1159e4d928
* sw_framebuffer: Take factors into account for min/max blending * renderer_gl: Take factors into account for min/max blending * Address review comments * gl_shader_gen: Fix frambuffer fetch on qcom and mali * renderer_opengl: Add fallback path for mesa * gl_shader_gen: Avoid emitting blend emulation if minmax_factor is present
374 lines
13 KiB
C++
374 lines
13 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/color.h"
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#include "common/logging/log.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_types.h"
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#include "video_core/regs_framebuffer.h"
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#include "video_core/renderer_software/sw_framebuffer.h"
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#include "video_core/utils.h"
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namespace SwRenderer {
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using Pica::f16;
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using Pica::FramebufferRegs;
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namespace {
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/// Decode/Encode for shadow map format. It is similar to D24S8 format,
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/// but the depth field is in big-endian.
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const Common::Vec2<u32> DecodeD24S8Shadow(const u8* bytes) {
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return {static_cast<u32>((bytes[0] << 16) | (bytes[1] << 8) | bytes[2]), bytes[3]};
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}
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void EncodeD24X8Shadow(u32 depth, u8* bytes) {
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bytes[2] = depth & 0xFF;
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bytes[1] = (depth >> 8) & 0xFF;
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bytes[0] = (depth >> 16) & 0xFF;
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}
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void EncodeX24S8Shadow(u8 stencil, u8* bytes) {
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bytes[3] = stencil;
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}
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} // Anonymous namespace
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Framebuffer::Framebuffer(Memory::MemorySystem& memory_, const Pica::FramebufferRegs& regs_)
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: memory{memory_}, regs{regs_} {}
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Framebuffer::~Framebuffer() = default;
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void Framebuffer::Bind() {
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PAddr addr = regs.framebuffer.GetColorBufferPhysicalAddress();
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if (color_addr != addr) [[unlikely]] {
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color_addr = addr;
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color_buffer = memory.GetPhysicalPointer(color_addr);
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}
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addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
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if (depth_addr != addr) [[unlikely]] {
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depth_addr = addr;
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depth_buffer = memory.GetPhysicalPointer(depth_addr);
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}
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}
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void Framebuffer::DrawPixel(u32 x, u32 y, const Common::Vec4<u8>& color) const {
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const auto& framebuffer = regs.framebuffer;
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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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const u32 bytes_per_pixel =
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GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
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const 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 = color_buffer + dst_offset;
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switch (framebuffer.color_format) {
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case FramebufferRegs::ColorFormat::RGBA8:
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Common::Color::EncodeRGBA8(color, dst_pixel);
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break;
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case FramebufferRegs::ColorFormat::RGB8:
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Common::Color::EncodeRGB8(color, dst_pixel);
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break;
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case FramebufferRegs::ColorFormat::RGB5A1:
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Common::Color::EncodeRGB5A1(color, dst_pixel);
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break;
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case FramebufferRegs::ColorFormat::RGB565:
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Common::Color::EncodeRGB565(color, dst_pixel);
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break;
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case FramebufferRegs::ColorFormat::RGBA4:
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Common::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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static_cast<u32>(framebuffer.color_format.Value()));
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UNIMPLEMENTED();
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}
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}
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const Common::Vec4<u8> Framebuffer::GetPixel(u32 x, u32 y) const {
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const auto& framebuffer = regs.framebuffer;
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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const u32 bytes_per_pixel =
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GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
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const 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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const u8* src_pixel = color_buffer + src_offset;
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switch (framebuffer.color_format) {
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case FramebufferRegs::ColorFormat::RGBA8:
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return Common::Color::DecodeRGBA8(src_pixel);
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case FramebufferRegs::ColorFormat::RGB8:
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return Common::Color::DecodeRGB8(src_pixel);
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case FramebufferRegs::ColorFormat::RGB5A1:
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return Common::Color::DecodeRGB5A1(src_pixel);
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case FramebufferRegs::ColorFormat::RGB565:
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return Common::Color::DecodeRGB565(src_pixel);
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case FramebufferRegs::ColorFormat::RGBA4:
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return Common::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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static_cast<u32>(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 Framebuffer::GetDepth(u32 x, u32 y) const {
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const auto& framebuffer = regs.framebuffer;
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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const u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
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const u32 stride = framebuffer.width * bytes_per_pixel;
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const u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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const 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 Common::Color::DecodeD16(src_pixel);
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case FramebufferRegs::DepthFormat::D24:
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return Common::Color::DecodeD24(src_pixel);
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case FramebufferRegs::DepthFormat::D24S8:
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return Common::Color::DecodeD24S8(src_pixel).x;
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default:
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LOG_CRITICAL(HW_GPU, "Unimplemented depth format {}",
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static_cast<u32>(framebuffer.depth_format.Value()));
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UNIMPLEMENTED();
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return 0;
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}
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}
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u8 Framebuffer::GetStencil(u32 x, u32 y) const {
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const auto& framebuffer = regs.framebuffer;
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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const u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
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const u32 stride = framebuffer.width * bytes_per_pixel;
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const u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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const 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 Common::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 {})",
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static_cast<u32>(framebuffer.depth_format.Value()));
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return 0;
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}
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}
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void Framebuffer::SetDepth(u32 x, u32 y, u32 value) const {
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const auto& framebuffer = regs.framebuffer;
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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const u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
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const u32 stride = framebuffer.width * bytes_per_pixel;
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const 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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Common::Color::EncodeD16(value, dst_pixel);
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break;
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case FramebufferRegs::DepthFormat::D24:
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Common::Color::EncodeD24(value, dst_pixel);
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break;
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case FramebufferRegs::DepthFormat::D24S8:
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Common::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 {}",
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static_cast<u32>(framebuffer.depth_format.Value()));
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UNIMPLEMENTED();
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break;
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}
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}
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void Framebuffer::SetStencil(u32 x, u32 y, u8 value) const {
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const auto& framebuffer = regs.framebuffer;
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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const u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
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const u32 stride = framebuffer.width * bytes_per_pixel;
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const 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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Common::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 {}",
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static_cast<u32>(framebuffer.depth_format.Value()));
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UNIMPLEMENTED();
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break;
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}
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}
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void Framebuffer::DrawShadowMapPixel(u32 x, u32 y, u32 depth, u8 stencil) const {
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const auto& framebuffer = regs.framebuffer;
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const auto& shadow = regs.shadow;
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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 = 4;
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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* shadow_buffer = memory.GetPhysicalPointer(addr);
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u8* dst_pixel = shadow_buffer + dst_offset;
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const auto ref = DecodeD24S8Shadow(dst_pixel);
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const u32 ref_z = ref.x;
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const u32 ref_s = ref.y;
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if (depth >= ref_z) {
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return;
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}
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if (stencil == 0) {
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EncodeD24X8Shadow(depth, dst_pixel);
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} else {
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const f16 constant = f16::FromRaw(shadow.constant);
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const f16 linear = f16::FromRaw(shadow.linear);
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const f16 x_ = f16::FromFloat32(static_cast<float>(depth) / ref_z);
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const f16 stencil_new = f16::FromFloat32(stencil) / (constant + linear * x_);
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stencil = static_cast<u8>(std::clamp(stencil_new.ToFloat32(), 0.0f, 255.0f));
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if (stencil < ref_s) {
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EncodeX24S8Shadow(stencil, dst_pixel);
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}
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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}", static_cast<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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Common::Vec4<u8> EvaluateBlendEquation(const Common::Vec4<u8>& src,
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const Common::Vec4<u8>& srcfactor,
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const Common::Vec4<u8>& dest,
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const Common::Vec4<u8>& destfactor,
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FramebufferRegs::BlendEquation equation) {
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Common::Vec4i result;
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const auto src_result = (src * srcfactor).Cast<s32>();
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const auto dst_result = (dest * destfactor).Cast<s32>();
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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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case FramebufferRegs::BlendEquation::Min:
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result.r() = std::min(src_result.r(), dst_result.r()) / 255;
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result.g() = std::min(src_result.g(), dst_result.g()) / 255;
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result.b() = std::min(src_result.b(), dst_result.b()) / 255;
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result.a() = std::min(src_result.a(), dst_result.a()) / 255;
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break;
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case FramebufferRegs::BlendEquation::Max:
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result.r() = std::max(src_result.r(), dst_result.r()) / 255;
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result.g() = std::max(src_result.g(), dst_result.g()) / 255;
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result.b() = std::max(src_result.b(), dst_result.b()) / 255;
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result.a() = std::max(src_result.a(), dst_result.a()) / 255;
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation 0x{:x}", equation);
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UNIMPLEMENTED();
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}
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return Common::Vec4<u8>(std::clamp(result.r(), 0, 255), std::clamp(result.g(), 0, 255),
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std::clamp(result.b(), 0, 255), std::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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UNREACHABLE();
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};
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} // namespace SwRenderer
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