diff options
Diffstat (limited to '')
-rw-r--r-- | src/video_core/rasterizer.cpp | 252 |
1 files changed, 162 insertions, 90 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp index 3faa10153..94873f406 100644 --- a/src/video_core/rasterizer.cpp +++ b/src/video_core/rasterizer.cpp @@ -5,6 +5,7 @@ #include <algorithm> #include "common/common_types.h" +#include "common/math_util.h" #include "math.h" #include "pica.h" @@ -20,16 +21,31 @@ 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))); - u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b(); - // Assuming RGBA8 format until actual framebuffer format handling is implemented - *(color_buffer + x + y * registers.framebuffer.GetWidth()) = value; + // 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); + UNIMPLEMENTED(); + } } 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; @@ -43,6 +59,8 @@ 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()); } @@ -51,6 +69,8 @@ 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; } @@ -90,30 +110,43 @@ static int SignedArea (const Math::Vec2<Fix12P4>& vtx1, return Math::Cross(vec1, vec2).z; }; -void ProcessTriangle(const VertexShader::OutputVertex& v0, - const VertexShader::OutputVertex& v1, - const VertexShader::OutputVertex& v2) +/** + * 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) { - return Fix12P4(static_cast<unsigned short>(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)}; - }; + 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 (registers.cull_mode == Regs::CullMode::KeepClockWise) { - // Reverse vertex order and use the CCW code path. - std::swap(vtxpos[1], vtxpos[2]); - } + 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; + } - if (registers.cull_mode != Regs::CullMode::KeepAll) { // Cull away triangles which are wound clockwise. - // TODO: A check for degenerate triangles ("== 0") should be considered for CullMode::KeepAll if (SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0) return; } @@ -155,9 +188,10 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, 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; y < max_y; y += 0x10) { - for (u16 x = min_x; x < max_x; x += 0x10) { + 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}); @@ -220,7 +254,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, 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(); - auto GetWrappedTexCoord = [](Regs::TextureConfig::WrapMode mode, int val, unsigned size) { + static auto GetWrappedTexCoord = [](Regs::TextureConfig::WrapMode mode, int val, unsigned size) { switch (mode) { case Regs::TextureConfig::ClampToEdge: val = std::max(val, 0); @@ -228,7 +262,15 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, return val; case Regs::TextureConfig::Repeat: - return (int)(((unsigned)val) % size); + 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); @@ -236,6 +278,10 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, 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); @@ -262,7 +308,9 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, 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: @@ -378,6 +426,25 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, 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(); @@ -402,6 +469,12 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, 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(); @@ -475,7 +548,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, // 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 + + 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); @@ -524,6 +597,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, } 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; @@ -574,7 +648,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, default: LOG_CRITICAL(HW_GPU, "Unknown color blend factor %x", factor); - exit(0); + UNIMPLEMENTED(); break; } }; @@ -607,86 +681,78 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, default: LOG_CRITICAL(HW_GPU, "Unknown alpha blend factor %x", factor); - exit(0); + UNIMPLEMENTED(); + 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); + UNIMPLEMENTED(); } + + 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)); - - auto src_result = (combiner_output * srcfactor).Cast<int>(); - auto dst_result = (dest * dstfactor).Cast<int>(); - - switch (params.blend_equation_rgb) { - case params.Add: - { - auto result = (src_result + dst_result) / 255; - result.r() = std::min(255, result.r()); - result.g() = std::min(255, result.g()); - result.b() = std::min(255, result.b()); - combiner_output = result.Cast<u8>(); - break; - } - - case params.Subtract: - { - auto result = (src_result - dst_result) / 255; - result.r() = std::max(0, result.r()); - result.g() = std::max(0, result.g()); - result.b() = std::max(0, result.b()); - combiner_output = result.Cast<u8>(); - break; - } - - case params.ReverseSubtract: - { - auto result = (dst_result - src_result) / 255; - result.r() = std::max(0, result.r()); - result.g() = std::max(0, result.g()); - result.b() = std::max(0, result.b()); - combiner_output = result.Cast<u8>(); - break; - } - - case params.Min: - { - // TODO: GL spec says to do it without the factors, but is this what the 3DS does? - Math::Vec4<int> result; - result.r() = std::min(combiner_output.r(),dest.r()); - result.g() = std::min(combiner_output.g(),dest.g()); - result.b() = std::min(combiner_output.b(),dest.b()); - combiner_output = result.Cast<u8>(); - break; - } - - case params.Max: - { - // TODO: GL spec says to do it without the factors, but is this what the 3DS does? - Math::Vec4<int> result; - result.r() = std::max(combiner_output.r(),dest.r()); - result.g() = std::max(combiner_output.g(),dest.g()); - result.b() = std::max(combiner_output.b(),dest.b()); - combiner_output = result.Cast<u8>(); - break; - } - default: - LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation %x", params.blend_equation_rgb.Value()); - exit(0); - } + 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); + UNIMPLEMENTED(); } const Math::Vec4<u8> result = { - registers.output_merger.red_enable ? combiner_output.r() : dest.r(), - registers.output_merger.green_enable ? combiner_output.g() : dest.g(), - registers.output_merger.blue_enable ? combiner_output.b() : dest.b(), - registers.output_merger.alpha_enable ? combiner_output.a() : dest.a() + 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); @@ -694,6 +760,12 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0, } } +void ProcessTriangle(const VertexShader::OutputVertex& v0, + const VertexShader::OutputVertex& v1, + const VertexShader::OutputVertex& v2) { + ProcessTriangleInternal(v0, v1, v2); +} + } // namespace Rasterizer } // namespace Pica |