diff options
Diffstat (limited to 'src/video_core/rasterizer.cpp')
-rw-r--r-- | src/video_core/rasterizer.cpp | 55 |
1 files changed, 50 insertions, 5 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp index df67b9081..65168f05a 100644 --- a/src/video_core/rasterizer.cpp +++ b/src/video_core/rasterizer.cpp @@ -442,8 +442,33 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, DEBUG_ASSERT(0 != texture.config.address); - 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(); + float24 u = uv[i].u(); + float24 v = uv[i].v(); + + // Only unit 0 respects the texturing type (according to 3DBrew) + // TODO: Refactor so cubemaps and shadowmaps can be handled + if (i == 0) { + switch(texture.config.type) { + case Regs::TextureConfig::Texture2D: + break; + case Regs::TextureConfig::Projection2D: { + auto tc0_w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w); + u /= tc0_w; + v /= tc0_w; + break; + } + default: + // TODO: Change to LOG_ERROR when more types are handled. + LOG_DEBUG(HW_GPU, "Unhandled texture type %x", (int)texture.config.type); + UNIMPLEMENTED(); + break; + } + } + + int s = (int)(u * float24::FromFloat32(static_cast<float>(texture.config.width))).ToFloat32(); + int t = (int)(v * float24::FromFloat32(static_cast<float>(texture.config.height))).ToFloat32(); + + static auto GetWrappedTexCoord = [](Regs::TextureConfig::WrapMode mode, int val, unsigned size) { switch (mode) { case Regs::TextureConfig::ClampToEdge: @@ -862,10 +887,30 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, } } + // interpolated_z = z / w + float interpolated_z_over_w = (v0.screenpos[2].ToFloat32() * w0 + + v1.screenpos[2].ToFloat32() * w1 + + v2.screenpos[2].ToFloat32() * w2) / wsum; + + // Not fully accurate. About 3 bits in precision are missing. + // Z-Buffer (z / w * scale + offset) + float depth_scale = float24::FromRaw(regs.viewport_depth_range).ToFloat32(); + float depth_offset = float24::FromRaw(regs.viewport_depth_near_plane).ToFloat32(); + float depth = interpolated_z_over_w * depth_scale + depth_offset; + + // Potentially switch to W-Buffer + if (regs.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) { + + // W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w) + depth *= interpolated_w_inverse.ToFloat32() * wsum; + } + + // Clamp the result + depth = MathUtil::Clamp(depth, 0.0f, 1.0f); + + // Convert float to integer unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format); - u32 z = (u32)((v0.screenpos[2].ToFloat32() * w0 + - v1.screenpos[2].ToFloat32() * w1 + - v2.screenpos[2].ToFloat32() * w2) * ((1 << num_bits) - 1) / wsum); + u32 z = (u32)(depth * ((1 << num_bits) - 1)); if (output_merger.depth_test_enable) { u32 ref_z = GetDepth(x >> 4, y >> 4); |