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	Rasterizer: Implement texture type 3
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					 1 changed files with 27 additions and 2 deletions
				
			
		|  | @ -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: | ||||
|  |  | |||
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