Rasterizer: Implement texture type 3
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@ -442,8 +442,33 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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DEBUG_ASSERT(0 != texture.config.address);
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int s = (int)(uv[i].u() * float24::FromFloat32(static_cast<float>(texture.config.width))).ToFloat32();
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int t = (int)(uv[i].v() * float24::FromFloat32(static_cast<float>(texture.config.height))).ToFloat32();
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float24 u = uv[i].u();
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float24 v = uv[i].v();
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// Only unit 0 respects the texturing type (according to 3DBrew)
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// TODO: Refactor so cubemaps and shadowmaps can be handled
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if (i == 0) {
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switch(texture.config.type) {
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case Regs::TextureConfig::Texture2D:
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break;
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case Regs::TextureConfig::Projection2D: {
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auto tc0_w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w);
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u /= tc0_w;
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v /= tc0_w;
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break;
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}
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default:
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// TODO: Change to LOG_ERROR when more types are handled.
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LOG_DEBUG(HW_GPU, "Unhandled texture type %x", (int)texture.config.type);
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UNIMPLEMENTED();
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break;
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}
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}
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int s = (int)(u * float24::FromFloat32(static_cast<float>(texture.config.width))).ToFloat32();
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int t = (int)(v * float24::FromFloat32(static_cast<float>(texture.config.height))).ToFloat32();
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static auto GetWrappedTexCoord = [](Regs::TextureConfig::WrapMode mode, int val, unsigned size) {
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switch (mode) {
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case Regs::TextureConfig::ClampToEdge:
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