From 9679d231df0bc8fac9e0e596ab78750bb38ef248 Mon Sep 17 00:00:00 2001 From: Tony Wasserka Date: Sun, 17 Aug 2014 12:31:19 +0200 Subject: Pica/Rasterizer: Add texturing support. --- src/video_core/rasterizer.cpp | 64 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 64 insertions(+) (limited to 'src/video_core/rasterizer.cpp') diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp index 5a4155c8..1bd32e8d 100644 --- a/src/video_core/rasterizer.cpp +++ b/src/video_core/rasterizer.cpp @@ -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 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; -- cgit v1.2.3