Pica/Rasterizer: Add texturing support.

This commit is contained in:
Tony Wasserka 2014-08-17 12:31:19 +02:00
parent 34fa0b6d9c
commit 9679d231df
3 changed files with 69 additions and 18 deletions

View file

@ -387,23 +387,7 @@ void DumpTexture(const Pica::Regs::TextureConfig& texture_config, u8* data) {
buf = new u8[row_stride * texture_config.height]; buf = new u8[row_stride * texture_config.height];
for (int y = 0; y < texture_config.height; ++y) { for (int y = 0; y < texture_config.height; ++y) {
for (int x = 0; x < texture_config.width; ++x) { for (int x = 0; x < texture_config.width; ++x) {
// Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each // Cf. rasterizer code for an explanation of this algorithm.
// 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
int texel_index_within_tile = 0; int texel_index_within_tile = 0;
for (int block_size_index = 0; block_size_index < 3; ++block_size_index) { for (int block_size_index = 0; block_size_index < 3; ++block_size_index) {
int sub_tile_width = 1 << block_size_index; int sub_tile_width = 1 << block_size_index;

View file

@ -95,7 +95,7 @@ struct Regs {
BitField<16, 16, u32> y; BitField<16, 16, u32> y;
} viewport_corner; } viewport_corner;
INSERT_PADDING_WORDS(0x18); INSERT_PADDING_WORDS(0x17);
struct TextureConfig { struct TextureConfig {
INSERT_PADDING_WORDS(0x1); INSERT_PADDING_WORDS(0x1);
@ -130,6 +130,7 @@ struct Regs {
// Seems like they are luminance formats and compressed textures. // Seems like they are luminance formats and compressed textures.
}; };
BitField<0, 1, u32> texturing_enable;
TextureConfig texture0; TextureConfig texture0;
INSERT_PADDING_WORDS(0x8); INSERT_PADDING_WORDS(0x8);
BitField<0, 4, TextureFormat> texture0_format; BitField<0, 4, TextureFormat> texture0_format;
@ -533,6 +534,7 @@ struct Regs {
ADD_FIELD(viewport_depth_range); ADD_FIELD(viewport_depth_range);
ADD_FIELD(viewport_depth_far_plane); ADD_FIELD(viewport_depth_far_plane);
ADD_FIELD(viewport_corner); ADD_FIELD(viewport_corner);
ADD_FIELD(texturing_enable);
ADD_FIELD(texture0); ADD_FIELD(texture0);
ADD_FIELD(texture0_format); ADD_FIELD(texture0_format);
ADD_FIELD(tev_stage0); ADD_FIELD(tev_stage0);
@ -598,6 +600,7 @@ ASSERT_REG_POSITION(viewport_depth_far_plane, 0x4e);
ASSERT_REG_POSITION(vs_output_attributes[0], 0x50); ASSERT_REG_POSITION(vs_output_attributes[0], 0x50);
ASSERT_REG_POSITION(vs_output_attributes[1], 0x51); ASSERT_REG_POSITION(vs_output_attributes[1], 0x51);
ASSERT_REG_POSITION(viewport_corner, 0x68); ASSERT_REG_POSITION(viewport_corner, 0x68);
ASSERT_REG_POSITION(texturing_enable, 0x80);
ASSERT_REG_POSITION(texture0, 0x81); ASSERT_REG_POSITION(texture0, 0x81);
ASSERT_REG_POSITION(texture0_format, 0x8e); ASSERT_REG_POSITION(texture0_format, 0x8e);
ASSERT_REG_POSITION(tev_stage0, 0xc0); ASSERT_REG_POSITION(tev_stage0, 0xc0);

View file

@ -11,6 +11,8 @@
#include "rasterizer.h" #include "rasterizer.h"
#include "vertex_shader.h" #include "vertex_shader.h"
#include "debug_utils/debug_utils.h"
namespace Pica { namespace Pica {
namespace Rasterizer { 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) (u8)(GetInterpolatedAttribute(v0.color.a(), v1.color.a(), v2.color.a()).ToFloat32() * 255)
}; };
Math::Vec4<u8> 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. // Texture environment - consists of 6 stages of color and alpha combining.
// //
// Color combiners take three input color values from some source (e.g. interpolated // 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: case Source::PrimaryColor:
return primary_color.rgb(); return primary_color.rgb();
case Source::Texture0:
return texture_color.rgb();
case Source::Constant: case Source::Constant:
return {tev_stage.const_r, tev_stage.const_g, tev_stage.const_b}; 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: case Source::PrimaryColor:
return primary_color.a(); return primary_color.a();
case Source::Texture0:
return texture_color.a();
case Source::Constant: case Source::Constant:
return tev_stage.const_a; return tev_stage.const_a;