citra/src/video_core/swrasterizer/framebuffer.cpp
FearlessTobi 20139141f7 video_core: Remove unnecessary enum class casting in logging messages
fmt now automatically prints the numeric value of an enum class member by default, so we don't need to use casts any more.

Reduces the line noise in our code a bit.

Co-Authored-By: LC <712067+lioncash@users.noreply.github.com>
2020-12-28 16:50:23 +01:00

412 lines
13 KiB
C++

// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include "common/assert.h"
#include "common/color.h"
#include "common/common_types.h"
#include "common/logging/log.h"
#include "common/vector_math.h"
#include "core/hw/gpu.h"
#include "core/memory.h"
#include "video_core/pica_state.h"
#include "video_core/regs_framebuffer.h"
#include "video_core/swrasterizer/framebuffer.h"
#include "video_core/utils.h"
#include "video_core/video_core.h"
namespace Pica::Rasterizer {
void DrawPixel(int x, int y, const Common::Vec4<u8>& color) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
// 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 = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel =
GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
coarse_y * framebuffer.width * bytes_per_pixel;
u8* dst_pixel = VideoCore::g_memory->GetPhysicalPointer(addr) + dst_offset;
switch (framebuffer.color_format) {
case FramebufferRegs::ColorFormat::RGBA8:
Color::EncodeRGBA8(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGB8:
Color::EncodeRGB8(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGB5A1:
Color::EncodeRGB5A1(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGB565:
Color::EncodeRGB565(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGBA4:
Color::EncodeRGBA4(color, dst_pixel);
break;
default:
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format {:x}",
static_cast<u32>(framebuffer.color_format.Value()));
UNIMPLEMENTED();
}
}
const Common::Vec4<u8> GetPixel(int x, int y) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel =
GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
coarse_y * framebuffer.width * bytes_per_pixel;
u8* src_pixel = VideoCore::g_memory->GetPhysicalPointer(addr) + src_offset;
switch (framebuffer.color_format) {
case FramebufferRegs::ColorFormat::RGBA8:
return Color::DecodeRGBA8(src_pixel);
case FramebufferRegs::ColorFormat::RGB8:
return Color::DecodeRGB8(src_pixel);
case FramebufferRegs::ColorFormat::RGB5A1:
return Color::DecodeRGB5A1(src_pixel);
case FramebufferRegs::ColorFormat::RGB565:
return Color::DecodeRGB565(src_pixel);
case FramebufferRegs::ColorFormat::RGBA4:
return Color::DecodeRGBA4(src_pixel);
default:
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format {:x}",
static_cast<u32>(framebuffer.color_format.Value()));
UNIMPLEMENTED();
}
return {0, 0, 0, 0};
}
u32 GetDepth(int x, int y) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = VideoCore::g_memory->GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = FramebufferRegs::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 FramebufferRegs::DepthFormat::D16:
return Color::DecodeD16(src_pixel);
case FramebufferRegs::DepthFormat::D24:
return Color::DecodeD24(src_pixel);
case FramebufferRegs::DepthFormat::D24S8:
return Color::DecodeD24S8(src_pixel).x;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format {}",
static_cast<u32>(framebuffer.depth_format.Value()));
UNIMPLEMENTED();
return 0;
}
}
u8 GetStencil(int x, int y) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = VideoCore::g_memory->GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = Pica::FramebufferRegs::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 FramebufferRegs::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 {})",
static_cast<u32>(framebuffer.depth_format.Value()));
return 0;
}
}
void SetDepth(int x, int y, u32 value) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = VideoCore::g_memory->GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = FramebufferRegs::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 FramebufferRegs::DepthFormat::D16:
Color::EncodeD16(value, dst_pixel);
break;
case FramebufferRegs::DepthFormat::D24:
Color::EncodeD24(value, dst_pixel);
break;
case FramebufferRegs::DepthFormat::D24S8:
Color::EncodeD24X8(value, dst_pixel);
break;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format {}",
static_cast<u32>(framebuffer.depth_format.Value()));
UNIMPLEMENTED();
break;
}
}
void SetStencil(int x, int y, u8 value) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = VideoCore::g_memory->GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = Pica::FramebufferRegs::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::FramebufferRegs::DepthFormat::D16:
case Pica::FramebufferRegs::DepthFormat::D24:
// Nothing to do
break;
case Pica::FramebufferRegs::DepthFormat::D24S8:
Color::EncodeX24S8(value, dst_pixel);
break;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format {}",
static_cast<u32>(framebuffer.depth_format.Value()));
UNIMPLEMENTED();
break;
}
}
u8 PerformStencilAction(FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref) {
switch (action) {
case FramebufferRegs::StencilAction::Keep:
return old_stencil;
case FramebufferRegs::StencilAction::Zero:
return 0;
case FramebufferRegs::StencilAction::Replace:
return ref;
case FramebufferRegs::StencilAction::Increment:
// Saturated increment
return std::min<u8>(old_stencil, 254) + 1;
case FramebufferRegs::StencilAction::Decrement:
// Saturated decrement
return std::max<u8>(old_stencil, 1) - 1;
case FramebufferRegs::StencilAction::Invert:
return ~old_stencil;
case FramebufferRegs::StencilAction::IncrementWrap:
return old_stencil + 1;
case FramebufferRegs::StencilAction::DecrementWrap:
return old_stencil - 1;
default:
LOG_CRITICAL(HW_GPU, "Unknown stencil action {:x}", (int)action);
UNIMPLEMENTED();
return 0;
}
}
Common::Vec4<u8> EvaluateBlendEquation(const Common::Vec4<u8>& src,
const Common::Vec4<u8>& srcfactor,
const Common::Vec4<u8>& dest,
const Common::Vec4<u8>& destfactor,
FramebufferRegs::BlendEquation equation) {
Common::Vec4<int> result;
auto src_result = (src * srcfactor).Cast<int>();
auto dst_result = (dest * destfactor).Cast<int>();
switch (equation) {
case FramebufferRegs::BlendEquation::Add:
result = (src_result + dst_result) / 255;
break;
case FramebufferRegs::BlendEquation::Subtract:
result = (src_result - dst_result) / 255;
break;
case FramebufferRegs::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 FramebufferRegs::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 FramebufferRegs::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 0x{:x}", equation);
UNIMPLEMENTED();
}
return Common::Vec4<u8>(std::clamp(result.r(), 0, 255), std::clamp(result.g(), 0, 255),
std::clamp(result.b(), 0, 255), std::clamp(result.a(), 0, 255));
};
u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op) {
switch (op) {
case FramebufferRegs::LogicOp::Clear:
return 0;
case FramebufferRegs::LogicOp::And:
return src & dest;
case FramebufferRegs::LogicOp::AndReverse:
return src & ~dest;
case FramebufferRegs::LogicOp::Copy:
return src;
case FramebufferRegs::LogicOp::Set:
return 255;
case FramebufferRegs::LogicOp::CopyInverted:
return ~src;
case FramebufferRegs::LogicOp::NoOp:
return dest;
case FramebufferRegs::LogicOp::Invert:
return ~dest;
case FramebufferRegs::LogicOp::Nand:
return ~(src & dest);
case FramebufferRegs::LogicOp::Or:
return src | dest;
case FramebufferRegs::LogicOp::Nor:
return ~(src | dest);
case FramebufferRegs::LogicOp::Xor:
return src ^ dest;
case FramebufferRegs::LogicOp::Equiv:
return ~(src ^ dest);
case FramebufferRegs::LogicOp::AndInverted:
return ~src & dest;
case FramebufferRegs::LogicOp::OrReverse:
return src | ~dest;
case FramebufferRegs::LogicOp::OrInverted:
return ~src | dest;
}
UNREACHABLE();
};
// Decode/Encode for shadow map format. It is similar to D24S8 format, but the depth field is in
// big-endian
static const Common::Vec2<u32> DecodeD24S8Shadow(const u8* bytes) {
return {static_cast<u32>((bytes[0] << 16) | (bytes[1] << 8) | bytes[2]), bytes[3]};
}
static void EncodeD24X8Shadow(u32 depth, u8* bytes) {
bytes[2] = depth & 0xFF;
bytes[1] = (depth >> 8) & 0xFF;
bytes[0] = (depth >> 16) & 0xFF;
}
static void EncodeX24S8Shadow(u8 stencil, u8* bytes) {
bytes[3] = stencil;
}
void DrawShadowMapPixel(int x, int y, u32 depth, u8 stencil) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const auto& shadow = g_state.regs.framebuffer.shadow;
const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = 4;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
coarse_y * framebuffer.width * bytes_per_pixel;
u8* dst_pixel = VideoCore::g_memory->GetPhysicalPointer(addr) + dst_offset;
auto ref = DecodeD24S8Shadow(dst_pixel);
u32 ref_z = ref.x;
u32 ref_s = ref.y;
if (depth < ref_z) {
if (stencil == 0) {
EncodeD24X8Shadow(depth, dst_pixel);
} else {
float16 constant = float16::FromRaw(shadow.constant);
float16 linear = float16::FromRaw(shadow.linear);
float16 x = float16::FromFloat32(static_cast<float>(depth) / ref_z);
float16 stencil_new = float16::FromFloat32(stencil) / (constant + linear * x);
stencil = static_cast<u8>(std::clamp(stencil_new.ToFloat32(), 0.0f, 255.0f));
if (stencil < ref_s)
EncodeX24S8Shadow(stencil, dst_pixel);
}
}
}
} // namespace Pica::Rasterizer