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-rw-r--r--src/video_core/rasterizer.cpp55
1 files changed, 50 insertions, 5 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
index df67b9081..65168f05a 100644
--- a/src/video_core/rasterizer.cpp
+++ b/src/video_core/rasterizer.cpp
@@ -442,8 +442,33 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
DEBUG_ASSERT(0 != texture.config.address);
- int s = (int)(uv[i].u() * float24::FromFloat32(static_cast<float>(texture.config.width))).ToFloat32();
- int t = (int)(uv[i].v() * float24::FromFloat32(static_cast<float>(texture.config.height))).ToFloat32();
+ float24 u = uv[i].u();
+ float24 v = uv[i].v();
+
+ // Only unit 0 respects the texturing type (according to 3DBrew)
+ // TODO: Refactor so cubemaps and shadowmaps can be handled
+ if (i == 0) {
+ switch(texture.config.type) {
+ case Regs::TextureConfig::Texture2D:
+ break;
+ case Regs::TextureConfig::Projection2D: {
+ auto tc0_w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w);
+ u /= tc0_w;
+ v /= tc0_w;
+ break;
+ }
+ default:
+ // TODO: Change to LOG_ERROR when more types are handled.
+ LOG_DEBUG(HW_GPU, "Unhandled texture type %x", (int)texture.config.type);
+ UNIMPLEMENTED();
+ break;
+ }
+ }
+
+ int s = (int)(u * float24::FromFloat32(static_cast<float>(texture.config.width))).ToFloat32();
+ int t = (int)(v * float24::FromFloat32(static_cast<float>(texture.config.height))).ToFloat32();
+
+
static auto GetWrappedTexCoord = [](Regs::TextureConfig::WrapMode mode, int val, unsigned size) {
switch (mode) {
case Regs::TextureConfig::ClampToEdge:
@@ -862,10 +887,30 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
}
}
+ // interpolated_z = z / w
+ float interpolated_z_over_w = (v0.screenpos[2].ToFloat32() * w0 +
+ v1.screenpos[2].ToFloat32() * w1 +
+ v2.screenpos[2].ToFloat32() * w2) / wsum;
+
+ // Not fully accurate. About 3 bits in precision are missing.
+ // Z-Buffer (z / w * scale + offset)
+ float depth_scale = float24::FromRaw(regs.viewport_depth_range).ToFloat32();
+ float depth_offset = float24::FromRaw(regs.viewport_depth_near_plane).ToFloat32();
+ float depth = interpolated_z_over_w * depth_scale + depth_offset;
+
+ // Potentially switch to W-Buffer
+ if (regs.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) {
+
+ // W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
+ depth *= interpolated_w_inverse.ToFloat32() * wsum;
+ }
+
+ // Clamp the result
+ depth = MathUtil::Clamp(depth, 0.0f, 1.0f);
+
+ // Convert float to integer
unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format);
- u32 z = (u32)((v0.screenpos[2].ToFloat32() * w0 +
- v1.screenpos[2].ToFloat32() * w1 +
- v2.screenpos[2].ToFloat32() * w2) * ((1 << num_bits) - 1) / wsum);
+ u32 z = (u32)(depth * ((1 << num_bits) - 1));
if (output_merger.depth_test_enable) {
u32 ref_z = GetDepth(x >> 4, y >> 4);