gl_shader_gen: use accurate LOD formula for texture 2D
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@ -317,8 +317,9 @@ static std::string SampleTexture(const PicaFSConfig& config, unsigned texture_un
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// Only unit 0 respects the texturing type
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// Only unit 0 respects the texturing type
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switch (state.texture0_type) {
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switch (state.texture0_type) {
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case TexturingRegs::TextureConfig::Texture2D:
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case TexturingRegs::TextureConfig::Texture2D:
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return "texture(tex0, texcoord0)";
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return "textureLod(tex0, texcoord0, getLod(texcoord0 * textureSize(tex0, 0)))";
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case TexturingRegs::TextureConfig::Projection2D:
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case TexturingRegs::TextureConfig::Projection2D:
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// TODO (wwylele): find the exact LOD formula for projection texture
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return "textureProj(tex0, vec3(texcoord0, texcoord0_w))";
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return "textureProj(tex0, vec3(texcoord0, texcoord0_w))";
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case TexturingRegs::TextureConfig::TextureCube:
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case TexturingRegs::TextureConfig::TextureCube:
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return "texture(tex_cube, vec3(texcoord0, texcoord0_w))";
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return "texture(tex_cube, vec3(texcoord0, texcoord0_w))";
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@ -335,12 +336,12 @@ static std::string SampleTexture(const PicaFSConfig& config, unsigned texture_un
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return "texture(tex0, texcoord0)";
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return "texture(tex0, texcoord0)";
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}
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}
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case 1:
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case 1:
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return "texture(tex1, texcoord1)";
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return "textureLod(tex1, texcoord1, getLod(texcoord1 * textureSize(tex1, 0)))";
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case 2:
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case 2:
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if (state.texture2_use_coord1)
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if (state.texture2_use_coord1)
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return "texture(tex2, texcoord1)";
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return "textureLod(tex2, texcoord1, getLod(texcoord1 * textureSize(tex2, 0)))";
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else
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else
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return "texture(tex2, texcoord2)";
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return "textureLod(tex2, texcoord2, getLod(texcoord2 * textureSize(tex2, 0)))";
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case 3:
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case 3:
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if (state.proctex.enable) {
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if (state.proctex.enable) {
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return "ProcTex()";
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return "ProcTex()";
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@ -1333,6 +1334,15 @@ vec4 byteround(vec4 x) {
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return round(x * 255.0) * (1.0 / 255.0);
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return round(x * 255.0) * (1.0 / 255.0);
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}
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}
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// PICA's LOD formula for 2D textures.
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// This LOD formula is the same as the LOD lower limit defined in OpenGL.
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// f(x, y) >= max{m_u, m_v, m_w}
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// (See OpenGL 4.6 spec, 8.14.1 - Scale Factor and Level-of-Detail)
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float getLod(vec2 coord) {
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vec2 d = max(abs(dFdx(coord)), abs(dFdy(coord)));
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return log2(max(d.x, d.y));
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}
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#if ALLOW_SHADOW
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#if ALLOW_SHADOW
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uvec2 DecodeShadow(uint pixel) {
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uvec2 DecodeShadow(uint pixel) {
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