From 3df88d59b0ba43f1c3360cfdaaccd461cacff72c Mon Sep 17 00:00:00 2001 From: Tony Wasserka Date: Sat, 6 Dec 2014 21:52:21 +0100 Subject: Pica: Merge texture lookup logic for DebugUtils and Rasterizer. This effectively adds support for a lot texture formats in the rasterizer. --- src/citra_qt/debugger/graphics_cmdlists.cpp | 2 +- src/video_core/debug_utils/debug_utils.cpp | 44 +++++++++++++++++++++----- src/video_core/debug_utils/debug_utils.h | 3 +- src/video_core/rasterizer.cpp | 49 ++--------------------------- 4 files changed, 42 insertions(+), 56 deletions(-) (limited to 'src') diff --git a/src/citra_qt/debugger/graphics_cmdlists.cpp b/src/citra_qt/debugger/graphics_cmdlists.cpp index bdd67647..01ff31d4 100644 --- a/src/citra_qt/debugger/graphics_cmdlists.cpp +++ b/src/citra_qt/debugger/graphics_cmdlists.cpp @@ -24,7 +24,7 @@ QImage LoadTexture(u8* src, const Pica::DebugUtils::TextureInfo& info) { QImage decoded_image(info.width, info.height, QImage::Format_ARGB32); for (int y = 0; y < info.height; ++y) { for (int x = 0; x < info.width; ++x) { - Math::Vec4 color = Pica::DebugUtils::LookupTexture(src, x, y, info); + Math::Vec4 color = Pica::DebugUtils::LookupTexture(src, x, y, info, true); decoded_image.setPixel(x, y, qRgba(color.r(), color.g(), color.b(), color.a())); } } 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 FinishPicaTracing() return std::move(ret); } -const Math::Vec4 LookupTexture(const u8* source, int x, int y, const TextureInfo& info) { - - // Cf. rasterizer code for an explanation of this algorithm. +const Math::Vec4 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 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 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((r << 3) | (r >> 2), (g << 3) | (g >> 2), (b << 3) | (b >> 2), a * 255); + u8 a = source_ptr & 1; + return Math::MakeVec((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 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 LookupTexture(const u8* source, int x, int y, const TextureInfo& info); +const Math::Vec4 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& 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(texture.config.width))).ToFloat32(); int t = (int)(uv[i].v() * float24::FromFloat32(static_cast(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); } -- cgit v1.2.3