Pica: Merge texture lookup logic for DebugUtils and Rasterizer.
This effectively adds support for a lot texture formats in the rasterizer.
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0fba1d48a6
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3df88d59b0
4 changed files with 41 additions and 55 deletions
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@ -24,7 +24,7 @@ QImage LoadTexture(u8* src, const Pica::DebugUtils::TextureInfo& info) {
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QImage decoded_image(info.width, info.height, QImage::Format_ARGB32);
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QImage decoded_image(info.width, info.height, QImage::Format_ARGB32);
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for (int y = 0; y < info.height; ++y) {
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for (int y = 0; y < info.height; ++y) {
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for (int x = 0; x < info.width; ++x) {
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for (int x = 0; x < info.width; ++x) {
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Math::Vec4<u8> color = Pica::DebugUtils::LookupTexture(src, x, y, info);
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Math::Vec4<u8> color = Pica::DebugUtils::LookupTexture(src, x, y, info, true);
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decoded_image.setPixel(x, y, qRgba(color.r(), color.g(), color.b(), color.a()));
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decoded_image.setPixel(x, y, qRgba(color.r(), color.g(), color.b(), color.a()));
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}
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}
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}
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}
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@ -356,9 +356,29 @@ std::unique_ptr<PicaTrace> FinishPicaTracing()
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return std::move(ret);
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return std::move(ret);
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}
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}
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const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const TextureInfo& info) {
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const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const TextureInfo& info, bool disable_alpha) {
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// Cf. rasterizer code for an explanation of this algorithm.
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// Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
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// of which is composed of four 2x2 subtiles each of which is composed of four texels.
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// Each structure is embedded into the next-bigger one in a diagonal pattern, e.g.
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// texels are laid out in a 2x2 subtile like this:
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// 2 3
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// 0 1
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//
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// The full 8x8 tile has the texels arranged like this:
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//
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// 42 43 46 47 58 59 62 63
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// 40 41 44 45 56 57 60 61
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// 34 35 38 39 50 51 54 55
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// 32 33 36 37 48 49 52 53
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// 10 11 14 15 26 27 30 31
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// 08 09 12 13 24 25 28 29
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// 02 03 06 07 18 19 22 23
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// 00 01 04 05 16 17 20 21
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// TODO(neobrain): Not sure if this swizzling pattern is used for all textures.
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// To be flexible in case different but similar patterns are used, we keep this
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// somewhat inefficient code around for now.
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int texel_index_within_tile = 0;
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int texel_index_within_tile = 0;
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for (int block_size_index = 0; block_size_index < 3; ++block_size_index) {
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for (int block_size_index = 0; block_size_index < 3; ++block_size_index) {
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int sub_tile_width = 1 << block_size_index;
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int sub_tile_width = 1 << block_size_index;
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@ -379,7 +399,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
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case Regs::TextureFormat::RGBA8:
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case Regs::TextureFormat::RGBA8:
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{
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{
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const u8* source_ptr = source + coarse_x * block_height * 4 + coarse_y * info.stride + texel_index_within_tile * 4;
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const u8* source_ptr = source + coarse_x * block_height * 4 + coarse_y * info.stride + texel_index_within_tile * 4;
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return { source_ptr[3], source_ptr[2], source_ptr[1], 255 };
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return { source_ptr[3], source_ptr[2], source_ptr[1], disable_alpha ? 255 : source_ptr[0] };
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}
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}
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case Regs::TextureFormat::RGB8:
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case Regs::TextureFormat::RGB8:
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@ -394,8 +414,8 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
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u8 r = (source_ptr >> 11) & 0x1F;
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u8 r = (source_ptr >> 11) & 0x1F;
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u8 g = ((source_ptr) >> 6) & 0x1F;
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u8 g = ((source_ptr) >> 6) & 0x1F;
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u8 b = (source_ptr >> 1) & 0x1F;
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u8 b = (source_ptr >> 1) & 0x1F;
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u8 a = 1;
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u8 a = source_ptr & 1;
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return Math::MakeVec<u8>((r << 3) | (r >> 2), (g << 3) | (g >> 2), (b << 3) | (b >> 2), a * 255);
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return Math::MakeVec<u8>((r << 3) | (r >> 2), (g << 3) | (g >> 2), (b << 3) | (b >> 2), disable_alpha ? 255 : (a * 255));
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}
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}
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case Regs::TextureFormat::RGBA4:
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case Regs::TextureFormat::RGBA4:
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@ -404,16 +424,24 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
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u8 r = source_ptr[1] >> 4;
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u8 r = source_ptr[1] >> 4;
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u8 g = source_ptr[1] & 0xFF;
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u8 g = source_ptr[1] & 0xFF;
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u8 b = source_ptr[0] >> 4;
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u8 b = source_ptr[0] >> 4;
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u8 a = source_ptr[0] & 0xFF;
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r = (r << 4) | r;
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r = (r << 4) | r;
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g = (g << 4) | g;
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g = (g << 4) | g;
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b = (b << 4) | b;
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b = (b << 4) | b;
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return { r, g, b, 255 };
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a = (a << 4) | a;
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return { r, g, b, disable_alpha ? 255 : a };
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}
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}
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case Regs::TextureFormat::A8:
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case Regs::TextureFormat::A8:
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{
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{
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const u8* source_ptr = source + coarse_x * block_height + coarse_y * info.stride + texel_index_within_tile;
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const u8* source_ptr = source + coarse_x * block_height + coarse_y * info.stride + texel_index_within_tile;
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// TODO: Better control this...
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if (disable_alpha) {
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return { *source_ptr, *source_ptr, *source_ptr, 255 };
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return { *source_ptr, *source_ptr, *source_ptr, 255 };
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} else {
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return { 0, 0, 0, *source_ptr };
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}
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}
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}
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default:
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default:
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@ -202,7 +202,8 @@ struct TextureInfo {
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const Pica::Regs::TextureFormat& format);
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const Pica::Regs::TextureFormat& format);
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};
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};
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const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const TextureInfo& info);
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const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const TextureInfo& info,
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bool disable_alpha = false);
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void DumpTexture(const Pica::Regs::TextureConfig& texture_config, u8* data);
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void DumpTexture(const Pica::Regs::TextureConfig& texture_config, u8* data);
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void DumpTevStageConfig(const std::array<Pica::Regs::TevStageConfig,6>& stages);
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void DumpTevStageConfig(const std::array<Pica::Regs::TevStageConfig,6>& stages);
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@ -183,27 +183,6 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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_dbg_assert_(HW_GPU, 0 != texture.config.address);
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_dbg_assert_(HW_GPU, 0 != texture.config.address);
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// Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
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// of which is composed of four 2x2 subtiles each of which is composed of four texels.
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// Each structure is embedded into the next-bigger one in a diagonal pattern, e.g.
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// texels are laid out in a 2x2 subtile like this:
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// 2 3
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// 0 1
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//
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// The full 8x8 tile has the texels arranged like this:
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//
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// 42 43 46 47 58 59 62 63
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// 40 41 44 45 56 57 60 61
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// 34 35 38 39 50 51 54 55
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// 32 33 36 37 48 49 52 53
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// 10 11 14 15 26 27 30 31
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// 08 09 12 13 24 25 28 29
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// 02 03 06 07 18 19 22 23
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// 00 01 04 05 16 17 20 21
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// TODO(neobrain): Not sure if this swizzling pattern is used for all textures.
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// To be flexible in case different but similar patterns are used, we keep this
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// somewhat inefficient code around for now.
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int s = (int)(uv[i].u() * float24::FromFloat32(static_cast<float>(texture.config.width))).ToFloat32();
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int s = (int)(uv[i].u() * float24::FromFloat32(static_cast<float>(texture.config.width))).ToFloat32();
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int t = (int)(uv[i].v() * float24::FromFloat32(static_cast<float>(texture.config.height))).ToFloat32();
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int t = (int)(uv[i].v() * float24::FromFloat32(static_cast<float>(texture.config.height))).ToFloat32();
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auto GetWrappedTexCoord = [](Regs::TextureConfig::WrapMode mode, int val, unsigned size) {
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auto GetWrappedTexCoord = [](Regs::TextureConfig::WrapMode mode, int val, unsigned size) {
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@ -225,32 +204,10 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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s = GetWrappedTexCoord(registers.texture0.wrap_s, s, registers.texture0.width);
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s = GetWrappedTexCoord(registers.texture0.wrap_s, s, registers.texture0.width);
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t = GetWrappedTexCoord(registers.texture0.wrap_t, t, registers.texture0.height);
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t = GetWrappedTexCoord(registers.texture0.wrap_t, t, registers.texture0.height);
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int texel_index_within_tile = 0;
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u8* texture_data = Memory::GetPointer(texture.config.GetPhysicalAddress());
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for (int block_size_index = 0; block_size_index < 3; ++block_size_index) {
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auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format);
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int sub_tile_width = 1 << block_size_index;
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int sub_tile_height = 1 << block_size_index;
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int sub_tile_index = (s & sub_tile_width) << block_size_index;
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sub_tile_index += 2 * ((t & sub_tile_height) << block_size_index);
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texel_index_within_tile += sub_tile_index;
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}
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const int block_width = 8;
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const int block_height = 8;
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int coarse_s = (s / block_width) * block_width;
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int coarse_t = (t / block_height) * block_height;
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// TODO: This is currently hardcoded for RGB8
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u32* texture_data = (u32*)Memory::GetPointer(texture.config.GetPhysicalAddress());
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const int row_stride = texture.config.width * 3;
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u8* source_ptr = (u8*)texture_data + coarse_s * block_height * 3 + coarse_t * row_stride + texel_index_within_tile * 3;
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texture_color[i].r() = source_ptr[2];
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texture_color[i].g() = source_ptr[1];
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texture_color[i].b() = source_ptr[0];
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texture_color[i].a() = 0xFF;
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texture_color[i] = DebugUtils::LookupTexture(texture_data, s, t, info);
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DebugUtils::DumpTexture(texture.config, (u8*)texture_data);
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DebugUtils::DumpTexture(texture.config, (u8*)texture_data);
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}
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}
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