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pica/rasterizer: implement/stub texture wrap mode 4-7

This commit is contained in:
wwylele 2017-06-01 16:56:46 +03:00
parent a4f88c7d7c
commit 28d1e73d2f
4 changed files with 48 additions and 12 deletions

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@ -30,10 +30,10 @@ struct TexturingRegs {
Repeat = 2, Repeat = 2,
MirroredRepeat = 3, MirroredRepeat = 3,
// Mode 4-7 produces some weird result and may be just invalid: // Mode 4-7 produces some weird result and may be just invalid:
// 4: Positive coord: clamp to edge; negative coord: repeat ClampToEdge2 = 4, // Positive coord: clamp to edge; negative coord: repeat
// 5: Positive coord: clamp to border; negative coord: repeat ClampToBorder2 = 5, // Positive coord: clamp to border; negative coord: repeat
// 6: Repeat Repeat2 = 6, // Same as Repeat
// 7: Repeat Repeat3 = 7, // Same as Repeat
}; };
enum TextureFilter : u32 { enum TextureFilter : u32 {

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@ -55,6 +55,12 @@ inline GLenum WrapMode(Pica::TexturingRegs::TextureConfig::WrapMode mode) {
GL_CLAMP_TO_BORDER, // WrapMode::ClampToBorder GL_CLAMP_TO_BORDER, // WrapMode::ClampToBorder
GL_REPEAT, // WrapMode::Repeat GL_REPEAT, // WrapMode::Repeat
GL_MIRRORED_REPEAT, // WrapMode::MirroredRepeat GL_MIRRORED_REPEAT, // WrapMode::MirroredRepeat
// TODO(wwylele): ClampToEdge2 and ClampToBorder2 are not properly implemented here. See the
// comments in enum WrapMode.
GL_CLAMP_TO_EDGE, // WrapMode::ClampToEdge2
GL_CLAMP_TO_BORDER, // WrapMode::ClampToBorder2
GL_REPEAT, // WrapMode::Repeat2
GL_REPEAT, // WrapMode::Repeat3
}; };
// Range check table for input // Range check table for input
@ -65,6 +71,13 @@ inline GLenum WrapMode(Pica::TexturingRegs::TextureConfig::WrapMode mode) {
return GL_CLAMP_TO_EDGE; return GL_CLAMP_TO_EDGE;
} }
if (static_cast<u32>(mode) > 3) {
// It is still unclear whether mode 4-7 are valid, so log it if a game uses them.
// TODO(wwylele): telemetry should be added here so we can collect more info about which
// game uses this.
LOG_WARNING(Render_OpenGL, "Using texture wrap mode %u", static_cast<u32>(mode));
}
GLenum gl_mode = wrap_mode_table[mode]; GLenum gl_mode = wrap_mode_table[mode];
// Check for dummy values indicating an unknown mode // Check for dummy values indicating an unknown mode

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@ -307,10 +307,22 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
int t = (int)(v * float24::FromFloat32(static_cast<float>(texture.config.height))) int t = (int)(v * float24::FromFloat32(static_cast<float>(texture.config.height)))
.ToFloat32(); .ToFloat32();
if ((texture.config.wrap_s == TexturingRegs::TextureConfig::ClampToBorder && bool use_border_s = false;
(s < 0 || static_cast<u32>(s) >= texture.config.width)) || bool use_border_t = false;
(texture.config.wrap_t == TexturingRegs::TextureConfig::ClampToBorder &&
(t < 0 || static_cast<u32>(t) >= texture.config.height))) { if (texture.config.wrap_s == TexturingRegs::TextureConfig::ClampToBorder) {
use_border_s = s < 0 || s >= static_cast<int>(texture.config.width);
} else if (texture.config.wrap_s == TexturingRegs::TextureConfig::ClampToBorder2) {
use_border_s = s >= static_cast<int>(texture.config.width);
}
if (texture.config.wrap_t == TexturingRegs::TextureConfig::ClampToBorder) {
use_border_t = t < 0 || t >= static_cast<int>(texture.config.height);
} else if (texture.config.wrap_t == TexturingRegs::TextureConfig::ClampToBorder2) {
use_border_t = t >= static_cast<int>(texture.config.height);
}
if (use_border_s || use_border_t) {
auto border_color = texture.config.border_color; auto border_color = texture.config.border_color;
texture_color[i] = {border_color.r, border_color.g, border_color.b, texture_color[i] = {border_color.r, border_color.g, border_color.b,
border_color.a}; border_color.a};

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@ -18,22 +18,33 @@ using TevStageConfig = TexturingRegs::TevStageConfig;
int GetWrappedTexCoord(TexturingRegs::TextureConfig::WrapMode mode, int val, unsigned size) { int GetWrappedTexCoord(TexturingRegs::TextureConfig::WrapMode mode, int val, unsigned size) {
switch (mode) { switch (mode) {
case TexturingRegs::TextureConfig::ClampToEdge2:
// For negative coordinate, ClampToEdge2 behaves the same as Repeat
if (val < 0) {
return static_cast<int>(static_cast<unsigned>(val) % size);
}
// [[fallthrough]]
case TexturingRegs::TextureConfig::ClampToEdge: case TexturingRegs::TextureConfig::ClampToEdge:
val = std::max(val, 0); val = std::max(val, 0);
val = std::min(val, (int)size - 1); val = std::min(val, static_cast<int>(size) - 1);
return val; return val;
case TexturingRegs::TextureConfig::ClampToBorder: case TexturingRegs::TextureConfig::ClampToBorder:
return val; return val;
case TexturingRegs::TextureConfig::ClampToBorder2:
// For ClampToBorder2, the case of positive coordinate beyond the texture size is already
// handled outside. Here we only handle the negative coordinate in the same way as Repeat.
case TexturingRegs::TextureConfig::Repeat2:
case TexturingRegs::TextureConfig::Repeat3:
case TexturingRegs::TextureConfig::Repeat: case TexturingRegs::TextureConfig::Repeat:
return (int)((unsigned)val % size); return static_cast<int>(static_cast<unsigned>(val) % size);
case TexturingRegs::TextureConfig::MirroredRepeat: { case TexturingRegs::TextureConfig::MirroredRepeat: {
unsigned int coord = ((unsigned)val % (2 * size)); unsigned int coord = (static_cast<unsigned>(val) % (2 * size));
if (coord >= size) if (coord >= size)
coord = 2 * size - 1 - coord; coord = 2 * size - 1 - coord;
return (int)coord; return static_cast<int>(coord);
} }
default: default: