diff --git a/src/video_core/regs_texturing.h b/src/video_core/regs_texturing.h index 0b09f2299..ff458cc57 100644 --- a/src/video_core/regs_texturing.h +++ b/src/video_core/regs_texturing.h @@ -158,7 +158,12 @@ struct TexturingRegs { return address * 8; } - INSERT_PADDING_WORDS(0x3); + union { + BitField<0, 1, u32> orthographic; // 0: enable perspective divide + BitField<1, 23, u32> bias; // 23-bit fraction + } shadow; + + INSERT_PADDING_WORDS(0x2); BitField<0, 4, TextureFormat> texture0_format; BitField<0, 1, u32> fragment_lighting_enable; INSERT_PADDING_WORDS(0x1); diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp index b34261e4f..7c3109f93 100644 --- a/src/video_core/swrasterizer/rasterizer.cpp +++ b/src/video_core/swrasterizer/rasterizer.cpp @@ -74,8 +74,9 @@ static int SignedArea(const Math::Vec2& vtx1, const Math::Vec2 }; /// Convert a 3D vector for cube map coordinates to 2D texture coordinates along with the face name -static std::tuple ConvertCubeCoord(float24 u, float24 v, float24 w, - const TexturingRegs& regs) { +static std::tuple ConvertCubeCoord(float24 u, float24 v, + float24 w, + const TexturingRegs& regs) { const float abs_u = std::abs(u.ToFloat32()); const float abs_v = std::abs(v.ToFloat32()); const float abs_w = std::abs(w.ToFloat32()); @@ -112,8 +113,9 @@ static std::tuple ConvertCubeCoord(float24 u, float24 v x = u; z = w; } + float24 z_abs = float24::FromFloat32(std::abs(z.ToFloat32())); const float24 half = float24::FromFloat32(0.5f); - return std::make_tuple(x / z * half + half, y / z * half + half, addr); + return std::make_tuple(x / z * half + half, y / z * half + half, z_abs, addr); } MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240)); @@ -331,13 +333,16 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve // Only unit 0 respects the texturing type (according to 3DBrew) // TODO: Refactor so cubemaps and shadowmaps can be handled PAddr texture_address = texture.config.GetPhysicalAddress(); + float24 shadow_z; if (i == 0) { switch (texture.config.type) { case TexturingRegs::TextureConfig::Texture2D: break; + case TexturingRegs::TextureConfig::ShadowCube: case TexturingRegs::TextureConfig::TextureCube: { auto w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w); - std::tie(u, v, texture_address) = ConvertCubeCoord(u, v, w, regs.texturing); + std::tie(u, v, shadow_z, texture_address) = + ConvertCubeCoord(u, v, w, regs.texturing); break; } case TexturingRegs::TextureConfig::Projection2D: { @@ -346,6 +351,16 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve v /= tc0_w; break; } + case TexturingRegs::TextureConfig::Shadow2D: { + auto tc0_w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w); + if (!regs.texturing.shadow.orthographic) { + u /= tc0_w; + v /= tc0_w; + } + + shadow_z = float24::FromFloat32(std::abs(tc0_w.ToFloat32())); + break; + } default: // TODO: Change to LOG_ERROR when more types are handled. LOG_DEBUG(HW_GPU, "Unhandled texture type %x", (int)texture.config.type); @@ -394,6 +409,22 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve // TODO: Apply the min and mag filters to the texture texture_color[i] = Texture::LookupTexture(texture_data, s, t, info); } + + if (i == 0 && (texture.config.type == TexturingRegs::TextureConfig::Shadow2D || + texture.config.type == TexturingRegs::TextureConfig::ShadowCube)) { + + s32 z_int = static_cast(std::min(shadow_z.ToFloat32(), 1.0f) * 0xFFFFFF); + z_int -= regs.texturing.shadow.bias << 1; + auto& color = texture_color[i]; + s32 z_ref = (color.w << 16) | (color.z << 8) | color.y; + u8 density; + if (z_ref >= z_int) { + density = color.x; + } else { + density = 0; + } + texture_color[i] = {density, density, density, density}; + } } // sample procedural texture