Merge pull request #643 from Subv/dem_feels

GPU: Implemented more depth buffer formats.
This commit is contained in:
bunnei 2015-03-09 22:06:30 -04:00
commit ec5bc54575
5 changed files with 200 additions and 18 deletions

View file

@ -27,6 +27,7 @@ GraphicsFramebufferWidget::GraphicsFramebufferWidget(std::shared_ptr<Pica::Debug
framebuffer_source_list = new QComboBox;
framebuffer_source_list->addItem(tr("Active Render Target"));
framebuffer_source_list->addItem(tr("Active Depth Buffer"));
framebuffer_source_list->addItem(tr("Custom"));
framebuffer_source_list->setCurrentIndex(static_cast<int>(framebuffer_source));
@ -49,6 +50,9 @@ GraphicsFramebufferWidget::GraphicsFramebufferWidget(std::shared_ptr<Pica::Debug
framebuffer_format_control->addItem(tr("RGB5A1"));
framebuffer_format_control->addItem(tr("RGB565"));
framebuffer_format_control->addItem(tr("RGBA4"));
framebuffer_format_control->addItem(tr("D16"));
framebuffer_format_control->addItem(tr("D24"));
framebuffer_format_control->addItem(tr("D24S8"));
// TODO: This QLabel should shrink the image to the available space rather than just expanding...
framebuffer_picture_label = new QLabel;
@ -172,8 +176,7 @@ void GraphicsFramebufferWidget::OnUpdate()
{
// TODO: Store a reference to the registers in the debug context instead of accessing them directly...
auto framebuffer = Pica::registers.framebuffer;
using Framebuffer = decltype(framebuffer);
const auto& framebuffer = Pica::registers.framebuffer;
framebuffer_address = framebuffer.GetColorBufferPhysicalAddress();
framebuffer_width = framebuffer.GetWidth();
@ -184,6 +187,18 @@ void GraphicsFramebufferWidget::OnUpdate()
break;
}
case Source::DepthBuffer:
{
const auto& framebuffer = Pica::registers.framebuffer;
framebuffer_address = framebuffer.GetDepthBufferPhysicalAddress();
framebuffer_width = framebuffer.GetWidth();
framebuffer_height = framebuffer.GetHeight();
framebuffer_format = Format::D16;
break;
}
case Source::Custom:
{
// Keep user-specified values
@ -197,15 +212,16 @@ void GraphicsFramebufferWidget::OnUpdate()
// TODO: Implement a good way to visualize alpha components!
// TODO: Unify this decoding code with the texture decoder
u32 bytes_per_pixel = GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer_format));
u32 bytes_per_pixel = GraphicsFramebufferWidget::BytesPerPixel(framebuffer_format);
QImage decoded_image(framebuffer_width, framebuffer_height, QImage::Format_ARGB32);
u8* color_buffer = Memory::GetPointer(Pica::PAddrToVAddr(framebuffer_address));
u8* buffer = Memory::GetPointer(Pica::PAddrToVAddr(framebuffer_address));
for (unsigned int y = 0; y < framebuffer_height; ++y) {
for (unsigned int x = 0; x < framebuffer_width; ++x) {
const u32 coarse_y = y & ~7;
u32 offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * framebuffer_width * bytes_per_pixel;
const u8* pixel = color_buffer + offset;
const u8* pixel = buffer + offset;
Math::Vec4<u8> color = { 0, 0, 0, 0 };
switch (framebuffer_format) {
@ -224,6 +240,29 @@ void GraphicsFramebufferWidget::OnUpdate()
case Format::RGBA4:
color = Color::DecodeRGBA4(pixel);
break;
case Format::D16:
{
u32 data = Color::DecodeD16(pixel);
color.r() = data & 0xFF;
color.g() = (data >> 8) & 0xFF;
break;
}
case Format::D24:
{
u32 data = Color::DecodeD24(pixel);
color.r() = data & 0xFF;
color.g() = (data >> 8) & 0xFF;
color.b() = (data >> 16) & 0xFF;
break;
}
case Format::D24S8:
{
Math::Vec2<u32> data = Color::DecodeD24S8(pixel);
color.r() = data.x & 0xFF;
color.g() = (data.x >> 8) & 0xFF;
color.b() = (data.x >> 16) & 0xFF;
break;
}
default:
qDebug() << "Unknown fb color format " << static_cast<int>(framebuffer_format);
break;
@ -240,3 +279,19 @@ void GraphicsFramebufferWidget::OnUpdate()
framebuffer_format_control->setCurrentIndex(static_cast<int>(framebuffer_format));
framebuffer_picture_label->setPixmap(pixmap);
}
u32 GraphicsFramebufferWidget::BytesPerPixel(GraphicsFramebufferWidget::Format format) {
switch (format) {
case Format::RGBA8:
case Format::D24S8:
return 4;
case Format::RGB8:
case Format::D24:
return 3;
case Format::RGB5A1:
case Format::RGB565:
case Format::RGBA4:
case Format::D16:
return 2;
}
}

View file

@ -20,8 +20,9 @@ class GraphicsFramebufferWidget : public BreakPointObserverDock {
using Event = Pica::DebugContext::Event;
enum class Source {
PicaTarget = 0,
Custom = 1,
PicaTarget = 0,
DepthBuffer = 1,
Custom = 2,
// TODO: Add GPU framebuffer sources!
};
@ -32,8 +33,13 @@ class GraphicsFramebufferWidget : public BreakPointObserverDock {
RGB5A1 = 2,
RGB565 = 3,
RGBA4 = 4,
D16 = 5,
D24 = 6,
D24S8 = 7
};
static u32 BytesPerPixel(Format format);
public:
GraphicsFramebufferWidget(std::shared_ptr<Pica::DebugContext> debug_context, QWidget* parent = nullptr);

View file

@ -100,6 +100,33 @@ inline const Math::Vec4<u8> DecodeRGBA4(const u8* bytes) {
Convert4To8((pixel >> 4) & 0xF), Convert4To8(pixel & 0xF) };
}
/**
* Decode a depth value stored in D16 format
* @param bytes Pointer to encoded source value
* @return Depth value as an u32
*/
inline u32 DecodeD16(const u8* bytes) {
return *reinterpret_cast<const u16_le*>(bytes);
}
/**
* Decode a depth value stored in D24 format
* @param bytes Pointer to encoded source value
* @return Depth value as an u32
*/
inline u32 DecodeD24(const u8* bytes) {
return (bytes[2] << 16) | (bytes[1] << 8) | bytes[0];
}
/**
* Decode a depth value and a stencil value stored in D24S8 format
* @param bytes Pointer to encoded source values
* @return Resulting values stored as a Math::Vec2
*/
inline const Math::Vec2<u32> DecodeD24S8(const u8* bytes) {
return { (bytes[2] << 16) | (bytes[1] << 8) | bytes[0], bytes[3] };
}
/**
* Encode a color as RGBA8 format
* @param color Source color to encode
@ -153,4 +180,34 @@ inline void EncodeRGBA4(const Math::Vec4<u8>& color, u8* bytes) {
(Convert8To4(color.g()) << 8) | (Convert8To4(color.b()) << 4) | Convert8To4(color.a());
}
/**
* Encode a 16 bit depth value as D16 format
* @param value 16 bit source depth value to encode
* @param bytes Pointer where to store the encoded value
*/
inline void EncodeD16(u32 value, u8* bytes) {
*reinterpret_cast<u16_le*>(bytes) = value & 0xFFFF;
}
/**
* Encode a 24 bit depth value as D24 format
* @param value 24 bit source depth value to encode
* @param bytes Pointer where to store the encoded value
*/
inline void EncodeD24(u32 value, u8* bytes) {
bytes[0] = value & 0xFF;
bytes[1] = (value >> 8) & 0xFF;
bytes[2] = (value >> 16) & 0xFF;
}
/**
* Encode a 24 bit depth and 8 bit stencil values as D24S8 format
* @param depth 24 bit source depth value to encode
* @param stencil 8 bit source stencil value to encode
* @param bytes Pointer where to store the encoded value
*/
inline void EncodeD24S8(u32 depth, u8 stencil, u8* bytes) {
*reinterpret_cast<u32_le*>(bytes) = (stencil << 24) | depth;
}
} // namespace

View file

@ -393,7 +393,15 @@ struct Regs {
BitField< 8, 8, u32> ref;
} alpha_test;
INSERT_PADDING_WORDS(0x2);
union {
BitField< 0, 1, u32> stencil_test_enable;
BitField< 4, 3, CompareFunc> stencil_test_func;
BitField< 8, 8, u32> stencil_replacement_value;
BitField<16, 8, u32> stencil_reference_value;
BitField<24, 8, u32> stencil_mask;
} stencil_test;
INSERT_PADDING_WORDS(0x1);
union {
BitField< 0, 1, u32> depth_test_enable;
@ -408,6 +416,30 @@ struct Regs {
INSERT_PADDING_WORDS(0x8);
} output_merger;
enum DepthFormat : u32 {
D16 = 0,
D24 = 2,
D24S8 = 3
};
/*
* Returns the number of bytes in the specified depth format
*/
static u32 BytesPerDepthPixel(DepthFormat format) {
switch (format) {
case DepthFormat::D16:
return 2;
case DepthFormat::D24:
return 3;
case DepthFormat::D24S8:
return 4;
default:
LOG_CRITICAL(HW_GPU, "Unknown depth format %u", format);
UNIMPLEMENTED();
}
}
struct {
// Components are laid out in reverse byte order, most significant bits first.
enum ColorFormat : u32 {
@ -420,7 +452,7 @@ struct Regs {
INSERT_PADDING_WORDS(0x6);
u32 depth_format;
DepthFormat depth_format;
BitField<16, 3, u32> color_format;
INSERT_PADDING_WORDS(0x4);

View file

@ -91,7 +91,7 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
}
return {};
}
}
static u32 GetDepth(int x, int y) {
const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
@ -100,23 +100,55 @@ static u32 GetDepth(int x, int y) {
y = (registers.framebuffer.height - y);
const u32 coarse_y = y & ~7;
u32 stride = registers.framebuffer.width * 2;
u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(registers.framebuffer.depth_format);
u32 stride = registers.framebuffer.width * bytes_per_pixel;
// Assuming 16-bit depth buffer format until actual format handling is implemented
return *(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride);
u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
u8* src_pixel = depth_buffer + src_offset;
switch (registers.framebuffer.depth_format) {
case Pica::Regs::DepthFormat::D16:
return Color::DecodeD16(src_pixel);
case Pica::Regs::DepthFormat::D24:
return Color::DecodeD24(src_pixel);
case Pica::Regs::DepthFormat::D24S8:
return Color::DecodeD24S8(src_pixel).x;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", registers.framebuffer.depth_format);
UNIMPLEMENTED();
return 0;
}
}
static void SetDepth(int x, int y, u16 value) {
static void SetDepth(int x, int y, u32 value) {
const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = Memory::GetPointer(PAddrToVAddr(addr));
y = (registers.framebuffer.height - y);
const u32 coarse_y = y & ~7;
u32 stride = registers.framebuffer.width * 2;
u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(registers.framebuffer.depth_format);
u32 stride = registers.framebuffer.width * bytes_per_pixel;
// Assuming 16-bit depth buffer format until actual format handling is implemented
*(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride) = value;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
u8* dst_pixel = depth_buffer + dst_offset;
switch (registers.framebuffer.depth_format) {
case Pica::Regs::DepthFormat::D16:
Color::EncodeD16(value, dst_pixel);
break;
case Pica::Regs::DepthFormat::D24:
Color::EncodeD24(value, dst_pixel);
break;
case Pica::Regs::DepthFormat::D24S8:
// TODO(Subv): Implement the stencil buffer
Color::EncodeD24S8(value, 0, dst_pixel);
break;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", registers.framebuffer.depth_format);
UNIMPLEMENTED();
break;
}
}
// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
@ -595,7 +627,7 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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);
u32 ref_z = GetDepth(x >> 4, y >> 4);
bool pass = false;