Pica: Initial support for multitexturing.

This commit is contained in:
Tony Wasserka 2014-12-06 19:10:08 +01:00
parent 95be6a09b2
commit fd2539121c
4 changed files with 115 additions and 31 deletions

View File

@ -223,9 +223,21 @@ void GPUCommandListModel::OnPicaTraceFinished(const Pica::DebugUtils::PicaTrace&
void GPUCommandListWidget::OnCommandDoubleClicked(const QModelIndex& index) {
const int command_id = list_widget->model()->data(index, GPUCommandListModel::CommandIdRole).toInt();
if (COMMAND_IN_RANGE(command_id, texture0) ||
COMMAND_IN_RANGE(command_id, texture1) ||
COMMAND_IN_RANGE(command_id, texture2)) {
unsigned index;
if (COMMAND_IN_RANGE(command_id, texture0)) {
auto info = Pica::DebugUtils::TextureInfo::FromPicaRegister(Pica::registers.texture0,
Pica::registers.texture0_format);
index = 0;
} else if (COMMAND_IN_RANGE(command_id, texture1)) {
index = 1;
} else {
index = 2;
}
auto config = Pica::registers.GetTextures()[index].config;
auto format = Pica::registers.GetTextures()[index].format;
auto info = Pica::DebugUtils::TextureInfo::FromPicaRegister(config, format);
// TODO: Instead, emit a signal here to be caught by the main window widget.
auto main_window = static_cast<QMainWindow*>(parent());
@ -237,10 +249,23 @@ void GPUCommandListWidget::SetCommandInfo(const QModelIndex& index) {
QWidget* new_info_widget;
const int command_id = list_widget->model()->data(index, GPUCommandListModel::CommandIdRole).toInt();
if (COMMAND_IN_RANGE(command_id, texture0) ||
COMMAND_IN_RANGE(command_id, texture1) ||
COMMAND_IN_RANGE(command_id, texture2)) {
unsigned index;
if (COMMAND_IN_RANGE(command_id, texture0)) {
u8* src = Memory::GetPointer(Pica::registers.texture0.GetPhysicalAddress());
auto info = Pica::DebugUtils::TextureInfo::FromPicaRegister(Pica::registers.texture0,
Pica::registers.texture0_format);
index = 0;
} else if (COMMAND_IN_RANGE(command_id, texture1)) {
index = 1;
} else {
index = 2;
}
auto config = Pica::registers.GetTextures()[index].config;
auto format = Pica::registers.GetTextures()[index].format;
auto info = Pica::DebugUtils::TextureInfo::FromPicaRegister(config, format);
u8* src = Memory::GetPointer(config.GetPhysicalAddress());
new_info_widget = new TextureInfoWidget(src, info);
} else {
new_info_widget = new QWidget;

View File

@ -155,12 +155,34 @@ struct Regs {
}
}
BitField< 0, 1, u32> texturing_enable;
union {
BitField< 0, 1, u32> texture0_enable;
BitField< 1, 1, u32> texture1_enable;
BitField< 2, 1, u32> texture2_enable;
};
TextureConfig texture0;
INSERT_PADDING_WORDS(0x8);
BitField<0, 4, TextureFormat> texture0_format;
INSERT_PADDING_WORDS(0x2);
TextureConfig texture1;
BitField<0, 4, TextureFormat> texture1_format;
INSERT_PADDING_WORDS(0x2);
TextureConfig texture2;
BitField<0, 4, TextureFormat> texture2_format;
INSERT_PADDING_WORDS(0x21);
INSERT_PADDING_WORDS(0x31);
struct FullTextureConfig {
const bool enabled;
const TextureConfig config;
const TextureFormat format;
};
const std::array<FullTextureConfig, 3> GetTextures() const {
return {{
{ static_cast<bool>(texture0_enable), texture0, texture0_format },
{ static_cast<bool>(texture1_enable), texture1, texture1_format },
{ static_cast<bool>(texture2_enable), texture2, texture2_format }
}};
}
// 0xc0-0xff: Texture Combiner (akin to glTexEnv)
struct TevStageConfig {
@ -556,9 +578,13 @@ struct Regs {
ADD_FIELD(viewport_depth_range);
ADD_FIELD(viewport_depth_far_plane);
ADD_FIELD(viewport_corner);
ADD_FIELD(texturing_enable);
ADD_FIELD(texture0_enable);
ADD_FIELD(texture0);
ADD_FIELD(texture0_format);
ADD_FIELD(texture1);
ADD_FIELD(texture1_format);
ADD_FIELD(texture2);
ADD_FIELD(texture2_format);
ADD_FIELD(tev_stage0);
ADD_FIELD(tev_stage1);
ADD_FIELD(tev_stage2);
@ -622,9 +648,13 @@ ASSERT_REG_POSITION(viewport_depth_far_plane, 0x4e);
ASSERT_REG_POSITION(vs_output_attributes[0], 0x50);
ASSERT_REG_POSITION(vs_output_attributes[1], 0x51);
ASSERT_REG_POSITION(viewport_corner, 0x68);
ASSERT_REG_POSITION(texturing_enable, 0x80);
ASSERT_REG_POSITION(texture0_enable, 0x80);
ASSERT_REG_POSITION(texture0, 0x81);
ASSERT_REG_POSITION(texture0_format, 0x8e);
ASSERT_REG_POSITION(texture1, 0x91);
ASSERT_REG_POSITION(texture1_format, 0x96);
ASSERT_REG_POSITION(texture2, 0x99);
ASSERT_REG_POSITION(texture2_format, 0x9e);
ASSERT_REG_POSITION(tev_stage0, 0xc0);
ASSERT_REG_POSITION(tev_stage1, 0xc8);
ASSERT_REG_POSITION(tev_stage2, 0xd0);

View File

@ -167,10 +167,22 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
(u8)(GetInterpolatedAttribute(v0.color.a(), v1.color.a(), v2.color.a()).ToFloat32() * 255)
};
Math::Vec4<u8> texture_color{};
float24 u = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u());
float24 v = GetInterpolatedAttribute(v0.tc0.v(), v1.tc0.v(), v2.tc0.v());
if (registers.texturing_enable) {
Math::Vec2<float24> uv[3];
uv[0].u() = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u());
uv[0].v() = GetInterpolatedAttribute(v0.tc0.v(), v1.tc0.v(), v2.tc0.v());
uv[1].u() = GetInterpolatedAttribute(v0.tc1.u(), v1.tc1.u(), v2.tc1.u());
uv[1].v() = GetInterpolatedAttribute(v0.tc1.v(), v1.tc1.v(), v2.tc1.v());
uv[2].u() = GetInterpolatedAttribute(v0.tc2.u(), v1.tc2.u(), v2.tc2.u());
uv[2].v() = GetInterpolatedAttribute(v0.tc2.v(), v1.tc2.v(), v2.tc2.v());
Math::Vec4<u8> texture_color[3]{};
for (int i = 0; i < 3; ++i) {
auto texture = registers.GetTextures()[i];
if (!texture.enabled)
continue;
_dbg_assert_(GPU, 0 != texture.config.address);
// Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
// of which is composed of four 2x2 subtiles each of which is composed of four texels.
// Each structure is embedded into the next-bigger one in a diagonal pattern, e.g.
@ -189,14 +201,11 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
// 02 03 06 07 18 19 22 23
// 00 01 04 05 16 17 20 21
// TODO: This is currently hardcoded for RGB8
u32* texture_data = (u32*)Memory::GetPointer(registers.texture0.GetPhysicalAddress());
// TODO(neobrain): Not sure if this swizzling pattern is used for all textures.
// To be flexible in case different but similar patterns are used, we keep this
// somewhat inefficient code around for now.
int s = (int)(u * float24::FromFloat32(static_cast<float>(registers.texture0.width))).ToFloat32();
int t = (int)(v * float24::FromFloat32(static_cast<float>(registers.texture0.height))).ToFloat32();
int s = (int)(uv[i].u() * float24::FromFloat32(static_cast<float>(texture.config.width))).ToFloat32();
int t = (int)(uv[i].v() * float24::FromFloat32(static_cast<float>(texture.config.height))).ToFloat32();
int texel_index_within_tile = 0;
for (int block_size_index = 0; block_size_index < 3; ++block_size_index) {
int sub_tile_width = 1 << block_size_index;
@ -213,14 +222,17 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
int coarse_s = (s / block_width) * block_width;
int coarse_t = (t / block_height) * block_height;
const int row_stride = registers.texture0.width * 3;
u8* source_ptr = (u8*)texture_data + coarse_s * block_height * 3 + coarse_t * row_stride + texel_index_within_tile * 3;
texture_color.r() = source_ptr[2];
texture_color.g() = source_ptr[1];
texture_color.b() = source_ptr[0];
texture_color.a() = 0xFF;
// TODO: This is currently hardcoded for RGB8
u32* texture_data = (u32*)Memory::GetPointer(texture.config.GetPhysicalAddress());
DebugUtils::DumpTexture(registers.texture0, (u8*)texture_data);
const int row_stride = texture.config.width * 3;
u8* source_ptr = (u8*)texture_data + coarse_s * block_height * 3 + coarse_t * row_stride + texel_index_within_tile * 3;
texture_color[i].r() = source_ptr[2];
texture_color[i].g() = source_ptr[1];
texture_color[i].b() = source_ptr[0];
texture_color[i].a() = 0xFF;
DebugUtils::DumpTexture(texture.config, (u8*)texture_data);
}
// Texture environment - consists of 6 stages of color and alpha combining.
@ -243,7 +255,13 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
return primary_color.rgb();
case Source::Texture0:
return texture_color.rgb();
return texture_color[0].rgb();
case Source::Texture1:
return texture_color[1].rgb();
case Source::Texture2:
return texture_color[2].rgb();
case Source::Constant:
return {tev_stage.const_r, tev_stage.const_g, tev_stage.const_b};
@ -263,7 +281,13 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
return primary_color.a();
case Source::Texture0:
return texture_color.a();
return texture_color[0].a();
case Source::Texture1:
return texture_color[1].a();
case Source::Texture2:
return texture_color[2].a();
case Source::Constant:
return tev_stage.const_a;

View File

@ -27,15 +27,18 @@ struct OutputVertex {
Math::Vec4<float24> dummy; // quaternions (not implemented, yet)
Math::Vec4<float24> color;
Math::Vec2<float24> tc0;
Math::Vec2<float24> tc1;
float24 pad[6];
Math::Vec2<float24> tc2;
// Padding for optimal alignment
float24 pad[14];
float24 pad2[4];
// Attributes used to store intermediate results
// position after perspective divide
Math::Vec3<float24> screenpos;
float24 pad2;
float24 pad3;
// Linear interpolation
// factor: 0=this, 1=vtx
@ -44,6 +47,8 @@ struct OutputVertex {
// TODO: Should perform perspective correct interpolation here...
tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);