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yuzu-mainline
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Added GL_CLAMP_TO_BORDER support

This commit is contained in:
Lectem 2015-07-07 23:36:06 +02:00
parent 0ef3f12c71
commit 58d1c6398e
3 changed files with 26 additions and 11 deletions

View File

@ -114,11 +114,17 @@ struct Regs {
struct TextureConfig {
enum WrapMode : u32 {
ClampToEdge = 0,
ClampToBorder = 1,
Repeat = 2,
MirroredRepeat = 3,
};
INSERT_PADDING_WORDS(0x1);
union {
BitField< 0, 8, u32> r;
BitField< 8, 8, u32> g;
BitField<16, 8, u32> b;
BitField<24, 8, u32> a;
} border_color;
union {
BitField< 0, 16, u32> height;

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@ -349,6 +349,9 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
val = std::min(val, (int)size - 1);
return val;
case Regs::TextureConfig::ClampToBorder:
return val;
case Regs::TextureConfig::Repeat:
return (int)((unsigned)val % size);
@ -367,6 +370,11 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
}
};
if ((texture.config.wrap_s == Regs::TextureConfig::ClampToBorder && (s < 0 || s >= texture.config.width))
|| (texture.config.wrap_t == Regs::TextureConfig::ClampToBorder && (t < 0 || t >= texture.config.height))) {
auto border_color = texture.config.border_color;
texture_color[i] = { border_color.r, border_color.g, border_color.b, border_color.a };
} else {
// Textures are laid out from bottom to top, hence we invert the t coordinate.
// NOTE: This may not be the right place for the inversion.
// TODO: Check if this applies to ETC textures, too.
@ -379,6 +387,7 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
texture_color[i] = DebugUtils::LookupTexture(texture_data, s, t, info);
DebugUtils::DumpTexture(texture.config, texture_data);
}
}
// Texture environment - consists of 6 stages of color and alpha combining.
//

View File

@ -15,7 +15,7 @@ namespace PicaToGL {
inline GLenum WrapMode(Pica::Regs::TextureConfig::WrapMode mode) {
static const GLenum wrap_mode_table[] = {
GL_CLAMP_TO_EDGE, // WrapMode::ClampToEdge
0, // Unknown
GL_CLAMP_TO_BORDER,// WrapMode::ClampToBorder
GL_REPEAT, // WrapMode::Repeat
GL_MIRRORED_REPEAT // WrapMode::MirroredRepeat
};