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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]; |     buf = new u8[row_stride * texture_config.height]; | ||||||
|     for (int y = 0; y < texture_config.height; ++y) { |     for (int y = 0; y < texture_config.height; ++y) { | ||||||
|         for (int x = 0; x < texture_config.width; ++x) { |         for (int x = 0; x < texture_config.width; ++x) { | ||||||
|             // Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
 |             // Cf. rasterizer code for an explanation of this algorithm.
 | ||||||
|             // 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
 |  | ||||||
|             int texel_index_within_tile = 0; |             int texel_index_within_tile = 0; | ||||||
|             for (int block_size_index = 0; block_size_index < 3; ++block_size_index) { |             for (int block_size_index = 0; block_size_index < 3; ++block_size_index) { | ||||||
|                 int sub_tile_width = 1 << block_size_index; |                 int sub_tile_width = 1 << block_size_index; | ||||||
|  |  | ||||||
|  | @ -95,7 +95,7 @@ struct Regs { | ||||||
|         BitField<16, 16, u32> y; |         BitField<16, 16, u32> y; | ||||||
|     } viewport_corner; |     } viewport_corner; | ||||||
| 
 | 
 | ||||||
|     INSERT_PADDING_WORDS(0x18); |     INSERT_PADDING_WORDS(0x17); | ||||||
| 
 | 
 | ||||||
|     struct TextureConfig { |     struct TextureConfig { | ||||||
|         INSERT_PADDING_WORDS(0x1); |         INSERT_PADDING_WORDS(0x1); | ||||||
|  | @ -130,6 +130,7 @@ struct Regs { | ||||||
|         // Seems like they are luminance formats and compressed textures.
 |         // Seems like they are luminance formats and compressed textures.
 | ||||||
|     }; |     }; | ||||||
| 
 | 
 | ||||||
|  |     BitField<0, 1, u32> texturing_enable; | ||||||
|     TextureConfig texture0; |     TextureConfig texture0; | ||||||
|     INSERT_PADDING_WORDS(0x8); |     INSERT_PADDING_WORDS(0x8); | ||||||
|     BitField<0, 4, TextureFormat> texture0_format; |     BitField<0, 4, TextureFormat> texture0_format; | ||||||
|  | @ -533,6 +534,7 @@ struct Regs { | ||||||
|         ADD_FIELD(viewport_depth_range); |         ADD_FIELD(viewport_depth_range); | ||||||
|         ADD_FIELD(viewport_depth_far_plane); |         ADD_FIELD(viewport_depth_far_plane); | ||||||
|         ADD_FIELD(viewport_corner); |         ADD_FIELD(viewport_corner); | ||||||
|  |         ADD_FIELD(texturing_enable); | ||||||
|         ADD_FIELD(texture0); |         ADD_FIELD(texture0); | ||||||
|         ADD_FIELD(texture0_format); |         ADD_FIELD(texture0_format); | ||||||
|         ADD_FIELD(tev_stage0); |         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[0], 0x50); | ||||||
| ASSERT_REG_POSITION(vs_output_attributes[1], 0x51); | ASSERT_REG_POSITION(vs_output_attributes[1], 0x51); | ||||||
| ASSERT_REG_POSITION(viewport_corner, 0x68); | ASSERT_REG_POSITION(viewport_corner, 0x68); | ||||||
|  | ASSERT_REG_POSITION(texturing_enable, 0x80); | ||||||
| ASSERT_REG_POSITION(texture0, 0x81); | ASSERT_REG_POSITION(texture0, 0x81); | ||||||
| ASSERT_REG_POSITION(texture0_format, 0x8e); | ASSERT_REG_POSITION(texture0_format, 0x8e); | ||||||
| ASSERT_REG_POSITION(tev_stage0, 0xc0); | ASSERT_REG_POSITION(tev_stage0, 0xc0); | ||||||
|  |  | ||||||
|  | @ -11,6 +11,8 @@ | ||||||
| #include "rasterizer.h" | #include "rasterizer.h" | ||||||
| #include "vertex_shader.h" | #include "vertex_shader.h" | ||||||
| 
 | 
 | ||||||
|  | #include "debug_utils/debug_utils.h" | ||||||
|  | 
 | ||||||
| namespace Pica { | namespace Pica { | ||||||
| 
 | 
 | ||||||
| namespace Rasterizer { | 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) |                 (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.
 |             // Texture environment - consists of 6 stages of color and alpha combining.
 | ||||||
|             //
 |             //
 | ||||||
|             // Color combiners take three input color values from some source (e.g. interpolated
 |             // 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: |                     case Source::PrimaryColor: | ||||||
|                         return primary_color.rgb(); |                         return primary_color.rgb(); | ||||||
| 
 | 
 | ||||||
|  |                     case Source::Texture0: | ||||||
|  |                         return texture_color.rgb(); | ||||||
|  | 
 | ||||||
|                     case Source::Constant: |                     case Source::Constant: | ||||||
|                         return {tev_stage.const_r, tev_stage.const_g, tev_stage.const_b}; |                         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: |                     case Source::PrimaryColor: | ||||||
|                         return primary_color.a(); |                         return primary_color.a(); | ||||||
| 
 | 
 | ||||||
|  |                     case Source::Texture0: | ||||||
|  |                         return texture_color.a(); | ||||||
|  | 
 | ||||||
|                     case Source::Constant: |                     case Source::Constant: | ||||||
|                         return tev_stage.const_a; |                         return tev_stage.const_a; | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
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