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	pica/rasterizer: implement/stub texture wrap mode 4-7
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		@@ -30,10 +30,10 @@ struct TexturingRegs {
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            Repeat = 2,
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            MirroredRepeat = 3,
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            // Mode 4-7 produces some weird result and may be just invalid:
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            // 4: Positive coord: clamp to edge; negative coord: repeat
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            // 5: Positive coord: clamp to border; negative coord: repeat
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            // 6: Repeat
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            // 7: Repeat
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            ClampToEdge2 = 4,   // Positive coord: clamp to edge; negative coord: repeat
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            ClampToBorder2 = 5, // Positive coord: clamp to border; negative coord: repeat
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            Repeat2 = 6,        // Same as Repeat
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            Repeat3 = 7,        // Same as Repeat
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        };
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        enum TextureFilter : u32 {
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@@ -55,6 +55,12 @@ inline GLenum WrapMode(Pica::TexturingRegs::TextureConfig::WrapMode mode) {
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        GL_CLAMP_TO_BORDER, // WrapMode::ClampToBorder
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        GL_REPEAT,          // WrapMode::Repeat
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        GL_MIRRORED_REPEAT, // WrapMode::MirroredRepeat
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        // TODO(wwylele): ClampToEdge2 and ClampToBorder2 are not properly implemented here. See the
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        // comments in enum WrapMode.
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        GL_CLAMP_TO_EDGE,   // WrapMode::ClampToEdge2
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        GL_CLAMP_TO_BORDER, // WrapMode::ClampToBorder2
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        GL_REPEAT,          // WrapMode::Repeat2
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        GL_REPEAT,          // WrapMode::Repeat3
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    };
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    // Range check table for input
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@@ -65,6 +71,13 @@ inline GLenum WrapMode(Pica::TexturingRegs::TextureConfig::WrapMode mode) {
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        return GL_CLAMP_TO_EDGE;
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    }
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    if (static_cast<u32>(mode) > 3) {
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        // It is still unclear whether mode 4-7 are valid, so log it if a game uses them.
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        // TODO(wwylele): telemetry should be added here so we can collect more info about which
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        // game uses this.
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        LOG_WARNING(Render_OpenGL, "Using texture wrap mode %u", static_cast<u32>(mode));
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    }
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    GLenum gl_mode = wrap_mode_table[mode];
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    // Check for dummy values indicating an unknown mode
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@@ -307,10 +307,22 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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                int t = (int)(v * float24::FromFloat32(static_cast<float>(texture.config.height)))
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                            .ToFloat32();
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                if ((texture.config.wrap_s == TexturingRegs::TextureConfig::ClampToBorder &&
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                     (s < 0 || static_cast<u32>(s) >= texture.config.width)) ||
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                    (texture.config.wrap_t == TexturingRegs::TextureConfig::ClampToBorder &&
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                     (t < 0 || static_cast<u32>(t) >= texture.config.height))) {
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                bool use_border_s = false;
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                bool use_border_t = false;
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                if (texture.config.wrap_s == TexturingRegs::TextureConfig::ClampToBorder) {
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                    use_border_s = s < 0 || s >= static_cast<int>(texture.config.width);
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                } else if (texture.config.wrap_s == TexturingRegs::TextureConfig::ClampToBorder2) {
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                    use_border_s = s >= static_cast<int>(texture.config.width);
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                }
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                if (texture.config.wrap_t == TexturingRegs::TextureConfig::ClampToBorder) {
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                    use_border_t = t < 0 || t >= static_cast<int>(texture.config.height);
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                } else if (texture.config.wrap_t == TexturingRegs::TextureConfig::ClampToBorder2) {
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                    use_border_t = t >= static_cast<int>(texture.config.height);
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                }
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                if (use_border_s || use_border_t) {
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                    auto border_color = texture.config.border_color;
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                    texture_color[i] = {border_color.r, border_color.g, border_color.b,
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                                        border_color.a};
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@@ -18,22 +18,33 @@ using TevStageConfig = TexturingRegs::TevStageConfig;
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int GetWrappedTexCoord(TexturingRegs::TextureConfig::WrapMode mode, int val, unsigned size) {
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    switch (mode) {
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    case TexturingRegs::TextureConfig::ClampToEdge2:
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        // For negative coordinate, ClampToEdge2 behaves the same as Repeat
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        if (val < 0) {
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            return static_cast<int>(static_cast<unsigned>(val) % size);
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        }
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    // [[fallthrough]]
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    case TexturingRegs::TextureConfig::ClampToEdge:
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        val = std::max(val, 0);
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        val = std::min(val, (int)size - 1);
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        val = std::min(val, static_cast<int>(size) - 1);
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        return val;
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    case TexturingRegs::TextureConfig::ClampToBorder:
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        return val;
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    case TexturingRegs::TextureConfig::ClampToBorder2:
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    // For ClampToBorder2, the case of positive coordinate beyond the texture size is already
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    // handled outside. Here we only handle the negative coordinate in the same way as Repeat.
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    case TexturingRegs::TextureConfig::Repeat2:
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    case TexturingRegs::TextureConfig::Repeat3:
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    case TexturingRegs::TextureConfig::Repeat:
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        return (int)((unsigned)val % size);
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        return static_cast<int>(static_cast<unsigned>(val) % size);
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    case TexturingRegs::TextureConfig::MirroredRepeat: {
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        unsigned int coord = ((unsigned)val % (2 * size));
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        unsigned int coord = (static_cast<unsigned>(val) % (2 * size));
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        if (coord >= size)
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            coord = 2 * size - 1 - coord;
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        return (int)coord;
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        return static_cast<int>(coord);
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    }
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    default:
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