Merge pull request #344 from magumagu/tev-indirect
VideoCommon: fix indirect texture coordinate computation in TEV.
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commit
4310608034
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@ -321,7 +321,6 @@ struct TevStageCombiner
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union TevStageIndirect
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{
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// if mid, sw, tw, and addprev are 0, then no indirect stage is used, mask = 0x17fe00
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struct
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{
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u32 bt : 2; // Indirect tex stage ID
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@ -342,7 +341,9 @@ struct TevStageCombiner
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u32 unused : 11;
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};
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bool IsActive() { return (hex & 0x17fe00) != 0; }
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// If bs and mid are zero, the result of the stage is independent of
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// the texture sample data, so we can skip sampling the texture.
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bool IsActive() { return bs != ITBA_OFF || mid != 0; }
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};
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union TwoTevStageOrders
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@ -550,7 +550,7 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
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{
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int texcoord = bpmem.tevorders[n/2].getTexCoord(n&1);
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bool bHasTexCoord = (u32)texcoord < bpmem.genMode.numtexgens;
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bool bHasIndStage = bpmem.tevind[n].IsActive() && bpmem.tevind[n].bt < bpmem.genMode.numindstages;
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bool bHasIndStage = bpmem.tevind[n].bt < bpmem.genMode.numindstages;
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// HACK to handle cases where the tex gen is not enabled
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if (!bHasTexCoord)
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texcoord = 0;
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@ -579,24 +579,24 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
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// TODO: Should we reset alphabump to 0 here?
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}
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// format
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const char *tevIndFmtMask[] = {"255", "31", "15", "7" };
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out.Write("\tint3 iindtevcrd%d = iindtex%d & %s;\n", n, bpmem.tevind[n].bt, tevIndFmtMask[bpmem.tevind[n].fmt]);
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// bias - TODO: Check if this needs to be this complicated..
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const char *tevIndBiasField[] = {"", "x", "y", "xy", "z", "xz", "yz", "xyz"}; // indexed by bias
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const char *tevIndBiasAdd[] = {"-128", "1", "1", "1" }; // indexed by fmt
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if (bpmem.tevind[n].bias == ITB_S || bpmem.tevind[n].bias == ITB_T || bpmem.tevind[n].bias == ITB_U)
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out.Write("\tiindtevcrd%d.%s += int(%s);\n", n, tevIndBiasField[bpmem.tevind[n].bias], tevIndBiasAdd[bpmem.tevind[n].fmt]);
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else if (bpmem.tevind[n].bias == ITB_ST || bpmem.tevind[n].bias == ITB_SU || bpmem.tevind[n].bias == ITB_TU)
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out.Write("\tiindtevcrd%d.%s += int2(%s, %s);\n", n, tevIndBiasField[bpmem.tevind[n].bias], tevIndBiasAdd[bpmem.tevind[n].fmt], tevIndBiasAdd[bpmem.tevind[n].fmt]);
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else if (bpmem.tevind[n].bias == ITB_STU)
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out.Write("\tiindtevcrd%d.%s += int3(%s, %s, %s);\n", n, tevIndBiasField[bpmem.tevind[n].bias], tevIndBiasAdd[bpmem.tevind[n].fmt], tevIndBiasAdd[bpmem.tevind[n].fmt], tevIndBiasAdd[bpmem.tevind[n].fmt]);
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// multiply by offset matrix and scale - calculations are likely to overflow badly,
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// yet it works out since we only care about the lower 23 bits (+1 sign bit) of the result
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if (bpmem.tevind[n].mid != 0)
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{
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// format
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const char *tevIndFmtMask[] = { "255", "31", "15", "7" };
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out.Write("\tint3 iindtevcrd%d = iindtex%d & %s;\n", n, bpmem.tevind[n].bt, tevIndFmtMask[bpmem.tevind[n].fmt]);
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// bias - TODO: Check if this needs to be this complicated..
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const char *tevIndBiasField[] = { "", "x", "y", "xy", "z", "xz", "yz", "xyz" }; // indexed by bias
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const char *tevIndBiasAdd[] = { "-128", "1", "1", "1" }; // indexed by fmt
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if (bpmem.tevind[n].bias == ITB_S || bpmem.tevind[n].bias == ITB_T || bpmem.tevind[n].bias == ITB_U)
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out.Write("\tiindtevcrd%d.%s += int(%s);\n", n, tevIndBiasField[bpmem.tevind[n].bias], tevIndBiasAdd[bpmem.tevind[n].fmt]);
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else if (bpmem.tevind[n].bias == ITB_ST || bpmem.tevind[n].bias == ITB_SU || bpmem.tevind[n].bias == ITB_TU)
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out.Write("\tiindtevcrd%d.%s += int2(%s, %s);\n", n, tevIndBiasField[bpmem.tevind[n].bias], tevIndBiasAdd[bpmem.tevind[n].fmt], tevIndBiasAdd[bpmem.tevind[n].fmt]);
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else if (bpmem.tevind[n].bias == ITB_STU)
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out.Write("\tiindtevcrd%d.%s += int3(%s, %s, %s);\n", n, tevIndBiasField[bpmem.tevind[n].bias], tevIndBiasAdd[bpmem.tevind[n].fmt], tevIndBiasAdd[bpmem.tevind[n].fmt], tevIndBiasAdd[bpmem.tevind[n].fmt]);
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// multiply by offset matrix and scale - calculations are likely to overflow badly,
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// yet it works out since we only care about the lower 23 bits (+1 sign bit) of the result
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if (bpmem.tevind[n].mid <= 3)
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{
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int mtxidx = 2*(bpmem.tevind[n].mid-1);
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