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	pica: use correct coordinates for texture 2
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					 4 changed files with 22 additions and 5 deletions
				
			
		|  | @ -122,6 +122,10 @@ struct TexturingRegs { | |||
|         BitField<0, 1, u32> texture0_enable; | ||||
|         BitField<1, 1, u32> texture1_enable; | ||||
|         BitField<2, 1, u32> texture2_enable; | ||||
|         BitField<8, 2, u32> texture3_coordinates; // TODO: unimplemented
 | ||||
|         BitField<10, 1, u32> texture3_enable;     // TODO: unimplemented
 | ||||
|         BitField<13, 1, u32> texture2_use_coord1; | ||||
|         BitField<16, 1, u32> clear_texture_cache; // TODO: unimplemented
 | ||||
|     }; | ||||
|     TextureConfig texture0; | ||||
|     INSERT_PADDING_WORDS(0x8); | ||||
|  |  | |||
|  | @ -40,6 +40,8 @@ PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) { | |||
| 
 | ||||
|     state.texture0_type = regs.texturing.texture0.type; | ||||
| 
 | ||||
|     state.texture2_use_coord1 = regs.texturing.texture2_use_coord1 != 0; | ||||
| 
 | ||||
|     // Copy relevant tev stages fields.
 | ||||
|     // We don't sync const_color here because of the high variance, it is a
 | ||||
|     // shader uniform instead.
 | ||||
|  | @ -126,6 +128,15 @@ static bool IsPassThroughTevStage(const TevStageConfig& stage) { | |||
|             stage.GetColorMultiplier() == 1 && stage.GetAlphaMultiplier() == 1); | ||||
| } | ||||
| 
 | ||||
| static std::string TexCoord(const PicaShaderConfig& config, int texture_unit) { | ||||
|     if (texture_unit == 2 && config.state.texture2_use_coord1) { | ||||
|         return "texcoord[1]"; | ||||
|     } | ||||
|     // TODO: if texture unit 3 (procedural texture) implementation also uses this function,
 | ||||
|     //       config.state.texture3_coordinates should be repected here.
 | ||||
|     return "texcoord[" + std::to_string(texture_unit) + "]"; | ||||
| } | ||||
| 
 | ||||
| /// Writes the specified TEV stage source component(s)
 | ||||
| static void AppendSource(std::string& out, const PicaShaderConfig& config, | ||||
|                          TevStageConfig::Source source, const std::string& index_name) { | ||||
|  | @ -162,7 +173,7 @@ static void AppendSource(std::string& out, const PicaShaderConfig& config, | |||
|         out += "texture(tex[1], texcoord[1])"; | ||||
|         break; | ||||
|     case Source::Texture2: | ||||
|         out += "texture(tex[2], texcoord[2])"; | ||||
|         out += "texture(tex[2], " + TexCoord(config, 2) + ")"; | ||||
|         break; | ||||
|     case Source::PreviousBuffer: | ||||
|         out += "combiner_buffer"; | ||||
|  | @ -473,8 +484,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | |||
|         // Bump mapping is enabled using a normal map, read perturbation vector from the selected
 | ||||
|         // texture
 | ||||
|         std::string bump_selector = std::to_string(lighting.bump_selector); | ||||
|         out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], texcoord[" + | ||||
|                bump_selector + "]).rgb - 1.0;\n"; | ||||
|         out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], " + | ||||
|                TexCoord(config, lighting.bump_selector) + ").rgb - 1.0;\n"; | ||||
| 
 | ||||
|         // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
 | ||||
|         // precision result
 | ||||
|  |  | |||
|  | @ -79,6 +79,7 @@ union PicaShaderConfig { | |||
|         Pica::FramebufferRegs::CompareFunc alpha_test_func; | ||||
|         Pica::RasterizerRegs::ScissorMode scissor_test_mode; | ||||
|         Pica::TexturingRegs::TextureConfig::TextureType texture0_type; | ||||
|         bool texture2_use_coord1; | ||||
|         std::array<TevStageConfigRaw, 6> tev_stages; | ||||
|         u8 combiner_buffer_input; | ||||
| 
 | ||||
|  |  | |||
|  | @ -276,8 +276,9 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | |||
| 
 | ||||
|                 DEBUG_ASSERT(0 != texture.config.address); | ||||
| 
 | ||||
|                 float24 u = uv[i].u(); | ||||
|                 float24 v = uv[i].v(); | ||||
|                 int coordinate_i = (i == 2 && regs.texturing.texture2_use_coord1) ? 1 : i; | ||||
|                 float24 u = uv[coordinate_i].u(); | ||||
|                 float24 v = uv[coordinate_i].v(); | ||||
| 
 | ||||
|                 // Only unit 0 respects the texturing type (according to 3DBrew)
 | ||||
|                 // TODO: Refactor so cubemaps and shadowmaps can be handled
 | ||||
|  |  | |||
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