358 lines
11 KiB
C++
358 lines
11 KiB
C++
// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include "common/assert.h"
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#include "common/color.h"
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#include "common/common_types.h"
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#include "common/logging/log.h"
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#include "common/math_util.h"
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#include "common/vector_math.h"
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#include "core/hw/gpu.h"
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#include "core/memory.h"
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#include "video_core/pica_state.h"
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#include "video_core/regs_framebuffer.h"
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#include "video_core/swrasterizer/framebuffer.h"
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#include "video_core/utils.h"
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namespace Pica {
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namespace Rasterizer {
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void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
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const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
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const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
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// Similarly to textures, the render framebuffer is laid out from bottom to top, too.
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// NOTE: The framebuffer height register contains the actual FB height minus one.
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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u32 bytes_per_pixel =
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GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
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coarse_y * framebuffer.width * bytes_per_pixel;
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u8* dst_pixel = Memory::GetPhysicalPointer(addr) + dst_offset;
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switch (framebuffer.color_format) {
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case FramebufferRegs::ColorFormat::RGBA8:
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Color::EncodeRGBA8(color, dst_pixel);
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break;
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case FramebufferRegs::ColorFormat::RGB8:
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Color::EncodeRGB8(color, dst_pixel);
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break;
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case FramebufferRegs::ColorFormat::RGB5A1:
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Color::EncodeRGB5A1(color, dst_pixel);
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break;
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case FramebufferRegs::ColorFormat::RGB565:
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Color::EncodeRGB565(color, dst_pixel);
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break;
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case FramebufferRegs::ColorFormat::RGBA4:
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Color::EncodeRGBA4(color, dst_pixel);
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break;
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default:
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LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x",
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framebuffer.color_format.Value());
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UNIMPLEMENTED();
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}
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}
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const Math::Vec4<u8> GetPixel(int x, int y) {
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const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
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const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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u32 bytes_per_pixel =
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GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
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u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
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coarse_y * framebuffer.width * bytes_per_pixel;
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u8* src_pixel = Memory::GetPhysicalPointer(addr) + src_offset;
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switch (framebuffer.color_format) {
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case FramebufferRegs::ColorFormat::RGBA8:
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return Color::DecodeRGBA8(src_pixel);
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case FramebufferRegs::ColorFormat::RGB8:
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return Color::DecodeRGB8(src_pixel);
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case FramebufferRegs::ColorFormat::RGB5A1:
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return Color::DecodeRGB5A1(src_pixel);
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case FramebufferRegs::ColorFormat::RGB565:
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return Color::DecodeRGB565(src_pixel);
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case FramebufferRegs::ColorFormat::RGBA4:
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return Color::DecodeRGBA4(src_pixel);
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default:
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LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x",
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framebuffer.color_format.Value());
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UNIMPLEMENTED();
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}
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return {0, 0, 0, 0};
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}
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u32 GetDepth(int x, int y) {
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const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
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const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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u8* depth_buffer = Memory::GetPhysicalPointer(addr);
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
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u32 stride = framebuffer.width * bytes_per_pixel;
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u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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u8* src_pixel = depth_buffer + src_offset;
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switch (framebuffer.depth_format) {
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case FramebufferRegs::DepthFormat::D16:
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return Color::DecodeD16(src_pixel);
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case FramebufferRegs::DepthFormat::D24:
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return Color::DecodeD24(src_pixel);
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case FramebufferRegs::DepthFormat::D24S8:
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return Color::DecodeD24S8(src_pixel).x;
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default:
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LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
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UNIMPLEMENTED();
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return 0;
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}
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}
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u8 GetStencil(int x, int y) {
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const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
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const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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u8* depth_buffer = Memory::GetPhysicalPointer(addr);
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
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u32 stride = framebuffer.width * bytes_per_pixel;
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u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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u8* src_pixel = depth_buffer + src_offset;
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switch (framebuffer.depth_format) {
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case FramebufferRegs::DepthFormat::D24S8:
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return Color::DecodeD24S8(src_pixel).y;
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default:
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LOG_WARNING(
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HW_GPU,
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"GetStencil called for function which doesn't have a stencil component (format %u)",
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framebuffer.depth_format);
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return 0;
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}
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}
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void SetDepth(int x, int y, u32 value) {
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const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
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const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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u8* depth_buffer = Memory::GetPhysicalPointer(addr);
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
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u32 stride = framebuffer.width * bytes_per_pixel;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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u8* dst_pixel = depth_buffer + dst_offset;
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switch (framebuffer.depth_format) {
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case FramebufferRegs::DepthFormat::D16:
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Color::EncodeD16(value, dst_pixel);
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break;
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case FramebufferRegs::DepthFormat::D24:
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Color::EncodeD24(value, dst_pixel);
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break;
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case FramebufferRegs::DepthFormat::D24S8:
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Color::EncodeD24X8(value, dst_pixel);
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
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UNIMPLEMENTED();
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break;
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}
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}
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void SetStencil(int x, int y, u8 value) {
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const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
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const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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u8* depth_buffer = Memory::GetPhysicalPointer(addr);
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
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u32 stride = framebuffer.width * bytes_per_pixel;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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u8* dst_pixel = depth_buffer + dst_offset;
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switch (framebuffer.depth_format) {
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case Pica::FramebufferRegs::DepthFormat::D16:
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case Pica::FramebufferRegs::DepthFormat::D24:
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// Nothing to do
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break;
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case Pica::FramebufferRegs::DepthFormat::D24S8:
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Color::EncodeX24S8(value, dst_pixel);
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
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UNIMPLEMENTED();
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break;
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}
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}
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u8 PerformStencilAction(FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref) {
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switch (action) {
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case FramebufferRegs::StencilAction::Keep:
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return old_stencil;
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case FramebufferRegs::StencilAction::Zero:
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return 0;
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case FramebufferRegs::StencilAction::Replace:
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return ref;
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case FramebufferRegs::StencilAction::Increment:
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// Saturated increment
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return std::min<u8>(old_stencil, 254) + 1;
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case FramebufferRegs::StencilAction::Decrement:
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// Saturated decrement
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return std::max<u8>(old_stencil, 1) - 1;
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case FramebufferRegs::StencilAction::Invert:
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return ~old_stencil;
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case FramebufferRegs::StencilAction::IncrementWrap:
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return old_stencil + 1;
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case FramebufferRegs::StencilAction::DecrementWrap:
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return old_stencil - 1;
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default:
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LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action);
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UNIMPLEMENTED();
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return 0;
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}
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}
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Math::Vec4<u8> EvaluateBlendEquation(const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
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const Math::Vec4<u8>& dest, const Math::Vec4<u8>& destfactor,
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FramebufferRegs::BlendEquation equation) {
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Math::Vec4<int> result;
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auto src_result = (src * srcfactor).Cast<int>();
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auto dst_result = (dest * destfactor).Cast<int>();
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switch (equation) {
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case FramebufferRegs::BlendEquation::Add:
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result = (src_result + dst_result) / 255;
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break;
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case FramebufferRegs::BlendEquation::Subtract:
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result = (src_result - dst_result) / 255;
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break;
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case FramebufferRegs::BlendEquation::ReverseSubtract:
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result = (dst_result - src_result) / 255;
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break;
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// TODO: How do these two actually work? OpenGL doesn't include the blend factors in the
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// min/max computations, but is this what the 3DS actually does?
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case FramebufferRegs::BlendEquation::Min:
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result.r() = std::min(src.r(), dest.r());
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result.g() = std::min(src.g(), dest.g());
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result.b() = std::min(src.b(), dest.b());
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result.a() = std::min(src.a(), dest.a());
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break;
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case FramebufferRegs::BlendEquation::Max:
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result.r() = std::max(src.r(), dest.r());
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result.g() = std::max(src.g(), dest.g());
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result.b() = std::max(src.b(), dest.b());
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result.a() = std::max(src.a(), dest.a());
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation %x", equation);
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UNIMPLEMENTED();
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}
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return Math::Vec4<u8>(MathUtil::Clamp(result.r(), 0, 255), MathUtil::Clamp(result.g(), 0, 255),
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MathUtil::Clamp(result.b(), 0, 255), MathUtil::Clamp(result.a(), 0, 255));
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};
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u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op) {
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switch (op) {
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case FramebufferRegs::LogicOp::Clear:
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return 0;
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case FramebufferRegs::LogicOp::And:
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return src & dest;
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case FramebufferRegs::LogicOp::AndReverse:
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return src & ~dest;
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case FramebufferRegs::LogicOp::Copy:
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return src;
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case FramebufferRegs::LogicOp::Set:
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return 255;
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case FramebufferRegs::LogicOp::CopyInverted:
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return ~src;
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case FramebufferRegs::LogicOp::NoOp:
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return dest;
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case FramebufferRegs::LogicOp::Invert:
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return ~dest;
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case FramebufferRegs::LogicOp::Nand:
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return ~(src & dest);
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case FramebufferRegs::LogicOp::Or:
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return src | dest;
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case FramebufferRegs::LogicOp::Nor:
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return ~(src | dest);
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case FramebufferRegs::LogicOp::Xor:
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return src ^ dest;
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case FramebufferRegs::LogicOp::Equiv:
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return ~(src ^ dest);
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case FramebufferRegs::LogicOp::AndInverted:
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return ~src & dest;
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case FramebufferRegs::LogicOp::OrReverse:
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return src | ~dest;
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case FramebufferRegs::LogicOp::OrInverted:
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return ~src | dest;
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}
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};
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} // namespace Rasterizer
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} // namespace Pica
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