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SwRasterizer: Run clang-format
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@ -125,11 +125,12 @@ float LookupLightingLut(size_t lut_index, u8 index, float delta) {
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return lut_value + lut_diff * delta;
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}
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std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
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std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
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const auto& lighting = g_state.regs.lighting;
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if (lighting.disable)
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return {{}, {}};
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return {Math::MakeVec<u8>(0, 0, 0, 0), Math::MakeVec<u8>(0, 0, 0, 0)};
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// TODO(Subv): Bump mapping
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Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f};
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@ -151,7 +152,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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unsigned num = lighting.light_enable.GetNum(light_index);
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const auto& light_config = g_state.regs.lighting.light[num];
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Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(), float16::FromRaw(light_config.y).ToFloat32(), float16::FromRaw(light_config.z).ToFloat32()};
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Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(),
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float16::FromRaw(light_config.y).ToFloat32(),
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float16::FromRaw(light_config.z).ToFloat32()};
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if (light_config.config.directional)
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light_vector = position;
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@ -173,11 +176,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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auto distance = (-view - position).Length();
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float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
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float bias = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
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size_t lut = static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
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size_t lut =
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static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
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float sample_loc = scale * distance + bias;
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u8 lutindex = MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f);
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u8 lutindex =
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static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f));
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float delta = sample_loc * 256 - lutindex;
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dist_atten = LookupLightingLut(lut, lutindex, delta);
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}
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@ -216,7 +221,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input);
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LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input));
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UNIMPLEMENTED();
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result = 0.f;
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}
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@ -227,14 +232,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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else
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result = std::max(result, 0.0f);
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u8 lutindex = MathUtil::Clamp(std::floor(result * 256.f), 0.0f, 255.0f);
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float flr = std::floor(result * 256.f);
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u8 lutindex = static_cast<u8>(MathUtil::Clamp(flr, 0.0f, 255.0f));
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float delta = result * 256 - lutindex;
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return {lutindex, delta};
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} else {
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float flr = std::floor(result * 128.f);
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s8 tmpi = MathUtil::Clamp(flr, -128.0f, 127.0f);
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float delta = result * 128.f - tmpi;
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return { tmpi & 0xFF, delta };
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s8 lutindex = static_cast<u8>(MathUtil::Clamp(flr, -128.0f, 127.0f));
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float delta = result * 128.f - lutindex;
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return {static_cast<u8>(lutindex), delta};
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}
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};
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@ -247,11 +253,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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// Lookup specular "distribution 0" LUT value
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u8 index;
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float delta;
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std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d0.Value(), lighting.abs_lut_input.disable_d0 == 0);
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std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d0.Value(),
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lighting.abs_lut_input.disable_d0 == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d0);
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d0_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0), index, delta);
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d0_lut_value =
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scale *
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LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0),
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index, delta);
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}
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Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
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@ -263,11 +273,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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u8 index;
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float delta;
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std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0);
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std::tie(index, delta) =
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GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rr);
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refl_value.x = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed), index, delta);
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refl_value.x =
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scale *
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LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed),
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index, delta);
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} else {
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refl_value.x = 1.0f;
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}
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@ -279,11 +293,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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u8 index;
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float delta;
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std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0);
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std::tie(index, delta) =
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GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rg);
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refl_value.y = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen), index, delta);
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refl_value.y =
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scale *
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LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen),
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index, delta);
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} else {
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refl_value.y = refl_value.x;
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}
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@ -295,11 +313,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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u8 index;
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float delta;
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std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0);
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std::tie(index, delta) =
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GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rb);
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refl_value.z = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue), index, delta);
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refl_value.z =
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scale *
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LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue),
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index, delta);
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} else {
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refl_value.z = refl_value.x;
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}
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@ -312,30 +334,40 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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// Lookup specular "distribution 1" LUT value
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u8 index;
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float delta;
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std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d1.Value(), lighting.abs_lut_input.disable_d1 == 0);
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std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d1.Value(),
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lighting.abs_lut_input.disable_d1 == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d1);
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d1_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1), index, delta);
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d1_lut_value =
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scale *
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LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1),
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index, delta);
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}
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Math::Vec3<float> specular_1 = d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
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Math::Vec3<float> specular_1 =
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d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
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if (lighting.config1.disable_lut_fr == 0 &&
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LightingRegs::IsLightingSamplerSupported(
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lighting.config0.config, LightingRegs::LightingSampler::Fresnel)) {
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LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
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LightingRegs::LightingSampler::Fresnel)) {
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// Lookup fresnel LUT value
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u8 index;
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float delta;
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std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.fr.Value(), lighting.abs_lut_input.disable_fr == 0);
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std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.fr.Value(),
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lighting.abs_lut_input.disable_fr == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.fr);
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float lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel), index, delta);
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float lut_value =
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scale *
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LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel),
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index, delta);
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// Enabled for difffuse lighting alpha component
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if (lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
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// Enabled for diffuse lighting alpha component
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if (lighting.config0.fresnel_selector ==
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LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
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lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
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diffuse_sum.a() *= lut_value;
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}
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@ -348,18 +380,26 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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}
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}
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auto diffuse = light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
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auto diffuse =
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light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
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diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f);
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specular_sum += Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.f);
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specular_sum +=
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Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.f);
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}
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diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
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return {
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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>(),
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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>()
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};
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return {Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255,
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MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255,
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MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255,
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MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255)
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.Cast<u8>(),
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Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255,
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MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255,
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MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255,
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MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255)
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.Cast<u8>()};
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}
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MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
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@ -554,19 +594,16 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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};
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Math::Quaternion<float> normquat{
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{
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GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
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{GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
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GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
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GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()
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},
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GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()},
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GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
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};
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Math::Vec3<float> fragment_position{
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GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(),
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GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(),
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GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32()
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};
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GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32()};
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Math::Vec2<float24> uv[3];
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uv[0].u() = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u());
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@ -685,7 +722,8 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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Math::Vec4<u8> primary_fragment_color;
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Math::Vec4<u8> secondary_fragment_color;
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std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(normquat, fragment_position);
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std::tie(primary_fragment_color, secondary_fragment_color) =
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ComputeFragmentsColors(normquat, fragment_position);
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for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();
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++tev_stage_index) {
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