1
0
Fork 0

renderer_software: Fix screen rendering (#6664)

This commit is contained in:
GPUCode 2023-07-07 03:15:59 +03:00 committed by GitHub
parent cf9bb90ae3
commit 80033b84cb
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 28 additions and 34 deletions

View File

@ -23,10 +23,8 @@ void RendererSoftware::SwapBuffers() {
} }
void RendererSoftware::PrepareRenderTarget() { void RendererSoftware::PrepareRenderTarget() {
for (int i : {0, 1, 2}) { for (u32 i = 0; i < 3; i++) {
const int fb_id = i == 2 ? 1 : 0; const int fb_id = i == 2 ? 1 : 0;
const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id];
auto& info = screen_infos[i];
u32 lcd_color_addr = u32 lcd_color_addr =
(fb_id == 0) ? LCD_REG_INDEX(color_fill_top) : LCD_REG_INDEX(color_fill_bottom); (fb_id == 0) ? LCD_REG_INDEX(color_fill_top) : LCD_REG_INDEX(color_fill_bottom);
@ -35,33 +33,29 @@ void RendererSoftware::PrepareRenderTarget() {
LCD::Read(color_fill.raw, lcd_color_addr); LCD::Read(color_fill.raw, lcd_color_addr);
if (!color_fill.is_enabled) { if (!color_fill.is_enabled) {
const u32 old_width = std::exchange(info.width, framebuffer.width); LoadFBToScreenInfo(i);
const u32 old_height = std::exchange(info.height, framebuffer.height);
if (framebuffer.width != old_width || framebuffer.height != old_height) [[unlikely]] {
info.pixels.resize(framebuffer.width * framebuffer.height * 4);
}
CopyPixels(i);
} }
} }
} }
void RendererSoftware::CopyPixels(int i) { void RendererSoftware::LoadFBToScreenInfo(int i) {
const u32 fb_id = i == 2 ? 1 : 0; const u32 fb_id = i == 2 ? 1 : 0;
const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id]; const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id];
auto& info = screen_infos[i];
const PAddr framebuffer_addr = const PAddr framebuffer_addr =
framebuffer.active_fb == 0 ? framebuffer.address_left1 : framebuffer.address_left2; framebuffer.active_fb == 0 ? framebuffer.address_left1 : framebuffer.address_left2;
const s32 bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format); const s32 bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format);
const u8* framebuffer_data = memory.GetPhysicalPointer(framebuffer_addr); const u8* framebuffer_data = memory.GetPhysicalPointer(framebuffer_addr);
const s32 stride = framebuffer.stride; const s32 pixel_stride = framebuffer.stride / bpp;
const s32 height = framebuffer.height; info.height = framebuffer.height;
ASSERT(stride * height != 0); info.width = pixel_stride;
info.pixels.resize(info.width * info.height * 4);
u32 output_offset = 0; for (u32 y = 0; y < info.height; y++) {
for (u32 y = 0; y < framebuffer.height; y++) { for (u32 x = 0; x < info.width; x++) {
for (u32 x = 0; x < framebuffer.width; x++) { const u8* pixel = framebuffer_data + (y * pixel_stride + pixel_stride - x) * bpp;
const u8* pixel = framebuffer_data + (y * stride + x) * bpp;
const Common::Vec4 color = [&] { const Common::Vec4 color = [&] {
switch (framebuffer.color_format) { switch (framebuffer.color_format) {
case GPU::Regs::PixelFormat::RGBA8: case GPU::Regs::PixelFormat::RGBA8:
@ -77,9 +71,9 @@ void RendererSoftware::CopyPixels(int i) {
} }
UNREACHABLE(); UNREACHABLE();
}(); }();
u8* dest = screen_infos[i].pixels.data() + output_offset; const u32 output_offset = (x * info.height + y) * 4;
u8* dest = info.pixels.data() + output_offset;
std::memcpy(dest, color.AsArray(), sizeof(color)); std::memcpy(dest, color.AsArray(), sizeof(color));
output_offset += sizeof(color);
} }
} }
} }

View File

@ -38,7 +38,7 @@ public:
private: private:
void PrepareRenderTarget(); void PrepareRenderTarget();
void CopyPixels(int i); void LoadFBToScreenInfo(int i);
private: private:
Memory::MemorySystem& memory; Memory::MemorySystem& memory;

View File

@ -399,8 +399,9 @@ void RasterizerSoftware::ProcessTriangle(const Vertex& v0, const Vertex& v1, con
const f24 tc0_w = get_interpolated_attribute(v0.tc0_w, v1.tc0_w, v2.tc0_w); const f24 tc0_w = get_interpolated_attribute(v0.tc0_w, v1.tc0_w, v2.tc0_w);
const auto texture_color = TextureColor(uv, textures, tc0_w); const auto texture_color = TextureColor(uv, textures, tc0_w);
Common::Vec4<u8> primary_fragment_color{0, 0, 0, 0}; Common::Vec4<u8> primary_fragment_color = {0, 0, 0, 0};
Common::Vec4<u8> secondary_fragment_color{0, 0, 0, 0}; Common::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
if (!regs.lighting.disable) { if (!regs.lighting.disable) {
const auto normquat = const auto normquat =
Common::Quaternion<f32>{ Common::Quaternion<f32>{
@ -421,7 +422,6 @@ void RasterizerSoftware::ProcessTriangle(const Vertex& v0, const Vertex& v1, con
} }
// Write the TEV stages. // Write the TEV stages.
Common::Vec4<u8> combiner_output =
WriteTevConfig(texture_color, tev_stages, primary_color, primary_fragment_color, WriteTevConfig(texture_color, tev_stages, primary_color, primary_fragment_color,
secondary_fragment_color); secondary_fragment_color);
@ -663,11 +663,11 @@ Common::Vec4<u8> RasterizerSoftware::PixelColor(u16 x, u16 y,
return result; return result;
} }
Common::Vec4<u8> RasterizerSoftware::WriteTevConfig( void RasterizerSoftware::WriteTevConfig(
std::span<const Common::Vec4<u8>, 4> texture_color, std::span<const Common::Vec4<u8>, 4> texture_color,
std::span<const Pica::TexturingRegs::TevStageConfig, 6> tev_stages, std::span<const Pica::TexturingRegs::TevStageConfig, 6> tev_stages,
Common::Vec4<u8> primary_color, Common::Vec4<u8> primary_fragment_color, Common::Vec4<u8> primary_color, Common::Vec4<u8> primary_fragment_color,
Common::Vec4<u8> secondary_fragment_color) const { Common::Vec4<u8> secondary_fragment_color) {
/** /**
* Texture environment - consists of 6 stages of color and alpha combining. * Texture environment - consists of 6 stages of color and alpha combining.
* Color combiners take three input color values from some source (e.g. interpolated * Color combiners take three input color values from some source (e.g. interpolated
@ -676,7 +676,6 @@ Common::Vec4<u8> RasterizerSoftware::WriteTevConfig(
* with some basic arithmetic. Alpha combiners can be configured separately but work * with some basic arithmetic. Alpha combiners can be configured separately but work
* analogously. * analogously.
**/ **/
Common::Vec4<u8> combiner_output;
Common::Vec4<u8> combiner_buffer = {0, 0, 0, 0}; Common::Vec4<u8> combiner_buffer = {0, 0, 0, 0};
Common::Vec4<u8> next_combiner_buffer = Common::Vec4<u8> next_combiner_buffer =
Common::MakeVec(regs.texturing.tev_combiner_buffer_color.r.Value(), Common::MakeVec(regs.texturing.tev_combiner_buffer_color.r.Value(),
@ -767,7 +766,6 @@ Common::Vec4<u8> RasterizerSoftware::WriteTevConfig(
next_combiner_buffer.a() = combiner_output.a(); next_combiner_buffer.a() = combiner_output.a();
} }
} }
return combiner_output;
} }
void RasterizerSoftware::WriteFog(Common::Vec4<u8>& combiner_output, float depth) const { void RasterizerSoftware::WriteFog(Common::Vec4<u8>& combiner_output, float depth) const {

View File

@ -55,11 +55,10 @@ private:
Common::Vec4<u8> PixelColor(u16 x, u16 y, Common::Vec4<u8>& combiner_output) const; Common::Vec4<u8> PixelColor(u16 x, u16 y, Common::Vec4<u8>& combiner_output) const;
/// Emulates the TEV configuration and returns the combiner output. /// Emulates the TEV configuration and returns the combiner output.
Common::Vec4<u8> WriteTevConfig( void WriteTevConfig(std::span<const Common::Vec4<u8>, 4> texture_color,
std::span<const Common::Vec4<u8>, 4> texture_color,
std::span<const Pica::TexturingRegs::TevStageConfig, 6> tev_stages, std::span<const Pica::TexturingRegs::TevStageConfig, 6> tev_stages,
Common::Vec4<u8> primary_color, Common::Vec4<u8> primary_fragment_color, Common::Vec4<u8> primary_color, Common::Vec4<u8> primary_fragment_color,
Common::Vec4<u8> secondary_fragment_color) const; Common::Vec4<u8> secondary_fragment_color);
/// Blends fog to the combiner output if enabled. /// Blends fog to the combiner output if enabled.
void WriteFog(Common::Vec4<u8>& combiner_output, float depth) const; void WriteFog(Common::Vec4<u8>& combiner_output, float depth) const;
@ -75,6 +74,9 @@ private:
Pica::State& state; Pica::State& state;
const Pica::Regs& regs; const Pica::Regs& regs;
Framebuffer fb; Framebuffer fb;
// Kirby Blowout Blast relies on the combiner output of a previous draw
// in order to render the sky correctly.
Common::Vec4<u8> combiner_output{};
}; };
} // namespace SwRenderer } // namespace SwRenderer