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-rw-r--r--src/video_core/rasterizer.cpp64
1 files changed, 64 insertions, 0 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
index 5a4155c84..1bd32e8d0 100644
--- a/src/video_core/rasterizer.cpp
+++ b/src/video_core/rasterizer.cpp
@@ -11,6 +11,8 @@
#include "rasterizer.h"
#include "vertex_shader.h"
+#include "debug_utils/debug_utils.h"
+
namespace Pica {
namespace Rasterizer {
@@ -165,6 +167,62 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
(u8)(GetInterpolatedAttribute(v0.color.a(), v1.color.a(), v2.color.a()).ToFloat32() * 255)
};
+ Math::Vec4<u8> texture_color{};
+ float24 u = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u());
+ float24 v = GetInterpolatedAttribute(v0.tc0.v(), v1.tc0.v(), v2.tc0.v());
+ if (registers.texturing_enable) {
+ // Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
+ // of which is composed of four 2x2 subtiles each of which is composed of four texels.
+ // Each structure is embedded into the next-bigger one in a diagonal pattern, e.g.
+ // texels are laid out in a 2x2 subtile like this:
+ // 2 3
+ // 0 1
+ //
+ // The full 8x8 tile has the texels arranged like this:
+ //
+ // 42 43 46 47 58 59 62 63
+ // 40 41 44 45 56 57 60 61
+ // 34 35 38 39 50 51 54 55
+ // 32 33 36 37 48 49 52 53
+ // 10 11 14 15 26 27 30 31
+ // 08 09 12 13 24 25 28 29
+ // 02 03 06 07 18 19 22 23
+ // 00 01 04 05 16 17 20 21
+
+ // TODO: This is currently hardcoded for RGB8
+ u32* texture_data = (u32*)Memory::GetPointer(registers.texture0.GetPhysicalAddress());
+
+ // TODO(neobrain): Not sure if this swizzling pattern is used for all textures.
+ // To be flexible in case different but similar patterns are used, we keep this
+ // somewhat inefficient code around for now.
+ int s = (int)(u * float24::FromFloat32(registers.texture0.width)).ToFloat32();
+ int t = (int)(v * float24::FromFloat32(registers.texture0.height)).ToFloat32();
+ int texel_index_within_tile = 0;
+ for (int block_size_index = 0; block_size_index < 3; ++block_size_index) {
+ int sub_tile_width = 1 << block_size_index;
+ int sub_tile_height = 1 << block_size_index;
+
+ int sub_tile_index = (s & sub_tile_width) << block_size_index;
+ sub_tile_index += 2 * ((t & sub_tile_height) << block_size_index);
+ texel_index_within_tile += sub_tile_index;
+ }
+
+ const int block_width = 8;
+ const int block_height = 8;
+
+ int coarse_s = (s / block_width) * block_width;
+ int coarse_t = (t / block_height) * block_height;
+
+ const int row_stride = registers.texture0.width * 3;
+ u8* source_ptr = (u8*)texture_data + coarse_s * block_height * 3 + coarse_t * row_stride + texel_index_within_tile * 3;
+ texture_color.r() = source_ptr[2];
+ texture_color.g() = source_ptr[1];
+ texture_color.b() = source_ptr[0];
+ texture_color.a() = 0xFF;
+
+ DebugUtils::DumpTexture(registers.texture0, (u8*)texture_data);
+ }
+
// Texture environment - consists of 6 stages of color and alpha combining.
//
// Color combiners take three input color values from some source (e.g. interpolated
@@ -184,6 +242,9 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
case Source::PrimaryColor:
return primary_color.rgb();
+ case Source::Texture0:
+ return texture_color.rgb();
+
case Source::Constant:
return {tev_stage.const_r, tev_stage.const_g, tev_stage.const_b};
@@ -201,6 +262,9 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
case Source::PrimaryColor:
return primary_color.a();
+ case Source::Texture0:
+ return texture_color.a();
+
case Source::Constant:
return tev_stage.const_a;