Pica/Rasterizer: Add texturing support.
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		@@ -387,23 +387,7 @@ void DumpTexture(const Pica::Regs::TextureConfig& texture_config, u8* data) {
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    buf = new u8[row_stride * texture_config.height];
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    for (int y = 0; y < texture_config.height; ++y) {
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        for (int x = 0; x < texture_config.width; ++x) {
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            // Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
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            // of which is composed of four 2x2 subtiles each of which is composed of four texels.
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            // Each structure is embedded into the next-bigger one in a diagonal pattern, e.g.
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            // texels are laid out in a 2x2 subtile like this:
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            // 2 3
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            // 0 1
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            //
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            // The full 8x8 tile has the texels arranged like this:
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            //
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            // 42 43 46 47 58 59 62 63
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            // 40 41 44 45 56 57 60 61
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            // 34 35 38 39 50 51 54 55
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            // 32 33 36 37 48 49 52 53
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            // 10 11 14 15 26 27 30 31
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            // 08 09 12 13 24 25 28 29
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            // 02 03 06 07 18 19 22 23
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            // 00 01 04 05 16 17 20 21
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            // Cf. rasterizer code for an explanation of this algorithm.
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            int texel_index_within_tile = 0;
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            for (int block_size_index = 0; block_size_index < 3; ++block_size_index) {
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                int sub_tile_width = 1 << block_size_index;
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@@ -95,7 +95,7 @@ struct Regs {
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        BitField<16, 16, u32> y;
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    } viewport_corner;
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    INSERT_PADDING_WORDS(0x18);
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    INSERT_PADDING_WORDS(0x17);
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    struct TextureConfig {
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        INSERT_PADDING_WORDS(0x1);
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@@ -130,6 +130,7 @@ struct Regs {
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        // Seems like they are luminance formats and compressed textures.
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    };
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    BitField<0, 1, u32> texturing_enable;
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    TextureConfig texture0;
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    INSERT_PADDING_WORDS(0x8);
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    BitField<0, 4, TextureFormat> texture0_format;
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@@ -533,6 +534,7 @@ struct Regs {
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        ADD_FIELD(viewport_depth_range);
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        ADD_FIELD(viewport_depth_far_plane);
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        ADD_FIELD(viewport_corner);
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        ADD_FIELD(texturing_enable);
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        ADD_FIELD(texture0);
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        ADD_FIELD(texture0_format);
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        ADD_FIELD(tev_stage0);
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@@ -598,6 +600,7 @@ ASSERT_REG_POSITION(viewport_depth_far_plane, 0x4e);
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ASSERT_REG_POSITION(vs_output_attributes[0], 0x50);
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ASSERT_REG_POSITION(vs_output_attributes[1], 0x51);
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ASSERT_REG_POSITION(viewport_corner, 0x68);
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ASSERT_REG_POSITION(texturing_enable, 0x80);
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ASSERT_REG_POSITION(texture0, 0x81);
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ASSERT_REG_POSITION(texture0_format, 0x8e);
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ASSERT_REG_POSITION(tev_stage0, 0xc0);
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@@ -11,6 +11,8 @@
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#include "rasterizer.h"
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#include "vertex_shader.h"
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#include "debug_utils/debug_utils.h"
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namespace Pica {
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namespace Rasterizer {
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@@ -165,6 +167,62 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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                (u8)(GetInterpolatedAttribute(v0.color.a(), v1.color.a(), v2.color.a()).ToFloat32() * 255)
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            };
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            Math::Vec4<u8> texture_color{};
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            float24 u = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u());
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            float24 v = GetInterpolatedAttribute(v0.tc0.v(), v1.tc0.v(), v2.tc0.v());
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            if (registers.texturing_enable) {
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                // Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
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                // of which is composed of four 2x2 subtiles each of which is composed of four texels.
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                // Each structure is embedded into the next-bigger one in a diagonal pattern, e.g.
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                // texels are laid out in a 2x2 subtile like this:
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                // 2 3
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                // 0 1
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                //
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                // The full 8x8 tile has the texels arranged like this:
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                //
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                // 42 43 46 47 58 59 62 63
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                // 40 41 44 45 56 57 60 61
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                // 34 35 38 39 50 51 54 55
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                // 32 33 36 37 48 49 52 53
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                // 10 11 14 15 26 27 30 31
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                // 08 09 12 13 24 25 28 29
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                // 02 03 06 07 18 19 22 23
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                // 00 01 04 05 16 17 20 21
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                // TODO: This is currently hardcoded for RGB8
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                u32* texture_data = (u32*)Memory::GetPointer(registers.texture0.GetPhysicalAddress());
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                // TODO(neobrain): Not sure if this swizzling pattern is used for all textures.
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                // To be flexible in case different but similar patterns are used, we keep this
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                // somewhat inefficient code around for now.
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                int s = (int)(u * float24::FromFloat32(registers.texture0.width)).ToFloat32();
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                int t = (int)(v * float24::FromFloat32(registers.texture0.height)).ToFloat32();
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                int texel_index_within_tile = 0;
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                for (int block_size_index = 0; block_size_index < 3; ++block_size_index) {
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                    int sub_tile_width = 1 << block_size_index;
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                    int sub_tile_height = 1 << block_size_index;
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                    int sub_tile_index = (s & sub_tile_width) << block_size_index;
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                    sub_tile_index += 2 * ((t & sub_tile_height) << block_size_index);
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                    texel_index_within_tile += sub_tile_index;
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                }
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                const int block_width = 8;
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                const int block_height = 8;
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                int coarse_s = (s / block_width) * block_width;
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                int coarse_t = (t / block_height) * block_height;
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                const int row_stride = registers.texture0.width * 3;
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                u8* source_ptr = (u8*)texture_data + coarse_s * block_height * 3 + coarse_t * row_stride + texel_index_within_tile * 3;
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                texture_color.r() = source_ptr[2];
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                texture_color.g() = source_ptr[1];
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                texture_color.b() = source_ptr[0];
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                texture_color.a() = 0xFF;
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                DebugUtils::DumpTexture(registers.texture0, (u8*)texture_data);
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            }
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            // Texture environment - consists of 6 stages of color and alpha combining.
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            //
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            // Color combiners take three input color values from some source (e.g. interpolated
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@@ -184,6 +242,9 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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                    case Source::PrimaryColor:
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                        return primary_color.rgb();
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                    case Source::Texture0:
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                        return texture_color.rgb();
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                    case Source::Constant:
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                        return {tev_stage.const_r, tev_stage.const_g, tev_stage.const_b};
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@@ -201,6 +262,9 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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                    case Source::PrimaryColor:
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                        return primary_color.a();
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                    case Source::Texture0:
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                        return texture_color.a();
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                    case Source::Constant:
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                        return tev_stage.const_a;
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