Pica: Initial support for multitexturing.
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95be6a09b2
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fd2539121c
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@ -223,9 +223,21 @@ void GPUCommandListModel::OnPicaTraceFinished(const Pica::DebugUtils::PicaTrace&
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void GPUCommandListWidget::OnCommandDoubleClicked(const QModelIndex& index) {
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const int command_id = list_widget->model()->data(index, GPUCommandListModel::CommandIdRole).toInt();
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if (COMMAND_IN_RANGE(command_id, texture0)) {
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auto info = Pica::DebugUtils::TextureInfo::FromPicaRegister(Pica::registers.texture0,
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Pica::registers.texture0_format);
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if (COMMAND_IN_RANGE(command_id, texture0) ||
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COMMAND_IN_RANGE(command_id, texture1) ||
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COMMAND_IN_RANGE(command_id, texture2)) {
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unsigned index;
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if (COMMAND_IN_RANGE(command_id, texture0)) {
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index = 0;
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} else if (COMMAND_IN_RANGE(command_id, texture1)) {
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index = 1;
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} else {
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index = 2;
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}
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auto config = Pica::registers.GetTextures()[index].config;
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auto format = Pica::registers.GetTextures()[index].format;
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auto info = Pica::DebugUtils::TextureInfo::FromPicaRegister(config, format);
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// TODO: Instead, emit a signal here to be caught by the main window widget.
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auto main_window = static_cast<QMainWindow*>(parent());
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@ -237,10 +249,23 @@ void GPUCommandListWidget::SetCommandInfo(const QModelIndex& index) {
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QWidget* new_info_widget;
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const int command_id = list_widget->model()->data(index, GPUCommandListModel::CommandIdRole).toInt();
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if (COMMAND_IN_RANGE(command_id, texture0)) {
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u8* src = Memory::GetPointer(Pica::registers.texture0.GetPhysicalAddress());
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auto info = Pica::DebugUtils::TextureInfo::FromPicaRegister(Pica::registers.texture0,
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Pica::registers.texture0_format);
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if (COMMAND_IN_RANGE(command_id, texture0) ||
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COMMAND_IN_RANGE(command_id, texture1) ||
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COMMAND_IN_RANGE(command_id, texture2)) {
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unsigned index;
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if (COMMAND_IN_RANGE(command_id, texture0)) {
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index = 0;
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} else if (COMMAND_IN_RANGE(command_id, texture1)) {
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index = 1;
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} else {
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index = 2;
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}
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auto config = Pica::registers.GetTextures()[index].config;
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auto format = Pica::registers.GetTextures()[index].format;
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auto info = Pica::DebugUtils::TextureInfo::FromPicaRegister(config, format);
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u8* src = Memory::GetPointer(config.GetPhysicalAddress());
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new_info_widget = new TextureInfoWidget(src, info);
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} else {
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new_info_widget = new QWidget;
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@ -155,12 +155,34 @@ struct Regs {
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}
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}
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BitField< 0, 1, u32> texturing_enable;
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union {
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BitField< 0, 1, u32> texture0_enable;
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BitField< 1, 1, u32> texture1_enable;
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BitField< 2, 1, u32> texture2_enable;
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};
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TextureConfig texture0;
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INSERT_PADDING_WORDS(0x8);
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BitField<0, 4, TextureFormat> texture0_format;
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INSERT_PADDING_WORDS(0x2);
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TextureConfig texture1;
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BitField<0, 4, TextureFormat> texture1_format;
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INSERT_PADDING_WORDS(0x2);
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TextureConfig texture2;
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BitField<0, 4, TextureFormat> texture2_format;
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INSERT_PADDING_WORDS(0x21);
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INSERT_PADDING_WORDS(0x31);
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struct FullTextureConfig {
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const bool enabled;
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const TextureConfig config;
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const TextureFormat format;
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};
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const std::array<FullTextureConfig, 3> GetTextures() const {
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return {{
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{ static_cast<bool>(texture0_enable), texture0, texture0_format },
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{ static_cast<bool>(texture1_enable), texture1, texture1_format },
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{ static_cast<bool>(texture2_enable), texture2, texture2_format }
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}};
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}
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// 0xc0-0xff: Texture Combiner (akin to glTexEnv)
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struct TevStageConfig {
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@ -556,9 +578,13 @@ struct Regs {
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ADD_FIELD(viewport_depth_range);
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ADD_FIELD(viewport_depth_far_plane);
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ADD_FIELD(viewport_corner);
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ADD_FIELD(texturing_enable);
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ADD_FIELD(texture0_enable);
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ADD_FIELD(texture0);
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ADD_FIELD(texture0_format);
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ADD_FIELD(texture1);
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ADD_FIELD(texture1_format);
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ADD_FIELD(texture2);
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ADD_FIELD(texture2_format);
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ADD_FIELD(tev_stage0);
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ADD_FIELD(tev_stage1);
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ADD_FIELD(tev_stage2);
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@ -622,9 +648,13 @@ ASSERT_REG_POSITION(viewport_depth_far_plane, 0x4e);
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ASSERT_REG_POSITION(vs_output_attributes[0], 0x50);
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ASSERT_REG_POSITION(vs_output_attributes[1], 0x51);
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ASSERT_REG_POSITION(viewport_corner, 0x68);
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ASSERT_REG_POSITION(texturing_enable, 0x80);
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ASSERT_REG_POSITION(texture0_enable, 0x80);
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ASSERT_REG_POSITION(texture0, 0x81);
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ASSERT_REG_POSITION(texture0_format, 0x8e);
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ASSERT_REG_POSITION(texture1, 0x91);
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ASSERT_REG_POSITION(texture1_format, 0x96);
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ASSERT_REG_POSITION(texture2, 0x99);
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ASSERT_REG_POSITION(texture2_format, 0x9e);
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ASSERT_REG_POSITION(tev_stage0, 0xc0);
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ASSERT_REG_POSITION(tev_stage1, 0xc8);
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ASSERT_REG_POSITION(tev_stage2, 0xd0);
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@ -167,10 +167,22 @@ 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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Math::Vec2<float24> uv[3];
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uv[0].u() = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u());
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uv[0].v() = GetInterpolatedAttribute(v0.tc0.v(), v1.tc0.v(), v2.tc0.v());
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uv[1].u() = GetInterpolatedAttribute(v0.tc1.u(), v1.tc1.u(), v2.tc1.u());
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uv[1].v() = GetInterpolatedAttribute(v0.tc1.v(), v1.tc1.v(), v2.tc1.v());
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uv[2].u() = GetInterpolatedAttribute(v0.tc2.u(), v1.tc2.u(), v2.tc2.u());
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uv[2].v() = GetInterpolatedAttribute(v0.tc2.v(), v1.tc2.v(), v2.tc2.v());
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Math::Vec4<u8> texture_color[3]{};
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for (int i = 0; i < 3; ++i) {
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auto texture = registers.GetTextures()[i];
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if (!texture.enabled)
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continue;
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_dbg_assert_(GPU, 0 != texture.config.address);
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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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@ -189,14 +201,11 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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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(static_cast<float>(registers.texture0.width))).ToFloat32();
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int t = (int)(v * float24::FromFloat32(static_cast<float>(registers.texture0.height))).ToFloat32();
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int s = (int)(uv[i].u() * float24::FromFloat32(static_cast<float>(texture.config.width))).ToFloat32();
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int t = (int)(uv[i].v() * float24::FromFloat32(static_cast<float>(texture.config.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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@ -213,14 +222,17 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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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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// TODO: This is currently hardcoded for RGB8
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u32* texture_data = (u32*)Memory::GetPointer(texture.config.GetPhysicalAddress());
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DebugUtils::DumpTexture(registers.texture0, (u8*)texture_data);
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const int row_stride = texture.config.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[i].r() = source_ptr[2];
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texture_color[i].g() = source_ptr[1];
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texture_color[i].b() = source_ptr[0];
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texture_color[i].a() = 0xFF;
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DebugUtils::DumpTexture(texture.config, (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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@ -243,7 +255,13 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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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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return texture_color[0].rgb();
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case Source::Texture1:
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return texture_color[1].rgb();
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case Source::Texture2:
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return texture_color[2].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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@ -263,7 +281,13 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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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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return texture_color[0].a();
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case Source::Texture1:
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return texture_color[1].a();
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case Source::Texture2:
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return texture_color[2].a();
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case Source::Constant:
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return tev_stage.const_a;
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@ -27,15 +27,18 @@ struct OutputVertex {
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Math::Vec4<float24> dummy; // quaternions (not implemented, yet)
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Math::Vec4<float24> color;
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Math::Vec2<float24> tc0;
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Math::Vec2<float24> tc1;
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float24 pad[6];
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Math::Vec2<float24> tc2;
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// Padding for optimal alignment
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float24 pad[14];
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float24 pad2[4];
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// Attributes used to store intermediate results
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// position after perspective divide
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Math::Vec3<float24> screenpos;
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float24 pad2;
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float24 pad3;
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// Linear interpolation
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// factor: 0=this, 1=vtx
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@ -44,6 +47,8 @@ struct OutputVertex {
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// TODO: Should perform perspective correct interpolation here...
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tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
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tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
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tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
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screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
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