|
|
@ -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) { |
|
|
static void SetDepth(int x, int y, u32 value) { |
|
|
const auto& framebuffer = g_state.regs.framebuffer; |
|
|
const auto& framebuffer = g_state.regs.framebuffer; |
|
|
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress(); |
|
|
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress(); |
|
|
@ -144,13 +168,46 @@ static void SetDepth(int x, int y, u32 value) { |
|
|
case Regs::DepthFormat::D16: |
|
|
case Regs::DepthFormat::D16: |
|
|
Color::EncodeD16(value, dst_pixel); |
|
|
Color::EncodeD16(value, dst_pixel); |
|
|
break; |
|
|
break; |
|
|
|
|
|
|
|
|
case Regs::DepthFormat::D24: |
|
|
case Regs::DepthFormat::D24: |
|
|
Color::EncodeD24(value, dst_pixel); |
|
|
Color::EncodeD24(value, dst_pixel); |
|
|
break; |
|
|
break; |
|
|
|
|
|
|
|
|
case Regs::DepthFormat::D24S8: |
|
|
case Regs::DepthFormat::D24S8: |
|
|
// TODO(Subv): Implement the stencil buffer
|
|
|
|
|
|
Color::EncodeD24S8(value, 0, dst_pixel); |
|
|
|
|
|
|
|
|
Color::EncodeD24X8(value, dst_pixel); |
|
|
break; |
|
|
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: |
|
|
default: |
|
|
LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format); |
|
|
LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format); |
|
|
UNIMPLEMENTED(); |
|
|
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
|
|
|
// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
|
|
|
struct Fix12P4 { |
|
|
struct Fix12P4 { |
|
|
Fix12P4() {} |
|
|
Fix12P4() {} |
|
|
@ -276,6 +349,9 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0, |
|
|
auto textures = regs.GetTextures(); |
|
|
auto textures = regs.GetTextures(); |
|
|
auto tev_stages = regs.GetTevStages(); |
|
|
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.
|
|
|
// Enter rasterization loop, starting at the center of the topleft bounding box corner.
|
|
|
// TODO: Not sure if looping through x first might be faster
|
|
|
// TODO: Not sure if looping through x first might be faster
|
|
|
for (u16 y = min_y + 8; y < max_y; y += 0x10) { |
|
|
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; |
|
|
const auto& output_merger = regs.output_merger; |
|
|
|
|
|
// TODO: Does alpha testing happen before or after stencil?
|
|
|
if (output_merger.alpha_test.enable) { |
|
|
if (output_merger.alpha_test.enable) { |
|
|
bool pass = false; |
|
|
bool pass = false; |
|
|
|
|
|
|
|
|
@ -688,6 +765,54 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0, |
|
|
continue; |
|
|
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?
|
|
|
// TODO: Does depth indeed only get written even if depth testing is enabled?
|
|
|
if (output_merger.depth_test_enable) { |
|
|
if (output_merger.depth_test_enable) { |
|
|
unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format); |
|
|
unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format); |
|
|
@ -732,11 +857,22 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0, |
|
|
break; |
|
|
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; |
|
|
continue; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
if (output_merger.depth_write_enable) |
|
|
if (output_merger.depth_write_enable) |
|
|
SetDepth(x >> 4, y >> 4, z); |
|
|
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); |
|
|
auto dest = GetPixel(x >> 4, y >> 4); |
|
|
|