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@ -11,6 +11,8 @@
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#include "rasterizer.h"
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#include "vertex_shader.h"
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#include "debug_utils/debug_utils.h"
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namespace Pica {
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namespace Rasterizer {
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@ -165,6 +167,62 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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(u8)(GetInterpolatedAttribute(v0.color.a(), v1.color.a(), v2.color.a()).ToFloat32() * 255)
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};
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Math::Vec4<u8> texture_color{};
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float24 u = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u());
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float24 v = GetInterpolatedAttribute(v0.tc0.v(), v1.tc0.v(), v2.tc0.v());
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if (registers.texturing_enable) {
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// Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
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// of which is composed of four 2x2 subtiles each of which is composed of four texels.
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// Each structure is embedded into the next-bigger one in a diagonal pattern, e.g.
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// texels are laid out in a 2x2 subtile like this:
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// 2 3
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// 0 1
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//
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// The full 8x8 tile has the texels arranged like this:
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//
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// 42 43 46 47 58 59 62 63
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// 40 41 44 45 56 57 60 61
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// 34 35 38 39 50 51 54 55
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// 32 33 36 37 48 49 52 53
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// 10 11 14 15 26 27 30 31
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// 08 09 12 13 24 25 28 29
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// 02 03 06 07 18 19 22 23
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// 00 01 04 05 16 17 20 21
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// TODO: This is currently hardcoded for RGB8
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u32* texture_data = (u32*)Memory::GetPointer(registers.texture0.GetPhysicalAddress());
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// TODO(neobrain): Not sure if this swizzling pattern is used for all textures.
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// To be flexible in case different but similar patterns are used, we keep this
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// somewhat inefficient code around for now.
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int s = (int)(u * float24::FromFloat32(registers.texture0.width)).ToFloat32();
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int t = (int)(v * float24::FromFloat32(registers.texture0.height)).ToFloat32();
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int texel_index_within_tile = 0;
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for (int block_size_index = 0; block_size_index < 3; ++block_size_index) {
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int sub_tile_width = 1 << block_size_index;
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int sub_tile_height = 1 << block_size_index;
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int sub_tile_index = (s & sub_tile_width) << block_size_index;
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sub_tile_index += 2 * ((t & sub_tile_height) << block_size_index);
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texel_index_within_tile += sub_tile_index;
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}
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const int block_width = 8;
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const int block_height = 8;
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int coarse_s = (s / block_width) * block_width;
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int coarse_t = (t / block_height) * block_height;
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const int row_stride = registers.texture0.width * 3;
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u8* source_ptr = (u8*)texture_data + coarse_s * block_height * 3 + coarse_t * row_stride + texel_index_within_tile * 3;
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texture_color.r() = source_ptr[2];
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texture_color.g() = source_ptr[1];
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texture_color.b() = source_ptr[0];
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texture_color.a() = 0xFF;
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DebugUtils::DumpTexture(registers.texture0, (u8*)texture_data);
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}
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// Texture environment - consists of 6 stages of color and alpha combining.
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//
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// Color combiners take three input color values from some source (e.g. interpolated
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@ -184,6 +242,9 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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case Source::PrimaryColor:
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return primary_color.rgb();
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case Source::Texture0:
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return texture_color.rgb();
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case Source::Constant:
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return {tev_stage.const_r, tev_stage.const_g, tev_stage.const_b};
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@ -201,6 +262,9 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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case Source::PrimaryColor:
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return primary_color.a();
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case Source::Texture0:
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return texture_color.a();
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case Source::Constant:
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return tev_stage.const_a;
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