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authorGravatar Tony Wasserka <NeoBrainX@gmail.com>2014-12-06 21:52:21 +0100
committerGravatar Tony Wasserka <NeoBrainX@gmail.com>2014-12-20 18:05:53 +0100
commit3df88d59b0ba43f1c3360cfdaaccd461cacff72c (patch)
treed0377ec9b94ba6bb5f7c02b539eeeba00d7887d5 /src/video_core/rasterizer.cpp
parent0fba1d48a6ab7a9fa19ce65ec864da212ceb501a (diff)
Pica: Merge texture lookup logic for DebugUtils and Rasterizer.
This effectively adds support for a lot texture formats in the rasterizer.
Diffstat (limited to 'src/video_core/rasterizer.cpp')
-rw-r--r--src/video_core/rasterizer.cpp49
1 files changed, 3 insertions, 46 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
index e12f68a7..aa2bc93e 100644
--- a/src/video_core/rasterizer.cpp
+++ b/src/video_core/rasterizer.cpp
@@ -183,27 +183,6 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
_dbg_assert_(HW_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.
- // 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(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)(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();
auto GetWrappedTexCoord = [](Regs::TextureConfig::WrapMode mode, int val, unsigned size) {
@@ -225,32 +204,10 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
s = GetWrappedTexCoord(registers.texture0.wrap_s, s, registers.texture0.width);
t = GetWrappedTexCoord(registers.texture0.wrap_t, t, registers.texture0.height);
- 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;
-
- // 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[i].r() = source_ptr[2];
- texture_color[i].g() = source_ptr[1];
- texture_color[i].b() = source_ptr[0];
- texture_color[i].a() = 0xFF;
+ u8* texture_data = Memory::GetPointer(texture.config.GetPhysicalAddress());
+ auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format);
+ texture_color[i] = DebugUtils::LookupTexture(texture_data, s, t, info);
DebugUtils::DumpTexture(texture.config, (u8*)texture_data);
}