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Diffstat (limited to 'src/video_core/swrasterizer/framebuffer.cpp')
-rw-r--r-- | src/video_core/swrasterizer/framebuffer.cpp | 358 |
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 0000000000..7de3aac751 --- /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 |