Rasterizer: Implement texture type 3

This commit is contained in:
Jannik Vogel 2016-04-19 00:53:28 +02:00
parent 2f8e8e1455
commit 4311297eb1

View file

@ -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: