mirror of https://git.suyu.dev/suyu/suyu
Merge pull request #2721 from wwylele/texture-cube
swrasterizer: implemented TextureCube
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commit
54ea95cca7
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@ -133,7 +133,32 @@ struct TexturingRegs {
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BitField<16, 1, u32> clear_texture_cache; // TODO: unimplemented
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} main_config;
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TextureConfig texture0;
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INSERT_PADDING_WORDS(0x8);
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enum class CubeFace {
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PositiveX = 0,
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NegativeX = 1,
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PositiveY = 2,
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NegativeY = 3,
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PositiveZ = 4,
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NegativeZ = 5,
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};
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BitField<0, 22, u32> cube_address[5];
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PAddr GetCubePhysicalAddress(CubeFace face) const {
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PAddr address = texture0.address;
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if (face != CubeFace::PositiveX) {
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// Bits [22:27] from the main texture address is shared with all cubemap additional
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// addresses.
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auto& face_addr = cube_address[static_cast<size_t>(face) - 1];
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address &= ~face_addr.mask;
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address |= face_addr;
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}
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// A multiplier of 8 is also needed in the same way as the main address.
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return address * 8;
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}
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INSERT_PADDING_WORDS(0x3);
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BitField<0, 4, TextureFormat> texture0_format;
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BitField<0, 1, u32> fragment_lighting_enable;
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INSERT_PADDING_WORDS(0x1);
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@ -5,6 +5,7 @@
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#include <algorithm>
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#include <array>
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#include <cmath>
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#include <tuple>
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#include "common/assert.h"
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#include "common/bit_field.h"
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#include "common/color.h"
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@ -70,6 +71,49 @@ static int SignedArea(const Math::Vec2<Fix12P4>& vtx1, const Math::Vec2<Fix12P4>
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return Math::Cross(vec1, vec2).z;
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};
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/// Convert a 3D vector for cube map coordinates to 2D texture coordinates along with the face name
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static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v, float24 w,
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const TexturingRegs& regs) {
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const float abs_u = std::abs(u.ToFloat32());
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const float abs_v = std::abs(v.ToFloat32());
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const float abs_w = std::abs(w.ToFloat32());
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float24 x, y, z;
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PAddr addr;
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if (abs_u > abs_v && abs_u > abs_w) {
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if (u > float24::FromFloat32(0)) {
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addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::PositiveX);
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y = -v;
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} else {
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addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::NegativeX);
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y = v;
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}
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x = -w;
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z = u;
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} else if (abs_v > abs_w) {
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if (v > float24::FromFloat32(0)) {
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addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::PositiveY);
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x = u;
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} else {
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addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::NegativeY);
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x = -u;
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}
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y = w;
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z = v;
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} else {
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if (w > float24::FromFloat32(0)) {
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addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::PositiveZ);
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y = -v;
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} else {
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addr = regs.GetCubePhysicalAddress(TexturingRegs::CubeFace::NegativeZ);
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y = v;
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}
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x = u;
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z = w;
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}
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const float24 half = float24::FromFloat32(0.5f);
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return std::make_tuple(x / z * half + half, y / z * half + half, addr);
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}
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MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
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/**
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@ -284,10 +328,16 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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// Only unit 0 respects the texturing type (according to 3DBrew)
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// TODO: Refactor so cubemaps and shadowmaps can be handled
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PAddr texture_address = texture.config.GetPhysicalAddress();
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if (i == 0) {
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switch (texture.config.type) {
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case TexturingRegs::TextureConfig::Texture2D:
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break;
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case TexturingRegs::TextureConfig::TextureCube: {
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auto w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w);
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std::tie(u, v, texture_address) = ConvertCubeCoord(u, v, w, regs.texturing);
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break;
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}
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case TexturingRegs::TextureConfig::Projection2D: {
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auto tc0_w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w);
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u /= tc0_w;
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@ -322,8 +372,7 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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t = texture.config.height - 1 -
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GetWrappedTexCoord(texture.config.wrap_t, t, texture.config.height);
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u8* texture_data =
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Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress());
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const u8* texture_data = Memory::GetPhysicalPointer(texture_address);
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auto info =
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Texture::TextureInfo::FromPicaRegister(texture.config, texture.format);
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