diff options
Diffstat (limited to 'src/video_core/rasterizer.cpp')
-rw-r--r-- | src/video_core/rasterizer.cpp | 58 |
1 files changed, 41 insertions, 17 deletions
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; |