| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761 |
- // Copyright 2014 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <algorithm>
- #include <array>
- #include <cmath>
- #include "common/assert.h"
- #include "common/bit_field.h"
- #include "common/color.h"
- #include "common/common_types.h"
- #include "common/logging/log.h"
- #include "common/math_util.h"
- #include "common/microprofile.h"
- #include "common/vector_math.h"
- #include "core/hw/gpu.h"
- #include "core/memory.h"
- #include "video_core/debug_utils/debug_utils.h"
- #include "video_core/pica_state.h"
- #include "video_core/pica_types.h"
- #include "video_core/regs_framebuffer.h"
- #include "video_core/regs_rasterizer.h"
- #include "video_core/regs_texturing.h"
- #include "video_core/shader/shader.h"
- #include "video_core/swrasterizer/framebuffer.h"
- #include "video_core/swrasterizer/rasterizer.h"
- #include "video_core/swrasterizer/texturing.h"
- #include "video_core/texture/texture_decode.h"
- #include "video_core/utils.h"
- namespace Pica {
- namespace Rasterizer {
- // NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
- struct Fix12P4 {
- Fix12P4() {}
- Fix12P4(u16 val) : val(val) {}
- static u16 FracMask() {
- return 0xF;
- }
- static u16 IntMask() {
- return (u16)~0xF;
- }
- operator u16() const {
- return val;
- }
- bool operator<(const Fix12P4& oth) const {
- return (u16) * this < (u16)oth;
- }
- private:
- u16 val;
- };
- /**
- * Calculate signed area of the triangle spanned by the three argument vertices.
- * The sign denotes an orientation.
- *
- * @todo define orientation concretely.
- */
- static int SignedArea(const Math::Vec2<Fix12P4>& vtx1, const Math::Vec2<Fix12P4>& vtx2,
- const Math::Vec2<Fix12P4>& vtx3) {
- const auto vec1 = Math::MakeVec(vtx2 - vtx1, 0);
- const auto vec2 = Math::MakeVec(vtx3 - vtx1, 0);
- // TODO: There is a very small chance this will overflow for sizeof(int) == 4
- return Math::Cross(vec1, vec2).z;
- };
- MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
- /**
- * Helper function for ProcessTriangle with the "reversed" flag to allow for implementing
- * culling via recursion.
- */
- static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Vertex& v2,
- bool reversed = false) {
- const auto& regs = g_state.regs;
- MICROPROFILE_SCOPE(GPU_Rasterization);
- // vertex positions in rasterizer coordinates
- static auto FloatToFix = [](float24 flt) {
- // TODO: Rounding here is necessary to prevent garbage pixels at
- // triangle borders. Is it that the correct solution, though?
- return Fix12P4(static_cast<unsigned short>(round(flt.ToFloat32() * 16.0f)));
- };
- static auto ScreenToRasterizerCoordinates = [](const Math::Vec3<float24>& vec) {
- return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
- };
- Math::Vec3<Fix12P4> vtxpos[3]{ScreenToRasterizerCoordinates(v0.screenpos),
- ScreenToRasterizerCoordinates(v1.screenpos),
- ScreenToRasterizerCoordinates(v2.screenpos)};
- if (regs.rasterizer.cull_mode == RasterizerRegs::CullMode::KeepAll) {
- // Make sure we always end up with a triangle wound counter-clockwise
- if (!reversed && SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0) {
- ProcessTriangleInternal(v0, v2, v1, true);
- return;
- }
- } else {
- if (!reversed && regs.rasterizer.cull_mode == RasterizerRegs::CullMode::KeepClockWise) {
- // Reverse vertex order and use the CCW code path.
- ProcessTriangleInternal(v0, v2, v1, true);
- return;
- }
- // Cull away triangles which are wound clockwise.
- if (SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0)
- return;
- }
- u16 min_x = std::min({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x});
- u16 min_y = std::min({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y});
- u16 max_x = std::max({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x});
- u16 max_y = std::max({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y});
- // Convert the scissor box coordinates to 12.4 fixed point
- u16 scissor_x1 = (u16)(regs.rasterizer.scissor_test.x1 << 4);
- u16 scissor_y1 = (u16)(regs.rasterizer.scissor_test.y1 << 4);
- // x2,y2 have +1 added to cover the entire sub-pixel area
- u16 scissor_x2 = (u16)((regs.rasterizer.scissor_test.x2 + 1) << 4);
- u16 scissor_y2 = (u16)((regs.rasterizer.scissor_test.y2 + 1) << 4);
- if (regs.rasterizer.scissor_test.mode == RasterizerRegs::ScissorMode::Include) {
- // Calculate the new bounds
- min_x = std::max(min_x, scissor_x1);
- min_y = std::max(min_y, scissor_y1);
- max_x = std::min(max_x, scissor_x2);
- max_y = std::min(max_y, scissor_y2);
- }
- min_x &= Fix12P4::IntMask();
- min_y &= Fix12P4::IntMask();
- max_x = ((max_x + Fix12P4::FracMask()) & Fix12P4::IntMask());
- max_y = ((max_y + Fix12P4::FracMask()) & Fix12P4::IntMask());
- // Triangle filling rules: Pixels on the right-sided edge or on flat bottom edges are not
- // drawn. Pixels on any other triangle border are drawn. This is implemented with three bias
- // values which are added to the barycentric coordinates w0, w1 and w2, respectively.
- // NOTE: These are the PSP filling rules. Not sure if the 3DS uses the same ones...
- auto IsRightSideOrFlatBottomEdge = [](const Math::Vec2<Fix12P4>& vtx,
- const Math::Vec2<Fix12P4>& line1,
- const Math::Vec2<Fix12P4>& line2) {
- if (line1.y == line2.y) {
- // just check if vertex is above us => bottom line parallel to x-axis
- return vtx.y < line1.y;
- } else {
- // check if vertex is on our left => right side
- // TODO: Not sure how likely this is to overflow
- return (int)vtx.x < (int)line1.x +
- ((int)line2.x - (int)line1.x) * ((int)vtx.y - (int)line1.y) /
- ((int)line2.y - (int)line1.y);
- }
- };
- int bias0 =
- IsRightSideOrFlatBottomEdge(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) ? -1 : 0;
- int bias1 =
- IsRightSideOrFlatBottomEdge(vtxpos[1].xy(), vtxpos[2].xy(), vtxpos[0].xy()) ? -1 : 0;
- int bias2 =
- IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0;
- auto w_inverse = Math::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w);
- auto textures = regs.texturing.GetTextures();
- auto tev_stages = regs.texturing.GetTevStages();
- bool stencil_action_enable =
- g_state.regs.framebuffer.output_merger.stencil_test.enable &&
- g_state.regs.framebuffer.framebuffer.depth_format == FramebufferRegs::DepthFormat::D24S8;
- const auto stencil_test = g_state.regs.framebuffer.output_merger.stencil_test;
- // Enter rasterization loop, starting at the center of the topleft bounding box corner.
- // TODO: Not sure if looping through x first might be faster
- for (u16 y = min_y + 8; y < max_y; y += 0x10) {
- for (u16 x = min_x + 8; x < max_x; x += 0x10) {
- // Do not process the pixel if it's inside the scissor box and the scissor mode is set
- // to Exclude
- if (regs.rasterizer.scissor_test.mode == RasterizerRegs::ScissorMode::Exclude) {
- if (x >= scissor_x1 && x < scissor_x2 && y >= scissor_y1 && y < scissor_y2)
- continue;
- }
- // Calculate the barycentric coordinates w0, w1 and w2
- int w0 = bias0 + SignedArea(vtxpos[1].xy(), vtxpos[2].xy(), {x, y});
- int w1 = bias1 + SignedArea(vtxpos[2].xy(), vtxpos[0].xy(), {x, y});
- int w2 = bias2 + SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), {x, y});
- int wsum = w0 + w1 + w2;
- // If current pixel is not covered by the current primitive
- if (w0 < 0 || w1 < 0 || w2 < 0)
- continue;
- auto baricentric_coordinates =
- Math::MakeVec(float24::FromFloat32(static_cast<float>(w0)),
- float24::FromFloat32(static_cast<float>(w1)),
- float24::FromFloat32(static_cast<float>(w2)));
- float24 interpolated_w_inverse =
- float24::FromFloat32(1.0f) / Math::Dot(w_inverse, baricentric_coordinates);
- // interpolated_z = z / w
- float interpolated_z_over_w =
- (v0.screenpos[2].ToFloat32() * w0 + v1.screenpos[2].ToFloat32() * w1 +
- v2.screenpos[2].ToFloat32() * w2) /
- wsum;
- // Not fully accurate. About 3 bits in precision are missing.
- // Z-Buffer (z / w * scale + offset)
- float depth_scale = float24::FromRaw(regs.rasterizer.viewport_depth_range).ToFloat32();
- float depth_offset =
- float24::FromRaw(regs.rasterizer.viewport_depth_near_plane).ToFloat32();
- float depth = interpolated_z_over_w * depth_scale + depth_offset;
- // Potentially switch to W-Buffer
- if (regs.rasterizer.depthmap_enable ==
- Pica::RasterizerRegs::DepthBuffering::WBuffering) {
- // W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
- depth *= interpolated_w_inverse.ToFloat32() * wsum;
- }
- // Clamp the result
- depth = MathUtil::Clamp(depth, 0.0f, 1.0f);
- // Perspective correct attribute interpolation:
- // Attribute values cannot be calculated by simple linear interpolation since
- // they are not linear in screen space. For example, when interpolating a
- // texture coordinate across two vertices, something simple like
- // u = (u0*w0 + u1*w1)/(w0+w1)
- // will not work. However, the attribute value divided by the
- // clipspace w-coordinate (u/w) and and the inverse w-coordinate (1/w) are linear
- // in screenspace. Hence, we can linearly interpolate these two independently and
- // calculate the interpolated attribute by dividing the results.
- // I.e.
- // u_over_w = ((u0/v0.pos.w)*w0 + (u1/v1.pos.w)*w1)/(w0+w1)
- // one_over_w = (( 1/v0.pos.w)*w0 + ( 1/v1.pos.w)*w1)/(w0+w1)
- // u = u_over_w / one_over_w
- //
- // The generalization to three vertices is straightforward in baricentric coordinates.
- auto GetInterpolatedAttribute = [&](float24 attr0, float24 attr1, float24 attr2) {
- auto attr_over_w = Math::MakeVec(attr0, attr1, attr2);
- float24 interpolated_attr_over_w = Math::Dot(attr_over_w, baricentric_coordinates);
- return interpolated_attr_over_w * interpolated_w_inverse;
- };
- Math::Vec4<u8> primary_color{
- (u8)(
- GetInterpolatedAttribute(v0.color.r(), v1.color.r(), v2.color.r()).ToFloat32() *
- 255),
- (u8)(
- GetInterpolatedAttribute(v0.color.g(), v1.color.g(), v2.color.g()).ToFloat32() *
- 255),
- (u8)(
- GetInterpolatedAttribute(v0.color.b(), v1.color.b(), v2.color.b()).ToFloat32() *
- 255),
- (u8)(
- GetInterpolatedAttribute(v0.color.a(), v1.color.a(), v2.color.a()).ToFloat32() *
- 255),
- };
- Math::Vec2<float24> uv[3];
- uv[0].u() = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u());
- uv[0].v() = GetInterpolatedAttribute(v0.tc0.v(), v1.tc0.v(), v2.tc0.v());
- uv[1].u() = GetInterpolatedAttribute(v0.tc1.u(), v1.tc1.u(), v2.tc1.u());
- uv[1].v() = GetInterpolatedAttribute(v0.tc1.v(), v1.tc1.v(), v2.tc1.v());
- uv[2].u() = GetInterpolatedAttribute(v0.tc2.u(), v1.tc2.u(), v2.tc2.u());
- uv[2].v() = GetInterpolatedAttribute(v0.tc2.v(), v1.tc2.v(), v2.tc2.v());
- Math::Vec4<u8> texture_color[3]{};
- for (int i = 0; i < 3; ++i) {
- const auto& texture = textures[i];
- if (!texture.enabled)
- continue;
- DEBUG_ASSERT(0 != texture.config.address);
- int coordinate_i =
- (i == 2 && regs.texturing.main_config.texture2_use_coord1) ? 1 : i;
- float24 u = uv[coordinate_i].u();
- float24 v = uv[coordinate_i].v();
- // Only unit 0 respects the texturing type (according to 3DBrew)
- // TODO: Refactor so cubemaps and shadowmaps can be handled
- if (i == 0) {
- switch (texture.config.type) {
- case TexturingRegs::TextureConfig::Texture2D:
- break;
- case TexturingRegs::TextureConfig::Projection2D: {
- auto tc0_w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w);
- u /= tc0_w;
- v /= tc0_w;
- break;
- }
- default:
- // TODO: Change to LOG_ERROR when more types are handled.
- LOG_DEBUG(HW_GPU, "Unhandled texture type %x", (int)texture.config.type);
- UNIMPLEMENTED();
- break;
- }
- }
- int s = (int)(u * float24::FromFloat32(static_cast<float>(texture.config.width)))
- .ToFloat32();
- int t = (int)(v * float24::FromFloat32(static_cast<float>(texture.config.height)))
- .ToFloat32();
- if ((texture.config.wrap_s == TexturingRegs::TextureConfig::ClampToBorder &&
- (s < 0 || static_cast<u32>(s) >= texture.config.width)) ||
- (texture.config.wrap_t == TexturingRegs::TextureConfig::ClampToBorder &&
- (t < 0 || static_cast<u32>(t) >= texture.config.height))) {
- auto border_color = texture.config.border_color;
- texture_color[i] = {border_color.r, border_color.g, border_color.b,
- border_color.a};
- } else {
- // Textures are laid out from bottom to top, hence we invert the t coordinate.
- // NOTE: This may not be the right place for the inversion.
- // TODO: Check if this applies to ETC textures, too.
- s = GetWrappedTexCoord(texture.config.wrap_s, s, texture.config.width);
- t = texture.config.height - 1 -
- GetWrappedTexCoord(texture.config.wrap_t, t, texture.config.height);
- u8* texture_data =
- Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress());
- auto info =
- Texture::TextureInfo::FromPicaRegister(texture.config, texture.format);
- // TODO: Apply the min and mag filters to the texture
- texture_color[i] = Texture::LookupTexture(texture_data, s, t, info);
- #if PICA_DUMP_TEXTURES
- DebugUtils::DumpTexture(texture.config, texture_data);
- #endif
- }
- }
- // Texture environment - consists of 6 stages of color and alpha combining.
- //
- // Color combiners take three input color values from some source (e.g. interpolated
- // vertex color, texture color, previous stage, etc), perform some very simple
- // operations on each of them (e.g. inversion) and then calculate the output color
- // with some basic arithmetic. Alpha combiners can be configured separately but work
- // analogously.
- Math::Vec4<u8> combiner_output;
- Math::Vec4<u8> combiner_buffer = {0, 0, 0, 0};
- Math::Vec4<u8> next_combiner_buffer = {
- regs.texturing.tev_combiner_buffer_color.r,
- regs.texturing.tev_combiner_buffer_color.g,
- regs.texturing.tev_combiner_buffer_color.b,
- regs.texturing.tev_combiner_buffer_color.a,
- };
- for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();
- ++tev_stage_index) {
- const auto& tev_stage = tev_stages[tev_stage_index];
- using Source = TexturingRegs::TevStageConfig::Source;
- auto GetSource = [&](Source source) -> Math::Vec4<u8> {
- switch (source) {
- case Source::PrimaryColor:
- // HACK: Until we implement fragment lighting, use primary_color
- case Source::PrimaryFragmentColor:
- return primary_color;
- // HACK: Until we implement fragment lighting, use zero
- case Source::SecondaryFragmentColor:
- return {0, 0, 0, 0};
- case Source::Texture0:
- return texture_color[0];
- case Source::Texture1:
- return texture_color[1];
- case Source::Texture2:
- return texture_color[2];
- case Source::PreviousBuffer:
- return combiner_buffer;
- case Source::Constant:
- return {tev_stage.const_r, tev_stage.const_g, tev_stage.const_b,
- tev_stage.const_a};
- case Source::Previous:
- return combiner_output;
- default:
- LOG_ERROR(HW_GPU, "Unknown color combiner source %d", (int)source);
- UNIMPLEMENTED();
- return {0, 0, 0, 0};
- }
- };
- // color combiner
- // NOTE: Not sure if the alpha combiner might use the color output of the previous
- // stage as input. Hence, we currently don't directly write the result to
- // combiner_output.rgb(), but instead store it in a temporary variable until
- // alpha combining has been done.
- Math::Vec3<u8> color_result[3] = {
- GetColorModifier(tev_stage.color_modifier1, GetSource(tev_stage.color_source1)),
- GetColorModifier(tev_stage.color_modifier2, GetSource(tev_stage.color_source2)),
- GetColorModifier(tev_stage.color_modifier3, GetSource(tev_stage.color_source3)),
- };
- 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
|