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	Pica/Rasterizer: Add texturing support.
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					 3 changed files with 69 additions and 18 deletions
				
			
		|  | @ -387,23 +387,7 @@ void DumpTexture(const Pica::Regs::TextureConfig& texture_config, u8* data) { | |||
|     buf = new u8[row_stride * texture_config.height]; | ||||
|     for (int y = 0; y < texture_config.height; ++y) { | ||||
|         for (int x = 0; x < texture_config.width; ++x) { | ||||
|             // 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.
 | ||||
|             // texels are laid out in a 2x2 subtile like this:
 | ||||
|             // 2 3
 | ||||
|             // 0 1
 | ||||
|             //
 | ||||
|             // The full 8x8 tile has the texels arranged like this:
 | ||||
|             //
 | ||||
|             // 42 43 46 47 58 59 62 63
 | ||||
|             // 40 41 44 45 56 57 60 61
 | ||||
|             // 34 35 38 39 50 51 54 55
 | ||||
|             // 32 33 36 37 48 49 52 53
 | ||||
|             // 10 11 14 15 26 27 30 31
 | ||||
|             // 08 09 12 13 24 25 28 29
 | ||||
|             // 02 03 06 07 18 19 22 23
 | ||||
|             // 00 01 04 05 16 17 20 21
 | ||||
|             // Cf. rasterizer code for an explanation of this algorithm.
 | ||||
|             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; | ||||
|  |  | |||
|  | @ -95,7 +95,7 @@ struct Regs { | |||
|         BitField<16, 16, u32> y; | ||||
|     } viewport_corner; | ||||
| 
 | ||||
|     INSERT_PADDING_WORDS(0x18); | ||||
|     INSERT_PADDING_WORDS(0x17); | ||||
| 
 | ||||
|     struct TextureConfig { | ||||
|         INSERT_PADDING_WORDS(0x1); | ||||
|  | @ -130,6 +130,7 @@ struct Regs { | |||
|         // Seems like they are luminance formats and compressed textures.
 | ||||
|     }; | ||||
| 
 | ||||
|     BitField<0, 1, u32> texturing_enable; | ||||
|     TextureConfig texture0; | ||||
|     INSERT_PADDING_WORDS(0x8); | ||||
|     BitField<0, 4, TextureFormat> texture0_format; | ||||
|  | @ -533,6 +534,7 @@ struct Regs { | |||
|         ADD_FIELD(viewport_depth_range); | ||||
|         ADD_FIELD(viewport_depth_far_plane); | ||||
|         ADD_FIELD(viewport_corner); | ||||
|         ADD_FIELD(texturing_enable); | ||||
|         ADD_FIELD(texture0); | ||||
|         ADD_FIELD(texture0_format); | ||||
|         ADD_FIELD(tev_stage0); | ||||
|  | @ -598,6 +600,7 @@ 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, 0x81); | ||||
| ASSERT_REG_POSITION(texture0_format, 0x8e); | ||||
| ASSERT_REG_POSITION(tev_stage0, 0xc0); | ||||
|  |  | |||
|  | @ -11,6 +11,8 @@ | |||
| #include "rasterizer.h" | ||||
| #include "vertex_shader.h" | ||||
| 
 | ||||
| #include "debug_utils/debug_utils.h" | ||||
| 
 | ||||
| namespace Pica { | ||||
| 
 | ||||
| namespace Rasterizer { | ||||
|  | @ -165,6 +167,62 @@ 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) { | ||||
|                 // 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.
 | ||||
|                 // texels are laid out in a 2x2 subtile like this:
 | ||||
|                 // 2 3
 | ||||
|                 // 0 1
 | ||||
|                 //
 | ||||
|                 // The full 8x8 tile has the texels arranged like this:
 | ||||
|                 //
 | ||||
|                 // 42 43 46 47 58 59 62 63
 | ||||
|                 // 40 41 44 45 56 57 60 61
 | ||||
|                 // 34 35 38 39 50 51 54 55
 | ||||
|                 // 32 33 36 37 48 49 52 53
 | ||||
|                 // 10 11 14 15 26 27 30 31
 | ||||
|                 // 08 09 12 13 24 25 28 29
 | ||||
|                 // 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(registers.texture0.width)).ToFloat32(); | ||||
|                 int t = (int)(v * float24::FromFloat32(registers.texture0.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; | ||||
|                     int sub_tile_height = 1 << block_size_index; | ||||
| 
 | ||||
|                     int sub_tile_index = (s & sub_tile_width) << block_size_index; | ||||
|                     sub_tile_index += 2 * ((t & sub_tile_height) << block_size_index); | ||||
|                     texel_index_within_tile += sub_tile_index; | ||||
|                 } | ||||
| 
 | ||||
|                 const int block_width = 8; | ||||
|                 const int block_height = 8; | ||||
| 
 | ||||
|                 int coarse_s = (s / block_width) * block_width; | ||||
|                 int coarse_t = (t / block_height) * block_height; | ||||
| 
 | ||||
|                 const int row_stride = registers.texture0.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; | ||||
| 
 | ||||
|                 DebugUtils::DumpTexture(registers.texture0, (u8*)texture_data); | ||||
|             } | ||||
| 
 | ||||
|             // Texture environment - consists of 6 stages of color and alpha combining.
 | ||||
|             //
 | ||||
|             // Color combiners take three input color values from some source (e.g. interpolated
 | ||||
|  | @ -184,6 +242,9 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, | |||
|                     case Source::PrimaryColor: | ||||
|                         return primary_color.rgb(); | ||||
| 
 | ||||
|                     case Source::Texture0: | ||||
|                         return texture_color.rgb(); | ||||
| 
 | ||||
|                     case Source::Constant: | ||||
|                         return {tev_stage.const_r, tev_stage.const_g, tev_stage.const_b}; | ||||
| 
 | ||||
|  | @ -201,6 +262,9 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, | |||
|                     case Source::PrimaryColor: | ||||
|                         return primary_color.a(); | ||||
| 
 | ||||
|                     case Source::Texture0: | ||||
|                         return texture_color.a(); | ||||
| 
 | ||||
|                     case Source::Constant: | ||||
|                         return tev_stage.const_a; | ||||
| 
 | ||||
|  |  | |||
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