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Merge pull request #562 from neobrain/pica_progress3

More PICA200 Emulation Fixes
This commit is contained in:
bunnei 2015-02-18 17:19:38 -05:00
commit 4a48b017ca
9 changed files with 339 additions and 210 deletions

View File

@ -372,15 +372,15 @@ static void ExecuteCommand(const Command& command, u32 thread_id) {
Memory::VirtualToPhysicalAddress(params.start1) >> 3);
WriteGPURegister(static_cast<u32>(GPU_REG_INDEX(memory_fill_config[0].address_end)),
Memory::VirtualToPhysicalAddress(params.end1) >> 3);
WriteGPURegister(static_cast<u32>(GPU_REG_INDEX(memory_fill_config[0].size)), params.end1 - params.start1);
WriteGPURegister(static_cast<u32>(GPU_REG_INDEX(memory_fill_config[0].value)), params.value1);
WriteGPURegister(static_cast<u32>(GPU_REG_INDEX(memory_fill_config[0].value_32bit)), params.value1);
WriteGPURegister(static_cast<u32>(GPU_REG_INDEX(memory_fill_config[0].control)), params.control1);
WriteGPURegister(static_cast<u32>(GPU_REG_INDEX(memory_fill_config[1].address_start)),
Memory::VirtualToPhysicalAddress(params.start2) >> 3);
WriteGPURegister(static_cast<u32>(GPU_REG_INDEX(memory_fill_config[1].address_end)),
Memory::VirtualToPhysicalAddress(params.end2) >> 3);
WriteGPURegister(static_cast<u32>(GPU_REG_INDEX(memory_fill_config[1].size)), params.end2 - params.start2);
WriteGPURegister(static_cast<u32>(GPU_REG_INDEX(memory_fill_config[1].value)), params.value2);
WriteGPURegister(static_cast<u32>(GPU_REG_INDEX(memory_fill_config[1].value_32bit)), params.value2);
WriteGPURegister(static_cast<u32>(GPU_REG_INDEX(memory_fill_config[1].control)), params.control2);
break;
}

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@ -109,9 +109,13 @@ struct Command {
u32 start1;
u32 value1;
u32 end1;
u32 start2;
u32 value2;
u32 end2;
u16 control1;
u16 control2;
} memory_fill;
struct {

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@ -67,23 +67,38 @@ inline void Write(u32 addr, const T data) {
switch (index) {
// Memory fills are triggered once the fill value is written.
// NOTE: This is not verified.
case GPU_REG_INDEX_WORKAROUND(memory_fill_config[0].value, 0x00004 + 0x3):
case GPU_REG_INDEX_WORKAROUND(memory_fill_config[1].value, 0x00008 + 0x3):
case GPU_REG_INDEX_WORKAROUND(memory_fill_config[0].trigger, 0x00004 + 0x3):
case GPU_REG_INDEX_WORKAROUND(memory_fill_config[1].trigger, 0x00008 + 0x3):
{
const bool is_second_filler = (index != GPU_REG_INDEX(memory_fill_config[0].value));
const auto& config = g_regs.memory_fill_config[is_second_filler];
const bool is_second_filler = (index != GPU_REG_INDEX(memory_fill_config[0].trigger));
auto& config = g_regs.memory_fill_config[is_second_filler];
// TODO: Not sure if this check should be done at GSP level instead
if (config.address_start) {
// TODO: Not sure if this algorithm is correct, particularly because it doesn't use the size member at all
u32* start = (u32*)Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetStartAddress()));
u32* end = (u32*)Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetEndAddress()));
for (u32* ptr = start; ptr < end; ++ptr)
*ptr = bswap32(config.value); // TODO: This is just a workaround to missing framebuffer format emulation
if (config.address_start && config.trigger) {
u8* start = Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetStartAddress()));
u8* end = Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetEndAddress()));
if (config.fill_24bit) {
// fill with 24-bit values
for (u8* ptr = start; ptr < end; ptr += 3) {
ptr[0] = config.value_24bit_b;
ptr[1] = config.value_24bit_g;
ptr[2] = config.value_24bit_r;
}
} else if (config.fill_32bit) {
// fill with 32-bit values
for (u32* ptr = (u32*)start; ptr < (u32*)end; ++ptr)
*ptr = config.value_32bit;
} else {
// fill with 16-bit values
for (u16* ptr = (u16*)start; ptr < (u16*)end; ++ptr)
*ptr = config.value_16bit;
}
LOG_TRACE(HW_GPU, "MemoryFill from 0x%08x to 0x%08x", config.GetStartAddress(), config.GetEndAddress());
config.trigger = 0;
config.finished = 1;
if (!is_second_filler) {
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PSC0);
} else {

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@ -84,9 +84,35 @@ struct Regs {
struct {
u32 address_start;
u32 address_end; // ?
u32 size;
u32 value; // ?
u32 address_end;
union {
u32 value_32bit;
BitField<0, 16, u32> value_16bit;
// TODO: Verify component order
BitField< 0, 8, u32> value_24bit_r;
BitField< 8, 8, u32> value_24bit_g;
BitField<16, 8, u32> value_24bit_b;
};
union {
u32 control;
// Setting this field to 1 triggers the memory fill.
// This field also acts as a status flag, and gets reset to 0 upon completion.
BitField<0, 1, u32> trigger;
// Set to 1 upon completion.
BitField<0, 1, u32> finished;
// 0: fill with 16- or 32-bit wide values; 1: fill with 24-bit wide values
BitField<8, 1, u32> fill_24bit;
// 0: fill with 16-bit wide values; 1: fill with 32-bit wide values
BitField<9, 1, u32> fill_32bit;
};
inline u32 GetStartAddress() const {
return DecodeAddressRegister(address_start);

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@ -15,30 +15,18 @@ namespace Clipper {
struct ClippingEdge {
public:
enum Type {
POS_X = 0,
NEG_X = 1,
POS_Y = 2,
NEG_Y = 3,
POS_Z = 4,
NEG_Z = 5,
};
ClippingEdge(Type type, float24 position) : type(type), pos(position) {}
ClippingEdge(Math::Vec4<float24> coeffs,
Math::Vec4<float24> bias = Math::Vec4<float24>(float24::FromFloat32(0),
float24::FromFloat32(0),
float24::FromFloat32(0),
float24::FromFloat32(0)))
: coeffs(coeffs),
bias(bias)
{
}
bool IsInside(const OutputVertex& vertex) const {
switch (type) {
case POS_X: return vertex.pos.x <= pos * vertex.pos.w;
case NEG_X: return vertex.pos.x >= pos * vertex.pos.w;
case POS_Y: return vertex.pos.y <= pos * vertex.pos.w;
case NEG_Y: return vertex.pos.y >= pos * vertex.pos.w;
// TODO: Check z compares ... should be 0..1 instead?
case POS_Z: return vertex.pos.z <= pos * vertex.pos.w;
default:
case NEG_Z: return vertex.pos.z >= pos * vertex.pos.w;
}
return Math::Dot(vertex.pos + bias, coeffs) <= float24::FromFloat32(0);
}
bool IsOutSide(const OutputVertex& vertex) const {
@ -46,31 +34,17 @@ public:
}
OutputVertex GetIntersection(const OutputVertex& v0, const OutputVertex& v1) const {
auto dotpr = [this](const OutputVertex& vtx) {
switch (type) {
case POS_X: return vtx.pos.x - vtx.pos.w;
case NEG_X: return -vtx.pos.x - vtx.pos.w;
case POS_Y: return vtx.pos.y - vtx.pos.w;
case NEG_Y: return -vtx.pos.y - vtx.pos.w;
// TODO: Verify z clipping
case POS_Z: return vtx.pos.z - vtx.pos.w;
default:
case NEG_Z: return -vtx.pos.w;
}
};
float24 dp = dotpr(v0);
float24 dp_prev = dotpr(v1);
float24 dp = Math::Dot(v0.pos + bias, coeffs);
float24 dp_prev = Math::Dot(v1.pos + bias, coeffs);
float24 factor = dp_prev / (dp_prev - dp);
return OutputVertex::Lerp(factor, v0, v1);
}
private:
Type type;
float24 pos;
Math::Vec4<float24> coeffs;
Math::Vec4<float24> bias;
};
static void InitScreenCoordinates(OutputVertex& vtx)
@ -98,10 +72,9 @@ static void InitScreenCoordinates(OutputVertex& vtx)
vtx.tc2 *= inv_w;
vtx.pos.w = inv_w;
// TODO: Not sure why the viewport width needs to be divided by 2 but the viewport height does not
vtx.screenpos[0] = (vtx.pos.x * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;
vtx.screenpos[1] = (vtx.pos.y * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
vtx.screenpos[2] = viewport.offset_z - vtx.pos.z * inv_w * viewport.zscale;
vtx.screenpos[2] = viewport.offset_z + vtx.pos.z * inv_w * viewport.zscale;
}
void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
@ -117,14 +90,29 @@ void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
auto* output_list = &buffer_a;
auto* input_list = &buffer_b;
// NOTE: We clip against a w=epsilon plane to guarantee that the output has a positive w value.
// TODO: Not sure if this is a valid approach. Also should probably instead use the smallest
// epsilon possible within float24 accuracy.
static const float24 EPSILON = float24::FromFloat32(0.00001);
static const float24 f0 = float24::FromFloat32(0.0);
static const float24 f1 = float24::FromFloat32(1.0);
static const std::array<ClippingEdge, 7> clipping_edges = {{
{ Math::MakeVec( f1, f0, f0, -f1) }, // x = +w
{ Math::MakeVec(-f1, f0, f0, -f1) }, // x = -w
{ Math::MakeVec( f0, f1, f0, -f1) }, // y = +w
{ Math::MakeVec( f0, -f1, f0, -f1) }, // y = -w
{ Math::MakeVec( f0, f0, f1, f0) }, // z = 0
{ Math::MakeVec( f0, f0, -f1, -f1) }, // z = -w
{ Math::MakeVec( f0, f0, f0, -f1), Math::Vec4<float24>(f0, f0, f0, EPSILON) }, // w = EPSILON
}};
// TODO: If one vertex lies outside one of the depth clipping planes, some platforms (e.g. Wii)
// drop the whole primitive instead of clipping the primitive properly. We should test if
// this happens on the 3DS, too.
// Simple implementation of the Sutherland-Hodgman clipping algorithm.
// TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
for (auto edge : { ClippingEdge(ClippingEdge::POS_X, float24::FromFloat32(+1.0)),
ClippingEdge(ClippingEdge::NEG_X, float24::FromFloat32(-1.0)),
ClippingEdge(ClippingEdge::POS_Y, float24::FromFloat32(+1.0)),
ClippingEdge(ClippingEdge::NEG_Y, float24::FromFloat32(-1.0)),
ClippingEdge(ClippingEdge::POS_Z, float24::FromFloat32(+1.0)),
ClippingEdge(ClippingEdge::NEG_Z, float24::FromFloat32(-1.0)) }) {
for (auto edge : clipping_edges) {
std::swap(input_list, output_list);
output_list->clear();

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@ -2,6 +2,8 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <boost/range/algorithm/fill.hpp>
#include "clipper.h"
#include "command_processor.h"
#include "math.h"
@ -23,10 +25,6 @@ static int float_regs_counter = 0;
static u32 uniform_write_buffer[4];
// Used for VSLoadProgramData and VSLoadSwizzleData
static u32 vs_binary_write_offset = 0;
static u32 vs_swizzle_write_offset = 0;
static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
if (id >= registers.NumIds())
@ -65,10 +63,14 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
// Information about internal vertex attributes
u32 vertex_attribute_sources[16];
std::fill(vertex_attribute_sources, &vertex_attribute_sources[16], 0xdeadbeef);
boost::fill(vertex_attribute_sources, 0xdeadbeef);
u32 vertex_attribute_strides[16];
u32 vertex_attribute_formats[16];
u32 vertex_attribute_elements[16];
// HACK: Initialize vertex_attribute_elements to zero to prevent infinite loops below.
// This is one of the hacks required to deal with uninitalized vertex attributes.
// TODO: Fix this properly.
u32 vertex_attribute_elements[16] = {};
u32 vertex_attribute_element_size[16];
// Setup attribute data from loaders
@ -252,11 +254,6 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
break;
}
// Seems to be used to reset the write pointer for VSLoadProgramData
case PICA_REG_INDEX(vs_program.begin_load):
vs_binary_write_offset = 0;
break;
// Load shader program code
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[0], 0x2cc):
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[1], 0x2cd):
@ -267,16 +264,11 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[6], 0x2d2):
case PICA_REG_INDEX_WORKAROUND(vs_program.set_word[7], 0x2d3):
{
VertexShader::SubmitShaderMemoryChange(vs_binary_write_offset, value);
vs_binary_write_offset++;
VertexShader::SubmitShaderMemoryChange(registers.vs_program.offset, value);
registers.vs_program.offset++;
break;
}
// Seems to be used to reset the write pointer for VSLoadSwizzleData
case PICA_REG_INDEX(vs_swizzle_patterns.begin_load):
vs_swizzle_write_offset = 0;
break;
// Load swizzle pattern data
case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[0], 0x2d6):
case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[1], 0x2d7):
@ -287,8 +279,8 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[6], 0x2dc):
case PICA_REG_INDEX_WORKAROUND(vs_swizzle_patterns.set_word[7], 0x2dd):
{
VertexShader::SubmitSwizzleDataChange(vs_swizzle_write_offset, value);
vs_swizzle_write_offset++;
VertexShader::SubmitSwizzleDataChange(registers.vs_swizzle_patterns.offset, value);
registers.vs_swizzle_patterns.offset++;
break;
}

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@ -120,6 +120,7 @@ struct Regs {
enum WrapMode : u32 {
ClampToEdge = 0,
Repeat = 2,
MirroredRepeat = 3,
};
INSERT_PADDING_WORDS(0x1);
@ -131,7 +132,7 @@ struct Regs {
union {
BitField< 8, 2, WrapMode> wrap_s;
BitField<11, 2, WrapMode> wrap_t;
BitField<12, 2, WrapMode> wrap_t;
};
INSERT_PADDING_WORDS(0x1);
@ -223,6 +224,8 @@ struct Regs {
struct TevStageConfig {
enum class Source : u32 {
PrimaryColor = 0x0,
PrimaryFragmentColor = 0x1,
Texture0 = 0x3,
Texture1 = 0x4,
Texture2 = 0x5,
@ -265,6 +268,9 @@ struct Regs {
AddSigned = 3,
Lerp = 4,
Subtract = 5,
MultiplyThenAdd = 8,
AddThenMultiply = 9,
};
union {
@ -337,7 +343,7 @@ struct Regs {
};
union {
enum BlendEquation : u32 {
enum class BlendEquation : u32 {
Add = 0,
Subtract = 1,
ReverseSubtract = 2,
@ -421,7 +427,7 @@ struct Regs {
INSERT_PADDING_WORDS(0x6);
u32 depth_format;
u32 color_format;
BitField<16, 3, u32> color_format;
INSERT_PADDING_WORDS(0x4);
@ -678,7 +684,9 @@ struct Regs {
INSERT_PADDING_WORDS(0x2);
struct {
u32 begin_load;
// Offset of the next instruction to write code to.
// Incremented with each instruction write.
u32 offset;
// Writing to these registers sets the "current" word in the shader program.
// TODO: It's not clear how the hardware stores what the "current" word is.
@ -690,7 +698,9 @@ struct Regs {
// This register group is used to load an internal table of swizzling patterns,
// which are indexed by each shader instruction to specify vector component swizzling.
struct {
u32 begin_load;
// Offset of the next swizzle pattern to write code to.
// Incremented with each instruction write.
u32 offset;
// Writing to these registers sets the "current" swizzle pattern in the table.
// TODO: It's not clear how the hardware stores what the "current" swizzle pattern is.

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@ -5,6 +5,7 @@
#include <algorithm>
#include "common/common_types.h"
#include "common/math_util.h"
#include "math.h"
#include "pica.h"
@ -20,16 +21,31 @@ namespace Rasterizer {
static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
const PAddr addr = registers.framebuffer.GetColorBufferPhysicalAddress();
u32* color_buffer = reinterpret_cast<u32*>(Memory::GetPointer(PAddrToVAddr(addr)));
u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b();
// Assuming RGBA8 format until actual framebuffer format handling is implemented
// 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 = (registers.framebuffer.height - y);
switch (registers.framebuffer.color_format) {
case registers.framebuffer.RGBA8:
{
u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b();
*(color_buffer + x + y * registers.framebuffer.GetWidth()) = value;
break;
}
default:
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format);
UNIMPLEMENTED();
}
}
static const Math::Vec4<u8> GetPixel(int x, int y) {
const PAddr addr = registers.framebuffer.GetColorBufferPhysicalAddress();
u32* color_buffer_u32 = reinterpret_cast<u32*>(Memory::GetPointer(PAddrToVAddr(addr)));
y = (registers.framebuffer.height - y);
u32 value = *(color_buffer_u32 + x + y * registers.framebuffer.GetWidth());
Math::Vec4<u8> ret;
ret.a() = value >> 24;
@ -43,6 +59,8 @@ static u32 GetDepth(int x, int y) {
const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
u16* depth_buffer = reinterpret_cast<u16*>(Memory::GetPointer(PAddrToVAddr(addr)));
y = (registers.framebuffer.height - y);
// Assuming 16-bit depth buffer format until actual format handling is implemented
return *(depth_buffer + x + y * registers.framebuffer.GetWidth());
}
@ -51,6 +69,8 @@ static void SetDepth(int x, int y, u16 value) {
const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
u16* depth_buffer = reinterpret_cast<u16*>(Memory::GetPointer(PAddrToVAddr(addr)));
y = (registers.framebuffer.height - y);
// Assuming 16-bit depth buffer format until actual format handling is implemented
*(depth_buffer + x + y * registers.framebuffer.GetWidth()) = value;
}
@ -90,15 +110,22 @@ static int SignedArea (const Math::Vec2<Fix12P4>& vtx1,
return Math::Cross(vec1, vec2).z;
};
void ProcessTriangle(const VertexShader::OutputVertex& v0,
/**
* 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)
const VertexShader::OutputVertex& v2,
bool reversed = false)
{
// vertex positions in rasterizer coordinates
auto FloatToFix = [](float24 flt) {
return Fix12P4(static_cast<unsigned short>(flt.ToFloat32() * 16.0f));
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)));
};
auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3<float24> vec) {
static auto ScreenToRasterizerCoordinates = [](const Math::Vec3<float24>& vec) {
return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
};
@ -106,14 +133,20 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
ScreenToRasterizerCoordinates(v1.screenpos),
ScreenToRasterizerCoordinates(v2.screenpos) };
if (registers.cull_mode == Regs::CullMode::KeepClockWise) {
if (registers.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 && registers.cull_mode == Regs::CullMode::KeepClockWise) {
// Reverse vertex order and use the CCW code path.
std::swap(vtxpos[1], vtxpos[2]);
ProcessTriangleInternal(v0, v2, v1, true);
return;
}
if (registers.cull_mode != Regs::CullMode::KeepAll) {
// Cull away triangles which are wound clockwise.
// TODO: A check for degenerate triangles ("== 0") should be considered for CullMode::KeepAll
if (SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0)
return;
}
@ -155,9 +188,10 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
auto textures = registers.GetTextures();
auto tev_stages = registers.GetTevStages();
// 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; y < max_y; y += 0x10) {
for (u16 x = min_x; x < max_x; x += 0x10) {
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});
@ -220,7 +254,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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();
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);
@ -228,7 +262,15 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
return val;
case Regs::TextureConfig::Repeat:
return (int)(((unsigned)val) % size);
return (int)((unsigned)val % size);
case Regs::TextureConfig::MirroredRepeat:
{
int val = (int)((unsigned)val % (2 * size));
if (val >= size)
val = 2 * size - 1 - val;
return val;
}
default:
LOG_ERROR(HW_GPU, "Unknown texture coordinate wrapping mode %x\n", (int)mode);
@ -236,6 +278,10 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
return 0;
}
};
// 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);
@ -262,7 +308,9 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
auto GetSource = [&](Source source) -> Math::Vec4<u8> {
switch (source) {
// TODO: What's the difference between these two?
case Source::PrimaryColor:
case Source::PrimaryFragmentColor:
return primary_color;
case Source::Texture0:
@ -378,6 +426,25 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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>();
}
default:
LOG_ERROR(HW_GPU, "Unknown color combiner operation %d\n", (int)op);
UNIMPLEMENTED();
@ -402,6 +469,12 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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();
@ -475,7 +548,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
// TODO: Does depth indeed only get written even if depth testing is enabled?
if (registers.output_merger.depth_test_enable) {
u16 z = (u16)(-(v0.screenpos[2].ToFloat32() * w0 +
u16 z = (u16)((v0.screenpos[2].ToFloat32() * w0 +
v1.screenpos[2].ToFloat32() * w1 +
v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum);
u16 ref_z = GetDepth(x >> 4, y >> 4);
@ -524,6 +597,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
}
auto dest = GetPixel(x >> 4, y >> 4);
Math::Vec4<u8> blend_output = combiner_output;
if (registers.output_merger.alphablend_enable) {
auto params = registers.output_merger.alpha_blending;
@ -574,7 +648,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
default:
LOG_CRITICAL(HW_GPU, "Unknown color blend factor %x", factor);
exit(0);
UNIMPLEMENTED();
break;
}
};
@ -607,86 +681,78 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
default:
LOG_CRITICAL(HW_GPU, "Unknown alpha blend factor %x", factor);
exit(0);
UNIMPLEMENTED();
break;
}
};
using BlendEquation = decltype(params)::BlendEquation;
static auto EvaluateBlendEquation = [](const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
const Math::Vec4<u8>& dest, const Math::Vec4<u8>& destfactor,
BlendEquation equation) {
Math::Vec4<int> result;
auto src_result = (src * srcfactor).Cast<int>();
auto dst_result = (dest * destfactor).Cast<int>();
switch (equation) {
case BlendEquation::Add:
result = (src_result + dst_result) / 255;
break;
case BlendEquation::Subtract:
result = (src_result - dst_result) / 255;
break;
case 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 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 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));
auto src_result = (combiner_output * srcfactor).Cast<int>();
auto dst_result = (dest * dstfactor).Cast<int>();
switch (params.blend_equation_rgb) {
case params.Add:
{
auto result = (src_result + dst_result) / 255;
result.r() = std::min(255, result.r());
result.g() = std::min(255, result.g());
result.b() = std::min(255, result.b());
combiner_output = result.Cast<u8>();
break;
}
case params.Subtract:
{
auto result = (src_result - dst_result) / 255;
result.r() = std::max(0, result.r());
result.g() = std::max(0, result.g());
result.b() = std::max(0, result.b());
combiner_output = result.Cast<u8>();
break;
}
case params.ReverseSubtract:
{
auto result = (dst_result - src_result) / 255;
result.r() = std::max(0, result.r());
result.g() = std::max(0, result.g());
result.b() = std::max(0, result.b());
combiner_output = result.Cast<u8>();
break;
}
case params.Min:
{
// TODO: GL spec says to do it without the factors, but is this what the 3DS does?
Math::Vec4<int> result;
result.r() = std::min(combiner_output.r(),dest.r());
result.g() = std::min(combiner_output.g(),dest.g());
result.b() = std::min(combiner_output.b(),dest.b());
combiner_output = result.Cast<u8>();
break;
}
case params.Max:
{
// TODO: GL spec says to do it without the factors, but is this what the 3DS does?
Math::Vec4<int> result;
result.r() = std::max(combiner_output.r(),dest.r());
result.g() = std::max(combiner_output.g(),dest.g());
result.b() = std::max(combiner_output.b(),dest.b());
combiner_output = result.Cast<u8>();
break;
}
default:
LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation %x", params.blend_equation_rgb.Value());
exit(0);
}
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 {
LOG_CRITICAL(HW_GPU, "logic op: %x", registers.output_merger.logic_op);
exit(0);
UNIMPLEMENTED();
}
const Math::Vec4<u8> result = {
registers.output_merger.red_enable ? combiner_output.r() : dest.r(),
registers.output_merger.green_enable ? combiner_output.g() : dest.g(),
registers.output_merger.blue_enable ? combiner_output.b() : dest.b(),
registers.output_merger.alpha_enable ? combiner_output.a() : dest.a()
registers.output_merger.red_enable ? blend_output.r() : dest.r(),
registers.output_merger.green_enable ? blend_output.g() : dest.g(),
registers.output_merger.blue_enable ? blend_output.b() : dest.b(),
registers.output_merger.alpha_enable ? blend_output.a() : dest.a()
};
DrawPixel(x >> 4, y >> 4, result);
@ -694,6 +760,12 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
}
}
void ProcessTriangle(const VertexShader::OutputVertex& v0,
const VertexShader::OutputVertex& v1,
const VertexShader::OutputVertex& v2) {
ProcessTriangleInternal(v0, v1, v2);
}
} // namespace Rasterizer
} // namespace Pica

View File

@ -85,8 +85,11 @@ struct VertexShaderState {
};
struct CallStackElement {
u32 final_address;
u32 return_address;
u32 final_address; // Address upon which we jump to return_address
u32 return_address; // Where to jump when leaving scope
u8 repeat_counter; // How often to repeat until this call stack element is removed
u8 loop_increment; // Which value to add to the loop counter after an iteration
// TODO: Should this be a signed value? Does it even matter?
};
// TODO: Is there a maximal size for this?
@ -105,9 +108,14 @@ static void ProcessShaderCode(VertexShaderState& state) {
while (true) {
if (!state.call_stack.empty()) {
if (state.program_counter - shader_memory.data() == state.call_stack.top().final_address) {
state.program_counter = &shader_memory[state.call_stack.top().return_address];
auto& top = state.call_stack.top();
if (state.program_counter - shader_memory.data() == top.final_address) {
state.address_registers[2] += top.loop_increment;
if (top.repeat_counter-- == 0) {
state.program_counter = &shader_memory[top.return_address];
state.call_stack.pop();
}
// TODO: Is "trying again" accurate to hardware?
continue;
@ -118,9 +126,10 @@ static void ProcessShaderCode(VertexShaderState& state) {
const Instruction& instr = *(const Instruction*)state.program_counter;
const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
auto call = [&](VertexShaderState& state, u32 offset, u32 num_instructions, u32 return_offset) {
static auto call = [](VertexShaderState& state, u32 offset, u32 num_instructions,
u32 return_offset, u8 repeat_count, u8 loop_increment) {
state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
state.call_stack.push({ offset + num_instructions, return_offset });
state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment });
};
u32 binary_offset = state.program_counter - shader_memory.data();
@ -457,7 +466,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
call(state,
instr.flow_control.dest_offset,
instr.flow_control.num_instructions,
binary_offset + 1);
binary_offset + 1, 0, 0);
break;
case Instruction::OpCode::CALLU:
@ -465,7 +474,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
call(state,
instr.flow_control.dest_offset,
instr.flow_control.num_instructions,
binary_offset + 1);
binary_offset + 1, 0, 0);
}
break;
@ -474,7 +483,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
call(state,
instr.flow_control.dest_offset,
instr.flow_control.num_instructions,
binary_offset + 1);
binary_offset + 1, 0, 0);
}
break;
@ -486,12 +495,12 @@ static void ProcessShaderCode(VertexShaderState& state) {
call(state,
binary_offset + 1,
instr.flow_control.dest_offset - binary_offset - 1,
instr.flow_control.dest_offset + instr.flow_control.num_instructions);
instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
} else {
call(state,
instr.flow_control.dest_offset,
instr.flow_control.num_instructions,
instr.flow_control.dest_offset + instr.flow_control.num_instructions);
instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
}
break;
@ -504,17 +513,30 @@ static void ProcessShaderCode(VertexShaderState& state) {
call(state,
binary_offset + 1,
instr.flow_control.dest_offset - binary_offset - 1,
instr.flow_control.dest_offset + instr.flow_control.num_instructions);
instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
} else {
call(state,
instr.flow_control.dest_offset,
instr.flow_control.num_instructions,
instr.flow_control.dest_offset + instr.flow_control.num_instructions);
instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
}
break;
}
case Instruction::OpCode::LOOP:
{
state.address_registers[2] = shader_uniforms.i[instr.flow_control.int_uniform_id].y;
call(state,
binary_offset + 1,
instr.flow_control.dest_offset - binary_offset + 1,
instr.flow_control.dest_offset + 1,
shader_uniforms.i[instr.flow_control.int_uniform_id].x,
shader_uniforms.i[instr.flow_control.int_uniform_id].z);
break;
}
default:
LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
(int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);