Fixup sampling cube textures with PROJECT2D
Use CUBEMAP sampling instead Fixes lighting in Splinter Cell Chaos Theory
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@ -489,62 +489,73 @@ typedef struct s_CxbxPSDef {
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void AdjustTextureModes(DecodedRegisterCombiner &RC)
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{
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// if this flag is set, the texture mode for each texture stage is adjusted as follows:
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if (!RC.TexModeAdjust) return;
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if (RC.TexModeAdjust) {
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for (int i = 0; i < xbox::X_D3DTS_STAGECOUNT; i++) {
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// First, disable not-assigned textures
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if (ActiveTextureTypes[i] == xbox::X_D3DRTYPE_NONE) {
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RC.PSTextureModes[i] = PS_TEXTUREMODES_NONE;
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continue;
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}
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for (int i = 0; i < xbox::X_D3DTS_STAGECOUNT; i++) {
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// First, disable not-assigned textures
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if (ActiveTextureTypes[i] == xbox::X_D3DRTYPE_NONE) {
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RC.PSTextureModes[i] = PS_TEXTUREMODES_NONE;
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continue;
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}
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// Then adjust some texture mode according to the currently active textures, so that the shader will use the appropriate sampling method
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switch (RC.PSTextureModes[i]) {
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case PS_TEXTUREMODES_PROJECT2D:
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case PS_TEXTUREMODES_PROJECT3D:
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case PS_TEXTUREMODES_CUBEMAP:
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if (ActiveTextureTypes[i] == xbox::X_D3DRTYPE_CUBETEXTURE)
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RC.PSTextureModes[i] = PS_TEXTUREMODES_CUBEMAP;
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else
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if (ActiveTextureTypes[i] == xbox::X_D3DRTYPE_VOLUMETEXTURE)
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// TODO : Also do this for DepthBuffers (but not EmuXBFormatIsLinear!) :
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// || EmuXBFormatIsDepthBuffer(GetXboxPixelContainerFormat(g_pXbox_SetTexture[i])) in { X_D3DFMT_D24S8, X_D3DFMT_F24S8, X_D3DFMT_D16, X_D3DFMT_F16}
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RC.PSTextureModes[i] = PS_TEXTUREMODES_PROJECT3D;
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// Then adjust some texture mode according to the currently active textures, so that the shader will use the appropriate sampling method
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switch (RC.PSTextureModes[i]) {
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case PS_TEXTUREMODES_PROJECT2D:
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case PS_TEXTUREMODES_PROJECT3D:
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case PS_TEXTUREMODES_CUBEMAP:
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if (ActiveTextureTypes[i] == xbox::X_D3DRTYPE_CUBETEXTURE)
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RC.PSTextureModes[i] = PS_TEXTUREMODES_CUBEMAP;
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else
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RC.PSTextureModes[i] = PS_TEXTUREMODES_PROJECT2D;
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break;
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case PS_TEXTUREMODES_DOT_STR_3D:
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case PS_TEXTUREMODES_DOT_STR_CUBE:
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if (ActiveTextureTypes[i] == xbox::X_D3DRTYPE_CUBETEXTURE)
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RC.PSTextureModes[i] = PS_TEXTUREMODES_DOT_STR_CUBE;
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else
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RC.PSTextureModes[i] = PS_TEXTUREMODES_DOT_STR_3D;
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break;
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if (ActiveTextureTypes[i] == xbox::X_D3DRTYPE_VOLUMETEXTURE)
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// TODO : Also do this for DepthBuffers (but not EmuXBFormatIsLinear!) :
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// || EmuXBFormatIsDepthBuffer(GetXboxPixelContainerFormat(g_pXbox_SetTexture[i])) in { X_D3DFMT_D24S8, X_D3DFMT_F24S8, X_D3DFMT_D16, X_D3DFMT_F16}
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RC.PSTextureModes[i] = PS_TEXTUREMODES_PROJECT3D;
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else
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RC.PSTextureModes[i] = PS_TEXTUREMODES_PROJECT2D;
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break;
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case PS_TEXTUREMODES_DOT_STR_3D:
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case PS_TEXTUREMODES_DOT_STR_CUBE:
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if (ActiveTextureTypes[i] == xbox::X_D3DRTYPE_CUBETEXTURE)
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RC.PSTextureModes[i] = PS_TEXTUREMODES_DOT_STR_CUBE;
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else
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RC.PSTextureModes[i] = PS_TEXTUREMODES_DOT_STR_3D;
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break;
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}
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/* Was :
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switch (ActiveTextureTypes[i]) {
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case xbox::X_D3DRTYPE_CUBETEXTURE:
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switch (RC.PSTextureModes[i]) {
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case PS_TEXTUREMODES_PROJECT2D: RC.PSTextureModes[i] = PS_TEXTUREMODES_CUBEMAP; break;
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case PS_TEXTUREMODES_PROJECT3D: RC.PSTextureModes[i] = PS_TEXTUREMODES_CUBEMAP; break;
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case PS_TEXTUREMODES_DOT_STR_3D: RC.PSTextureModes[i] = PS_TEXTUREMODES_DOT_STR_CUBE; break;
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} break;
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case xbox::X_D3DRTYPE_VOLUMETEXTURE:
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switch (RC.PSTextureModes[i]) {
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case PS_TEXTUREMODES_PROJECT2D: RC.PSTextureModes[i] = PS_TEXTUREMODES_PROJECT3D; break;
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case PS_TEXTUREMODES_CUBEMAP: RC.PSTextureModes[i] = PS_TEXTUREMODES_PROJECT3D; break;
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case PS_TEXTUREMODES_DOT_STR_CUBE: RC.PSTextureModes[i] = PS_TEXTUREMODES_DOT_STR_3D; break;
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} break;
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case xbox::X_D3DRTYPE_TEXTURE:
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switch (RC.PSTextureModes[i]) {
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case PS_TEXTUREMODES_PROJECT3D: RC.PSTextureModes[i] = PS_TEXTUREMODES_PROJECT2D; break;
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case PS_TEXTUREMODES_CUBEMAP: RC.PSTextureModes[i] = PS_TEXTUREMODES_PROJECT2D; break;
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} break;
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case xbox::X_D3DRTYPE_NONE:
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RC.PSTextureModes[i] = PS_TEXTUREMODES_NONE;
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break;
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}
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*/
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}
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/* Was :
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switch (ActiveTextureTypes[i]) {
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case xbox::X_D3DRTYPE_CUBETEXTURE:
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switch (RC.PSTextureModes[i]) {
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case PS_TEXTUREMODES_PROJECT2D: RC.PSTextureModes[i] = PS_TEXTUREMODES_CUBEMAP; break;
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case PS_TEXTUREMODES_PROJECT3D: RC.PSTextureModes[i] = PS_TEXTUREMODES_CUBEMAP; break;
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case PS_TEXTUREMODES_DOT_STR_3D: RC.PSTextureModes[i] = PS_TEXTUREMODES_DOT_STR_CUBE; break;
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} break;
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case xbox::X_D3DRTYPE_VOLUMETEXTURE:
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switch (RC.PSTextureModes[i]) {
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case PS_TEXTUREMODES_PROJECT2D: RC.PSTextureModes[i] = PS_TEXTUREMODES_PROJECT3D; break;
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case PS_TEXTUREMODES_CUBEMAP: RC.PSTextureModes[i] = PS_TEXTUREMODES_PROJECT3D; break;
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case PS_TEXTUREMODES_DOT_STR_CUBE: RC.PSTextureModes[i] = PS_TEXTUREMODES_DOT_STR_3D; break;
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} break;
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case xbox::X_D3DRTYPE_TEXTURE:
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switch (RC.PSTextureModes[i]) {
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case PS_TEXTUREMODES_PROJECT3D: RC.PSTextureModes[i] = PS_TEXTUREMODES_PROJECT2D; break;
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case PS_TEXTUREMODES_CUBEMAP: RC.PSTextureModes[i] = PS_TEXTUREMODES_PROJECT2D; break;
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} break;
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case xbox::X_D3DRTYPE_NONE:
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RC.PSTextureModes[i] = PS_TEXTUREMODES_NONE;
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break;
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}
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else {
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// Texture modes were specified manually - but fix them up if necessary
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for (int i = 0; i < xbox::X_D3DTS_STAGECOUNT; i++) {
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// Fixup sampling cube textures with PROJECT2D
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// Test case: Splinter Cell Chaos Theory (lighting)
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if (ActiveTextureTypes[i] == xbox::X_D3DRTYPE_CUBETEXTURE && RC.PSTextureModes[i] == PS_TEXTUREMODES_PROJECT2D) {
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EmuLog(LOG_LEVEL::WARNING, "PROJECT2D sampling is used with a cubemap texture - using CUBEMAP sampling instead");
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RC.PSTextureModes[i] = PS_TEXTUREMODES_CUBEMAP;
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}
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}
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*/
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}
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}
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