diff options
Diffstat (limited to '')
-rw-r--r-- | src/video_core/rasterizer.cpp | 142 |
1 files changed, 139 insertions, 3 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp index 70b115744..c381c2bd9 100644 --- a/src/video_core/rasterizer.cpp +++ b/src/video_core/rasterizer.cpp @@ -126,6 +126,30 @@ static u32 GetDepth(int x, int y) { } } +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(); @@ -144,13 +168,46 @@ static void SetDepth(int x, int y, u32 value) { case Regs::DepthFormat::D16: Color::EncodeD16(value, dst_pixel); break; + case Regs::DepthFormat::D24: Color::EncodeD24(value, dst_pixel); break; + case Regs::DepthFormat::D24S8: - // TODO(Subv): Implement the stencil buffer - Color::EncodeD24S8(value, 0, dst_pixel); + 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(); @@ -158,6 +215,22 @@ static void SetDepth(int x, int y, u32 value) { } } +// 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() {} @@ -276,6 +349,9 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0, 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) { @@ -647,6 +723,7 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0, } 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; @@ -688,6 +765,54 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0, 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); @@ -732,11 +857,22 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0, break; } - if (!pass) + 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); |