summaryrefslogtreecommitdiffstats
path: root/src/video_core/swrasterizer/framebuffer.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/video_core/swrasterizer/framebuffer.cpp')
-rw-r--r--src/video_core/swrasterizer/framebuffer.cpp358
1 files changed, 358 insertions, 0 deletions
diff --git a/src/video_core/swrasterizer/framebuffer.cpp b/src/video_core/swrasterizer/framebuffer.cpp
new file mode 100644
index 000000000..7de3aac75
--- /dev/null
+++ b/src/video_core/swrasterizer/framebuffer.cpp
@@ -0,0 +1,358 @@
+// Copyright 2017 Citra Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include <algorithm>
+
+#include "common/assert.h"
+#include "common/color.h"
+#include "common/common_types.h"
+#include "common/logging/log.h"
+#include "common/math_util.h"
+#include "common/vector_math.h"
+#include "core/hw/gpu.h"
+#include "core/memory.h"
+#include "video_core/pica_state.h"
+#include "video_core/regs_framebuffer.h"
+#include "video_core/swrasterizer/framebuffer.h"
+#include "video_core/utils.h"
+
+namespace Pica {
+namespace Rasterizer {
+
+void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
+ const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
+ const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
+
+ // 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 = framebuffer.height - y;
+
+ const u32 coarse_y = y & ~7;
+ u32 bytes_per_pixel =
+ GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
+ u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
+ coarse_y * framebuffer.width * bytes_per_pixel;
+ u8* dst_pixel = Memory::GetPhysicalPointer(addr) + dst_offset;
+
+ switch (framebuffer.color_format) {
+ case FramebufferRegs::ColorFormat::RGBA8:
+ Color::EncodeRGBA8(color, dst_pixel);
+ break;
+
+ case FramebufferRegs::ColorFormat::RGB8:
+ Color::EncodeRGB8(color, dst_pixel);
+ break;
+
+ case FramebufferRegs::ColorFormat::RGB5A1:
+ Color::EncodeRGB5A1(color, dst_pixel);
+ break;
+
+ case FramebufferRegs::ColorFormat::RGB565:
+ Color::EncodeRGB565(color, dst_pixel);
+ break;
+
+ case FramebufferRegs::ColorFormat::RGBA4:
+ Color::EncodeRGBA4(color, dst_pixel);
+ break;
+
+ default:
+ LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x",
+ framebuffer.color_format.Value());
+ UNIMPLEMENTED();
+ }
+}
+
+const Math::Vec4<u8> GetPixel(int x, int y) {
+ const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
+ const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
+
+ y = framebuffer.height - y;
+
+ const u32 coarse_y = y & ~7;
+ u32 bytes_per_pixel =
+ GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
+ u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
+ coarse_y * framebuffer.width * bytes_per_pixel;
+ u8* src_pixel = Memory::GetPhysicalPointer(addr) + src_offset;
+
+ switch (framebuffer.color_format) {
+ case FramebufferRegs::ColorFormat::RGBA8:
+ return Color::DecodeRGBA8(src_pixel);
+
+ case FramebufferRegs::ColorFormat::RGB8:
+ return Color::DecodeRGB8(src_pixel);
+
+ case FramebufferRegs::ColorFormat::RGB5A1:
+ return Color::DecodeRGB5A1(src_pixel);
+
+ case FramebufferRegs::ColorFormat::RGB565:
+ return Color::DecodeRGB565(src_pixel);
+
+ case FramebufferRegs::ColorFormat::RGBA4:
+ return Color::DecodeRGBA4(src_pixel);
+
+ default:
+ LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x",
+ framebuffer.color_format.Value());
+ UNIMPLEMENTED();
+ }
+
+ return {0, 0, 0, 0};
+}
+
+u32 GetDepth(int x, int y) {
+ const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
+ const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
+ u8* depth_buffer = Memory::GetPhysicalPointer(addr);
+
+ y = framebuffer.height - y;
+
+ const u32 coarse_y = y & ~7;
+ u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
+ u32 stride = framebuffer.width * bytes_per_pixel;
+
+ u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
+ u8* src_pixel = depth_buffer + src_offset;
+
+ switch (framebuffer.depth_format) {
+ case FramebufferRegs::DepthFormat::D16:
+ return Color::DecodeD16(src_pixel);
+ case FramebufferRegs::DepthFormat::D24:
+ return Color::DecodeD24(src_pixel);
+ case FramebufferRegs::DepthFormat::D24S8:
+ return Color::DecodeD24S8(src_pixel).x;
+ default:
+ LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
+ UNIMPLEMENTED();
+ return 0;
+ }
+}
+
+u8 GetStencil(int x, int y) {
+ const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
+ const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
+ u8* depth_buffer = Memory::GetPhysicalPointer(addr);
+
+ y = framebuffer.height - y;
+
+ const u32 coarse_y = y & ~7;
+ u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
+ u32 stride = framebuffer.width * bytes_per_pixel;
+
+ u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
+ u8* src_pixel = depth_buffer + src_offset;
+
+ switch (framebuffer.depth_format) {
+ case FramebufferRegs::DepthFormat::D24S8:
+ return Color::DecodeD24S8(src_pixel).y;
+
+ default:
+ LOG_WARNING(
+ HW_GPU,
+ "GetStencil called for function which doesn't have a stencil component (format %u)",
+ framebuffer.depth_format);
+ return 0;
+ }
+}
+
+void SetDepth(int x, int y, u32 value) {
+ const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
+ const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
+ u8* depth_buffer = Memory::GetPhysicalPointer(addr);
+
+ y = framebuffer.height - y;
+
+ const u32 coarse_y = y & ~7;
+ u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
+ u32 stride = framebuffer.width * bytes_per_pixel;
+
+ u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
+ u8* dst_pixel = depth_buffer + dst_offset;
+
+ switch (framebuffer.depth_format) {
+ case FramebufferRegs::DepthFormat::D16:
+ Color::EncodeD16(value, dst_pixel);
+ break;
+
+ case FramebufferRegs::DepthFormat::D24:
+ Color::EncodeD24(value, dst_pixel);
+ break;
+
+ case FramebufferRegs::DepthFormat::D24S8:
+ Color::EncodeD24X8(value, dst_pixel);
+ break;
+
+ default:
+ LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
+ UNIMPLEMENTED();
+ break;
+ }
+}
+
+void SetStencil(int x, int y, u8 value) {
+ const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
+ const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
+ u8* depth_buffer = Memory::GetPhysicalPointer(addr);
+
+ y = framebuffer.height - y;
+
+ const u32 coarse_y = y & ~7;
+ u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
+ u32 stride = framebuffer.width * bytes_per_pixel;
+
+ u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
+ u8* dst_pixel = depth_buffer + dst_offset;
+
+ switch (framebuffer.depth_format) {
+ case Pica::FramebufferRegs::DepthFormat::D16:
+ case Pica::FramebufferRegs::DepthFormat::D24:
+ // Nothing to do
+ break;
+
+ case Pica::FramebufferRegs::DepthFormat::D24S8:
+ Color::EncodeX24S8(value, dst_pixel);
+ break;
+
+ default:
+ LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
+ UNIMPLEMENTED();
+ break;
+ }
+}
+
+u8 PerformStencilAction(FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref) {
+ switch (action) {
+ case FramebufferRegs::StencilAction::Keep:
+ return old_stencil;
+
+ case FramebufferRegs::StencilAction::Zero:
+ return 0;
+
+ case FramebufferRegs::StencilAction::Replace:
+ return ref;
+
+ case FramebufferRegs::StencilAction::Increment:
+ // Saturated increment
+ return std::min<u8>(old_stencil, 254) + 1;
+
+ case FramebufferRegs::StencilAction::Decrement:
+ // Saturated decrement
+ return std::max<u8>(old_stencil, 1) - 1;
+
+ case FramebufferRegs::StencilAction::Invert:
+ return ~old_stencil;
+
+ case FramebufferRegs::StencilAction::IncrementWrap:
+ return old_stencil + 1;
+
+ case FramebufferRegs::StencilAction::DecrementWrap:
+ return old_stencil - 1;
+
+ default:
+ LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action);
+ UNIMPLEMENTED();
+ return 0;
+ }
+}
+
+Math::Vec4<u8> EvaluateBlendEquation(const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
+ const Math::Vec4<u8>& dest, const Math::Vec4<u8>& destfactor,
+ FramebufferRegs::BlendEquation equation) {
+ Math::Vec4<int> result;
+
+ auto src_result = (src * srcfactor).Cast<int>();
+ auto dst_result = (dest * destfactor).Cast<int>();
+
+ switch (equation) {
+ case FramebufferRegs::BlendEquation::Add:
+ result = (src_result + dst_result) / 255;
+ break;
+
+ case FramebufferRegs::BlendEquation::Subtract:
+ result = (src_result - dst_result) / 255;
+ break;
+
+ case FramebufferRegs::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 FramebufferRegs::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 FramebufferRegs::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));
+};
+
+u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op) {
+ switch (op) {
+ case FramebufferRegs::LogicOp::Clear:
+ return 0;
+
+ case FramebufferRegs::LogicOp::And:
+ return src & dest;
+
+ case FramebufferRegs::LogicOp::AndReverse:
+ return src & ~dest;
+
+ case FramebufferRegs::LogicOp::Copy:
+ return src;
+
+ case FramebufferRegs::LogicOp::Set:
+ return 255;
+
+ case FramebufferRegs::LogicOp::CopyInverted:
+ return ~src;
+
+ case FramebufferRegs::LogicOp::NoOp:
+ return dest;
+
+ case FramebufferRegs::LogicOp::Invert:
+ return ~dest;
+
+ case FramebufferRegs::LogicOp::Nand:
+ return ~(src & dest);
+
+ case FramebufferRegs::LogicOp::Or:
+ return src | dest;
+
+ case FramebufferRegs::LogicOp::Nor:
+ return ~(src | dest);
+
+ case FramebufferRegs::LogicOp::Xor:
+ return src ^ dest;
+
+ case FramebufferRegs::LogicOp::Equiv:
+ return ~(src ^ dest);
+
+ case FramebufferRegs::LogicOp::AndInverted:
+ return ~src & dest;
+
+ case FramebufferRegs::LogicOp::OrReverse:
+ return src | ~dest;
+
+ case FramebufferRegs::LogicOp::OrInverted:
+ return ~src | dest;
+ }
+};
+
+} // namespace Rasterizer
+} // namespace Pica