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Merge pull request #907 from Lectem/clamp_to_border
Add GL_CLAMP_TO_BORDER support.
This commit is contained in:
commit
ae7120f5d9
3 changed files with 26 additions and 11 deletions
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@ -114,11 +114,17 @@ struct Regs {
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struct TextureConfig {
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enum WrapMode : u32 {
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ClampToEdge = 0,
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ClampToBorder = 1,
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Repeat = 2,
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MirroredRepeat = 3,
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};
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INSERT_PADDING_WORDS(0x1);
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union {
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BitField< 0, 8, u32> r;
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BitField< 8, 8, u32> g;
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BitField<16, 8, u32> b;
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BitField<24, 8, u32> a;
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} border_color;
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union {
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BitField< 0, 16, u32> height;
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@ -349,6 +349,9 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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val = std::min(val, (int)size - 1);
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return val;
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case Regs::TextureConfig::ClampToBorder:
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return val;
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case Regs::TextureConfig::Repeat:
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return (int)((unsigned)val % size);
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@ -367,6 +370,11 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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}
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};
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if ((texture.config.wrap_s == Regs::TextureConfig::ClampToBorder && (s < 0 || s >= texture.config.width))
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|| (texture.config.wrap_t == Regs::TextureConfig::ClampToBorder && (t < 0 || t >= texture.config.height))) {
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auto border_color = texture.config.border_color;
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texture_color[i] = { border_color.r, border_color.g, border_color.b, border_color.a };
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} else {
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// Textures are laid out from bottom to top, hence we invert the t coordinate.
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// NOTE: This may not be the right place for the inversion.
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// TODO: Check if this applies to ETC textures, too.
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@ -379,6 +387,7 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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texture_color[i] = DebugUtils::LookupTexture(texture_data, s, t, info);
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DebugUtils::DumpTexture(texture.config, texture_data);
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}
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}
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// Texture environment - consists of 6 stages of color and alpha combining.
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//
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@ -15,7 +15,7 @@ namespace PicaToGL {
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inline GLenum WrapMode(Pica::Regs::TextureConfig::WrapMode mode) {
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static const GLenum wrap_mode_table[] = {
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GL_CLAMP_TO_EDGE, // WrapMode::ClampToEdge
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0, // Unknown
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GL_CLAMP_TO_BORDER,// WrapMode::ClampToBorder
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GL_REPEAT, // WrapMode::Repeat
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GL_MIRRORED_REPEAT // WrapMode::MirroredRepeat
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};
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