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- // Copyright 2014 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <algorithm>
- #include "common/common_types.h"
- #include "common/math_util.h"
- #include "math.h"
- #include "pica.h"
- #include "rasterizer.h"
- #include "vertex_shader.h"
- #include "debug_utils/debug_utils.h"
- namespace Pica {
- namespace Rasterizer {
- static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
- const PAddr addr = registers.framebuffer.GetColorBufferPhysicalAddress();
- u32* color_buffer = reinterpret_cast<u32*>(Memory::GetPointer(PAddrToVAddr(addr)));
- // Similarly to textures, the render framebuffer is laid out from bottom to top, too.
- // NOTE: The framebuffer height register contains the actual FB height minus one.
- y = (registers.framebuffer.height - y);
- switch (registers.framebuffer.color_format) {
- case registers.framebuffer.RGBA8:
- {
- u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b();
- *(color_buffer + x + y * registers.framebuffer.GetWidth()) = value;
- break;
- }
- default:
- LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format);
- exit(1);
- }
- }
- static const Math::Vec4<u8> GetPixel(int x, int y) {
- const PAddr addr = registers.framebuffer.GetColorBufferPhysicalAddress();
- u32* color_buffer_u32 = reinterpret_cast<u32*>(Memory::GetPointer(PAddrToVAddr(addr)));
- y = (registers.framebuffer.height - y);
- u32 value = *(color_buffer_u32 + x + y * registers.framebuffer.GetWidth());
- Math::Vec4<u8> ret;
- ret.a() = value >> 24;
- ret.r() = (value >> 16) & 0xFF;
- ret.g() = (value >> 8) & 0xFF;
- ret.b() = value & 0xFF;
- return ret;
- }
- static u32 GetDepth(int x, int y) {
- const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
- u16* depth_buffer = reinterpret_cast<u16*>(Memory::GetPointer(PAddrToVAddr(addr)));
- y = (registers.framebuffer.height - y);
- // Assuming 16-bit depth buffer format until actual format handling is implemented
- return *(depth_buffer + x + y * registers.framebuffer.GetWidth());
- }
- static void SetDepth(int x, int y, u16 value) {
- const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
- u16* depth_buffer = reinterpret_cast<u16*>(Memory::GetPointer(PAddrToVAddr(addr)));
- y = (registers.framebuffer.height - y);
- // Assuming 16-bit depth buffer format until actual format handling is implemented
- *(depth_buffer + x + y * registers.framebuffer.GetWidth()) = value;
- }
- // 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;
- };
- /**
- * Helper function for ProcessTriangle with the "reversed" flag to allow for implementing
- * culling via recursion.
- */
- static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
- const VertexShader::OutputVertex& v1,
- const VertexShader::OutputVertex& v2,
- bool reversed = false)
- {
- // vertex positions in rasterizer coordinates
- 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)));
- };
- auto ScreenToRasterizerCoordinates = [FloatToFix](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 (registers.cull_mode == Regs::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 && registers.cull_mode == Regs::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;
- }
- // TODO: Proper scissor rect test!
- 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});
- 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 = registers.GetTextures();
- auto tev_stages = registers.GetTevStages();
- // 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) {
- // 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);
- // 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 s = (int)(uv[i].u() * float24::FromFloat32(static_cast<float>(texture.config.width))).ToFloat32();
- int t = (int)(uv[i].v() * float24::FromFloat32(static_cast<float>(texture.config.height))).ToFloat32();
- static auto GetWrappedTexCoord = [](Regs::TextureConfig::WrapMode mode, int val, unsigned size) {
- switch (mode) {
- case Regs::TextureConfig::ClampToEdge:
- val = std::max(val, 0);
- val = std::min(val, (int)size - 1);
- return val;
- case Regs::TextureConfig::Repeat:
- return (int)((unsigned)val % size);
- case Regs::TextureConfig::MirroredRepeat:
- {
- int val = (int)((unsigned)val % (2 * size));
- if (val >= size)
- val = 2 * size - 1 - val;
- return val;
- }
- default:
- LOG_ERROR(HW_GPU, "Unknown texture coordinate wrapping mode %x\n", (int)mode);
- UNIMPLEMENTED();
- return 0;
- }
- };
- // 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::GetPointer(PAddrToVAddr(texture.config.GetPhysicalAddress()));
- auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format);
- texture_color[i] = DebugUtils::LookupTexture(texture_data, s, t, info);
- DebugUtils::DumpTexture(texture.config, texture_data);
- }
- // 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;
- for (const auto& tev_stage : tev_stages) {
- using Source = Regs::TevStageConfig::Source;
- using ColorModifier = Regs::TevStageConfig::ColorModifier;
- using AlphaModifier = Regs::TevStageConfig::AlphaModifier;
- using Operation = Regs::TevStageConfig::Operation;
- auto GetSource = [&](Source source) -> Math::Vec4<u8> {
- switch (source) {
- // TODO: What's the difference between these two?
- case Source::PrimaryColor:
- case Source::PrimaryFragmentColor:
- return primary_color;
- case Source::Texture0:
- return texture_color[0];
- case Source::Texture1:
- return texture_color[1];
- case Source::Texture2:
- return texture_color[2];
- 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\n", (int)source);
- UNIMPLEMENTED();
- return {};
- }
- };
- static auto GetColorModifier = [](ColorModifier factor, const Math::Vec4<u8>& values) -> Math::Vec3<u8> {
- switch (factor) {
- case ColorModifier::SourceColor:
- return values.rgb();
- case ColorModifier::OneMinusSourceColor:
- return (Math::Vec3<u8>(255, 255, 255) - values.rgb()).Cast<u8>();
- case ColorModifier::SourceAlpha:
- return values.aaa();
- case ColorModifier::OneMinusSourceAlpha:
- return (Math::Vec3<u8>(255, 255, 255) - values.aaa()).Cast<u8>();
- case ColorModifier::SourceRed:
- return values.rrr();
- case ColorModifier::OneMinusSourceRed:
- return (Math::Vec3<u8>(255, 255, 255) - values.rrr()).Cast<u8>();
- case ColorModifier::SourceGreen:
- return values.ggg();
- case ColorModifier::OneMinusSourceGreen:
- return (Math::Vec3<u8>(255, 255, 255) - values.ggg()).Cast<u8>();
- case ColorModifier::SourceBlue:
- return values.bbb();
- case ColorModifier::OneMinusSourceBlue:
- return (Math::Vec3<u8>(255, 255, 255) - values.bbb()).Cast<u8>();
- }
- };
- static auto GetAlphaModifier = [](AlphaModifier factor, const Math::Vec4<u8>& values) -> u8 {
- switch (factor) {
- case AlphaModifier::SourceAlpha:
- return values.a();
- case AlphaModifier::OneMinusSourceAlpha:
- return 255 - values.a();
- case AlphaModifier::SourceRed:
- return values.r();
- case AlphaModifier::OneMinusSourceRed:
- return 255 - values.r();
- case AlphaModifier::SourceGreen:
- return values.g();
- case AlphaModifier::OneMinusSourceGreen:
- return 255 - values.g();
- case AlphaModifier::SourceBlue:
- return values.b();
- case AlphaModifier::OneMinusSourceBlue:
- return 255 - values.b();
- }
- };
- static auto ColorCombine = [](Operation op, const Math::Vec3<u8> input[3]) -> Math::Vec3<u8> {
- switch (op) {
- case Operation::Replace:
- return input[0];
- case Operation::Modulate:
- return ((input[0] * input[1]) / 255).Cast<u8>();
- case Operation::Add:
- {
- auto result = input[0] + input[1];
- result.r() = std::min(255, result.r());
- result.g() = std::min(255, result.g());
- result.b() = std::min(255, result.b());
- return result.Cast<u8>();
- }
- case Operation::Lerp:
- return ((input[0] * input[2] + input[1] * (Math::MakeVec<u8>(255, 255, 255) - input[2]).Cast<u8>()) / 255).Cast<u8>();
- case Operation::Subtract:
- {
- auto result = input[0].Cast<int>() - input[1].Cast<int>();
- result.r() = std::max(0, result.r());
- result.g() = std::max(0, result.g());
- result.b() = std::max(0, result.b());
- return result.Cast<u8>();
- }
- case Operation::MultiplyThenAdd:
- {
- auto result = (input[0] * input[1] + 255 * input[2].Cast<int>()) / 255;
- result.r() = std::min(255, result.r());
- result.g() = std::min(255, result.g());
- result.b() = std::min(255, result.b());
- return result.Cast<u8>();
- }
- case Operation::AddThenMultiply:
- {
- auto result = input[0] + input[1];
- result.r() = std::min(255, result.r());
- result.g() = std::min(255, result.g());
- result.b() = std::min(255, result.b());
- result = (result * input[2].Cast<int>()) / 255;
- return result.Cast<u8>();
- }
- default:
- LOG_ERROR(HW_GPU, "Unknown color combiner operation %d\n", (int)op);
- UNIMPLEMENTED();
- return {};
- }
- };
- static auto AlphaCombine = [](Operation op, const std::array<u8,3>& input) -> u8 {
- switch (op) {
- case Operation::Replace:
- return input[0];
- case Operation::Modulate:
- return input[0] * input[1] / 255;
- case Operation::Add:
- return std::min(255, input[0] + input[1]);
- case Operation::Lerp:
- return (input[0] * input[2] + input[1] * (255 - input[2])) / 255;
- case Operation::Subtract:
- return std::max(0, (int)input[0] - (int)input[1]);
- case Operation::MultiplyThenAdd:
- return std::min(255, (input[0] * input[1] + 255 * input[2]) / 255);
- case Operation::AddThenMultiply:
- return (std::min(255, (input[0] + input[1])) * input[2]) / 255;
- default:
- LOG_ERROR(HW_GPU, "Unknown alpha combiner operation %d\n", (int)op);
- UNIMPLEMENTED();
- return 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);
- // 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))
- };
- auto alpha_output = AlphaCombine(tev_stage.alpha_op, alpha_result);
- combiner_output = Math::MakeVec(color_output, alpha_output);
- }
- if (registers.output_merger.alpha_test.enable) {
- bool pass = false;
- switch (registers.output_merger.alpha_test.func) {
- case registers.output_merger.Never:
- pass = false;
- break;
- case registers.output_merger.Always:
- pass = true;
- break;
- case registers.output_merger.Equal:
- pass = combiner_output.a() == registers.output_merger.alpha_test.ref;
- break;
- case registers.output_merger.NotEqual:
- pass = combiner_output.a() != registers.output_merger.alpha_test.ref;
- break;
- case registers.output_merger.LessThan:
- pass = combiner_output.a() < registers.output_merger.alpha_test.ref;
- break;
- case registers.output_merger.LessThanOrEqual:
- pass = combiner_output.a() <= registers.output_merger.alpha_test.ref;
- break;
- case registers.output_merger.GreaterThan:
- pass = combiner_output.a() > registers.output_merger.alpha_test.ref;
- break;
- case registers.output_merger.GreaterThanOrEqual:
- pass = combiner_output.a() >= registers.output_merger.alpha_test.ref;
- break;
- }
- if (!pass)
- continue;
- }
- // TODO: Does depth indeed only get written even if depth testing is enabled?
- if (registers.output_merger.depth_test_enable) {
- u16 z = (u16)((v0.screenpos[2].ToFloat32() * w0 +
- v1.screenpos[2].ToFloat32() * w1 +
- v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum);
- u16 ref_z = GetDepth(x >> 4, y >> 4);
- bool pass = false;
- switch (registers.output_merger.depth_test_func) {
- case registers.output_merger.Never:
- pass = false;
- break;
- case registers.output_merger.Always:
- pass = true;
- break;
- case registers.output_merger.Equal:
- pass = z == ref_z;
- break;
- case registers.output_merger.NotEqual:
- pass = z != ref_z;
- break;
- case registers.output_merger.LessThan:
- pass = z < ref_z;
- break;
- case registers.output_merger.LessThanOrEqual:
- pass = z <= ref_z;
- break;
- case registers.output_merger.GreaterThan:
- pass = z > ref_z;
- break;
- case registers.output_merger.GreaterThanOrEqual:
- pass = z >= ref_z;
- break;
- }
- if (!pass)
- continue;
- if (registers.output_merger.depth_write_enable)
- SetDepth(x >> 4, y >> 4, z);
- }
- auto dest = GetPixel(x >> 4, y >> 4);
- Math::Vec4<u8> blend_output = combiner_output;
- if (registers.output_merger.alphablend_enable) {
- auto params = registers.output_merger.alpha_blending;
- auto LookupFactorRGB = [&](decltype(params)::BlendFactor factor) -> Math::Vec3<u8> {
- switch (factor) {
- case params.Zero:
- return Math::Vec3<u8>(0, 0, 0);
- case params.One:
- return Math::Vec3<u8>(255, 255, 255);
- case params.SourceColor:
- return combiner_output.rgb();
- case params.OneMinusSourceColor:
- return Math::Vec3<u8>(255 - combiner_output.r(), 255 - combiner_output.g(), 255 - combiner_output.b());
- case params.DestColor:
- return dest.rgb();
- case params.OneMinusDestColor:
- return Math::Vec3<u8>(255 - dest.r(), 255 - dest.g(), 255 - dest.b());
- case params.SourceAlpha:
- return Math::Vec3<u8>(combiner_output.a(), combiner_output.a(), combiner_output.a());
- case params.OneMinusSourceAlpha:
- return Math::Vec3<u8>(255 - combiner_output.a(), 255 - combiner_output.a(), 255 - combiner_output.a());
- case params.DestAlpha:
- return Math::Vec3<u8>(dest.a(), dest.a(), dest.a());
- case params.OneMinusDestAlpha:
- return Math::Vec3<u8>(255 - dest.a(), 255 - dest.a(), 255 - dest.a());
- case params.ConstantColor:
- return Math::Vec3<u8>(registers.output_merger.blend_const.r, registers.output_merger.blend_const.g, registers.output_merger.blend_const.b);
- case params.OneMinusConstantColor:
- return Math::Vec3<u8>(255 - registers.output_merger.blend_const.r, 255 - registers.output_merger.blend_const.g, 255 - registers.output_merger.blend_const.b);
- case params.ConstantAlpha:
- return Math::Vec3<u8>(registers.output_merger.blend_const.a, registers.output_merger.blend_const.a, registers.output_merger.blend_const.a);
- case params.OneMinusConstantAlpha:
- return Math::Vec3<u8>(255 - registers.output_merger.blend_const.a, 255 - registers.output_merger.blend_const.a, 255 - registers.output_merger.blend_const.a);
- default:
- LOG_CRITICAL(HW_GPU, "Unknown color blend factor %x", factor);
- exit(0);
- break;
- }
- };
- auto LookupFactorA = [&](decltype(params)::BlendFactor factor) -> u8 {
- switch (factor) {
- case params.Zero:
- return 0;
- case params.One:
- return 255;
- case params.SourceAlpha:
- return combiner_output.a();
- case params.OneMinusSourceAlpha:
- return 255 - combiner_output.a();
- case params.DestAlpha:
- return dest.a();
- case params.OneMinusDestAlpha:
- return 255 - dest.a();
- case params.ConstantAlpha:
- return registers.output_merger.blend_const.a;
- case params.OneMinusConstantAlpha:
- return 255 - registers.output_merger.blend_const.a;
- default:
- LOG_CRITICAL(HW_GPU, "Unknown alpha blend factor %x", factor);
- exit(0);
- break;
- }
- };
- using BlendEquation = decltype(params)::BlendEquation;
- static auto EvaluateBlendEquation = [](const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
- const Math::Vec4<u8>& dest, const Math::Vec4<u8>& destfactor,
- BlendEquation equation) {
- Math::Vec4<int> result;
- auto src_result = (src * srcfactor).Cast<int>();
- auto dst_result = (dest * destfactor).Cast<int>();
- switch (equation) {
- case BlendEquation::Add:
- result = (src_result + dst_result) / 255;
- break;
- case BlendEquation::Subtract:
- result = (src_result - dst_result) / 255;
- break;
- case BlendEquation::ReverseSubtract:
- result = (dst_result - src_result) / 255;
- break;
- // TODO: How do these two actually work?
- // OpenGL doesn't include the blend factors in the min/max computations,
- // but is this what the 3DS actually does?
- case BlendEquation::Min:
- result.r() = std::min(src.r(), dest.r());
- result.g() = std::min(src.g(), dest.g());
- result.b() = std::min(src.b(), dest.b());
- result.a() = std::min(src.a(), dest.a());
- break;
- case BlendEquation::Max:
- result.r() = std::max(src.r(), dest.r());
- result.g() = std::max(src.g(), dest.g());
- result.b() = std::max(src.b(), dest.b());
- result.a() = std::max(src.a(), dest.a());
- break;
- default:
- LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation %x", equation);
- exit(0);
- }
- return Math::Vec4<u8>(MathUtil::Clamp(result.r(), 0, 255),
- MathUtil::Clamp(result.g(), 0, 255),
- MathUtil::Clamp(result.b(), 0, 255),
- MathUtil::Clamp(result.a(), 0, 255));
- };
- auto srcfactor = Math::MakeVec(LookupFactorRGB(params.factor_source_rgb),
- LookupFactorA(params.factor_source_a));
- auto dstfactor = Math::MakeVec(LookupFactorRGB(params.factor_dest_rgb),
- LookupFactorA(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 {
- LOG_CRITICAL(HW_GPU, "logic op: %x", registers.output_merger.logic_op);
- exit(0);
- }
- const Math::Vec4<u8> result = {
- registers.output_merger.red_enable ? blend_output.r() : dest.r(),
- registers.output_merger.green_enable ? blend_output.g() : dest.g(),
- registers.output_merger.blue_enable ? blend_output.b() : dest.b(),
- registers.output_merger.alpha_enable ? blend_output.a() : dest.a()
- };
- DrawPixel(x >> 4, y >> 4, result);
- }
- }
- }
- void ProcessTriangle(const VertexShader::OutputVertex& v0,
- const VertexShader::OutputVertex& v1,
- const VertexShader::OutputVertex& v2) {
- ProcessTriangleInternal(v0, v1, v2);
- }
- } // namespace Rasterizer
- } // namespace Pica
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