swrasterizer: implement TextureCube

This commit is contained in:
wwylele 2017-05-29 22:03:41 +03:00
parent 077cc683e5
commit 0b9bb082c3
1 changed files with 51 additions and 2 deletions

View File

@ -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);