suyu/src/video_core/rasterizer.cpp
Yuri Kunde Schlesner 13347997ba VideoCore: #ifdef out some debugging routines
Some disabled debugging functionality was being called from rendering
routines in VideoCore. Although disabled, many of them still allocated
memory or did some extra work that was enough to show up in a profiler.
Gives a slight (~2ms) speedup.
2015-07-26 06:55:47 -03:00

1118 lines
47 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include "common/color.h"
#include "common/common_types.h"
#include "common/math_util.h"
#include "common/profiler.h"
#include "core/hw/gpu.h"
#include "core/memory.h"
#include "debug_utils/debug_utils.h"
#include "math.h"
#include "pica.h"
#include "rasterizer.h"
#include "vertex_shader.h"
#include "video_core/utils.h"
namespace Pica {
namespace Rasterizer {
static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
const auto& framebuffer = g_state.regs.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 Regs::ColorFormat::RGBA8:
Color::EncodeRGBA8(color, dst_pixel);
break;
case Regs::ColorFormat::RGB8:
Color::EncodeRGB8(color, dst_pixel);
break;
case Regs::ColorFormat::RGB5A1:
Color::EncodeRGB5A1(color, dst_pixel);
break;
case Regs::ColorFormat::RGB565:
Color::EncodeRGB565(color, dst_pixel);
break;
case Regs::ColorFormat::RGBA4:
Color::EncodeRGBA4(color, dst_pixel);
break;
default:
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", framebuffer.color_format.Value());
UNIMPLEMENTED();
}
}
static const Math::Vec4<u8> GetPixel(int x, int y) {
const auto& framebuffer = g_state.regs.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 Regs::ColorFormat::RGBA8:
return Color::DecodeRGBA8(src_pixel);
case Regs::ColorFormat::RGB8:
return Color::DecodeRGB8(src_pixel);
case Regs::ColorFormat::RGB5A1:
return Color::DecodeRGB5A1(src_pixel);
case Regs::ColorFormat::RGB565:
return Color::DecodeRGB565(src_pixel);
case Regs::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};
}
static u32 GetDepth(int x, int y) {
const auto& framebuffer = g_state.regs.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 = Regs::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 Regs::DepthFormat::D16:
return Color::DecodeD16(src_pixel);
case Regs::DepthFormat::D24:
return Color::DecodeD24(src_pixel);
case Regs::DepthFormat::D24S8:
return Color::DecodeD24S8(src_pixel).x;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
UNIMPLEMENTED();
return 0;
}
}
static u8 GetStencil(int x, int y) {
const auto& framebuffer = g_state.regs.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::Regs::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 Regs::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;
}
}
static void SetDepth(int x, int y, u32 value) {
const auto& framebuffer = g_state.regs.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 = Regs::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 Regs::DepthFormat::D16:
Color::EncodeD16(value, dst_pixel);
break;
case Regs::DepthFormat::D24:
Color::EncodeD24(value, dst_pixel);
break;
case Regs::DepthFormat::D24S8:
Color::EncodeD24X8(value, dst_pixel);
break;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
UNIMPLEMENTED();
break;
}
}
static void SetStencil(int x, int y, u8 value) {
const auto& framebuffer = g_state.regs.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::Regs::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::Regs::DepthFormat::D16:
case Pica::Regs::DepthFormat::D24:
// Nothing to do
break;
case Pica::Regs::DepthFormat::D24S8:
Color::EncodeX24S8(value, dst_pixel);
break;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
UNIMPLEMENTED();
break;
}
}
// TODO: Should the stencil mask be applied to the "dest" or "ref" operands? Most likely not!
static u8 PerformStencilAction(Regs::StencilAction action, u8 dest, u8 ref) {
switch (action) {
case Regs::StencilAction::Keep:
return dest;
case Regs::StencilAction::Xor:
return dest ^ ref;
default:
LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action);
UNIMPLEMENTED();
return 0;
}
}
// 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;
};
static Common::Profiling::TimingCategory rasterization_category("Rasterization");
/**
* 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)
{
const auto& regs = g_state.regs;
Common::Profiling::ScopeTimer timer(rasterization_category);
// 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.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 && regs.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 = regs.GetTextures();
auto tev_stages = regs.GetTevStages();
bool stencil_action_enable = g_state.regs.output_merger.stencil_test.enable && g_state.regs.framebuffer.depth_format == Regs::DepthFormat::D24S8;
const auto stencil_test = g_state.regs.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) {
// 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::ClampToBorder:
return val;
case Regs::TextureConfig::Repeat:
return (int)((unsigned)val % size);
case Regs::TextureConfig::MirroredRepeat:
{
unsigned int coord = ((unsigned)val % (2 * size));
if (coord >= size)
coord = 2 * size - 1 - coord;
return (int)coord;
}
default:
LOG_ERROR(HW_GPU, "Unknown texture coordinate wrapping mode %x\n", (int)mode);
UNIMPLEMENTED();
return 0;
}
};
if ((texture.config.wrap_s == Regs::TextureConfig::ClampToBorder && (s < 0 || s >= texture.config.width))
|| (texture.config.wrap_t == Regs::TextureConfig::ClampToBorder && (t < 0 || 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 = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format);
// TODO: Apply the min and mag filters to the texture
texture_color[i] = DebugUtils::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 = {
regs.tev_combiner_buffer_color.r, regs.tev_combiner_buffer_color.g,
regs.tev_combiner_buffer_color.b, regs.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 = 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) {
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\n", (int)source);
UNIMPLEMENTED();
return {0, 0, 0, 0};
}
};
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::AddSigned:
{
// TODO(bunnei): Verify that the color conversion from (float) 0.5f to (byte) 128 is correct
auto result = input[0].Cast<int>() + input[1].Cast<int>() - Math::MakeVec<int>(128, 128, 128);
result.r() = MathUtil::Clamp<int>(result.r(), 0, 255);
result.g() = MathUtil::Clamp<int>(result.g(), 0, 255);
result.b() = MathUtil::Clamp<int>(result.b(), 0, 255);
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>();
}
case Operation::Dot3_RGB:
{
// Not fully accurate.
// Worst case scenario seems to yield a +/-3 error
// Some HW results indicate that the per-component computation can't have a higher precision than 1/256,
// while dot3_rgb( (0x80,g0,b0),(0x7F,g1,b1) ) and dot3_rgb( (0x80,g0,b0),(0x80,g1,b1) ) give different results
int result = ((input[0].r() * 2 - 255) * (input[1].r() * 2 - 255) + 128) / 256 +
((input[0].g() * 2 - 255) * (input[1].g() * 2 - 255) + 128) / 256 +
((input[0].b() * 2 - 255) * (input[1].b() * 2 - 255) + 128) / 256;
result = std::max(0, std::min(255, result));
return { (u8)result, (u8)result, (u8)result };
}
default:
LOG_ERROR(HW_GPU, "Unknown color combiner operation %d\n", (int)op);
UNIMPLEMENTED();
return {0, 0, 0};
}
};
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::AddSigned:
{
// TODO(bunnei): Verify that the color conversion from (float) 0.5f to (byte) 128 is correct
auto result = static_cast<int>(input[0]) + static_cast<int>(input[1]) - 128;
return static_cast<u8>(MathUtil::Clamp<int>(result, 0, 255));
}
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[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());
if (regs.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferColor(tev_stage_index)) {
combiner_buffer.r() = combiner_output.r();
combiner_buffer.g() = combiner_output.g();
combiner_buffer.b() = combiner_output.b();
}
if (regs.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferAlpha(tev_stage_index)) {
combiner_buffer.a() = combiner_output.a();
}
}
const auto& output_merger = regs.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 Regs::CompareFunc::Never:
pass = false;
break;
case Regs::CompareFunc::Always:
pass = true;
break;
case Regs::CompareFunc::Equal:
pass = combiner_output.a() == output_merger.alpha_test.ref;
break;
case Regs::CompareFunc::NotEqual:
pass = combiner_output.a() != output_merger.alpha_test.ref;
break;
case Regs::CompareFunc::LessThan:
pass = combiner_output.a() < output_merger.alpha_test.ref;
break;
case Regs::CompareFunc::LessThanOrEqual:
pass = combiner_output.a() <= output_merger.alpha_test.ref;
break;
case Regs::CompareFunc::GreaterThan:
pass = combiner_output.a() > output_merger.alpha_test.ref;
break;
case Regs::CompareFunc::GreaterThanOrEqual:
pass = combiner_output.a() >= output_merger.alpha_test.ref;
break;
}
if (!pass)
continue;
}
u8 old_stencil = 0;
if (stencil_action_enable) {
old_stencil = GetStencil(x >> 4, y >> 4);
u8 dest = old_stencil & stencil_test.mask;
u8 ref = stencil_test.reference_value & stencil_test.mask;
bool pass = false;
switch (stencil_test.func) {
case Regs::CompareFunc::Never:
pass = false;
break;
case Regs::CompareFunc::Always:
pass = true;
break;
case Regs::CompareFunc::Equal:
pass = (ref == dest);
break;
case Regs::CompareFunc::NotEqual:
pass = (ref != dest);
break;
case Regs::CompareFunc::LessThan:
pass = (ref < dest);
break;
case Regs::CompareFunc::LessThanOrEqual:
pass = (ref <= dest);
break;
case Regs::CompareFunc::GreaterThan:
pass = (ref > dest);
break;
case Regs::CompareFunc::GreaterThanOrEqual:
pass = (ref >= dest);
break;
}
if (!pass) {
u8 new_stencil = PerformStencilAction(stencil_test.action_stencil_fail, old_stencil, stencil_test.replacement_value);
SetStencil(x >> 4, y >> 4, new_stencil);
continue;
}
}
// TODO: Does depth indeed only get written even if depth testing is enabled?
if (output_merger.depth_test_enable) {
unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format);
u32 z = (u32)((v0.screenpos[2].ToFloat32() * w0 +
v1.screenpos[2].ToFloat32() * w1 +
v2.screenpos[2].ToFloat32() * w2) * ((1 << num_bits) - 1) / wsum);
u32 ref_z = GetDepth(x >> 4, y >> 4);
bool pass = false;
switch (output_merger.depth_test_func) {
case Regs::CompareFunc::Never:
pass = false;
break;
case Regs::CompareFunc::Always:
pass = true;
break;
case Regs::CompareFunc::Equal:
pass = z == ref_z;
break;
case Regs::CompareFunc::NotEqual:
pass = z != ref_z;
break;
case Regs::CompareFunc::LessThan:
pass = z < ref_z;
break;
case Regs::CompareFunc::LessThanOrEqual:
pass = z <= ref_z;
break;
case Regs::CompareFunc::GreaterThan:
pass = z > ref_z;
break;
case Regs::CompareFunc::GreaterThanOrEqual:
pass = z >= ref_z;
break;
}
if (!pass) {
if (stencil_action_enable) {
u8 new_stencil = PerformStencilAction(stencil_test.action_depth_fail, old_stencil, stencil_test.replacement_value);
SetStencil(x >> 4, y >> 4, new_stencil);
}
continue;
}
if (output_merger.depth_write_enable)
SetDepth(x >> 4, y >> 4, z);
if (stencil_action_enable) {
// TODO: What happens if stencil testing is enabled, but depth testing is not? Will stencil get updated anyway?
u8 new_stencil = PerformStencilAction(stencil_test.action_depth_pass, old_stencil, stencil_test.replacement_value);
SetStencil(x >> 4, y >> 4, new_stencil);
}
}
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 LookupFactorRGB = [&](Regs::BlendFactor factor) -> Math::Vec3<u8> {
switch (factor) {
case Regs::BlendFactor::Zero :
return Math::Vec3<u8>(0, 0, 0);
case Regs::BlendFactor::One :
return Math::Vec3<u8>(255, 255, 255);
case Regs::BlendFactor::SourceColor:
return combiner_output.rgb();
case Regs::BlendFactor::OneMinusSourceColor:
return Math::Vec3<u8>(255 - combiner_output.r(), 255 - combiner_output.g(), 255 - combiner_output.b());
case Regs::BlendFactor::DestColor:
return dest.rgb();
case Regs::BlendFactor::OneMinusDestColor:
return Math::Vec3<u8>(255 - dest.r(), 255 - dest.g(), 255 - dest.b());
case Regs::BlendFactor::SourceAlpha:
return Math::Vec3<u8>(combiner_output.a(), combiner_output.a(), combiner_output.a());
case Regs::BlendFactor::OneMinusSourceAlpha:
return Math::Vec3<u8>(255 - combiner_output.a(), 255 - combiner_output.a(), 255 - combiner_output.a());
case Regs::BlendFactor::DestAlpha:
return Math::Vec3<u8>(dest.a(), dest.a(), dest.a());
case Regs::BlendFactor::OneMinusDestAlpha:
return Math::Vec3<u8>(255 - dest.a(), 255 - dest.a(), 255 - dest.a());
case Regs::BlendFactor::ConstantColor:
return Math::Vec3<u8>(output_merger.blend_const.r, output_merger.blend_const.g, output_merger.blend_const.b);
case Regs::BlendFactor::OneMinusConstantColor:
return Math::Vec3<u8>(255 - output_merger.blend_const.r, 255 - output_merger.blend_const.g, 255 - output_merger.blend_const.b);
case Regs::BlendFactor::ConstantAlpha:
return Math::Vec3<u8>(output_merger.blend_const.a, output_merger.blend_const.a, output_merger.blend_const.a);
case Regs::BlendFactor::OneMinusConstantAlpha:
return Math::Vec3<u8>(255 - output_merger.blend_const.a, 255 - output_merger.blend_const.a, 255 - output_merger.blend_const.a);
default:
LOG_CRITICAL(HW_GPU, "Unknown color blend factor %x", factor);
UNIMPLEMENTED();
break;
}
};
auto LookupFactorA = [&](Regs::BlendFactor factor) -> u8 {
switch (factor) {
case Regs::BlendFactor::Zero:
return 0;
case Regs::BlendFactor::One:
return 255;
case Regs::BlendFactor::SourceAlpha:
return combiner_output.a();
case Regs::BlendFactor::OneMinusSourceAlpha:
return 255 - combiner_output.a();
case Regs::BlendFactor::DestAlpha:
return dest.a();
case Regs::BlendFactor::OneMinusDestAlpha:
return 255 - dest.a();
case Regs::BlendFactor::ConstantAlpha:
return output_merger.blend_const.a;
case Regs::BlendFactor::OneMinusConstantAlpha:
return 255 - output_merger.blend_const.a;
default:
LOG_CRITICAL(HW_GPU, "Unknown alpha blend factor %x", factor);
UNIMPLEMENTED();
break;
}
};
static auto EvaluateBlendEquation = [](const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
const Math::Vec4<u8>& dest, const Math::Vec4<u8>& destfactor,
Regs::BlendEquation equation) {
Math::Vec4<int> result;
auto src_result = (src * srcfactor).Cast<int>();
auto dst_result = (dest * destfactor).Cast<int>();
switch (equation) {
case Regs::BlendEquation::Add:
result = (src_result + dst_result) / 255;
break;
case Regs::BlendEquation::Subtract:
result = (src_result - dst_result) / 255;
break;
case Regs::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 Regs::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 Regs::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));
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 {
static auto LogicOp = [](u8 src, u8 dest, Regs::LogicOp op) -> u8 {
switch (op) {
case Regs::LogicOp::Clear:
return 0;
case Regs::LogicOp::And:
return src & dest;
case Regs::LogicOp::AndReverse:
return src & ~dest;
case Regs::LogicOp::Copy:
return src;
case Regs::LogicOp::Set:
return 255;
case Regs::LogicOp::CopyInverted:
return ~src;
case Regs::LogicOp::NoOp:
return dest;
case Regs::LogicOp::Invert:
return ~dest;
case Regs::LogicOp::Nand:
return ~(src & dest);
case Regs::LogicOp::Or:
return src | dest;
case Regs::LogicOp::Nor:
return ~(src | dest);
case Regs::LogicOp::Xor:
return src ^ dest;
case Regs::LogicOp::Equiv:
return ~(src ^ dest);
case Regs::LogicOp::AndInverted:
return ~src & dest;
case Regs::LogicOp::OrReverse:
return src | ~dest;
case Regs::LogicOp::OrInverted:
return ~src | dest;
}
};
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()
};
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