Merge pull request #5136 from unknownbrackets/softgpu

Implement line texturing and allow force nearest (softgpu)
This commit is contained in:
Henrik Rydgård 2014-01-19 01:21:23 -08:00
commit 99804620ad
4 changed files with 287 additions and 215 deletions

View File

@ -136,7 +136,7 @@ static void RotateUVThrough(VertexData &tl, VertexData &tr, VertexData &bl, Vert
}
}
void ProcessQuad(const VertexData& v0, const VertexData& v1)
void ProcessRect(const VertexData& v0, const VertexData& v1)
{
if (!gstate.isModeThrough()) {
VertexData buf[4];

View File

@ -24,6 +24,6 @@ namespace Clipper {
void ProcessPoint(VertexData& v0);
void ProcessLine(VertexData& v0, VertexData& v1);
void ProcessTriangle(VertexData& v0, VertexData& v1, VertexData& v2);
void ProcessQuad(const VertexData& v0, const VertexData& v1);
void ProcessRect(const VertexData& v0, const VertexData& v1);
}

View File

@ -18,6 +18,7 @@
#include "base/basictypes.h"
#include "Common/ThreadPools.h"
#include "Core/Config.h"
#include "Core/MemMap.h"
#include "Core/Reporting.h"
#include "GPU/GPUState.h"
@ -835,6 +836,148 @@ static inline Vec3<int> AlphaBlendingResult(const Vec3<int>& source_rgb, int sou
}
}
template <bool clearMode>
inline void DrawSinglePixel(const DrawingCoords &p, u16 z, Vec3<int> prim_color_rgb, int prim_color_a) {
// Depth range test
// TODO: Clear mode?
if (!gstate.isModeThrough())
if (z < gstate.getDepthRangeMin() || z > gstate.getDepthRangeMax())
return;
if (gstate.isColorTestEnabled() && !clearMode)
if (!ColorTestPassed(prim_color_rgb))
return;
// TODO: Does a need to be clamped?
if (gstate.isAlphaTestEnabled() && !clearMode)
if (!AlphaTestPassed(prim_color_a))
return;
// In clear mode, it uses the alpha color as stencil.
u8 stencil = clearMode ? prim_color_a : GetPixelStencil(p.x, p.y);
// TODO: Is it safe to ignore gstate.isDepthTestEnabled() when clear mode is enabled?
if (!clearMode && (gstate.isStencilTestEnabled() || gstate.isDepthTestEnabled())) {
if (gstate.isStencilTestEnabled() && !StencilTestPassed(stencil)) {
stencil = ApplyStencilOp(gstate.getStencilOpSFail(), p.x, p.y);
SetPixelStencil(p.x, p.y, stencil);
return;
}
// Also apply depth at the same time. If disabled, same as passing.
if (gstate.isDepthTestEnabled() && !DepthTestPassed(p.x, p.y, z)) {
if (gstate.isStencilTestEnabled()) {
stencil = ApplyStencilOp(gstate.getStencilOpZFail(), p.x, p.y);
SetPixelStencil(p.x, p.y, stencil);
}
return;
} else if (gstate.isStencilTestEnabled()) {
stencil = ApplyStencilOp(gstate.getStencilOpZPass(), p.x, p.y);
}
if (gstate.isDepthTestEnabled() && gstate.isDepthWriteEnabled()) {
SetPixelDepth(p.x, p.y, z);
}
} else if (clearMode && gstate.isClearModeDepthMask()) {
SetPixelDepth(p.x, p.y, z);
}
// Doubling happens only when texturing is enabled, and after tests.
if (gstate.isTextureMapEnabled() && gstate.isColorDoublingEnabled() && !clearMode) {
// TODO: Does this need to be clamped before blending?
prim_color_rgb *= 2;
}
if (gstate.isAlphaBlendEnabled() && !clearMode) {
Vec4<int> dst = Vec4<int>::FromRGBA(GetPixelColor(p.x, p.y));
prim_color_rgb = AlphaBlendingResult(prim_color_rgb, prim_color_a, dst);
}
if (!clearMode)
prim_color_rgb = prim_color_rgb.Clamp(0, 255);
u32 new_color = Vec4<int>(prim_color_rgb.r(), prim_color_rgb.g(), prim_color_rgb.b(), stencil).ToRGBA();
u32 old_color = GetPixelColor(p.x, p.y);
// TODO: Is alpha blending still performed if logic ops are enabled?
if (gstate.isLogicOpEnabled() && !clearMode) {
// Logic ops don't affect stencil.
new_color = (stencil << 24) | (ApplyLogicOp(gstate.getLogicOp(), old_color, new_color) & 0x00FFFFFF);
}
if (clearMode) {
new_color = (new_color & ~gstate.getClearModeColorMask()) | (old_color & gstate.getClearModeColorMask());
} else {
new_color = (new_color & ~gstate.getColorMask()) | (old_color & gstate.getColorMask());
}
// TODO: Dither before or inside SetPixelColor
SetPixelColor(p.x, p.y, new_color);
}
inline void ApplyTexturing(Vec3<int> &prim_color_rgb, int &prim_color_a, float s, float t, int maxTexLevel, int magFilt, u8 *texptr[], int texbufwidthbits[]) {
int u[4] = {0}, v[4] = {0}; // 1.23.8 fixed point
int frac_u, frac_v;
int texlevel = 0;
bool bilinear = magFilt != 0;
// bilinear = false;
if (gstate.isModeThrough()) {
int u_texel = s * 256;
int v_texel = t * 256;
frac_u = u_texel & 0xff;
frac_v = v_texel & 0xff;
u_texel >>= 8;
v_texel >>= 8;
// we need to compute UV for a quad of pixels together in order to get the mipmap deltas :(
// texlevel = x
if (texlevel > maxTexLevel)
texlevel = maxTexLevel;
GetTexelCoordinatesThrough(texlevel, u_texel, v_texel, u[0], v[0]);
if (bilinear) {
GetTexelCoordinatesThrough(texlevel, u_texel + 1, v_texel, u[1], v[1]);
GetTexelCoordinatesThrough(texlevel, u_texel, v_texel + 1, u[2], v[2]);
GetTexelCoordinatesThrough(texlevel, u_texel + 1, v_texel + 1, u[3], v[3]);
}
} else {
// we need to compute UV for a quad of pixels together in order to get the mipmap deltas :(
// texlevel = x
if (texlevel > maxTexLevel)
texlevel = maxTexLevel;
if (bilinear) {
GetTexelCoordinatesQuad(texlevel, s, t, u, v, frac_u, frac_v);
} else {
GetTexelCoordinates(texlevel, s, t, u[0], v[0]);
}
}
Vec4<int> texcolor;
int bufwbits = texbufwidthbits[texlevel];
const u8 *tptr = texptr[texlevel];
if (!bilinear) {
// Nearest filtering only. Round texcoords or just chop bits?
texcolor = Vec4<int>::FromRGBA(SampleNearest(texlevel, u[0], v[0], tptr, bufwbits));
} else {
Vec4<int> texcolor_tl = Vec4<int>::FromRGBA(SampleNearest(texlevel, u[0], v[0], tptr, bufwbits));
Vec4<int> texcolor_tr = Vec4<int>::FromRGBA(SampleNearest(texlevel, u[1], v[1], tptr, bufwbits));
Vec4<int> texcolor_bl = Vec4<int>::FromRGBA(SampleNearest(texlevel, u[2], v[2], tptr, bufwbits));
Vec4<int> texcolor_br = Vec4<int>::FromRGBA(SampleNearest(texlevel, u[3], v[3], tptr, bufwbits));
// 0x100 causes a slight bias to tl, but without it we'd have to divide by 255 * 255.
Vec4<int> t = texcolor_tl * (0x100 - frac_u) + texcolor_tr * frac_u;
Vec4<int> b = texcolor_bl * (0x100 - frac_u) + texcolor_br * frac_u;
texcolor = (t * (0x100 - frac_v) + b * frac_v) / (256 * 256);
}
Vec4<int> out = GetTextureFunctionOutput(prim_color_rgb, prim_color_a, texcolor);
prim_color_rgb = out.rgb();
prim_color_a = out.a();
}
template <bool clearMode>
void DrawTriangleSlice(
const VertexData& v0, const VertexData& v1, const VertexData& v2,
@ -858,6 +1001,14 @@ void DrawTriangleSlice(
int maxTexLevel = (gstate.texmode >> 16) & 7;
u8 *texptr[8] = {NULL};
int magFilt = (gstate.texfilter>>8) & 1;
if (g_Config.iTexFiltering > 1) {
if (g_Config.iTexFiltering == 2) {
magFilt = 0;
} else if (g_Config.iTexFiltering == 3) {
magFilt = 1;
}
}
if ((gstate.texfilter & 4) == 0) {
// No mipmapping enabled
maxTexLevel = 0;
@ -933,78 +1084,18 @@ void DrawTriangleSlice(
}
if (gstate.isTextureMapEnabled() && !clearMode) {
int u[4] = {0}, v[4] = {0}; // 1.23.8 fixed point
int frac_u, frac_v;
int texlevel = 0;
int magFilt = (gstate.texfilter>>8) & 1;
bool bilinear = magFilt != 0;
// bilinear = false;
if (gstate.isModeThrough()) {
// TODO: Is it really this simple?
float s = ((v0.texturecoords.s() * w0 + v1.texturecoords.s() * w1 + v2.texturecoords.s() * w2) * wsum);
float t = ((v0.texturecoords.t() * w0 + v1.texturecoords.t() * w1 + v2.texturecoords.t() * w2) * wsum);
int u_texel = s * 256;
int v_texel = t * 256;
frac_u = u_texel & 0xff;
frac_v = v_texel & 0xff;
u_texel >>= 8;
v_texel >>= 8;
// we need to compute UV for a quad of pixels together in order to get the mipmap deltas :(
// texlevel = x
if (texlevel > maxTexLevel)
texlevel = maxTexLevel;
GetTexelCoordinatesThrough(texlevel, u_texel, v_texel, u[0], v[0]);
if (bilinear) {
GetTexelCoordinatesThrough(texlevel, u_texel + 1, v_texel, u[1], v[1]);
GetTexelCoordinatesThrough(texlevel, u_texel, v_texel + 1, u[2], v[2]);
GetTexelCoordinatesThrough(texlevel, u_texel + 1, v_texel + 1, u[3], v[3]);
}
ApplyTexturing(prim_color_rgb, prim_color_a, s, t, maxTexLevel, magFilt, texptr, texbufwidthbits);
} else {
float s = 0, t = 0;
GetTextureCoordinates(v0, v1, v2, w0, w1, w2, s, t);
s = s * texScaleU + texOffsetU;
t = t * texScaleV + texOffsetV;
// we need to compute UV for a quad of pixels together in order to get the mipmap deltas :(
// texlevel = x
if (texlevel > maxTexLevel)
texlevel = maxTexLevel;
if (bilinear) {
GetTexelCoordinatesQuad(texlevel, s, t, u, v, frac_u, frac_v);
} else {
GetTexelCoordinates(texlevel, s, t, u[0], v[0]);
}
ApplyTexturing(prim_color_rgb, prim_color_a, s, t, maxTexLevel, magFilt, texptr, texbufwidthbits);
}
Vec4<int> texcolor;
int bufwbits = texbufwidthbits[texlevel];
const u8 *tptr = texptr[texlevel];
if (!bilinear) {
// Nearest filtering only. Round texcoords or just chop bits?
texcolor = Vec4<int>::FromRGBA(SampleNearest(texlevel, u[0], v[0], tptr, bufwbits));
} else {
Vec4<int> texcolor_tl = Vec4<int>::FromRGBA(SampleNearest(texlevel, u[0], v[0], tptr, bufwbits));
Vec4<int> texcolor_tr = Vec4<int>::FromRGBA(SampleNearest(texlevel, u[1], v[1], tptr, bufwbits));
Vec4<int> texcolor_bl = Vec4<int>::FromRGBA(SampleNearest(texlevel, u[2], v[2], tptr, bufwbits));
Vec4<int> texcolor_br = Vec4<int>::FromRGBA(SampleNearest(texlevel, u[3], v[3], tptr, bufwbits));
// 0x100 causes a slight bias to tl, but without it we'd have to divide by 255 * 255.
Vec4<int> t = texcolor_tl * (0x100 - frac_u) + texcolor_tr * frac_u;
Vec4<int> b = texcolor_bl * (0x100 - frac_u) + texcolor_br * frac_u;
texcolor = (t * (0x100 - frac_v) + b * frac_v) / (256 * 256);
}
Vec4<int> out = GetTextureFunctionOutput(prim_color_rgb, prim_color_a, texcolor);
prim_color_rgb = out.rgb();
prim_color_a = out.a();
}
if (!clearMode)
@ -1018,78 +1109,7 @@ void DrawTriangleSlice(
if (!flatZ)
z = (u16)(u32)(((float)v0.screenpos.z * w0 + (float)v1.screenpos.z * w1 + (float)v2.screenpos.z * w2) * wsum);
// Depth range test
// TODO: Clear mode?
if (!gstate.isModeThrough())
if (z < gstate.getDepthRangeMin() || z > gstate.getDepthRangeMax())
continue;
if (gstate.isColorTestEnabled() && !clearMode)
if (!ColorTestPassed(prim_color_rgb))
continue;
// TODO: Does a need to be clamped?
if (gstate.isAlphaTestEnabled() && !clearMode)
if (!AlphaTestPassed(prim_color_a))
continue;
// In clear mode, it uses the alpha color as stencil.
u8 stencil = clearMode ? prim_color_a : GetPixelStencil(p.x, p.y);
// TODO: Is it safe to ignore gstate.isDepthTestEnabled() when clear mode is enabled?
if (!clearMode && (gstate.isStencilTestEnabled() || gstate.isDepthTestEnabled())) {
if (gstate.isStencilTestEnabled() && !StencilTestPassed(stencil)) {
stencil = ApplyStencilOp(gstate.getStencilOpSFail(), p.x, p.y);
SetPixelStencil(p.x, p.y, stencil);
continue;
}
// Also apply depth at the same time. If disabled, same as passing.
if (gstate.isDepthTestEnabled() && !DepthTestPassed(p.x, p.y, z)) {
if (gstate.isStencilTestEnabled()) {
stencil = ApplyStencilOp(gstate.getStencilOpZFail(), p.x, p.y);
SetPixelStencil(p.x, p.y, stencil);
}
continue;
} else if (gstate.isStencilTestEnabled()) {
stencil = ApplyStencilOp(gstate.getStencilOpZPass(), p.x, p.y);
}
if (gstate.isDepthTestEnabled() && gstate.isDepthWriteEnabled()) {
SetPixelDepth(p.x, p.y, z);
}
} else if (clearMode && gstate.isClearModeDepthMask()) {
SetPixelDepth(p.x, p.y, z);
}
if (gstate.isAlphaBlendEnabled() && !clearMode) {
Vec4<int> dst = Vec4<int>::FromRGBA(GetPixelColor(p.x, p.y));
prim_color_rgb = AlphaBlendingResult(prim_color_rgb, prim_color_a, dst);
}
if (gstate.isTextureMapEnabled() && gstate.isColorDoublingEnabled() && !clearMode) {
prim_color_rgb *= 2;
}
if (!clearMode)
prim_color_rgb = prim_color_rgb.Clamp(0, 255);
u32 new_color = Vec4<int>(prim_color_rgb.r(), prim_color_rgb.g(), prim_color_rgb.b(), stencil).ToRGBA();
u32 old_color = GetPixelColor(p.x, p.y);
// TODO: Is alpha blending still performed if logic ops are enabled?
if (gstate.isLogicOpEnabled() && !clearMode) {
// Logic ops don't affect stencil.
new_color = (stencil << 24) | (ApplyLogicOp(gstate.getLogicOp(), old_color, new_color) & 0x00FFFFFF);
}
if (clearMode) {
new_color = (new_color & ~gstate.getClearModeColorMask()) | (old_color & gstate.getClearModeColorMask());
} else {
new_color = (new_color & ~gstate.getColorMask()) | (old_color & gstate.getColorMask());
}
// TODO: Dither before or inside SetPixelColor
SetPixelColor(p.x, p.y, new_color);
DrawSinglePixel<clearMode>(p, z, prim_color_rgb, prim_color_a);
}
}
}
@ -1126,8 +1146,16 @@ void DrawTriangle(const VertexData& v0, const VertexData& v1, const VertexData&
GlobalThreadPool::Loop(std::bind(&DrawTriangleSlice<false>, v0, v1, v2, minX, minY, maxX, maxY, placeholder::_1, placeholder::_2), 0, range);
}
void DrawPixel(ScreenCoords pos, Vec3<int> prim_color_rgb, int prim_color_a, Vec3<int> sec_color) {
// TODO: Texturing, blending etc.
void DrawPoint(const VertexData &v0)
{
ScreenCoords pos = v0.screenpos;
Vec3<int> prim_color_rgb = v0.color0.rgb();
int prim_color_a = v0.color0.a();
Vec3<int> sec_color = v0.color1;
// TODO: UVGenMode?
float s = v0.texturecoords.s();
float t = v0.texturecoords.t();
ScreenCoords scissorTL(TransformUnit::DrawingToScreen(DrawingCoords(gstate.getScissorX1(), gstate.getScissorY1(), 0)));
ScreenCoords scissorBR(TransformUnit::DrawingToScreen(DrawingCoords(gstate.getScissorX2(), gstate.getScissorY2(), 0)));
@ -1136,11 +1164,49 @@ void DrawPixel(ScreenCoords pos, Vec3<int> prim_color_rgb, int prim_color_a, Vec
bool clearMode = gstate.isModeClear();
// TODO: Abstract out texture mapping so we can insert it here. Too big to duplicate.
if (gstate.isColorDoublingEnabled() && !clearMode) {
// TODO: Do we need to clamp here?
prim_color_rgb *= 2;
sec_color *= 2;
if (gstate.isTextureMapEnabled() && !clearMode) {
int texbufwidthbits[8] = {0};
int maxTexLevel = (gstate.texmode >> 16) & 7;
u8 *texptr[8] = {NULL};
int magFilt = (gstate.texfilter>>8) & 1;
if (g_Config.iTexFiltering > 1) {
if (g_Config.iTexFiltering == 2) {
magFilt = 0;
} else if (g_Config.iTexFiltering == 3) {
magFilt = 1;
}
}
if ((gstate.texfilter & 4) == 0) {
// No mipmapping enabled
maxTexLevel = 0;
}
if (gstate.isTextureMapEnabled() && !clearMode) {
// TODO: Always using level 0.
maxTexLevel = 0;
GETextureFormat texfmt = gstate.getTextureFormat();
for (int i = 0; i <= maxTexLevel; i++) {
u32 texaddr = gstate.getTextureAddress(i);
texbufwidthbits[i] = GetTextureBufw(i, texaddr, texfmt) * 8;
texptr[i] = Memory::GetPointer(texaddr);
}
}
if (gstate.isModeThrough()) {
// TODO: Is it really this simple?
ApplyTexturing(prim_color_rgb, prim_color_a, s, t, maxTexLevel, magFilt, texptr, texbufwidthbits);
} else {
float texScaleU = getFloat24(gstate.texscaleu);
float texScaleV = getFloat24(gstate.texscalev);
float texOffsetU = getFloat24(gstate.texoffsetu);
float texOffsetV = getFloat24(gstate.texoffsetv);
s = s * texScaleU + texOffsetU;
t = t * texScaleV + texOffsetV;
ApplyTexturing(prim_color_rgb, prim_color_a, s, t, maxTexLevel, magFilt, texptr, texbufwidthbits);
}
}
if (!clearMode)
@ -1152,77 +1218,11 @@ void DrawPixel(ScreenCoords pos, Vec3<int> prim_color_rgb, int prim_color_a, Vec
DrawingCoords p = TransformUnit::ScreenToDrawing(pprime);
u16 z = pos.z;
// Depth range test
// TODO: Clear mode?
if (!gstate.isModeThrough())
if (z < gstate.getDepthRangeMin() || z > gstate.getDepthRangeMax())
return;
if (gstate.isColorTestEnabled() && !clearMode)
if (!ColorTestPassed(prim_color_rgb))
return;
// TODO: Does a need to be clamped?
if (gstate.isAlphaTestEnabled() && !clearMode)
if (!AlphaTestPassed(prim_color_a))
return;
// In clear mode, it uses the alpha color as stencil.
u8 stencil = clearMode ? prim_color_a : GetPixelStencil(p.x, p.y);
// TODO: Is it safe to ignore gstate.isDepthTestEnabled() when clear mode is enabled?
if (!clearMode && (gstate.isStencilTestEnabled() || gstate.isDepthTestEnabled())) {
if (gstate.isStencilTestEnabled() && !StencilTestPassed(stencil)) {
stencil = ApplyStencilOp(gstate.getStencilOpSFail(), p.x, p.y);
SetPixelStencil(p.x, p.y, stencil);
return;
}
// Also apply depth at the same time. If disabled, same as passing.
if (gstate.isDepthTestEnabled() && !DepthTestPassed(p.x, p.y, z)) {
if (gstate.isStencilTestEnabled()) {
stencil = ApplyStencilOp(gstate.getStencilOpZFail(), p.x, p.y);
SetPixelStencil(p.x, p.y, stencil);
}
return;
} else if (gstate.isStencilTestEnabled()) {
stencil = ApplyStencilOp(gstate.getStencilOpZPass(), p.x, p.y);
}
if (gstate.isDepthTestEnabled() && gstate.isDepthWriteEnabled()) {
SetPixelDepth(p.x, p.y, z);
}
} else if (clearMode && gstate.isClearModeDepthMask()) {
SetPixelDepth(p.x, p.y, z);
}
if (gstate.isAlphaBlendEnabled() && !clearMode) {
Vec4<int> dst = Vec4<int>::FromRGBA(GetPixelColor(p.x, p.y));
prim_color_rgb = AlphaBlendingResult(prim_color_rgb, prim_color_a, dst);
}
if (!clearMode)
prim_color_rgb = prim_color_rgb.Clamp(0, 255);
u32 new_color = Vec4<int>(prim_color_rgb.r(), prim_color_rgb.g(), prim_color_rgb.b(), stencil).ToRGBA();
u32 old_color = GetPixelColor(p.x, p.y);
// TODO: Is alpha blending still performed if logic ops are enabled?
if (gstate.isLogicOpEnabled() && !clearMode) {
// Logic ops don't affect stencil.
new_color = (stencil << 24) | (ApplyLogicOp(gstate.getLogicOp(), old_color, new_color) & 0x00FFFFFF);
}
if (clearMode) {
new_color = (new_color & ~gstate.getClearModeColorMask()) | (old_color & gstate.getClearModeColorMask());
DrawSinglePixel<true>(p, z, prim_color_rgb, prim_color_a);
} else {
new_color = (new_color & ~gstate.getColorMask()) | (old_color & gstate.getColorMask());
DrawSinglePixel<false>(p, z, prim_color_rgb, prim_color_a);
}
SetPixelColor(p.x, p.y, new_color);
}
void DrawPoint(const VertexData &v0)
{
DrawPixel(v0.screenpos, v0.color0.rgb(), v0.color0.a(), v0.color1);
}
void DrawLine(const VertexData &v0, const VertexData &v1)
@ -1245,12 +1245,84 @@ void DrawLine(const VertexData &v0, const VertexData &v1)
float yinc = (float)dy / steps;
float zinc = (float)dz / steps;
ScreenCoords scissorTL(TransformUnit::DrawingToScreen(DrawingCoords(gstate.getScissorX1(), gstate.getScissorY1(), 0)));
ScreenCoords scissorBR(TransformUnit::DrawingToScreen(DrawingCoords(gstate.getScissorX2(), gstate.getScissorY2(), 0)));
bool clearMode = gstate.isModeClear();
int texbufwidthbits[8] = {0};
int maxTexLevel = (gstate.texmode >> 16) & 7;
u8 *texptr[8] = {NULL};
int magFilt = (gstate.texfilter>>8) & 1;
if (g_Config.iTexFiltering > 1) {
if (g_Config.iTexFiltering == 2) {
magFilt = 0;
} else if (g_Config.iTexFiltering == 3) {
magFilt = 1;
}
}
if ((gstate.texfilter & 4) == 0) {
// No mipmapping enabled
maxTexLevel = 0;
}
if (gstate.isTextureMapEnabled() && !clearMode) {
// TODO: Always using level 0.
GETextureFormat texfmt = gstate.getTextureFormat();
for (int i = 0; i <= maxTexLevel; i++) {
u32 texaddr = gstate.getTextureAddress(i);
texbufwidthbits[i] = GetTextureBufw(i, texaddr, texfmt) * 8;
texptr[i] = Memory::GetPointer(texaddr);
}
}
float texScaleU = getFloat24(gstate.texscaleu);
float texScaleV = getFloat24(gstate.texscalev);
float texOffsetU = getFloat24(gstate.texoffsetu);
float texOffsetV = getFloat24(gstate.texoffsetv);
float x = a.x;
float y = a.y;
float z = a.z;
for (; steps >= 0; steps--) {
// TODO: interpolate color and UV over line
DrawPixel(ScreenCoords(x, y, z), v0.color0.rgb(), v0.color0.a(), v0.color1);
for (int i = 0; i <= steps; i++) {
if (x < scissorTL.x || y < scissorTL.y || x >= scissorBR.x || y >= scissorBR.y)
continue;
Vec4<int> c0 = (v0.color0 * (steps - i) + v1.color0 * i) / steps;
Vec3<int> sec_color = (v0.color1 * (steps - i) + v1.color1 * i) / steps;
// TODO: UVGenMode?
Vec2<float> tc = (v0.texturecoords * (float)(steps - i) + v1.texturecoords * (float)i) / steps;
Vec3<int> prim_color_rgb = c0.rgb();
int prim_color_a = c0.a();
float s = tc.s();
float t = tc.t();
if (gstate.isTextureMapEnabled() && !clearMode) {
if (gstate.isModeThrough()) {
// TODO: Is it really this simple?
ApplyTexturing(prim_color_rgb, prim_color_a, s, t, maxTexLevel, magFilt, texptr, texbufwidthbits);
} else {
s = s * texScaleU + texOffsetU;
t = t * texScaleV + texOffsetV;
ApplyTexturing(prim_color_rgb, prim_color_a, s, t, maxTexLevel, magFilt, texptr, texbufwidthbits);
}
}
if (!clearMode)
prim_color_rgb += sec_color;
ScreenCoords pprime = ScreenCoords(x, y, z);
// TODO: Fogging
DrawingCoords p = TransformUnit::ScreenToDrawing(pprime);
if (clearMode) {
DrawSinglePixel<true>(p, z, prim_color_rgb, prim_color_a);
} else {
DrawSinglePixel<false>(p, z, prim_color_rgb, prim_color_a);
}
x = x + xinc;
y = y + yinc;
z = z + zinc;

View File

@ -352,7 +352,7 @@ void TransformUnit::SubmitPrimitive(void* vertices, void* indices, u32 prim_type
}
case GE_PRIM_RECTANGLES:
Clipper::ProcessQuad(data[0], data[1]);
Clipper::ProcessRect(data[0], data[1]);
break;
case GE_PRIM_LINES: