|
|
|
@ -181,7 +181,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
|
|
|
|
if (!texture.enabled)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
_dbg_assert_(GPU, 0 != texture.config.address);
|
|
|
|
|
_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.
|
|
|
|
@ -206,6 +206,25 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
|
|
|
|
// 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) {
|
|
|
|
|
switch (mode) {
|
|
|
|
|
case Regs::TextureConfig::ClampToEdge:
|
|
|
|
|
val = std::max(val, 0);
|
|
|
|
|
val = std::min(val, (int)size - 1);
|
|
|
|
|
return val;
|
|
|
|
|
|
|
|
|
|
case Regs::TextureConfig::Repeat:
|
|
|
|
|
return (int)(((unsigned)val) % size);
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
LOG_ERROR(HW_GPU, "Unknown texture coordinate wrapping mode %x\n", (int)mode);
|
|
|
|
|
_dbg_assert_(HW_GPU, 0);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
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;
|
|
|
|
|