mirror of
https://github.com/Lime3DS/Lime3DS
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759 lines
33 KiB
C++
759 lines
33 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <array>
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#include <cmath>
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#include "common/assert.h"
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#include "common/bit_field.h"
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#include "common/color.h"
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#include "common/common_types.h"
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#include "common/logging/log.h"
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#include "common/math_util.h"
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#include "common/microprofile.h"
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#include "common/vector_math.h"
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#include "core/hw/gpu.h"
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#include "core/memory.h"
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#include "video_core/debug_utils/debug_utils.h"
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#include "video_core/pica_state.h"
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#include "video_core/pica_types.h"
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#include "video_core/regs_framebuffer.h"
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#include "video_core/regs_rasterizer.h"
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#include "video_core/regs_texturing.h"
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#include "video_core/shader/shader.h"
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#include "video_core/swrasterizer/framebuffer.h"
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#include "video_core/swrasterizer/rasterizer.h"
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#include "video_core/swrasterizer/texturing.h"
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#include "video_core/texture/texture_decode.h"
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#include "video_core/utils.h"
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namespace Pica {
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namespace Rasterizer {
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// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
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struct Fix12P4 {
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Fix12P4() {}
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Fix12P4(u16 val) : val(val) {}
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static u16 FracMask() {
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return 0xF;
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}
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static u16 IntMask() {
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return (u16)~0xF;
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}
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operator u16() const {
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return val;
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}
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bool operator<(const Fix12P4& oth) const {
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return (u16) * this < (u16)oth;
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}
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private:
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u16 val;
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};
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/**
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* Calculate signed area of the triangle spanned by the three argument vertices.
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* The sign denotes an orientation.
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*
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* @todo define orientation concretely.
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*/
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static int SignedArea(const Math::Vec2<Fix12P4>& vtx1, const Math::Vec2<Fix12P4>& vtx2,
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const Math::Vec2<Fix12P4>& vtx3) {
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const auto vec1 = Math::MakeVec(vtx2 - vtx1, 0);
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const auto vec2 = Math::MakeVec(vtx3 - vtx1, 0);
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// TODO: There is a very small chance this will overflow for sizeof(int) == 4
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return Math::Cross(vec1, vec2).z;
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};
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MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
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/**
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* Helper function for ProcessTriangle with the "reversed" flag to allow for implementing
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* culling via recursion.
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*/
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static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Vertex& v2,
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bool reversed = false) {
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const auto& regs = g_state.regs;
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MICROPROFILE_SCOPE(GPU_Rasterization);
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// vertex positions in rasterizer coordinates
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static auto FloatToFix = [](float24 flt) {
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// TODO: Rounding here is necessary to prevent garbage pixels at
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// triangle borders. Is it that the correct solution, though?
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return Fix12P4(static_cast<unsigned short>(round(flt.ToFloat32() * 16.0f)));
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};
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static auto ScreenToRasterizerCoordinates = [](const Math::Vec3<float24>& vec) {
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return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
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};
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Math::Vec3<Fix12P4> vtxpos[3]{ScreenToRasterizerCoordinates(v0.screenpos),
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ScreenToRasterizerCoordinates(v1.screenpos),
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ScreenToRasterizerCoordinates(v2.screenpos)};
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if (regs.rasterizer.cull_mode == RasterizerRegs::CullMode::KeepAll) {
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// Make sure we always end up with a triangle wound counter-clockwise
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if (!reversed && SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0) {
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ProcessTriangleInternal(v0, v2, v1, true);
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return;
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}
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} else {
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if (!reversed && regs.rasterizer.cull_mode == RasterizerRegs::CullMode::KeepClockWise) {
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// Reverse vertex order and use the CCW code path.
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ProcessTriangleInternal(v0, v2, v1, true);
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return;
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}
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// Cull away triangles which are wound clockwise.
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if (SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0)
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return;
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}
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u16 min_x = std::min({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x});
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u16 min_y = std::min({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y});
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u16 max_x = std::max({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x});
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u16 max_y = std::max({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y});
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// Convert the scissor box coordinates to 12.4 fixed point
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u16 scissor_x1 = (u16)(regs.rasterizer.scissor_test.x1 << 4);
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u16 scissor_y1 = (u16)(regs.rasterizer.scissor_test.y1 << 4);
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// x2,y2 have +1 added to cover the entire sub-pixel area
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u16 scissor_x2 = (u16)((regs.rasterizer.scissor_test.x2 + 1) << 4);
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u16 scissor_y2 = (u16)((regs.rasterizer.scissor_test.y2 + 1) << 4);
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if (regs.rasterizer.scissor_test.mode == RasterizerRegs::ScissorMode::Include) {
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// Calculate the new bounds
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min_x = std::max(min_x, scissor_x1);
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min_y = std::max(min_y, scissor_y1);
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max_x = std::min(max_x, scissor_x2);
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max_y = std::min(max_y, scissor_y2);
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}
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min_x &= Fix12P4::IntMask();
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min_y &= Fix12P4::IntMask();
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max_x = ((max_x + Fix12P4::FracMask()) & Fix12P4::IntMask());
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max_y = ((max_y + Fix12P4::FracMask()) & Fix12P4::IntMask());
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// Triangle filling rules: Pixels on the right-sided edge or on flat bottom edges are not
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// drawn. Pixels on any other triangle border are drawn. This is implemented with three bias
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// values which are added to the barycentric coordinates w0, w1 and w2, respectively.
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// NOTE: These are the PSP filling rules. Not sure if the 3DS uses the same ones...
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auto IsRightSideOrFlatBottomEdge = [](const Math::Vec2<Fix12P4>& vtx,
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const Math::Vec2<Fix12P4>& line1,
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const Math::Vec2<Fix12P4>& line2) {
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if (line1.y == line2.y) {
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// just check if vertex is above us => bottom line parallel to x-axis
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return vtx.y < line1.y;
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} else {
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// check if vertex is on our left => right side
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// TODO: Not sure how likely this is to overflow
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return (int)vtx.x < (int)line1.x +
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((int)line2.x - (int)line1.x) * ((int)vtx.y - (int)line1.y) /
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((int)line2.y - (int)line1.y);
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}
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};
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int bias0 =
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IsRightSideOrFlatBottomEdge(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) ? -1 : 0;
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int bias1 =
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IsRightSideOrFlatBottomEdge(vtxpos[1].xy(), vtxpos[2].xy(), vtxpos[0].xy()) ? -1 : 0;
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int bias2 =
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IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0;
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auto w_inverse = Math::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w);
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auto textures = regs.texturing.GetTextures();
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auto tev_stages = regs.texturing.GetTevStages();
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bool stencil_action_enable =
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g_state.regs.framebuffer.output_merger.stencil_test.enable &&
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g_state.regs.framebuffer.framebuffer.depth_format == FramebufferRegs::DepthFormat::D24S8;
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const auto stencil_test = g_state.regs.framebuffer.output_merger.stencil_test;
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// Enter rasterization loop, starting at the center of the topleft bounding box corner.
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// TODO: Not sure if looping through x first might be faster
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for (u16 y = min_y + 8; y < max_y; y += 0x10) {
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for (u16 x = min_x + 8; x < max_x; x += 0x10) {
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// Do not process the pixel if it's inside the scissor box and the scissor mode is set
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// to Exclude
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if (regs.rasterizer.scissor_test.mode == RasterizerRegs::ScissorMode::Exclude) {
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if (x >= scissor_x1 && x < scissor_x2 && y >= scissor_y1 && y < scissor_y2)
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continue;
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}
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// Calculate the barycentric coordinates w0, w1 and w2
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int w0 = bias0 + SignedArea(vtxpos[1].xy(), vtxpos[2].xy(), {x, y});
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int w1 = bias1 + SignedArea(vtxpos[2].xy(), vtxpos[0].xy(), {x, y});
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int w2 = bias2 + SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), {x, y});
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int wsum = w0 + w1 + w2;
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// If current pixel is not covered by the current primitive
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if (w0 < 0 || w1 < 0 || w2 < 0)
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continue;
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auto baricentric_coordinates =
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Math::MakeVec(float24::FromFloat32(static_cast<float>(w0)),
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float24::FromFloat32(static_cast<float>(w1)),
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float24::FromFloat32(static_cast<float>(w2)));
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float24 interpolated_w_inverse =
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float24::FromFloat32(1.0f) / Math::Dot(w_inverse, baricentric_coordinates);
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// interpolated_z = z / w
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float interpolated_z_over_w =
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(v0.screenpos[2].ToFloat32() * w0 + v1.screenpos[2].ToFloat32() * w1 +
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v2.screenpos[2].ToFloat32() * w2) /
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wsum;
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// Not fully accurate. About 3 bits in precision are missing.
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// Z-Buffer (z / w * scale + offset)
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float depth_scale = float24::FromRaw(regs.rasterizer.viewport_depth_range).ToFloat32();
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float depth_offset =
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float24::FromRaw(regs.rasterizer.viewport_depth_near_plane).ToFloat32();
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float depth = interpolated_z_over_w * depth_scale + depth_offset;
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// Potentially switch to W-Buffer
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if (regs.rasterizer.depthmap_enable ==
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Pica::RasterizerRegs::DepthBuffering::WBuffering) {
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// W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
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depth *= interpolated_w_inverse.ToFloat32() * wsum;
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}
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// Clamp the result
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depth = MathUtil::Clamp(depth, 0.0f, 1.0f);
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// Perspective correct attribute interpolation:
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// Attribute values cannot be calculated by simple linear interpolation since
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// they are not linear in screen space. For example, when interpolating a
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// texture coordinate across two vertices, something simple like
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// u = (u0*w0 + u1*w1)/(w0+w1)
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// will not work. However, the attribute value divided by the
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// clipspace w-coordinate (u/w) and and the inverse w-coordinate (1/w) are linear
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// in screenspace. Hence, we can linearly interpolate these two independently and
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// calculate the interpolated attribute by dividing the results.
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// I.e.
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// u_over_w = ((u0/v0.pos.w)*w0 + (u1/v1.pos.w)*w1)/(w0+w1)
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// one_over_w = (( 1/v0.pos.w)*w0 + ( 1/v1.pos.w)*w1)/(w0+w1)
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// u = u_over_w / one_over_w
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//
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// The generalization to three vertices is straightforward in baricentric coordinates.
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auto GetInterpolatedAttribute = [&](float24 attr0, float24 attr1, float24 attr2) {
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auto attr_over_w = Math::MakeVec(attr0, attr1, attr2);
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float24 interpolated_attr_over_w = Math::Dot(attr_over_w, baricentric_coordinates);
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return interpolated_attr_over_w * interpolated_w_inverse;
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};
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Math::Vec4<u8> primary_color{
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(u8)(
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GetInterpolatedAttribute(v0.color.r(), v1.color.r(), v2.color.r()).ToFloat32() *
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255),
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(u8)(
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GetInterpolatedAttribute(v0.color.g(), v1.color.g(), v2.color.g()).ToFloat32() *
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255),
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(u8)(
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GetInterpolatedAttribute(v0.color.b(), v1.color.b(), v2.color.b()).ToFloat32() *
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255),
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(u8)(
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GetInterpolatedAttribute(v0.color.a(), v1.color.a(), v2.color.a()).ToFloat32() *
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255),
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};
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Math::Vec2<float24> uv[3];
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uv[0].u() = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u());
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uv[0].v() = GetInterpolatedAttribute(v0.tc0.v(), v1.tc0.v(), v2.tc0.v());
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uv[1].u() = GetInterpolatedAttribute(v0.tc1.u(), v1.tc1.u(), v2.tc1.u());
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uv[1].v() = GetInterpolatedAttribute(v0.tc1.v(), v1.tc1.v(), v2.tc1.v());
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uv[2].u() = GetInterpolatedAttribute(v0.tc2.u(), v1.tc2.u(), v2.tc2.u());
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uv[2].v() = GetInterpolatedAttribute(v0.tc2.v(), v1.tc2.v(), v2.tc2.v());
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Math::Vec4<u8> texture_color[3]{};
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for (int i = 0; i < 3; ++i) {
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const auto& texture = textures[i];
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if (!texture.enabled)
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continue;
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DEBUG_ASSERT(0 != texture.config.address);
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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 TexturingRegs::TextureConfig::Texture2D:
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break;
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case TexturingRegs::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)))
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.ToFloat32();
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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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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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} else {
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// Textures are laid out from bottom to top, hence we invert the t coordinate.
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// NOTE: This may not be the right place for the inversion.
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// TODO: Check if this applies to ETC textures, too.
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s = GetWrappedTexCoord(texture.config.wrap_s, s, texture.config.width);
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t = texture.config.height - 1 -
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GetWrappedTexCoord(texture.config.wrap_t, t, texture.config.height);
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u8* texture_data =
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Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress());
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auto info =
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Texture::TextureInfo::FromPicaRegister(texture.config, texture.format);
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// TODO: Apply the min and mag filters to the texture
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texture_color[i] = Texture::LookupTexture(texture_data, s, t, info);
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#if PICA_DUMP_TEXTURES
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DebugUtils::DumpTexture(texture.config, texture_data);
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#endif
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}
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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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// vertex color, texture color, previous stage, etc), perform some very simple
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// operations on each of them (e.g. inversion) and then calculate the output color
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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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Math::Vec4<u8> combiner_output;
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Math::Vec4<u8> combiner_buffer = {0, 0, 0, 0};
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Math::Vec4<u8> next_combiner_buffer = {
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regs.texturing.tev_combiner_buffer_color.r,
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regs.texturing.tev_combiner_buffer_color.g,
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regs.texturing.tev_combiner_buffer_color.b,
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regs.texturing.tev_combiner_buffer_color.a,
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};
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for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();
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++tev_stage_index) {
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const auto& tev_stage = tev_stages[tev_stage_index];
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using Source = TexturingRegs::TevStageConfig::Source;
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auto GetSource = [&](Source source) -> Math::Vec4<u8> {
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switch (source) {
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case Source::PrimaryColor:
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// HACK: Until we implement fragment lighting, use primary_color
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case Source::PrimaryFragmentColor:
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return primary_color;
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// HACK: Until we implement fragment lighting, use zero
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case Source::SecondaryFragmentColor:
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return {0, 0, 0, 0};
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case Source::Texture0:
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return texture_color[0];
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case Source::Texture1:
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return texture_color[1];
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case Source::Texture2:
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return texture_color[2];
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case Source::PreviousBuffer:
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return combiner_buffer;
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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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tev_stage.const_a};
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case Source::Previous:
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return combiner_output;
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default:
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LOG_ERROR(HW_GPU, "Unknown color combiner source %d", (int)source);
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UNIMPLEMENTED();
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return {0, 0, 0, 0};
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}
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};
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// color combiner
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// NOTE: Not sure if the alpha combiner might use the color output of the previous
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// stage as input. Hence, we currently don't directly write the result to
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// combiner_output.rgb(), but instead store it in a temporary variable until
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// alpha combining has been done.
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Math::Vec3<u8> color_result[3] = {
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GetColorModifier(tev_stage.color_modifier1, GetSource(tev_stage.color_source1)),
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GetColorModifier(tev_stage.color_modifier2, GetSource(tev_stage.color_source2)),
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GetColorModifier(tev_stage.color_modifier3, GetSource(tev_stage.color_source3)),
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};
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auto color_output = ColorCombine(tev_stage.color_op, color_result);
|
|
|
|
u8 alpha_output;
|
|
if (tev_stage.color_op == TexturingRegs::TevStageConfig::Operation::Dot3_RGBA) {
|
|
// result of Dot3_RGBA operation is also placed to the alpha component
|
|
alpha_output = color_output.x;
|
|
} else {
|
|
// alpha combiner
|
|
std::array<u8, 3> alpha_result = {{
|
|
GetAlphaModifier(tev_stage.alpha_modifier1,
|
|
GetSource(tev_stage.alpha_source1)),
|
|
GetAlphaModifier(tev_stage.alpha_modifier2,
|
|
GetSource(tev_stage.alpha_source2)),
|
|
GetAlphaModifier(tev_stage.alpha_modifier3,
|
|
GetSource(tev_stage.alpha_source3)),
|
|
}};
|
|
alpha_output = AlphaCombine(tev_stage.alpha_op, alpha_result);
|
|
}
|
|
|
|
combiner_output[0] =
|
|
std::min((unsigned)255, color_output.r() * tev_stage.GetColorMultiplier());
|
|
combiner_output[1] =
|
|
std::min((unsigned)255, color_output.g() * tev_stage.GetColorMultiplier());
|
|
combiner_output[2] =
|
|
std::min((unsigned)255, color_output.b() * tev_stage.GetColorMultiplier());
|
|
combiner_output[3] =
|
|
std::min((unsigned)255, alpha_output * tev_stage.GetAlphaMultiplier());
|
|
|
|
combiner_buffer = next_combiner_buffer;
|
|
|
|
if (regs.texturing.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferColor(
|
|
tev_stage_index)) {
|
|
next_combiner_buffer.r() = combiner_output.r();
|
|
next_combiner_buffer.g() = combiner_output.g();
|
|
next_combiner_buffer.b() = combiner_output.b();
|
|
}
|
|
|
|
if (regs.texturing.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferAlpha(
|
|
tev_stage_index)) {
|
|
next_combiner_buffer.a() = combiner_output.a();
|
|
}
|
|
}
|
|
|
|
const auto& output_merger = regs.framebuffer.output_merger;
|
|
// TODO: Does alpha testing happen before or after stencil?
|
|
if (output_merger.alpha_test.enable) {
|
|
bool pass = false;
|
|
|
|
switch (output_merger.alpha_test.func) {
|
|
case FramebufferRegs::CompareFunc::Never:
|
|
pass = false;
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::Always:
|
|
pass = true;
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::Equal:
|
|
pass = combiner_output.a() == output_merger.alpha_test.ref;
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::NotEqual:
|
|
pass = combiner_output.a() != output_merger.alpha_test.ref;
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::LessThan:
|
|
pass = combiner_output.a() < output_merger.alpha_test.ref;
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::LessThanOrEqual:
|
|
pass = combiner_output.a() <= output_merger.alpha_test.ref;
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::GreaterThan:
|
|
pass = combiner_output.a() > output_merger.alpha_test.ref;
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::GreaterThanOrEqual:
|
|
pass = combiner_output.a() >= output_merger.alpha_test.ref;
|
|
break;
|
|
}
|
|
|
|
if (!pass)
|
|
continue;
|
|
}
|
|
|
|
// Apply fog combiner
|
|
// Not fully accurate. We'd have to know what data type is used to
|
|
// store the depth etc. Using float for now until we know more
|
|
// about Pica datatypes
|
|
if (regs.texturing.fog_mode == TexturingRegs::FogMode::Fog) {
|
|
const Math::Vec3<u8> fog_color = {
|
|
static_cast<u8>(regs.texturing.fog_color.r.Value()),
|
|
static_cast<u8>(regs.texturing.fog_color.g.Value()),
|
|
static_cast<u8>(regs.texturing.fog_color.b.Value()),
|
|
};
|
|
|
|
// Get index into fog LUT
|
|
float fog_index;
|
|
if (g_state.regs.texturing.fog_flip) {
|
|
fog_index = (1.0f - depth) * 128.0f;
|
|
} else {
|
|
fog_index = depth * 128.0f;
|
|
}
|
|
|
|
// Generate clamped fog factor from LUT for given fog index
|
|
float fog_i = MathUtil::Clamp(floorf(fog_index), 0.0f, 127.0f);
|
|
float fog_f = fog_index - fog_i;
|
|
const auto& fog_lut_entry = g_state.fog.lut[static_cast<unsigned int>(fog_i)];
|
|
float fog_factor = (fog_lut_entry.value + fog_lut_entry.difference * fog_f) /
|
|
2047.0f; // This is signed fixed point 1.11
|
|
fog_factor = MathUtil::Clamp(fog_factor, 0.0f, 1.0f);
|
|
|
|
// Blend the fog
|
|
for (unsigned i = 0; i < 3; i++) {
|
|
combiner_output[i] = static_cast<u8>(fog_factor * combiner_output[i] +
|
|
(1.0f - fog_factor) * fog_color[i]);
|
|
}
|
|
}
|
|
|
|
u8 old_stencil = 0;
|
|
|
|
auto UpdateStencil = [stencil_test, x, y,
|
|
&old_stencil](Pica::FramebufferRegs::StencilAction action) {
|
|
u8 new_stencil =
|
|
PerformStencilAction(action, old_stencil, stencil_test.reference_value);
|
|
if (g_state.regs.framebuffer.framebuffer.allow_depth_stencil_write != 0)
|
|
SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) |
|
|
(old_stencil & ~stencil_test.write_mask));
|
|
};
|
|
|
|
if (stencil_action_enable) {
|
|
old_stencil = GetStencil(x >> 4, y >> 4);
|
|
u8 dest = old_stencil & stencil_test.input_mask;
|
|
u8 ref = stencil_test.reference_value & stencil_test.input_mask;
|
|
|
|
bool pass = false;
|
|
switch (stencil_test.func) {
|
|
case FramebufferRegs::CompareFunc::Never:
|
|
pass = false;
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::Always:
|
|
pass = true;
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::Equal:
|
|
pass = (ref == dest);
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::NotEqual:
|
|
pass = (ref != dest);
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::LessThan:
|
|
pass = (ref < dest);
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::LessThanOrEqual:
|
|
pass = (ref <= dest);
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::GreaterThan:
|
|
pass = (ref > dest);
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::GreaterThanOrEqual:
|
|
pass = (ref >= dest);
|
|
break;
|
|
}
|
|
|
|
if (!pass) {
|
|
UpdateStencil(stencil_test.action_stencil_fail);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Convert float to integer
|
|
unsigned num_bits =
|
|
FramebufferRegs::DepthBitsPerPixel(regs.framebuffer.framebuffer.depth_format);
|
|
u32 z = (u32)(depth * ((1 << num_bits) - 1));
|
|
|
|
if (output_merger.depth_test_enable) {
|
|
u32 ref_z = GetDepth(x >> 4, y >> 4);
|
|
|
|
bool pass = false;
|
|
|
|
switch (output_merger.depth_test_func) {
|
|
case FramebufferRegs::CompareFunc::Never:
|
|
pass = false;
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::Always:
|
|
pass = true;
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::Equal:
|
|
pass = z == ref_z;
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::NotEqual:
|
|
pass = z != ref_z;
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::LessThan:
|
|
pass = z < ref_z;
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::LessThanOrEqual:
|
|
pass = z <= ref_z;
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::GreaterThan:
|
|
pass = z > ref_z;
|
|
break;
|
|
|
|
case FramebufferRegs::CompareFunc::GreaterThanOrEqual:
|
|
pass = z >= ref_z;
|
|
break;
|
|
}
|
|
|
|
if (!pass) {
|
|
if (stencil_action_enable)
|
|
UpdateStencil(stencil_test.action_depth_fail);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (regs.framebuffer.framebuffer.allow_depth_stencil_write != 0 &&
|
|
output_merger.depth_write_enable) {
|
|
|
|
SetDepth(x >> 4, y >> 4, z);
|
|
}
|
|
|
|
// The stencil depth_pass action is executed even if depth testing is disabled
|
|
if (stencil_action_enable)
|
|
UpdateStencil(stencil_test.action_depth_pass);
|
|
|
|
auto dest = GetPixel(x >> 4, y >> 4);
|
|
Math::Vec4<u8> blend_output = combiner_output;
|
|
|
|
if (output_merger.alphablend_enable) {
|
|
auto params = output_merger.alpha_blending;
|
|
|
|
auto LookupFactor = [&](unsigned channel,
|
|
FramebufferRegs::BlendFactor factor) -> u8 {
|
|
DEBUG_ASSERT(channel < 4);
|
|
|
|
const Math::Vec4<u8> blend_const = {
|
|
static_cast<u8>(output_merger.blend_const.r),
|
|
static_cast<u8>(output_merger.blend_const.g),
|
|
static_cast<u8>(output_merger.blend_const.b),
|
|
static_cast<u8>(output_merger.blend_const.a),
|
|
};
|
|
|
|
switch (factor) {
|
|
case FramebufferRegs::BlendFactor::Zero:
|
|
return 0;
|
|
|
|
case FramebufferRegs::BlendFactor::One:
|
|
return 255;
|
|
|
|
case FramebufferRegs::BlendFactor::SourceColor:
|
|
return combiner_output[channel];
|
|
|
|
case FramebufferRegs::BlendFactor::OneMinusSourceColor:
|
|
return 255 - combiner_output[channel];
|
|
|
|
case FramebufferRegs::BlendFactor::DestColor:
|
|
return dest[channel];
|
|
|
|
case FramebufferRegs::BlendFactor::OneMinusDestColor:
|
|
return 255 - dest[channel];
|
|
|
|
case FramebufferRegs::BlendFactor::SourceAlpha:
|
|
return combiner_output.a();
|
|
|
|
case FramebufferRegs::BlendFactor::OneMinusSourceAlpha:
|
|
return 255 - combiner_output.a();
|
|
|
|
case FramebufferRegs::BlendFactor::DestAlpha:
|
|
return dest.a();
|
|
|
|
case FramebufferRegs::BlendFactor::OneMinusDestAlpha:
|
|
return 255 - dest.a();
|
|
|
|
case FramebufferRegs::BlendFactor::ConstantColor:
|
|
return blend_const[channel];
|
|
|
|
case FramebufferRegs::BlendFactor::OneMinusConstantColor:
|
|
return 255 - blend_const[channel];
|
|
|
|
case FramebufferRegs::BlendFactor::ConstantAlpha:
|
|
return blend_const.a();
|
|
|
|
case FramebufferRegs::BlendFactor::OneMinusConstantAlpha:
|
|
return 255 - blend_const.a();
|
|
|
|
case FramebufferRegs::BlendFactor::SourceAlphaSaturate:
|
|
// Returns 1.0 for the alpha channel
|
|
if (channel == 3)
|
|
return 255;
|
|
return std::min(combiner_output.a(), static_cast<u8>(255 - dest.a()));
|
|
|
|
default:
|
|
LOG_CRITICAL(HW_GPU, "Unknown blend factor %x", factor);
|
|
UNIMPLEMENTED();
|
|
break;
|
|
}
|
|
|
|
return combiner_output[channel];
|
|
};
|
|
|
|
auto srcfactor = Math::MakeVec(LookupFactor(0, params.factor_source_rgb),
|
|
LookupFactor(1, params.factor_source_rgb),
|
|
LookupFactor(2, params.factor_source_rgb),
|
|
LookupFactor(3, params.factor_source_a));
|
|
|
|
auto dstfactor = Math::MakeVec(LookupFactor(0, params.factor_dest_rgb),
|
|
LookupFactor(1, params.factor_dest_rgb),
|
|
LookupFactor(2, params.factor_dest_rgb),
|
|
LookupFactor(3, params.factor_dest_a));
|
|
|
|
blend_output = EvaluateBlendEquation(combiner_output, srcfactor, dest, dstfactor,
|
|
params.blend_equation_rgb);
|
|
blend_output.a() = EvaluateBlendEquation(combiner_output, srcfactor, dest,
|
|
dstfactor, params.blend_equation_a)
|
|
.a();
|
|
} else {
|
|
blend_output =
|
|
Math::MakeVec(LogicOp(combiner_output.r(), dest.r(), output_merger.logic_op),
|
|
LogicOp(combiner_output.g(), dest.g(), output_merger.logic_op),
|
|
LogicOp(combiner_output.b(), dest.b(), output_merger.logic_op),
|
|
LogicOp(combiner_output.a(), dest.a(), output_merger.logic_op));
|
|
}
|
|
|
|
const Math::Vec4<u8> result = {
|
|
output_merger.red_enable ? blend_output.r() : dest.r(),
|
|
output_merger.green_enable ? blend_output.g() : dest.g(),
|
|
output_merger.blue_enable ? blend_output.b() : dest.b(),
|
|
output_merger.alpha_enable ? blend_output.a() : dest.a(),
|
|
};
|
|
|
|
if (regs.framebuffer.framebuffer.allow_color_write != 0)
|
|
DrawPixel(x >> 4, y >> 4, result);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ProcessTriangle(const Vertex& v0, const Vertex& v1, const Vertex& v2) {
|
|
ProcessTriangleInternal(v0, v1, v2);
|
|
}
|
|
|
|
} // namespace Rasterizer
|
|
|
|
} // namespace Pica
|