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author | Tony Wasserka <NeoBrainX@gmail.com> | 2014-12-06 19:10:08 +0100 |
---|---|---|
committer | Tony Wasserka <NeoBrainX@gmail.com> | 2014-12-20 18:05:53 +0100 |
commit | fd2539121cddd6177a964770a6985f8880ca1646 (patch) | |
tree | 67d2e0e33ee435569e3a82eaa891c2154ed83d53 /src/video_core | |
parent | BitField: Add an explicit Assign method. (diff) | |
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Diffstat (limited to 'src/video_core')
-rw-r--r-- | src/video_core/pica.h | 40 | ||||
-rw-r--r-- | src/video_core/rasterizer.cpp | 58 | ||||
-rw-r--r-- | src/video_core/vertex_shader.h | 9 |
3 files changed, 83 insertions, 24 deletions
diff --git a/src/video_core/pica.h b/src/video_core/pica.h index 4c3791ad9..92a87c086 100644 --- a/src/video_core/pica.h +++ b/src/video_core/pica.h @@ -155,12 +155,34 @@ struct Regs { } } - BitField< 0, 1, u32> texturing_enable; + union { + BitField< 0, 1, u32> texture0_enable; + BitField< 1, 1, u32> texture1_enable; + BitField< 2, 1, u32> texture2_enable; + }; TextureConfig texture0; INSERT_PADDING_WORDS(0x8); BitField<0, 4, TextureFormat> texture0_format; - - INSERT_PADDING_WORDS(0x31); + INSERT_PADDING_WORDS(0x2); + TextureConfig texture1; + BitField<0, 4, TextureFormat> texture1_format; + INSERT_PADDING_WORDS(0x2); + TextureConfig texture2; + BitField<0, 4, TextureFormat> texture2_format; + INSERT_PADDING_WORDS(0x21); + + struct FullTextureConfig { + const bool enabled; + const TextureConfig config; + const TextureFormat format; + }; + const std::array<FullTextureConfig, 3> GetTextures() const { + return {{ + { static_cast<bool>(texture0_enable), texture0, texture0_format }, + { static_cast<bool>(texture1_enable), texture1, texture1_format }, + { static_cast<bool>(texture2_enable), texture2, texture2_format } + }}; + } // 0xc0-0xff: Texture Combiner (akin to glTexEnv) struct TevStageConfig { @@ -556,9 +578,13 @@ struct Regs { ADD_FIELD(viewport_depth_range); ADD_FIELD(viewport_depth_far_plane); ADD_FIELD(viewport_corner); - ADD_FIELD(texturing_enable); + ADD_FIELD(texture0_enable); ADD_FIELD(texture0); ADD_FIELD(texture0_format); + ADD_FIELD(texture1); + ADD_FIELD(texture1_format); + ADD_FIELD(texture2); + ADD_FIELD(texture2_format); ADD_FIELD(tev_stage0); ADD_FIELD(tev_stage1); ADD_FIELD(tev_stage2); @@ -622,9 +648,13 @@ ASSERT_REG_POSITION(viewport_depth_far_plane, 0x4e); ASSERT_REG_POSITION(vs_output_attributes[0], 0x50); ASSERT_REG_POSITION(vs_output_attributes[1], 0x51); ASSERT_REG_POSITION(viewport_corner, 0x68); -ASSERT_REG_POSITION(texturing_enable, 0x80); +ASSERT_REG_POSITION(texture0_enable, 0x80); ASSERT_REG_POSITION(texture0, 0x81); ASSERT_REG_POSITION(texture0_format, 0x8e); +ASSERT_REG_POSITION(texture1, 0x91); +ASSERT_REG_POSITION(texture1_format, 0x96); +ASSERT_REG_POSITION(texture2, 0x99); +ASSERT_REG_POSITION(texture2_format, 0x9e); ASSERT_REG_POSITION(tev_stage0, 0xc0); ASSERT_REG_POSITION(tev_stage1, 0xc8); ASSERT_REG_POSITION(tev_stage2, 0xd0); diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp index b7e04a560..2ff6d19a6 100644 --- a/src/video_core/rasterizer.cpp +++ b/src/video_core/rasterizer.cpp @@ -167,10 +167,22 @@ 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) { + Math::Vec2<float24> uv[3]; + uv[0].u() = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u()); + uv[0].v() = GetInterpolatedAttribute(v0.tc0.v(), v1.tc0.v(), v2.tc0.v()); + uv[1].u() = GetInterpolatedAttribute(v0.tc1.u(), v1.tc1.u(), v2.tc1.u()); + uv[1].v() = GetInterpolatedAttribute(v0.tc1.v(), v1.tc1.v(), v2.tc1.v()); + uv[2].u() = GetInterpolatedAttribute(v0.tc2.u(), v1.tc2.u(), v2.tc2.u()); + uv[2].v() = GetInterpolatedAttribute(v0.tc2.v(), v1.tc2.v(), v2.tc2.v()); + + Math::Vec4<u8> texture_color[3]{}; + for (int i = 0; i < 3; ++i) { + auto texture = registers.GetTextures()[i]; + if (!texture.enabled) + continue; + + _dbg_assert_(GPU, 0 != texture.config.address); + // 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. @@ -189,14 +201,11 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, // 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(static_cast<float>(registers.texture0.width))).ToFloat32(); - int t = (int)(v * float24::FromFloat32(static_cast<float>(registers.texture0.height))).ToFloat32(); + 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(); 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; @@ -213,14 +222,17 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, int coarse_s = (s / block_width) * block_width; int coarse_t = (t / block_height) * block_height; - const int row_stride = registers.texture0.width * 3; + // TODO: This is currently hardcoded for RGB8 + u32* texture_data = (u32*)Memory::GetPointer(texture.config.GetPhysicalAddress()); + + const int row_stride = texture.config.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; + texture_color[i].r() = source_ptr[2]; + texture_color[i].g() = source_ptr[1]; + texture_color[i].b() = source_ptr[0]; + texture_color[i].a() = 0xFF; - DebugUtils::DumpTexture(registers.texture0, (u8*)texture_data); + DebugUtils::DumpTexture(texture.config, (u8*)texture_data); } // Texture environment - consists of 6 stages of color and alpha combining. @@ -243,7 +255,13 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, return primary_color.rgb(); case Source::Texture0: - return texture_color.rgb(); + return texture_color[0].rgb(); + + case Source::Texture1: + return texture_color[1].rgb(); + + case Source::Texture2: + return texture_color[2].rgb(); case Source::Constant: return {tev_stage.const_r, tev_stage.const_g, tev_stage.const_b}; @@ -263,7 +281,13 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, return primary_color.a(); case Source::Texture0: - return texture_color.a(); + return texture_color[0].a(); + + case Source::Texture1: + return texture_color[1].a(); + + case Source::Texture2: + return texture_color[2].a(); case Source::Constant: return tev_stage.const_a; diff --git a/src/video_core/vertex_shader.h b/src/video_core/vertex_shader.h index bfb6fb6e3..c1292fc2d 100644 --- a/src/video_core/vertex_shader.h +++ b/src/video_core/vertex_shader.h @@ -27,15 +27,18 @@ struct OutputVertex { Math::Vec4<float24> dummy; // quaternions (not implemented, yet) Math::Vec4<float24> color; Math::Vec2<float24> tc0; + Math::Vec2<float24> tc1; + float24 pad[6]; + Math::Vec2<float24> tc2; // Padding for optimal alignment - float24 pad[14]; + float24 pad2[4]; // Attributes used to store intermediate results // position after perspective divide Math::Vec3<float24> screenpos; - float24 pad2; + float24 pad3; // Linear interpolation // factor: 0=this, 1=vtx @@ -44,6 +47,8 @@ struct OutputVertex { // TODO: Should perform perspective correct interpolation here... tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor); + tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor); + tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor); screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor); |