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author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> | 2016-09-18 02:38:01 +0200 |
---|---|---|
committer | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> | 2016-09-18 02:38:01 +0200 |
commit | dc8479928c5aee4c6ad6fe4f59006fb604cee701 (patch) | |
tree | 569a7f13128450bbab973236615587ff00bced5f /src/video_core/rasterizer.cpp | |
parent | Travis: Import Dolphin’s clang-format hook. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/video_core/rasterizer.cpp | 457 |
1 files changed, 255 insertions, 202 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp index 6f369a00e..dbdc37ce6 100644 --- a/src/video_core/rasterizer.cpp +++ b/src/video_core/rasterizer.cpp @@ -15,16 +15,16 @@ #include "common/microprofile.h" #include "common/vector_math.h" -#include "core/memory.h" #include "core/hw/gpu.h" +#include "core/memory.h" #include "video_core/debug_utils/debug_utils.h" #include "video_core/pica.h" #include "video_core/pica_state.h" #include "video_core/pica_types.h" #include "video_core/rasterizer.h" -#include "video_core/utils.h" #include "video_core/shader/shader.h" +#include "video_core/utils.h" namespace Pica { @@ -39,8 +39,10 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) { 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; + 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) { @@ -65,7 +67,8 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) { break; default: - LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", framebuffer.color_format.Value()); + LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", + framebuffer.color_format.Value()); UNIMPLEMENTED(); } } @@ -77,8 +80,10 @@ static const Math::Vec4<u8> GetPixel(int x, int y) { 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; + 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) { @@ -98,7 +103,8 @@ static const Math::Vec4<u8> GetPixel(int x, int y) { return Color::DecodeRGBA4(src_pixel); default: - LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", framebuffer.color_format.Value()); + LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", + framebuffer.color_format.Value()); UNIMPLEMENTED(); } @@ -120,16 +126,16 @@ static u32 GetDepth(int x, int y) { 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; + 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; } } @@ -148,12 +154,15 @@ static u8 GetStencil(int x, int y) { u8* src_pixel = depth_buffer + src_offset; switch (framebuffer.depth_format) { - case Regs::DepthFormat::D24S8: - return Color::DecodeD24S8(src_pixel).y; + 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; + default: + LOG_WARNING( + HW_GPU, + "GetStencil called for function which doesn't have a stencil component (format %u)", + framebuffer.depth_format); + return 0; } } @@ -172,22 +181,22 @@ static void SetDepth(int x, int y, u32 value) { 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; + 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; } } @@ -206,19 +215,19 @@ static void SetStencil(int x, int y, u8 value) { 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; + 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; } } @@ -259,18 +268,24 @@ static u8 PerformStencilAction(Regs::StencilAction action, u8 old_stencil, u8 re // NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values struct Fix12P4 { - Fix12P4() {} - Fix12P4(u16 val) : val(val) {} + Fix12P4() { + } + Fix12P4(u16 val) : val(val) { + } - static u16 FracMask() { return 0xF; } - static u16 IntMask() { return (u16)~0xF; } + 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; + bool operator<(const Fix12P4& oth) const { + return (u16) * this < (u16)oth; } private: @@ -283,9 +298,8 @@ private: * * @todo define orientation concretely. */ -static int SignedArea (const Math::Vec2<Fix12P4>& vtx1, - const Math::Vec2<Fix12P4>& vtx2, - const Math::Vec2<Fix12P4>& vtx3) { +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 @@ -298,11 +312,8 @@ MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 24 * Helper function for ProcessTriangle with the "reversed" flag to allow for implementing * culling via recursion. */ -static void ProcessTriangleInternal(const Shader::OutputVertex& v0, - const Shader::OutputVertex& v1, - const Shader::OutputVertex& v2, - bool reversed = false) -{ +static void ProcessTriangleInternal(const Shader::OutputVertex& v0, const Shader::OutputVertex& v1, + const Shader::OutputVertex& v2, bool reversed = false) { const auto& regs = g_state.regs; MICROPROFILE_SCOPE(GPU_Rasterization); @@ -316,9 +327,9 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, 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) }; + 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 @@ -344,8 +355,8 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, 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.scissor_test.x1 << 4); - u16 scissor_y1 = (u16)( regs.scissor_test.y1 << 4); + u16 scissor_x1 = (u16)(regs.scissor_test.x1 << 4); + u16 scissor_y1 = (u16)(regs.scissor_test.y1 << 4); // x2,y2 have +1 added to cover the entire sub-pixel area u16 scissor_x2 = (u16)((regs.scissor_test.x2 + 1) << 4); u16 scissor_y2 = (u16)((regs.scissor_test.y2 + 1) << 4); @@ -369,27 +380,32 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, // 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) - { + 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); + 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; + 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; + 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. @@ -397,10 +413,10 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, 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 + // Do not process the pixel if it's inside the scissor box and the scissor mode is set + // to Exclude if (regs.scissor_test.mode == Regs::ScissorMode::Exclude) { - if (x >= scissor_x1 && x < scissor_x2 && - y >= scissor_y1 && y < scissor_y2) + if (x >= scissor_x1 && x < scissor_x2 && y >= scissor_y1 && y < scissor_y2) continue; } @@ -414,15 +430,18 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, 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); + 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; + 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) @@ -461,11 +480,18 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, }; 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) - }; + (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()); @@ -489,7 +515,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, // 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) { + switch (texture.config.type) { case Regs::TextureConfig::Texture2D: break; case Regs::TextureConfig::Projection2D: { @@ -506,51 +532,58 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, } } - 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(); - + 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(); - static 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); - 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", (int)mode); - UNIMPLEMENTED(); - return 0; + 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", (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))) { + 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 }; + 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); + 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); + 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); @@ -571,10 +604,10 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, Math::Vec4<u8> combiner_buffer = {0, 0, 0, 0}; Math::Vec4<u8> next_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 - }; + 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) { + 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; @@ -606,7 +639,8 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, return combiner_buffer; case Source::Constant: - return {tev_stage.const_r, tev_stage.const_g, tev_stage.const_b, tev_stage.const_a}; + return {tev_stage.const_r, tev_stage.const_g, tev_stage.const_b, + tev_stage.const_a}; case Source::Previous: return combiner_output; @@ -618,7 +652,8 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, } }; - static auto GetColorModifier = [](ColorModifier factor, const Math::Vec4<u8>& values) -> Math::Vec3<u8> { + static auto GetColorModifier = [](ColorModifier factor, + const Math::Vec4<u8>& values) -> Math::Vec3<u8> { switch (factor) { case ColorModifier::SourceColor: return values.rgb(); @@ -652,7 +687,8 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, } }; - static auto GetAlphaModifier = [](AlphaModifier factor, const Math::Vec4<u8>& values) -> u8 { + static auto GetAlphaModifier = [](AlphaModifier factor, + const Math::Vec4<u8>& values) -> u8 { switch (factor) { case AlphaModifier::SourceAlpha: return values.a(); @@ -680,7 +716,8 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, } }; - static auto ColorCombine = [](Operation op, const Math::Vec3<u8> input[3]) -> Math::Vec3<u8> { + static auto ColorCombine = [](Operation op, + const Math::Vec3<u8> input[3]) -> Math::Vec3<u8> { switch (op) { case Operation::Replace: return input[0]; @@ -688,8 +725,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, case Operation::Modulate: return ((input[0] * input[1]) / 255).Cast<u8>(); - case Operation::Add: - { + case Operation::Add: { auto result = input[0] + input[1]; result.r() = std::min(255, result.r()); result.g() = std::min(255, result.g()); @@ -697,10 +733,11 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, 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); + 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); @@ -708,10 +745,13 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, } case Operation::Lerp: - return ((input[0] * input[2] + input[1] * (Math::MakeVec<u8>(255, 255, 255) - input[2]).Cast<u8>()) / 255).Cast<u8>(); + return ((input[0] * input[2] + + input[1] * + (Math::MakeVec<u8>(255, 255, 255) - input[2]).Cast<u8>()) / + 255) + .Cast<u8>(); - case Operation::Subtract: - { + 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()); @@ -719,8 +759,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, return result.Cast<u8>(); } - case Operation::MultiplyThenAdd: - { + 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()); @@ -728,8 +767,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, return result.Cast<u8>(); } - case Operation::AddThenMultiply: - { + case Operation::AddThenMultiply: { auto result = input[0] + input[1]; result.r() = std::min(255, result.r()); result.g() = std::min(255, result.g()); @@ -737,17 +775,19 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, result = (result * input[2].Cast<int>()) / 255; return result.Cast<u8>(); } - case Operation::Dot3_RGB: - { + 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; + // 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 }; + return {(u8)result, (u8)result, (u8)result}; } default: LOG_ERROR(HW_GPU, "Unknown color combiner operation %d", (int)op); @@ -756,7 +796,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, } }; - static auto AlphaCombine = [](Operation op, const std::array<u8,3>& input) -> u8 { + static auto AlphaCombine = [](Operation op, const std::array<u8, 3>& input) -> u8 { switch (op) { case Operation::Replace: return input[0]; @@ -767,9 +807,9 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, 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 + 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)); } @@ -801,32 +841,40 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, 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)) - }; + 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)) - }}; + 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_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.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferColor(tev_stage_index)) { + if (regs.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.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferAlpha(tev_stage_index)) { + if (regs.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferAlpha( + tev_stage_index)) { next_combiner_buffer.a() = combiner_output.a(); } } @@ -897,21 +945,26 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, 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 + 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] = fog_factor * combiner_output[i] + (1.0f - fog_factor) * fog_color[i]; + combiner_output[i] = + 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::Regs::StencilAction action) { - u8 new_stencil = PerformStencilAction(action, old_stencil, stencil_test.reference_value); + auto UpdateStencil = [stencil_test, x, y, + &old_stencil](Pica::Regs::StencilAction action) { + u8 new_stencil = + PerformStencilAction(action, old_stencil, stencil_test.reference_value); if (g_state.regs.framebuffer.allow_depth_stencil_write != 0) - SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | (old_stencil & ~stencil_test.write_mask)); + SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | + (old_stencil & ~stencil_test.write_mask)); }; if (stencil_action_enable) { @@ -1030,8 +1083,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, 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) - }; + static_cast<u8>(output_merger.blend_const.a)}; switch (factor) { case Regs::BlendFactor::Zero: @@ -1091,12 +1143,13 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, return combiner_output[channel]; }; - 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) { + 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 src_result = (src * srcfactor).Cast<int>(); auto dst_result = (dest * destfactor).Cast<int>(); switch (equation) { @@ -1134,10 +1187,9 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, 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)); + 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(LookupFactor(0, params.factor_source_rgb), @@ -1150,8 +1202,11 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, 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(); + 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) { @@ -1205,19 +1260,18 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, } }; - 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)); + 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() - }; + 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.allow_color_write != 0) DrawPixel(x >> 4, y >> 4, result); @@ -1225,8 +1279,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, } } -void ProcessTriangle(const Shader::OutputVertex& v0, - const Shader::OutputVertex& v1, +void ProcessTriangle(const Shader::OutputVertex& v0, const Shader::OutputVertex& v1, const Shader::OutputVertex& v2) { ProcessTriangleInternal(v0, v1, v2); } |