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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
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')
-rw-r--r--src/video_core/debug_utils/debug_utils.cpp44
-rw-r--r--src/video_core/debug_utils/debug_utils.h3
-rw-r--r--src/video_core/rasterizer.cpp49
3 files changed, 41 insertions, 55 deletions
diff --git a/src/video_core/debug_utils/debug_utils.cpp b/src/video_core/debug_utils/debug_utils.cpp
index 89bf08b9..6c26138d 100644
--- a/src/video_core/debug_utils/debug_utils.cpp
+++ b/src/video_core/debug_utils/debug_utils.cpp
@@ -356,9 +356,29 @@ std::unique_ptr<PicaTrace> FinishPicaTracing()
return std::move(ret);
}
-const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const TextureInfo& info) {
-
- // Cf. rasterizer code for an explanation of this algorithm.
+const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const TextureInfo& info, bool disable_alpha) {
+
+ // 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 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;
@@ -379,7 +399,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
case Regs::TextureFormat::RGBA8:
{
const u8* source_ptr = source + coarse_x * block_height * 4 + coarse_y * info.stride + texel_index_within_tile * 4;
- return { source_ptr[3], source_ptr[2], source_ptr[1], 255 };
+ return { source_ptr[3], source_ptr[2], source_ptr[1], disable_alpha ? 255 : source_ptr[0] };
}
case Regs::TextureFormat::RGB8:
@@ -394,8 +414,8 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
u8 r = (source_ptr >> 11) & 0x1F;
u8 g = ((source_ptr) >> 6) & 0x1F;
u8 b = (source_ptr >> 1) & 0x1F;
- u8 a = 1;
- return Math::MakeVec<u8>((r << 3) | (r >> 2), (g << 3) | (g >> 2), (b << 3) | (b >> 2), a * 255);
+ u8 a = source_ptr & 1;
+ return Math::MakeVec<u8>((r << 3) | (r >> 2), (g << 3) | (g >> 2), (b << 3) | (b >> 2), disable_alpha ? 255 : (a * 255));
}
case Regs::TextureFormat::RGBA4:
@@ -404,16 +424,24 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
u8 r = source_ptr[1] >> 4;
u8 g = source_ptr[1] & 0xFF;
u8 b = source_ptr[0] >> 4;
+ u8 a = source_ptr[0] & 0xFF;
r = (r << 4) | r;
g = (g << 4) | g;
b = (b << 4) | b;
- return { r, g, b, 255 };
+ a = (a << 4) | a;
+ return { r, g, b, disable_alpha ? 255 : a };
}
case Regs::TextureFormat::A8:
{
const u8* source_ptr = source + coarse_x * block_height + coarse_y * info.stride + texel_index_within_tile;
- return { *source_ptr, *source_ptr, *source_ptr, 255 };
+
+ // TODO: Better control this...
+ if (disable_alpha) {
+ return { *source_ptr, *source_ptr, *source_ptr, 255 };
+ } else {
+ return { 0, 0, 0, *source_ptr };
+ }
}
default:
diff --git a/src/video_core/debug_utils/debug_utils.h b/src/video_core/debug_utils/debug_utils.h
index 51f14f12..f950356f 100644
--- a/src/video_core/debug_utils/debug_utils.h
+++ b/src/video_core/debug_utils/debug_utils.h
@@ -202,7 +202,8 @@ struct TextureInfo {
const Pica::Regs::TextureFormat& format);
};
-const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const TextureInfo& info);
+const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const TextureInfo& info,
+ bool disable_alpha = false);
void DumpTexture(const Pica::Regs::TextureConfig& texture_config, u8* data);
void DumpTevStageConfig(const std::array<Pica::Regs::TevStageConfig,6>& stages);
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);
}