID);
|
|
|
|
Vec4<int> texcolor_tl = Vec4<int>::FromRGBA(c.v[0]);
|
|
Vec4<int> texcolor_tr = Vec4<int>::FromRGBA(c.v[1]);
|
|
Vec4<int> texcolor_bl = Vec4<int>::FromRGBA(c.v[2]);
|
|
Vec4<int> texcolor_br = Vec4<int>::FromRGBA(c.v[3]);
|
|
Vec4<int> top = texcolor_tl * (0x10 - frac_u) + texcolor_tr * frac_u;
|
|
Vec4<int> bot = texcolor_bl * (0x10 - frac_u) + texcolor_br * frac_u;
|
|
return ToVec4IntResult((top * (0x10 - frac_v) + bot * frac_v) / (16 * 16));
|
|
}
|
|
|
|
static Vec4IntResult SOFTRAST_CALL SampleLinear(float s, float t, int x, int y, Vec4IntArg prim_color, const u8 *const *tptr, const int *bufw, int texlevel, int levelFrac, const SamplerID &samplerID) {
|
|
Vec4<int> c0 = SampleLinearLevel(s, t, x, y, tptr, bufw, texlevel, samplerID);
|
|
if (levelFrac) {
|
|
const Vec4<int> c1 = SampleLinearLevel(s, t, x, y, tptr + 1, bufw + 1, texlevel + 1, samplerID);
|
|
c0 = (c1 * levelFrac + c0 * (16 - levelFrac)) / 16;
|
|
}
|
|
return GetTextureFunctionOutput(prim_color, ToVec4IntArg(c0), samplerID);
|
|
}
|
|
|
|
};
|