adjust texture swizzle

This commit is contained in:
Samuliak 2024-08-29 08:47:22 +02:00
parent 64610c161f
commit b011d756ee

View File

@ -3,6 +3,56 @@
#include "Cafe/HW/Latte/Renderer/Metal/MetalRenderer.h"
#include "Cafe/HW/Latte/Renderer/Metal/LatteToMtl.h"
uint32 LatteTextureMtl_AdjustTextureCompSel(Latte::E_GX2SURFFMT format, uint32 compSel)
{
switch (format)
{
case Latte::E_GX2SURFFMT::R8_UNORM: // R8 is replicated on all channels (while OpenGL would return 1.0 for BGA instead)
case Latte::E_GX2SURFFMT::R8_SNORM: // probably the same as _UNORM, but needs testing
if (compSel >= 1 && compSel <= 3)
compSel = 0;
break;
case Latte::E_GX2SURFFMT::A1_B5_G5_R5_UNORM: // order of components is reversed (RGBA -> ABGR)
if (compSel >= 0 && compSel <= 3)
compSel = 3 - compSel;
break;
case Latte::E_GX2SURFFMT::BC4_UNORM:
case Latte::E_GX2SURFFMT::BC4_SNORM:
if (compSel >= 1 && compSel <= 3)
compSel = 0;
break;
case Latte::E_GX2SURFFMT::BC5_UNORM:
case Latte::E_GX2SURFFMT::BC5_SNORM:
// RG maps to RG
// B maps to ?
// A maps to G (guessed)
if (compSel == 3)
compSel = 1; // read Alpha as Green
break;
case Latte::E_GX2SURFFMT::A2_B10_G10_R10_UNORM:
// reverse components (Wii U: ABGR, OpenGL: RGBA)
// used in Resident Evil Revelations
if (compSel >= 0 && compSel <= 3)
compSel = 3 - compSel;
break;
case Latte::E_GX2SURFFMT::X24_G8_UINT:
// map everything to alpha?
if (compSel >= 0 && compSel <= 3)
compSel = 3;
break;
case Latte::E_GX2SURFFMT::R4_G4_UNORM:
// red and green swapped
if (compSel == 0)
compSel = 1;
else if (compSel == 1)
compSel = 0;
break;
default:
break;
}
return compSel;
}
LatteTextureViewMtl::LatteTextureViewMtl(MetalRenderer* mtlRenderer, LatteTextureMtl* texture, Latte::E_DIM dim, Latte::E_GX2SURFFMT format, sint32 firstMip, sint32 mipCount, sint32 firstSlice, sint32 sliceCount)
: LatteTextureView(texture, firstMip, mipCount, firstSlice, sliceCount, dim, format), m_mtlr(mtlRenderer), m_baseTexture(texture)
{
@ -74,7 +124,10 @@ MTL::Texture* LatteTextureViewMtl::CreateSwizzledView(uint32 gpuSamplerSwizzle)
uint32 compSelG = (gpuSamplerSwizzle >> 19) & 0x7;
uint32 compSelB = (gpuSamplerSwizzle >> 22) & 0x7;
uint32 compSelA = (gpuSamplerSwizzle >> 25) & 0x7;
// TODO: adjust
compSelR = LatteTextureMtl_AdjustTextureCompSel(format, compSelR);
compSelG = LatteTextureMtl_AdjustTextureCompSel(format, compSelG);
compSelB = LatteTextureMtl_AdjustTextureCompSel(format, compSelB);
compSelA = LatteTextureMtl_AdjustTextureCompSel(format, compSelA);
MTL::TextureType textureType;
switch (dim)