diff options
Diffstat (limited to 'src/video_core/swrasterizer/rasterizer.cpp')
-rw-r--r-- | src/video_core/swrasterizer/rasterizer.cpp | 750 |
1 files changed, 750 insertions, 0 deletions
diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp new file mode 100644 index 0000000000..7557fcb892 --- /dev/null +++ b/src/video_core/swrasterizer/rasterizer.cpp @@ -0,0 +1,750 @@ +// 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); + + float24 u = uv[i].u(); + float24 v = uv[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); + + // 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[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 |