n64-emu/third_party/parallel-rdp-standalone/parallel-rdp/shaders/blender.h
2023-08-06 14:03:29 +09:00

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C

/* Copyright (c) 2020 Themaister
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef BLENDER_H_
#define BLENDER_H_
struct BlendInputs
{
u8x4 pixel_color;
u8x4 memory_color;
u8x4 fog_color;
u8x4 blend_color;
u8 shade_alpha;
};
const int BLEND_MODE_1A_PIXEL_COLOR = 0;
const int BLEND_MODE_1A_MEMORY_COLOR = 1;
const int BLEND_MODE_1A_BLEND_COLOR = 2;
const int BLEND_MODE_1A_FOG_COLOR = 3;
const int BLEND_MODE_1B_PIXEL_ALPHA = 0;
const int BLEND_MODE_1B_FOG_ALPHA = 1;
const int BLEND_MODE_1B_SHADE_ALPHA = 2;
const int BLEND_MODE_1B_ZERO = 3;
const int BLEND_MODE_2A_PIXEL_COLOR = 0;
const int BLEND_MODE_2A_MEMORY_COLOR = 1;
const int BLEND_MODE_2A_BLEND_COLOR = 2;
const int BLEND_MODE_2A_FOG_COLOR = 3;
const int BLEND_MODE_2B_INV_PIXEL_ALPHA = 0;
const int BLEND_MODE_2B_MEMORY_ALPHA = 1;
const int BLEND_MODE_2B_ONE = 2;
const int BLEND_MODE_2B_ZERO = 3;
u8x3 blender(BlendInputs inputs, u8x4 blend_modes,
bool force_blend, bool blend_en, bool color_on_coverage, bool coverage_wrap, u8x2 blend_shift,
bool final_cycle)
{
u8x3 rgb1;
switch (int(blend_modes.z))
{
case BLEND_MODE_2A_PIXEL_COLOR: rgb1 = inputs.pixel_color.rgb; break;
case BLEND_MODE_2A_MEMORY_COLOR: rgb1 = inputs.memory_color.rgb; break;
case BLEND_MODE_2A_BLEND_COLOR: rgb1 = inputs.blend_color.rgb; break;
case BLEND_MODE_2A_FOG_COLOR: rgb1 = inputs.fog_color.rgb; break;
}
if (final_cycle)
{
if (color_on_coverage && !coverage_wrap)
return rgb1;
}
u8x3 rgb0;
switch (int(blend_modes.x))
{
case BLEND_MODE_1A_PIXEL_COLOR: rgb0 = inputs.pixel_color.rgb; break;
case BLEND_MODE_1A_MEMORY_COLOR: rgb0 = inputs.memory_color.rgb; break;
case BLEND_MODE_1A_BLEND_COLOR: rgb0 = inputs.blend_color.rgb; break;
case BLEND_MODE_1A_FOG_COLOR: rgb0 = inputs.fog_color.rgb; break;
}
if (final_cycle)
{
if (!blend_en || (blend_modes.y == BLEND_MODE_1B_PIXEL_ALPHA &&
blend_modes.w == BLEND_MODE_2B_INV_PIXEL_ALPHA &&
inputs.pixel_color.a == U8_C(0xff)))
{
return rgb0;
}
}
u8 a0;
u8 a1;
switch (int(blend_modes.y))
{
case BLEND_MODE_1B_PIXEL_ALPHA: a0 = inputs.pixel_color.a; break;
case BLEND_MODE_1B_FOG_ALPHA: a0 = inputs.fog_color.a; break;
case BLEND_MODE_1B_SHADE_ALPHA: a0 = inputs.shade_alpha; break;
case BLEND_MODE_1B_ZERO: a0 = U8_C(0); break;
}
switch (int(blend_modes.w))
{
case BLEND_MODE_2B_INV_PIXEL_ALPHA: a1 = ~a0 & U8_C(0xff); break;
case BLEND_MODE_2B_MEMORY_ALPHA: a1 = inputs.memory_color.a; break;
case BLEND_MODE_2B_ONE: a1 = U8_C(0xff); break;
case BLEND_MODE_2B_ZERO: a1 = U8_C(0); break;
}
a0 >>= U8_C(3);
a1 >>= U8_C(3);
if (blend_modes.w == BLEND_MODE_2B_MEMORY_ALPHA)
{
a0 = (a0 >> blend_shift.x) & U8_C(0x3c);
a1 = (a1 >> blend_shift.y) | U8_C(3);
}
i16x3 blended = i16x3(rgb0) * i16(a0) + i16x3(rgb1) * (i16(a1) + I16_C(1));
if (!final_cycle || force_blend)
{
rgb0 = u8x3(blended >> I16_C(5));
}
else
{
// Serious funk here. Somehow the RDP implemented a divider to deal with weighted average.
// Typically relevant when using blender shifters from interpenetrating Z mode.
// Under normal condition, this is implemented as a straight integer divider, but
// for edge cases, we need a look-up table. The results make no sense.
int blend_sum = (int(a0) >> 2) + (int(a1) >> 2) + 1;
blended >>= I16_C(2);
blended &= I16_C(0x7ff);
rgb0.r = u8(texelFetch(uBlenderDividerLUT, (blend_sum << 11) | blended.x).x);
rgb0.g = u8(texelFetch(uBlenderDividerLUT, (blend_sum << 11) | blended.y).x);
rgb0.b = u8(texelFetch(uBlenderDividerLUT, (blend_sum << 11) | blended.z).x);
}
return rgb0 & U8_C(0xff);
}
#endif