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+// Copyright 2017 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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+
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+#include <algorithm>
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+
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+#include "common/assert.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/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/pica_state.h"
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+#include "video_core/regs_framebuffer.h"
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+#include "video_core/swrasterizer/framebuffer.h"
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+#include "video_core/utils.h"
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+
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+namespace Pica {
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+namespace Rasterizer {
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+
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+void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
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+ const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
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+ const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
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+
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+ // Similarly to textures, the render framebuffer is laid out from bottom to top, too.
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+ // NOTE: The framebuffer height register contains the actual FB height minus one.
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+ y = framebuffer.height - y;
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+
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+ const u32 coarse_y = y & ~7;
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+ u32 bytes_per_pixel =
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+ GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
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+ u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
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+ coarse_y * framebuffer.width * bytes_per_pixel;
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+ u8* dst_pixel = Memory::GetPhysicalPointer(addr) + dst_offset;
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+
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+ switch (framebuffer.color_format) {
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+ case FramebufferRegs::ColorFormat::RGBA8:
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+ Color::EncodeRGBA8(color, dst_pixel);
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+ break;
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+
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+ case FramebufferRegs::ColorFormat::RGB8:
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+ Color::EncodeRGB8(color, dst_pixel);
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+ break;
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+
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+ case FramebufferRegs::ColorFormat::RGB5A1:
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+ Color::EncodeRGB5A1(color, dst_pixel);
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+ break;
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+
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+ case FramebufferRegs::ColorFormat::RGB565:
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+ Color::EncodeRGB565(color, dst_pixel);
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+ break;
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+
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+ case FramebufferRegs::ColorFormat::RGBA4:
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+ Color::EncodeRGBA4(color, dst_pixel);
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+ break;
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+
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+ default:
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+ LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x",
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+ framebuffer.color_format.Value());
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+ UNIMPLEMENTED();
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+ }
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+}
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+
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+const Math::Vec4<u8> GetPixel(int x, int y) {
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+ const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
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+ const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
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+
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+ y = framebuffer.height - y;
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+
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+ const u32 coarse_y = y & ~7;
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+ u32 bytes_per_pixel =
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+ GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
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+ u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
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+ coarse_y * framebuffer.width * bytes_per_pixel;
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+ u8* src_pixel = Memory::GetPhysicalPointer(addr) + src_offset;
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+
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+ switch (framebuffer.color_format) {
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+ case FramebufferRegs::ColorFormat::RGBA8:
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+ return Color::DecodeRGBA8(src_pixel);
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+
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+ case FramebufferRegs::ColorFormat::RGB8:
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+ return Color::DecodeRGB8(src_pixel);
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+
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+ case FramebufferRegs::ColorFormat::RGB5A1:
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+ return Color::DecodeRGB5A1(src_pixel);
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+
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+ case FramebufferRegs::ColorFormat::RGB565:
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+ return Color::DecodeRGB565(src_pixel);
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+
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+ case FramebufferRegs::ColorFormat::RGBA4:
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+ return Color::DecodeRGBA4(src_pixel);
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+
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+ default:
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+ LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x",
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+ framebuffer.color_format.Value());
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+ UNIMPLEMENTED();
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+ }
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+
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+ return {0, 0, 0, 0};
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+}
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+
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+u32 GetDepth(int x, int y) {
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+ const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
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+ const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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+ u8* depth_buffer = Memory::GetPhysicalPointer(addr);
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+
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+ y = framebuffer.height - y;
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+
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+ const u32 coarse_y = y & ~7;
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+ u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
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+ u32 stride = framebuffer.width * bytes_per_pixel;
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+
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+ u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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+ u8* src_pixel = depth_buffer + src_offset;
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+
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+ switch (framebuffer.depth_format) {
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+ case FramebufferRegs::DepthFormat::D16:
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+ return Color::DecodeD16(src_pixel);
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+ case FramebufferRegs::DepthFormat::D24:
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+ return Color::DecodeD24(src_pixel);
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+ case FramebufferRegs::DepthFormat::D24S8:
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+ return Color::DecodeD24S8(src_pixel).x;
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+ default:
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+ LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
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+ UNIMPLEMENTED();
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+ return 0;
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+ }
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+}
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+
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+u8 GetStencil(int x, int y) {
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+ const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
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+ const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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+ u8* depth_buffer = Memory::GetPhysicalPointer(addr);
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+
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+ y = framebuffer.height - y;
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+
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+ const u32 coarse_y = y & ~7;
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+ u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
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+ u32 stride = framebuffer.width * bytes_per_pixel;
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+
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+ u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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+ u8* src_pixel = depth_buffer + src_offset;
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+
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+ switch (framebuffer.depth_format) {
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+ case FramebufferRegs::DepthFormat::D24S8:
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+ return Color::DecodeD24S8(src_pixel).y;
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+
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+ default:
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+ LOG_WARNING(
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+ HW_GPU,
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+ "GetStencil called for function which doesn't have a stencil component (format %u)",
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+ framebuffer.depth_format);
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+ return 0;
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+ }
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+}
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+
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+void SetDepth(int x, int y, u32 value) {
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+ const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
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+ const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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+ u8* depth_buffer = Memory::GetPhysicalPointer(addr);
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+
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+ y = framebuffer.height - y;
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+
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+ const u32 coarse_y = y & ~7;
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+ u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
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+ u32 stride = framebuffer.width * bytes_per_pixel;
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+
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+ u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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+ u8* dst_pixel = depth_buffer + dst_offset;
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+
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+ switch (framebuffer.depth_format) {
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+ case FramebufferRegs::DepthFormat::D16:
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+ Color::EncodeD16(value, dst_pixel);
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+ break;
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+
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+ case FramebufferRegs::DepthFormat::D24:
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+ Color::EncodeD24(value, dst_pixel);
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+ break;
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+
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+ case FramebufferRegs::DepthFormat::D24S8:
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+ Color::EncodeD24X8(value, dst_pixel);
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+ break;
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+
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+ default:
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+ LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
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+ UNIMPLEMENTED();
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+ break;
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+ }
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+}
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+
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+void SetStencil(int x, int y, u8 value) {
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+ const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
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+ const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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+ u8* depth_buffer = Memory::GetPhysicalPointer(addr);
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+
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+ y = framebuffer.height - y;
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+
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+ const u32 coarse_y = y & ~7;
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+ u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
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+ u32 stride = framebuffer.width * bytes_per_pixel;
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+
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+ u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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+ u8* dst_pixel = depth_buffer + dst_offset;
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+
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+ switch (framebuffer.depth_format) {
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+ case Pica::FramebufferRegs::DepthFormat::D16:
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+ case Pica::FramebufferRegs::DepthFormat::D24:
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+ // Nothing to do
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+ break;
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+
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+ case Pica::FramebufferRegs::DepthFormat::D24S8:
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+ Color::EncodeX24S8(value, dst_pixel);
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+ break;
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+
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+ default:
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+ LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
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+ UNIMPLEMENTED();
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+ break;
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+ }
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+}
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+
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+u8 PerformStencilAction(FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref) {
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+ switch (action) {
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+ case FramebufferRegs::StencilAction::Keep:
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+ return old_stencil;
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+
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+ case FramebufferRegs::StencilAction::Zero:
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+ return 0;
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+
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+ case FramebufferRegs::StencilAction::Replace:
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+ return ref;
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+
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+ case FramebufferRegs::StencilAction::Increment:
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+ // Saturated increment
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+ return std::min<u8>(old_stencil, 254) + 1;
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+
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+ case FramebufferRegs::StencilAction::Decrement:
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+ // Saturated decrement
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+ return std::max<u8>(old_stencil, 1) - 1;
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+
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+ case FramebufferRegs::StencilAction::Invert:
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+ return ~old_stencil;
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+
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+ case FramebufferRegs::StencilAction::IncrementWrap:
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+ return old_stencil + 1;
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+
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+ case FramebufferRegs::StencilAction::DecrementWrap:
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+ return old_stencil - 1;
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+
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+ default:
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+ LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action);
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+ UNIMPLEMENTED();
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+ return 0;
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+ }
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+}
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+
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+} // namespace Rasterizer
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+} // namespace Pica
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