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-rw-r--r--src/video_core/rasterizer.cpp49
1 files changed, 3 insertions, 46 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
index e12f68a7f..aa2bc93ec 100644
--- a/src/video_core/rasterizer.cpp
+++ b/src/video_core/rasterizer.cpp
@@ -183,27 +183,6 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
183 183
184 _dbg_assert_(HW_GPU, 0 != texture.config.address); 184 _dbg_assert_(HW_GPU, 0 != texture.config.address);
185 185
186 // Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
187 // of which is composed of four 2x2 subtiles each of which is composed of four texels.
188 // Each structure is embedded into the next-bigger one in a diagonal pattern, e.g.
189 // texels are laid out in a 2x2 subtile like this:
190 // 2 3
191 // 0 1
192 //
193 // The full 8x8 tile has the texels arranged like this:
194 //
195 // 42 43 46 47 58 59 62 63
196 // 40 41 44 45 56 57 60 61
197 // 34 35 38 39 50 51 54 55
198 // 32 33 36 37 48 49 52 53
199 // 10 11 14 15 26 27 30 31
200 // 08 09 12 13 24 25 28 29
201 // 02 03 06 07 18 19 22 23
202 // 00 01 04 05 16 17 20 21
203
204 // TODO(neobrain): Not sure if this swizzling pattern is used for all textures.
205 // To be flexible in case different but similar patterns are used, we keep this
206 // somewhat inefficient code around for now.
207 int s = (int)(uv[i].u() * float24::FromFloat32(static_cast<float>(texture.config.width))).ToFloat32(); 186 int s = (int)(uv[i].u() * float24::FromFloat32(static_cast<float>(texture.config.width))).ToFloat32();
208 int t = (int)(uv[i].v() * float24::FromFloat32(static_cast<float>(texture.config.height))).ToFloat32(); 187 int t = (int)(uv[i].v() * float24::FromFloat32(static_cast<float>(texture.config.height))).ToFloat32();
209 auto GetWrappedTexCoord = [](Regs::TextureConfig::WrapMode mode, int val, unsigned size) { 188 auto GetWrappedTexCoord = [](Regs::TextureConfig::WrapMode mode, int val, unsigned size) {
@@ -225,32 +204,10 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
225 s = GetWrappedTexCoord(registers.texture0.wrap_s, s, registers.texture0.width); 204 s = GetWrappedTexCoord(registers.texture0.wrap_s, s, registers.texture0.width);
226 t = GetWrappedTexCoord(registers.texture0.wrap_t, t, registers.texture0.height); 205 t = GetWrappedTexCoord(registers.texture0.wrap_t, t, registers.texture0.height);
227 206
228 int texel_index_within_tile = 0; 207 u8* texture_data = Memory::GetPointer(texture.config.GetPhysicalAddress());
229 for (int block_size_index = 0; block_size_index < 3; ++block_size_index) { 208 auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format);
230 int sub_tile_width = 1 << block_size_index;
231 int sub_tile_height = 1 << block_size_index;
232
233 int sub_tile_index = (s & sub_tile_width) << block_size_index;
234 sub_tile_index += 2 * ((t & sub_tile_height) << block_size_index);
235 texel_index_within_tile += sub_tile_index;
236 }
237
238 const int block_width = 8;
239 const int block_height = 8;
240
241 int coarse_s = (s / block_width) * block_width;
242 int coarse_t = (t / block_height) * block_height;
243
244 // TODO: This is currently hardcoded for RGB8
245 u32* texture_data = (u32*)Memory::GetPointer(texture.config.GetPhysicalAddress());
246
247 const int row_stride = texture.config.width * 3;
248 u8* source_ptr = (u8*)texture_data + coarse_s * block_height * 3 + coarse_t * row_stride + texel_index_within_tile * 3;
249 texture_color[i].r() = source_ptr[2];
250 texture_color[i].g() = source_ptr[1];
251 texture_color[i].b() = source_ptr[0];
252 texture_color[i].a() = 0xFF;
253 209
210 texture_color[i] = DebugUtils::LookupTexture(texture_data, s, t, info);
254 DebugUtils::DumpTexture(texture.config, (u8*)texture_data); 211 DebugUtils::DumpTexture(texture.config, (u8*)texture_data);
255 } 212 }
256 213