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tev: Use primary color for previous source in first stage (#6921)
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04aeecabcf
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@ -1485,7 +1485,7 @@ vec4 secondary_fragment_color = vec4(0.0);
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out += "vec4 combiner_buffer = vec4(0.0);\n"
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out += "vec4 combiner_buffer = vec4(0.0);\n"
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"vec4 next_combiner_buffer = tev_combiner_buffer_color;\n"
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"vec4 next_combiner_buffer = tev_combiner_buffer_color;\n"
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"vec4 last_tex_env_out = vec4(0.0);\n";
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"vec4 last_tex_env_out = rounded_primary_color;\n";
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for (std::size_t index = 0; index < state.tev_stages.size(); ++index) {
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for (std::size_t index = 0; index < state.tev_stages.size(); ++index) {
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WriteTevStage(out, config, static_cast<u32>(index));
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WriteTevStage(out, config, static_cast<u32>(index));
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@ -422,8 +422,8 @@ void RasterizerSoftware::ProcessTriangle(const Vertex& v0, const Vertex& v1, con
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}
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}
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// Write the TEV stages.
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// Write the TEV stages.
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WriteTevConfig(texture_color, tev_stages, primary_color, primary_fragment_color,
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auto combiner_output = WriteTevConfig(texture_color, tev_stages, primary_color,
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secondary_fragment_color);
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primary_fragment_color, secondary_fragment_color);
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const auto& output_merger = regs.framebuffer.output_merger;
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const auto& output_merger = regs.framebuffer.output_merger;
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if (output_merger.fragment_operation_mode ==
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if (output_merger.fragment_operation_mode ==
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@ -663,7 +663,7 @@ Common::Vec4<u8> RasterizerSoftware::PixelColor(u16 x, u16 y,
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return result;
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return result;
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}
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}
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void RasterizerSoftware::WriteTevConfig(
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Common::Vec4<u8> RasterizerSoftware::WriteTevConfig(
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std::span<const Common::Vec4<u8>, 4> texture_color,
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std::span<const Common::Vec4<u8>, 4> texture_color,
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std::span<const Pica::TexturingRegs::TevStageConfig, 6> tev_stages,
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std::span<const Pica::TexturingRegs::TevStageConfig, 6> tev_stages,
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Common::Vec4<u8> primary_color, Common::Vec4<u8> primary_fragment_color,
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Common::Vec4<u8> primary_color, Common::Vec4<u8> primary_fragment_color,
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@ -676,6 +676,7 @@ void RasterizerSoftware::WriteTevConfig(
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* with some basic arithmetic. Alpha combiners can be configured separately but work
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* with some basic arithmetic. Alpha combiners can be configured separately but work
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* analogously.
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* analogously.
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**/
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**/
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Common::Vec4<u8> combiner_output = primary_color;
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Common::Vec4<u8> combiner_buffer = {0, 0, 0, 0};
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Common::Vec4<u8> combiner_buffer = {0, 0, 0, 0};
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Common::Vec4<u8> next_combiner_buffer =
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Common::Vec4<u8> next_combiner_buffer =
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Common::MakeVec(regs.texturing.tev_combiner_buffer_color.r.Value(),
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Common::MakeVec(regs.texturing.tev_combiner_buffer_color.r.Value(),
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@ -766,6 +767,8 @@ void RasterizerSoftware::WriteTevConfig(
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next_combiner_buffer.a() = combiner_output.a();
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next_combiner_buffer.a() = combiner_output.a();
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}
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}
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}
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}
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return combiner_output;
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}
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}
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void RasterizerSoftware::WriteFog(Common::Vec4<u8>& combiner_output, float depth) const {
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void RasterizerSoftware::WriteFog(Common::Vec4<u8>& combiner_output, float depth) const {
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@ -55,10 +55,11 @@ private:
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Common::Vec4<u8> PixelColor(u16 x, u16 y, Common::Vec4<u8>& combiner_output) const;
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Common::Vec4<u8> PixelColor(u16 x, u16 y, Common::Vec4<u8>& combiner_output) const;
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/// Emulates the TEV configuration and returns the combiner output.
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/// Emulates the TEV configuration and returns the combiner output.
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void WriteTevConfig(std::span<const Common::Vec4<u8>, 4> texture_color,
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Common::Vec4<u8> WriteTevConfig(
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std::span<const Pica::TexturingRegs::TevStageConfig, 6> tev_stages,
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std::span<const Common::Vec4<u8>, 4> texture_color,
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Common::Vec4<u8> primary_color, Common::Vec4<u8> primary_fragment_color,
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std::span<const Pica::TexturingRegs::TevStageConfig, 6> tev_stages,
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Common::Vec4<u8> secondary_fragment_color);
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Common::Vec4<u8> primary_color, Common::Vec4<u8> primary_fragment_color,
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Common::Vec4<u8> secondary_fragment_color);
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/// Blends fog to the combiner output if enabled.
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/// Blends fog to the combiner output if enabled.
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void WriteFog(Common::Vec4<u8>& combiner_output, float depth) const;
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void WriteFog(Common::Vec4<u8>& combiner_output, float depth) const;
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@ -74,9 +75,6 @@ private:
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Pica::State& state;
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Pica::State& state;
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const Pica::Regs& regs;
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const Pica::Regs& regs;
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Framebuffer fb;
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Framebuffer fb;
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// Kirby Blowout Blast relies on the combiner output of a previous draw
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// in order to render the sky correctly.
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Common::Vec4<u8> combiner_output{};
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};
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};
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} // namespace SwRenderer
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} // namespace SwRenderer
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@ -1527,7 +1527,7 @@ vec4 secondary_fragment_color = vec4(0.0);
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out += "vec4 combiner_buffer = vec4(0.0);\n"
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out += "vec4 combiner_buffer = vec4(0.0);\n"
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"vec4 next_combiner_buffer = tev_combiner_buffer_color;\n"
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"vec4 next_combiner_buffer = tev_combiner_buffer_color;\n"
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"vec4 last_tex_env_out = vec4(0.0);\n";
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"vec4 last_tex_env_out = rounded_primary_color;\n";
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out += "vec3 color_results_1 = vec3(0.0);\n"
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out += "vec3 color_results_1 = vec3(0.0);\n"
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"vec3 color_results_2 = vec3(0.0);\n"
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"vec3 color_results_2 = vec3(0.0);\n"
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