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pica: use correct coordinates for texture 2
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06d4654966
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@ -122,6 +122,10 @@ struct TexturingRegs {
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BitField<0, 1, u32> texture0_enable;
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BitField<1, 1, u32> texture1_enable;
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BitField<2, 1, u32> texture2_enable;
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BitField<8, 2, u32> texture3_coordinates; // TODO: unimplemented
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BitField<10, 1, u32> texture3_enable; // TODO: unimplemented
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BitField<13, 1, u32> texture2_use_coord1;
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BitField<16, 1, u32> clear_texture_cache; // TODO: unimplemented
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};
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TextureConfig texture0;
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INSERT_PADDING_WORDS(0x8);
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@ -40,6 +40,8 @@ PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
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state.texture0_type = regs.texturing.texture0.type;
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state.texture2_use_coord1 = regs.texturing.texture2_use_coord1 != 0;
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// Copy relevant tev stages fields.
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// We don't sync const_color here because of the high variance, it is a
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// shader uniform instead.
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@ -126,6 +128,15 @@ static bool IsPassThroughTevStage(const TevStageConfig& stage) {
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stage.GetColorMultiplier() == 1 && stage.GetAlphaMultiplier() == 1);
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}
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static std::string TexCoord(const PicaShaderConfig& config, int texture_unit) {
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if (texture_unit == 2 && config.state.texture2_use_coord1) {
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return "texcoord[1]";
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}
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// TODO: if texture unit 3 (procedural texture) implementation also uses this function,
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// config.state.texture3_coordinates should be repected here.
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return "texcoord[" + std::to_string(texture_unit) + "]";
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}
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/// Writes the specified TEV stage source component(s)
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static void AppendSource(std::string& out, const PicaShaderConfig& config,
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TevStageConfig::Source source, const std::string& index_name) {
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@ -162,7 +173,7 @@ static void AppendSource(std::string& out, const PicaShaderConfig& config,
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out += "texture(tex[1], texcoord[1])";
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break;
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case Source::Texture2:
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out += "texture(tex[2], texcoord[2])";
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out += "texture(tex[2], " + TexCoord(config, 2) + ")";
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break;
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case Source::PreviousBuffer:
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out += "combiner_buffer";
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@ -473,8 +484,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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// Bump mapping is enabled using a normal map, read perturbation vector from the selected
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// texture
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std::string bump_selector = std::to_string(lighting.bump_selector);
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out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], texcoord[" +
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bump_selector + "]).rgb - 1.0;\n";
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out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], " +
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TexCoord(config, lighting.bump_selector) + ").rgb - 1.0;\n";
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// Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
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// precision result
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@ -79,6 +79,7 @@ union PicaShaderConfig {
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Pica::FramebufferRegs::CompareFunc alpha_test_func;
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Pica::RasterizerRegs::ScissorMode scissor_test_mode;
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Pica::TexturingRegs::TextureConfig::TextureType texture0_type;
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bool texture2_use_coord1;
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std::array<TevStageConfigRaw, 6> tev_stages;
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u8 combiner_buffer_input;
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@ -276,8 +276,9 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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DEBUG_ASSERT(0 != texture.config.address);
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float24 u = uv[i].u();
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float24 v = uv[i].v();
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int coordinate_i = (i == 2 && regs.texturing.texture2_use_coord1) ? 1 : i;
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float24 u = uv[coordinate_i].u();
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float24 v = uv[coordinate_i].v();
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// Only unit 0 respects the texturing type (according to 3DBrew)
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// TODO: Refactor so cubemaps and shadowmaps can be handled
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