SoftGPU: Implement simple mipmapping for lines.

Mostly so the min/mag filter is correct.
This commit is contained in:
Unknown W. Brackets 2017-05-14 15:22:34 -07:00
parent a95170d789
commit 5c9d223e32

View file

@ -1198,12 +1198,9 @@ static int TexLog2(float delta) {
return useful - 127 * 256;
}
static inline void ApplyTexturing(Vec4<int> *prim_color, const Vec4<float> &s, const Vec4<float> &t, int maxTexLevel, u8 *texptr[], int texbufwidthbytes[]) {
int width = gstate.getTextureWidth(0);
int height = gstate.getTextureHeight(0);
float ds = s[1] - s[0];
float dt = t[2] - t[0];
static inline void CalculateSamplingParams(const float ds, const float dt, const int maxTexLevel, int &level, int &levelFrac, int &filt) {
const int width = gstate.getTextureWidth(0);
const int height = gstate.getTextureHeight(0);
// With 8 bits of fraction (because texslope can be fairly precise.)
int detail;
@ -1229,8 +1226,6 @@ static inline void ApplyTexturing(Vec4<int> *prim_color, const Vec4<float> &s, c
int mipFilt = (gstate.texfilter >> 1) & 1;
int magFilt = (gstate.texfilter >> 8) & 1;
int level = 0;
int levelFrac = 0;
if (detail > 0 && maxTexLevel > 0) {
int level8 = std::min(detail, maxTexLevel * 256);
if (!mipFilt) {
@ -1239,13 +1234,31 @@ static inline void ApplyTexturing(Vec4<int> *prim_color, const Vec4<float> &s, c
}
level = level8 >> 8;
levelFrac = mipFilt ? level8 & 0xFF : 0;
} else {
level = 0;
levelFrac = 0;
}
int filt = detail > 0 ? minFilt : magFilt;
if (g_Config.iTexFiltering == 3) {
filt = 1;
} else if (g_Config.iTexFiltering == 2) {
filt = 0;
} else {
filt = detail > 0 ? minFilt : magFilt;
}
}
static inline void ApplyTexturing(Vec4<int> *prim_color, const Vec4<float> &s, const Vec4<float> &t, int maxTexLevel, u8 *texptr[], int texbufwidthbytes[]) {
int width = gstate.getTextureWidth(0);
int height = gstate.getTextureHeight(0);
float ds = s[1] - s[0];
float dt = t[2] - t[0];
int level;
int levelFrac;
int filt;
CalculateSamplingParams(ds, dt, maxTexLevel, level, levelFrac, filt);
for (int i = 0; i < 4; ++i) {
ApplyTexturing(prim_color[i], s[i], t[i], level, levelFrac, filt, texptr, texbufwidthbytes);
@ -1628,21 +1641,12 @@ void DrawLine(const VertexData &v0, const VertexData &v1)
int maxTexLevel = gstate.getTextureMaxLevel();
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 || !g_Config.bMipMap) {
// 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);
@ -1668,25 +1672,35 @@ void DrawLine(const VertexData &v0, const VertexData &v1)
sec_color = v1.color1;
}
// TODO: UVGenMode?
Vec2<float> tc = (v0.texturecoords * (float)(steps - i) + v1.texturecoords * (float)i) / steps1;
u8 fog = 255;
if (gstate.isFogEnabled() && !clearMode) {
fog = ClampFogDepth((v0.fogdepth * (float)(steps - i) + v1.fogdepth * (float)i) / steps1);
}
float s = tc.s();
float t = tc.t();
if (gstate.isTextureMapEnabled() && !clearMode) {
// TODO: UVGenMode?
Vec2<float> tc = (v0.texturecoords * (float)(steps - i) + v1.texturecoords * (float)i) / steps1;
Vec2<float> tc1 = (v0.texturecoords * (float)(steps - i - 1) + v1.texturecoords * (float)(i + 1)) / steps1;
float s = tc.s(), s1 = tc1.s();
float t = tc.t(), t1 = tc1.t();
if (gstate.isModeThrough()) {
s *= 1.0f / (float)gstate.getTextureWidth(0);
s1 *= 1.0f / (float)gstate.getTextureWidth(0);
t *= 1.0f / (float)gstate.getTextureHeight(0);
t1 *= 1.0f / (float)gstate.getTextureHeight(0);
}
// TODO: ds/dt.
ApplyTexturing(prim_color, s, t, 0, 0, magFilt, texptr, texbufwidthbytes);
// If inc is 0, force the delta to zero.
float ds = xinc == 0.0f ? 0.0f : (s1 - s) * 16.0f * (1.0f / xinc);
float dt = yinc == 0.0f ? 0.0f : (t1 - t) * 16.0f * (1.0f / yinc);
int texLevel;
int texLevelFrac;
int texFilt;
CalculateSamplingParams(ds, dt, maxTexLevel, texLevel, texLevelFrac, texFilt);
ApplyTexturing(prim_color, s, t, texLevel, texLevelFrac, texFilt, texptr, texbufwidthbytes);
}
if (!clearMode)