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	swrasterizer: implement TextureCube
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				| @ -5,6 +5,7 @@ | ||||
| #include <algorithm> | ||||
| #include <array> | ||||
| #include <cmath> | ||||
| #include <tuple> | ||||
| #include "common/assert.h" | ||||
| #include "common/bit_field.h" | ||||
| #include "common/color.h" | ||||
| @ -70,6 +71,49 @@ static int SignedArea(const Math::Vec2<Fix12P4>& vtx1, const Math::Vec2<Fix12P4> | ||||
|     return Math::Cross(vec1, vec2).z; | ||||
| }; | ||||
| 
 | ||||
| /// Convert a 3D vector for cube map coordinates to 2D texture coordinates along with the face name
 | ||||
| static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v, float24 w, | ||||
|                                                             const TexturingRegs& regs) { | ||||
|     const float abs_u = std::abs(u.ToFloat32()); | ||||
|     const float abs_v = std::abs(v.ToFloat32()); | ||||
|     const float abs_w = std::abs(w.ToFloat32()); | ||||
|     float24 x, y, z; | ||||
|     PAddr addr; | ||||
|     if (abs_u > abs_v && abs_u > abs_w) { | ||||
|         if (u > float24::FromFloat32(0)) { | ||||
|             addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::PositiveX); | ||||
|             y = -v; | ||||
|         } else { | ||||
|             addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::NegativeX); | ||||
|             y = v; | ||||
|         } | ||||
|         x = -w; | ||||
|         z = u; | ||||
|     } else if (abs_v > abs_w) { | ||||
|         if (v > float24::FromFloat32(0)) { | ||||
|             addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::PositiveY); | ||||
|             x = u; | ||||
|         } else { | ||||
|             addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::NegativeY); | ||||
|             x = -u; | ||||
|         } | ||||
|         y = w; | ||||
|         z = v; | ||||
|     } else { | ||||
|         if (w > float24::FromFloat32(0)) { | ||||
|             addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::PositiveZ); | ||||
|             y = -v; | ||||
|         } else { | ||||
|             addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::NegativeZ); | ||||
|             y = v; | ||||
|         } | ||||
|         x = u; | ||||
|         z = w; | ||||
|     } | ||||
|     const float24 half = float24::FromFloat32(0.5f); | ||||
|     return std::make_tuple(x / z * half + half, y / z * half + half, addr); | ||||
| } | ||||
| 
 | ||||
| MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240)); | ||||
| 
 | ||||
| /**
 | ||||
| @ -284,10 +328,16 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | ||||
| 
 | ||||
|                 // Only unit 0 respects the texturing type (according to 3DBrew)
 | ||||
|                 // TODO: Refactor so cubemaps and shadowmaps can be handled
 | ||||
|                 PAddr texture_address = texture.config.GetPhysicalAddress(); | ||||
|                 if (i == 0) { | ||||
|                     switch (texture.config.type) { | ||||
|                     case TexturingRegs::TextureConfig::Texture2D: | ||||
|                         break; | ||||
|                     case TexturingRegs::TextureConfig::TextureCube: { | ||||
|                         auto w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w); | ||||
|                         std::tie(u, v, texture_address) = ConvertCubeCoord(u, v, w, regs.texturing); | ||||
|                         break; | ||||
|                     } | ||||
|                     case TexturingRegs::TextureConfig::Projection2D: { | ||||
|                         auto tc0_w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w); | ||||
|                         u /= tc0_w; | ||||
| @ -322,8 +372,7 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | ||||
|                     t = texture.config.height - 1 - | ||||
|                         GetWrappedTexCoord(texture.config.wrap_t, t, texture.config.height); | ||||
| 
 | ||||
|                     u8* texture_data = | ||||
|                         Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress()); | ||||
|                     const u8* texture_data = Memory::GetPhysicalPointer(texture_address); | ||||
|                     auto info = | ||||
|                         Texture::TextureInfo::FromPicaRegister(texture.config, texture.format); | ||||
| 
 | ||||
|  | ||||
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