From c564c21668912b803947adddc166ff1315b218e4 Mon Sep 17 00:00:00 2001 From: Subv Date: Mon, 23 Feb 2015 18:24:35 -0500 Subject: GPU: Implemented bits 3 and 1 from the display transfer flags. Bit 3 is used to specify a raw copy, where no processing is done to the data, seems to behave exactly as a DMA. Bit 1 is used to specify whether to convert from a tiled format to a linear format or viceversa. --- src/video_core/debug_utils/debug_utils.cpp | 56 ++++++++---------------------- src/video_core/rasterizer.cpp | 39 ++++++++++++++------- src/video_core/utils.h | 50 ++++++++++++++++++++++++++ 3 files changed, 91 insertions(+), 54 deletions(-) (limited to 'src/video_core') diff --git a/src/video_core/debug_utils/debug_utils.cpp b/src/video_core/debug_utils/debug_utils.cpp index f436aa541..27c246a99 100644 --- a/src/video_core/debug_utils/debug_utils.cpp +++ b/src/video_core/debug_utils/debug_utils.cpp @@ -23,6 +23,7 @@ #include "video_core/color.h" #include "video_core/math.h" #include "video_core/pica.h" +#include "video_core/utils.h" #include "debug_utils.h" @@ -306,63 +307,33 @@ std::unique_ptr FinishPicaTracing() } const Math::Vec4 LookupTexture(const u8* source, int x, int y, const TextureInfo& info, bool disable_alpha) { - // Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each - // of which is composed of four 2x2 subtiles each of which is composed of four texels. - // Each structure is embedded into the next-bigger one in a diagonal pattern, e.g. - // texels are laid out in a 2x2 subtile like this: - // 2 3 - // 0 1 - // - // The full 8x8 tile has the texels arranged like this: - // - // 42 43 46 47 58 59 62 63 - // 40 41 44 45 56 57 60 61 - // 34 35 38 39 50 51 54 55 - // 32 33 36 37 48 49 52 53 - // 10 11 14 15 26 27 30 31 - // 08 09 12 13 24 25 28 29 - // 02 03 06 07 18 19 22 23 - // 00 01 04 05 16 17 20 21 - - const unsigned int block_width = 8; - const unsigned int block_height = 8; - const unsigned int coarse_x = x & ~7; const unsigned int coarse_y = y & ~7; - // Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are - // arranged in a Z-order curve. More details on the bit manipulation at: - // https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/ - unsigned int i = (x & 7) | ((y & 7) << 8); // ---- -210 - i = (i ^ (i << 2)) & 0x1313; // ---2 --10 - i = (i ^ (i << 1)) & 0x1515; // ---2 -1-0 - i = (i | (i >> 7)) & 0x3F; - if (info.format != Regs::TextureFormat::ETC1 && info.format != Regs::TextureFormat::ETC1A4) { // TODO(neobrain): Fix code design to unify vertical block offsets! source += coarse_y * info.stride; } - const unsigned int offset = coarse_x * block_height; - + // TODO: Assert that width/height are multiples of block dimensions switch (info.format) { case Regs::TextureFormat::RGBA8: { - const u8* source_ptr = source + offset * 4 + i * 4; + const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 4); return { source_ptr[3], source_ptr[2], source_ptr[1], disable_alpha ? (u8)255 : source_ptr[0] }; } case Regs::TextureFormat::RGB8: { - const u8* source_ptr = source + offset * 3 + i * 3; + const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 3); return { source_ptr[2], source_ptr[1], source_ptr[0], 255 }; } case Regs::TextureFormat::RGBA5551: { - const u16 source_ptr = *(const u16*)(source + offset * 2 + i * 2); + const u16 source_ptr = *(const u16*)(source + VideoCore::GetMortonOffset(x, y, 2)); u8 r = (source_ptr >> 11) & 0x1F; u8 g = ((source_ptr) >> 6) & 0x1F; u8 b = (source_ptr >> 1) & 0x1F; @@ -373,7 +344,7 @@ const Math::Vec4 LookupTexture(const u8* source, int x, int y, const Texture case Regs::TextureFormat::RGB565: { - const u16 source_ptr = *(const u16*)(source + offset * 2 + i * 2); + const u16 source_ptr = *(const u16*)(source + VideoCore::GetMortonOffset(x, y, 2)); u8 r = Color::Convert5To8((source_ptr >> 11) & 0x1F); u8 g = Color::Convert6To8(((source_ptr) >> 5) & 0x3F); u8 b = Color::Convert5To8((source_ptr) & 0x1F); @@ -382,7 +353,7 @@ const Math::Vec4 LookupTexture(const u8* source, int x, int y, const Texture case Regs::TextureFormat::RGBA4: { - const u8* source_ptr = source + offset * 2 + i * 2; + const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 2); u8 r = Color::Convert4To8(source_ptr[1] >> 4); u8 g = Color::Convert4To8(source_ptr[1] & 0xF); u8 b = Color::Convert4To8(source_ptr[0] >> 4); @@ -392,7 +363,7 @@ const Math::Vec4 LookupTexture(const u8* source, int x, int y, const Texture case Regs::TextureFormat::IA8: { - const u8* source_ptr = source + offset * 2 + i * 2; + const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 2); if (disable_alpha) { // Show intensity as red, alpha as green @@ -404,13 +375,13 @@ const Math::Vec4 LookupTexture(const u8* source, int x, int y, const Texture case Regs::TextureFormat::I8: { - const u8* source_ptr = source + offset + i; + const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 1); return { *source_ptr, *source_ptr, *source_ptr, 255 }; } case Regs::TextureFormat::A8: { - const u8* source_ptr = source + offset + i; + const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 1); if (disable_alpha) { return { *source_ptr, *source_ptr, *source_ptr, 255 }; @@ -421,7 +392,7 @@ const Math::Vec4 LookupTexture(const u8* source, int x, int y, const Texture case Regs::TextureFormat::IA4: { - const u8* source_ptr = source + offset + i; + const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 1); u8 i = Color::Convert4To8(((*source_ptr) & 0xF0) >> 4); u8 a = Color::Convert4To8((*source_ptr) & 0xF); @@ -436,9 +407,10 @@ const Math::Vec4 LookupTexture(const u8* source, int x, int y, const Texture case Regs::TextureFormat::A4: { - const u8* source_ptr = source + (offset + i) / 2; + u32 morton_offset = VideoCore::GetMortonOffset(x, y, 1); + const u8* source_ptr = source + morton_offset / 2; - u8 a = (i % 2) ? ((*source_ptr & 0xF0) >> 4) : (*source_ptr & 0xF); + u8 a = (morton_offset % 2) ? ((*source_ptr & 0xF0) >> 4) : (*source_ptr & 0xF); a = Color::Convert4To8(a); if (disable_alpha) { diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp index 24dc37856..a7bb0612f 100644 --- a/src/video_core/rasterizer.cpp +++ b/src/video_core/rasterizer.cpp @@ -7,13 +7,14 @@ #include "common/common_types.h" #include "common/math_util.h" +#include "core/hw/gpu.h" +#include "debug_utils/debug_utils.h" #include "math.h" #include "color.h" #include "pica.h" #include "rasterizer.h" #include "vertex_shader.h" - -#include "debug_utils/debug_utils.h" +#include "video_core/utils.h" namespace Pica { @@ -27,10 +28,14 @@ static void DrawPixel(int x, int y, const Math::Vec4& color) { // NOTE: The framebuffer height register contains the actual FB height minus one. y = (registers.framebuffer.height - y); + const u32 coarse_y = y & ~7; + u32 bytes_per_pixel = GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(registers.framebuffer.color_format.Value())); + u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * registers.framebuffer.width * bytes_per_pixel; + switch (registers.framebuffer.color_format) { case registers.framebuffer.RGBA8: { - u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 4; + u8* pixel = color_buffer + dst_offset; pixel[3] = color.r(); pixel[2] = color.g(); pixel[1] = color.b(); @@ -40,14 +45,14 @@ static void DrawPixel(int x, int y, const Math::Vec4& color) { case registers.framebuffer.RGBA4: { - u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 2; + u8* pixel = color_buffer + dst_offset; pixel[1] = (color.r() & 0xF0) | (color.g() >> 4); pixel[0] = (color.b() & 0xF0) | (color.a() >> 4); break; } default: - LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format); + LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format.Value()); UNIMPLEMENTED(); } } @@ -58,11 +63,15 @@ static const Math::Vec4 GetPixel(int x, int y) { y = (registers.framebuffer.height - y); + const u32 coarse_y = y & ~7; + u32 bytes_per_pixel = GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(registers.framebuffer.color_format.Value())); + u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * registers.framebuffer.width * bytes_per_pixel; + switch (registers.framebuffer.color_format) { case registers.framebuffer.RGBA8: { Math::Vec4 ret; - u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 4; + u8* pixel = color_buffer + src_offset; ret.r() = pixel[3]; ret.g() = pixel[2]; ret.b() = pixel[1]; @@ -73,7 +82,7 @@ static const Math::Vec4 GetPixel(int x, int y) { case registers.framebuffer.RGBA4: { Math::Vec4 ret; - u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 2; + u8* pixel = color_buffer + src_offset; ret.r() = Color::Convert4To8(pixel[1] >> 4); ret.g() = Color::Convert4To8(pixel[1] & 0x0F); ret.b() = Color::Convert4To8(pixel[0] >> 4); @@ -82,7 +91,7 @@ static const Math::Vec4 GetPixel(int x, int y) { } default: - LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format); + LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format.Value()); UNIMPLEMENTED(); } @@ -91,22 +100,28 @@ static const Math::Vec4 GetPixel(int x, int y) { static u32 GetDepth(int x, int y) { const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress(); - u16* depth_buffer = reinterpret_cast(Memory::GetPointer(PAddrToVAddr(addr))); + u8* depth_buffer = Memory::GetPointer(PAddrToVAddr(addr)); y = (registers.framebuffer.height - y); + + const u32 coarse_y = y & ~7; + u32 stride = registers.framebuffer.width * 2; // Assuming 16-bit depth buffer format until actual format handling is implemented - return *(depth_buffer + x + y * registers.framebuffer.GetWidth()); + return *(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride); } static void SetDepth(int x, int y, u16 value) { const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress(); - u16* depth_buffer = reinterpret_cast(Memory::GetPointer(PAddrToVAddr(addr))); + u8* depth_buffer = Memory::GetPointer(PAddrToVAddr(addr)); y = (registers.framebuffer.height - y); + const u32 coarse_y = y & ~7; + u32 stride = registers.framebuffer.width * 2; + // Assuming 16-bit depth buffer format until actual format handling is implemented - *(depth_buffer + x + y * registers.framebuffer.GetWidth()) = value; + *(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride) = value; } // NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values diff --git a/src/video_core/utils.h b/src/video_core/utils.h index 6fd640425..bda793fa5 100644 --- a/src/video_core/utils.h +++ b/src/video_core/utils.h @@ -35,4 +35,54 @@ struct TGAHeader { */ void DumpTGA(std::string filename, short width, short height, u8* raw_data); +/** + * Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are + * arranged in a Z-order curve. More details on the bit manipulation at: + * https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/ + */ +static inline u32 MortonInterleave(u32 x, u32 y) { + u32 i = (x & 7) | ((y & 7) << 8); // ---- -210 + i = (i ^ (i << 2)) & 0x1313; // ---2 --10 + i = (i ^ (i << 1)) & 0x1515; // ---2 -1-0 + i = (i | (i >> 7)) & 0x3F; + return i; +} + +/** + * Calculates the offset of the position of the pixel in Morton order + */ +static inline u32 GetMortonOffset(u32 x, u32 y, u32 bytes_per_pixel) { + // Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each + // of which is composed of four 2x2 subtiles each of which is composed of four texels. + // Each structure is embedded into the next-bigger one in a diagonal pattern, e.g. + // texels are laid out in a 2x2 subtile like this: + // 2 3 + // 0 1 + // + // The full 8x8 tile has the texels arranged like this: + // + // 42 43 46 47 58 59 62 63 + // 40 41 44 45 56 57 60 61 + // 34 35 38 39 50 51 54 55 + // 32 33 36 37 48 49 52 53 + // 10 11 14 15 26 27 30 31 + // 08 09 12 13 24 25 28 29 + // 02 03 06 07 18 19 22 23 + // 00 01 04 05 16 17 20 21 + // + // This pattern is what's called Z-order curve, or Morton order. + + const unsigned int block_width = 8; + const unsigned int block_height = 8; + + const unsigned int coarse_x = x & ~7; + const unsigned int coarse_y = y & ~7; + + u32 i = VideoCore::MortonInterleave(x, y); + + const unsigned int offset = coarse_x * block_height; + + return (i + offset) * bytes_per_pixel; +} + } // namespace -- cgit v1.2.3