Added GL_CLAMP_TO_BORDER support

This commit is contained in:
Lectem 2015-07-07 23:36:06 +02:00
parent 0ef3f12c71
commit 58d1c6398e
3 changed files with 26 additions and 11 deletions

View file

@ -349,6 +349,9 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
val = std::min(val, (int)size - 1);
return val;
case Regs::TextureConfig::ClampToBorder:
return val;
case Regs::TextureConfig::Repeat:
return (int)((unsigned)val % size);
@ -367,17 +370,23 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
}
};
// Textures are laid out from bottom to top, hence we invert the t coordinate.
// NOTE: This may not be the right place for the inversion.
// TODO: Check if this applies to ETC textures, too.
s = GetWrappedTexCoord(texture.config.wrap_s, s, texture.config.width);
t = texture.config.height - 1 - GetWrappedTexCoord(texture.config.wrap_t, t, texture.config.height);
if ((texture.config.wrap_s == Regs::TextureConfig::ClampToBorder && (s < 0 || s >= texture.config.width))
|| (texture.config.wrap_t == Regs::TextureConfig::ClampToBorder && (t < 0 || t >= texture.config.height))) {
auto border_color = texture.config.border_color;
texture_color[i] = { border_color.r, border_color.g, border_color.b, border_color.a };
} else {
// Textures are laid out from bottom to top, hence we invert the t coordinate.
// NOTE: This may not be the right place for the inversion.
// TODO: Check if this applies to ETC textures, too.
s = GetWrappedTexCoord(texture.config.wrap_s, s, texture.config.width);
t = texture.config.height - 1 - GetWrappedTexCoord(texture.config.wrap_t, t, texture.config.height);
u8* texture_data = Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress());
auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format);
u8* texture_data = Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress());
auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format);
texture_color[i] = DebugUtils::LookupTexture(texture_data, s, t, info);
DebugUtils::DumpTexture(texture.config, texture_data);
texture_color[i] = DebugUtils::LookupTexture(texture_data, s, t, info);
DebugUtils::DumpTexture(texture.config, texture_data);
}
}
// Texture environment - consists of 6 stages of color and alpha combining.