GPU/Procedural Texture Generation
The 3DS GPU supports procedural generation of texture data using texture unit 3. Little is known about this feature, albeit a few public hints have been dropped. The contents of this page are solely based on reports on a presentation given by DMP.
The related GPU registers can be found starting here.
Overview[edit]
Procedural texture generation has four stages:
- Noise Module (outputs u′,v′)
- Repeat Module (outputs u′′,v′′)
- Base Shape (also notated as G(u′′,v′′), output g)
- F(g) and Lookup Table
Noise Module[edit]
This stage applies noise on the input coordinates. Little is known about this other than that there are three noise parameters:
- Amplitude
- Frequency
- Phase
These parameters are configured starting here.
Repeat Module[edit]
This stage performs basic texture coordinate wrapping on the noised coordinates. It supports symmetric and mirrored wrapping. They don't seem to be configurable beyond that.
Base Shape[edit]
The U’’ and V’’ coordinates are used to generate a scalar value in the range [0;1] from the wrapped coordinates using one of six functions documented here.
The output of this function is named "g".
F(g) and Lookup Table[edit]
F is a selectable function which transforms g to another scalar value. There are two known options for F:
- the identity function
- a triangle function
The final texel color is determined by using the value of F(g) as an index into a configurable lookup table.