cell: more multi-texture fixes (mostly working now)
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8bef18f47b
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bccd3f138c
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@ -319,10 +319,10 @@ cmd_state_sampler(const struct cell_command_sampler *sampler)
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spu.init.id, sampler->unit);
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spu.sampler[sampler->unit] = sampler->state;
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if (spu.sampler[0].min_img_filter == PIPE_TEX_FILTER_LINEAR)
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spu.sample_texture = sample_texture_bilinear;
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if (spu.sampler[sampler->unit].min_img_filter == PIPE_TEX_FILTER_LINEAR)
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spu.sample_texture[sampler->unit] = sample_texture_bilinear;
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else
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spu.sample_texture = sample_texture_nearest;
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spu.sample_texture[sampler->unit] = sample_texture_nearest;
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}
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@ -85,6 +85,8 @@ typedef struct spu_blend_results (*logicop_func)(
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qword frag_mask);
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typedef vector float (*sample_texture_func)(uint unit, vector float texcoord);
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struct spu_framebuffer {
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void *color_start; /**< addr of color surface in main memory */
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void *depth_start; /**< addr of depth surface in main memory */
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@ -152,7 +154,7 @@ struct spu_global
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/** for converting RGBA to PIPE_FORMAT_x colors */
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vector unsigned char color_shuffle;
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vector float (*sample_texture)(uint unit, vector float texcoord);
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sample_texture_func sample_texture[CELL_MAX_SAMPLERS];
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} ALIGN16_ATTRIB;
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@ -68,9 +68,8 @@ get_texel(uint unit, vec_uint4 coordinate)
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static void
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get_four_texels(vec_uint4 x, vec_uint4 y, vec_uint4 *texels)
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get_four_texels(uint unit, vec_uint4 x, vec_uint4 y, vec_uint4 *texels)
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{
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const uint unit = 0;
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const unsigned texture_ea = (uintptr_t) spu.texture[unit].start;
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vec_uint4 tile_x = spu_rlmask(x, -5);
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vec_uint4 tile_y = spu_rlmask(y, -5);
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@ -136,7 +135,7 @@ sample_texture_bilinear(uint unit, vector float texcoord)
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x = spu_and(x, spu.texture[unit].tex_size_x_mask);
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y = spu_and(y, spu.texture[unit].tex_size_y_mask);
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get_four_texels(x, y, texels);
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get_four_texels(unit, x, y, texels);
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vector float texel00 = spu_unpack_A8R8G8B8(spu_extract(texels[0], 0));
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vector float texel01 = spu_unpack_A8R8G8B8(spu_extract(texels[1], 0));
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@ -316,13 +316,13 @@ emit_quad( int x, int y, mask_t mask )
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eval_coeff(2, (float) x, (float) y, texcoords);
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if (spu_extract(mask, 0))
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colors[0] = spu.sample_texture(unit, texcoords[0]);
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colors[0] = spu.sample_texture[unit](unit, texcoords[0]);
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if (spu_extract(mask, 1))
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colors[1] = spu.sample_texture(unit, texcoords[1]);
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colors[1] = spu.sample_texture[unit](unit, texcoords[1]);
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if (spu_extract(mask, 2))
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colors[2] = spu.sample_texture(unit, texcoords[2]);
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colors[2] = spu.sample_texture[unit](unit, texcoords[2]);
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if (spu_extract(mask, 3))
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colors[3] = spu.sample_texture(unit, texcoords[3]);
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colors[3] = spu.sample_texture[unit](unit, texcoords[3]);
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if (spu.texture[1].start) {
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@ -330,16 +330,16 @@ emit_quad( int x, int y, mask_t mask )
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const uint unit = 1;
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vector float colors1[4];
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eval_coeff(3, (float) x, (float) y, texcoords);
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eval_coeff(2, (float) x, (float) y, texcoords);
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if (spu_extract(mask, 0))
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colors1[0] = spu.sample_texture(unit, texcoords[0]);
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colors1[0] = spu.sample_texture[unit](unit, texcoords[0]);
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if (spu_extract(mask, 1))
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colors1[1] = spu.sample_texture(unit, texcoords[1]);
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colors1[1] = spu.sample_texture[unit](unit, texcoords[1]);
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if (spu_extract(mask, 2))
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colors1[2] = spu.sample_texture(unit, texcoords[2]);
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colors1[2] = spu.sample_texture[unit](unit, texcoords[2]);
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if (spu_extract(mask, 3))
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colors1[3] = spu.sample_texture(unit, texcoords[3]);
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colors1[3] = spu.sample_texture[unit](unit, texcoords[3]);
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/* hack: modulate first texture by second */
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colors[0] = spu_mul(colors[0], colors1[0]);
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