VideoCore: Split framebuffer regs from Regs struct

This commit is contained in:
Yuri Kunde Schlesner 2017-01-27 21:47:34 -08:00
parent 9017093f58
commit 23713d5dee
11 changed files with 503 additions and 457 deletions

View file

@ -29,7 +29,7 @@ namespace Pica {
namespace Rasterizer {
static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
const auto& framebuffer = g_state.regs.framebuffer;
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.
@ -44,23 +44,23 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
u8* dst_pixel = Memory::GetPhysicalPointer(addr) + dst_offset;
switch (framebuffer.color_format) {
case Regs::ColorFormat::RGBA8:
case FramebufferRegs::ColorFormat::RGBA8:
Color::EncodeRGBA8(color, dst_pixel);
break;
case Regs::ColorFormat::RGB8:
case FramebufferRegs::ColorFormat::RGB8:
Color::EncodeRGB8(color, dst_pixel);
break;
case Regs::ColorFormat::RGB5A1:
case FramebufferRegs::ColorFormat::RGB5A1:
Color::EncodeRGB5A1(color, dst_pixel);
break;
case Regs::ColorFormat::RGB565:
case FramebufferRegs::ColorFormat::RGB565:
Color::EncodeRGB565(color, dst_pixel);
break;
case Regs::ColorFormat::RGBA4:
case FramebufferRegs::ColorFormat::RGBA4:
Color::EncodeRGBA4(color, dst_pixel);
break;
@ -72,7 +72,7 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
}
static const Math::Vec4<u8> GetPixel(int x, int y) {
const auto& framebuffer = g_state.regs.framebuffer;
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
y = framebuffer.height - y;
@ -85,19 +85,19 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
u8* src_pixel = Memory::GetPhysicalPointer(addr) + src_offset;
switch (framebuffer.color_format) {
case Regs::ColorFormat::RGBA8:
case FramebufferRegs::ColorFormat::RGBA8:
return Color::DecodeRGBA8(src_pixel);
case Regs::ColorFormat::RGB8:
case FramebufferRegs::ColorFormat::RGB8:
return Color::DecodeRGB8(src_pixel);
case Regs::ColorFormat::RGB5A1:
case FramebufferRegs::ColorFormat::RGB5A1:
return Color::DecodeRGB5A1(src_pixel);
case Regs::ColorFormat::RGB565:
case FramebufferRegs::ColorFormat::RGB565:
return Color::DecodeRGB565(src_pixel);
case Regs::ColorFormat::RGBA4:
case FramebufferRegs::ColorFormat::RGBA4:
return Color::DecodeRGBA4(src_pixel);
default:
@ -110,25 +110,25 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
}
static u32 GetDepth(int x, int y) {
const auto& framebuffer = g_state.regs.framebuffer;
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = Memory::GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = Regs::BytesPerDepthPixel(framebuffer.depth_format);
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 Regs::DepthFormat::D16:
case FramebufferRegs::DepthFormat::D16:
return Color::DecodeD16(src_pixel);
case Regs::DepthFormat::D24:
case FramebufferRegs::DepthFormat::D24:
return Color::DecodeD24(src_pixel);
case Regs::DepthFormat::D24S8:
case FramebufferRegs::DepthFormat::D24S8:
return Color::DecodeD24S8(src_pixel).x;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
@ -138,21 +138,21 @@ static u32 GetDepth(int x, int y) {
}
static u8 GetStencil(int x, int y) {
const auto& framebuffer = g_state.regs.framebuffer;
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = Memory::GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(framebuffer.depth_format);
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 Regs::DepthFormat::D24S8:
case FramebufferRegs::DepthFormat::D24S8:
return Color::DecodeD24S8(src_pixel).y;
default:
@ -165,29 +165,29 @@ static u8 GetStencil(int x, int y) {
}
static void SetDepth(int x, int y, u32 value) {
const auto& framebuffer = g_state.regs.framebuffer;
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = Memory::GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = Regs::BytesPerDepthPixel(framebuffer.depth_format);
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 Regs::DepthFormat::D16:
case FramebufferRegs::DepthFormat::D16:
Color::EncodeD16(value, dst_pixel);
break;
case Regs::DepthFormat::D24:
case FramebufferRegs::DepthFormat::D24:
Color::EncodeD24(value, dst_pixel);
break;
case Regs::DepthFormat::D24S8:
case FramebufferRegs::DepthFormat::D24S8:
Color::EncodeD24X8(value, dst_pixel);
break;
@ -199,26 +199,26 @@ static void SetDepth(int x, int y, u32 value) {
}
static void SetStencil(int x, int y, u8 value) {
const auto& framebuffer = g_state.regs.framebuffer;
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = Memory::GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(framebuffer.depth_format);
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::Regs::DepthFormat::D16:
case Pica::Regs::DepthFormat::D24:
case Pica::FramebufferRegs::DepthFormat::D16:
case Pica::FramebufferRegs::DepthFormat::D24:
// Nothing to do
break;
case Pica::Regs::DepthFormat::D24S8:
case Pica::FramebufferRegs::DepthFormat::D24S8:
Color::EncodeX24S8(value, dst_pixel);
break;
@ -229,32 +229,32 @@ static void SetStencil(int x, int y, u8 value) {
}
}
static u8 PerformStencilAction(Regs::StencilAction action, u8 old_stencil, u8 ref) {
static u8 PerformStencilAction(FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref) {
switch (action) {
case Regs::StencilAction::Keep:
case FramebufferRegs::StencilAction::Keep:
return old_stencil;
case Regs::StencilAction::Zero:
case FramebufferRegs::StencilAction::Zero:
return 0;
case Regs::StencilAction::Replace:
case FramebufferRegs::StencilAction::Replace:
return ref;
case Regs::StencilAction::Increment:
case FramebufferRegs::StencilAction::Increment:
// Saturated increment
return std::min<u8>(old_stencil, 254) + 1;
case Regs::StencilAction::Decrement:
case FramebufferRegs::StencilAction::Decrement:
// Saturated decrement
return std::max<u8>(old_stencil, 1) - 1;
case Regs::StencilAction::Invert:
case FramebufferRegs::StencilAction::Invert:
return ~old_stencil;
case Regs::StencilAction::IncrementWrap:
case FramebufferRegs::StencilAction::IncrementWrap:
return old_stencil + 1;
case Regs::StencilAction::DecrementWrap:
case FramebufferRegs::StencilAction::DecrementWrap:
return old_stencil - 1;
default:
@ -400,9 +400,10 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
auto textures = regs.texturing.GetTextures();
auto tev_stages = regs.texturing.GetTevStages();
bool stencil_action_enable = g_state.regs.output_merger.stencil_test.enable &&
g_state.regs.framebuffer.depth_format == Regs::DepthFormat::D24S8;
const auto stencil_test = g_state.regs.output_merger.stencil_test;
bool stencil_action_enable =
g_state.regs.framebuffer.output_merger.stencil_test.enable &&
g_state.regs.framebuffer.framebuffer.depth_format == FramebufferRegs::DepthFormat::D24S8;
const auto stencil_test = g_state.regs.framebuffer.output_merger.stencil_test;
// Enter rasterization loop, starting at the center of the topleft bounding box corner.
// TODO: Not sure if looping through x first might be faster
@ -879,41 +880,41 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
}
}
const auto& output_merger = regs.output_merger;
const auto& output_merger = regs.framebuffer.output_merger;
// TODO: Does alpha testing happen before or after stencil?
if (output_merger.alpha_test.enable) {
bool pass = false;
switch (output_merger.alpha_test.func) {
case Regs::CompareFunc::Never:
case FramebufferRegs::CompareFunc::Never:
pass = false;
break;
case Regs::CompareFunc::Always:
case FramebufferRegs::CompareFunc::Always:
pass = true;
break;
case Regs::CompareFunc::Equal:
case FramebufferRegs::CompareFunc::Equal:
pass = combiner_output.a() == output_merger.alpha_test.ref;
break;
case Regs::CompareFunc::NotEqual:
case FramebufferRegs::CompareFunc::NotEqual:
pass = combiner_output.a() != output_merger.alpha_test.ref;
break;
case Regs::CompareFunc::LessThan:
case FramebufferRegs::CompareFunc::LessThan:
pass = combiner_output.a() < output_merger.alpha_test.ref;
break;
case Regs::CompareFunc::LessThanOrEqual:
case FramebufferRegs::CompareFunc::LessThanOrEqual:
pass = combiner_output.a() <= output_merger.alpha_test.ref;
break;
case Regs::CompareFunc::GreaterThan:
case FramebufferRegs::CompareFunc::GreaterThan:
pass = combiner_output.a() > output_merger.alpha_test.ref;
break;
case Regs::CompareFunc::GreaterThanOrEqual:
case FramebufferRegs::CompareFunc::GreaterThanOrEqual:
pass = combiner_output.a() >= output_merger.alpha_test.ref;
break;
}
@ -959,10 +960,10 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
u8 old_stencil = 0;
auto UpdateStencil = [stencil_test, x, y,
&old_stencil](Pica::Regs::StencilAction action) {
&old_stencil](Pica::FramebufferRegs::StencilAction action) {
u8 new_stencil =
PerformStencilAction(action, old_stencil, stencil_test.reference_value);
if (g_state.regs.framebuffer.allow_depth_stencil_write != 0)
if (g_state.regs.framebuffer.framebuffer.allow_depth_stencil_write != 0)
SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) |
(old_stencil & ~stencil_test.write_mask));
};
@ -974,35 +975,35 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
bool pass = false;
switch (stencil_test.func) {
case Regs::CompareFunc::Never:
case FramebufferRegs::CompareFunc::Never:
pass = false;
break;
case Regs::CompareFunc::Always:
case FramebufferRegs::CompareFunc::Always:
pass = true;
break;
case Regs::CompareFunc::Equal:
case FramebufferRegs::CompareFunc::Equal:
pass = (ref == dest);
break;
case Regs::CompareFunc::NotEqual:
case FramebufferRegs::CompareFunc::NotEqual:
pass = (ref != dest);
break;
case Regs::CompareFunc::LessThan:
case FramebufferRegs::CompareFunc::LessThan:
pass = (ref < dest);
break;
case Regs::CompareFunc::LessThanOrEqual:
case FramebufferRegs::CompareFunc::LessThanOrEqual:
pass = (ref <= dest);
break;
case Regs::CompareFunc::GreaterThan:
case FramebufferRegs::CompareFunc::GreaterThan:
pass = (ref > dest);
break;
case Regs::CompareFunc::GreaterThanOrEqual:
case FramebufferRegs::CompareFunc::GreaterThanOrEqual:
pass = (ref >= dest);
break;
}
@ -1014,7 +1015,8 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
}
// Convert float to integer
unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format);
unsigned num_bits =
FramebufferRegs::DepthBitsPerPixel(regs.framebuffer.framebuffer.depth_format);
u32 z = (u32)(depth * ((1 << num_bits) - 1));
if (output_merger.depth_test_enable) {
@ -1023,35 +1025,35 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
bool pass = false;
switch (output_merger.depth_test_func) {
case Regs::CompareFunc::Never:
case FramebufferRegs::CompareFunc::Never:
pass = false;
break;
case Regs::CompareFunc::Always:
case FramebufferRegs::CompareFunc::Always:
pass = true;
break;
case Regs::CompareFunc::Equal:
case FramebufferRegs::CompareFunc::Equal:
pass = z == ref_z;
break;
case Regs::CompareFunc::NotEqual:
case FramebufferRegs::CompareFunc::NotEqual:
pass = z != ref_z;
break;
case Regs::CompareFunc::LessThan:
case FramebufferRegs::CompareFunc::LessThan:
pass = z < ref_z;
break;
case Regs::CompareFunc::LessThanOrEqual:
case FramebufferRegs::CompareFunc::LessThanOrEqual:
pass = z <= ref_z;
break;
case Regs::CompareFunc::GreaterThan:
case FramebufferRegs::CompareFunc::GreaterThan:
pass = z > ref_z;
break;
case Regs::CompareFunc::GreaterThanOrEqual:
case FramebufferRegs::CompareFunc::GreaterThanOrEqual:
pass = z >= ref_z;
break;
}
@ -1063,8 +1065,11 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
}
}
if (regs.framebuffer.allow_depth_stencil_write != 0 && output_merger.depth_write_enable)
if (regs.framebuffer.framebuffer.allow_depth_stencil_write != 0 &&
output_merger.depth_write_enable) {
SetDepth(x >> 4, y >> 4, z);
}
// The stencil depth_pass action is executed even if depth testing is disabled
if (stencil_action_enable)
@ -1076,7 +1081,8 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
if (output_merger.alphablend_enable) {
auto params = output_merger.alpha_blending;
auto LookupFactor = [&](unsigned channel, Regs::BlendFactor factor) -> u8 {
auto LookupFactor = [&](unsigned channel,
FramebufferRegs::BlendFactor factor) -> u8 {
DEBUG_ASSERT(channel < 4);
const Math::Vec4<u8> blend_const = {
@ -1087,49 +1093,49 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
};
switch (factor) {
case Regs::BlendFactor::Zero:
case FramebufferRegs::BlendFactor::Zero:
return 0;
case Regs::BlendFactor::One:
case FramebufferRegs::BlendFactor::One:
return 255;
case Regs::BlendFactor::SourceColor:
case FramebufferRegs::BlendFactor::SourceColor:
return combiner_output[channel];
case Regs::BlendFactor::OneMinusSourceColor:
case FramebufferRegs::BlendFactor::OneMinusSourceColor:
return 255 - combiner_output[channel];
case Regs::BlendFactor::DestColor:
case FramebufferRegs::BlendFactor::DestColor:
return dest[channel];
case Regs::BlendFactor::OneMinusDestColor:
case FramebufferRegs::BlendFactor::OneMinusDestColor:
return 255 - dest[channel];
case Regs::BlendFactor::SourceAlpha:
case FramebufferRegs::BlendFactor::SourceAlpha:
return combiner_output.a();
case Regs::BlendFactor::OneMinusSourceAlpha:
case FramebufferRegs::BlendFactor::OneMinusSourceAlpha:
return 255 - combiner_output.a();
case Regs::BlendFactor::DestAlpha:
case FramebufferRegs::BlendFactor::DestAlpha:
return dest.a();
case Regs::BlendFactor::OneMinusDestAlpha:
case FramebufferRegs::BlendFactor::OneMinusDestAlpha:
return 255 - dest.a();
case Regs::BlendFactor::ConstantColor:
case FramebufferRegs::BlendFactor::ConstantColor:
return blend_const[channel];
case Regs::BlendFactor::OneMinusConstantColor:
case FramebufferRegs::BlendFactor::OneMinusConstantColor:
return 255 - blend_const[channel];
case Regs::BlendFactor::ConstantAlpha:
case FramebufferRegs::BlendFactor::ConstantAlpha:
return blend_const.a();
case Regs::BlendFactor::OneMinusConstantAlpha:
case FramebufferRegs::BlendFactor::OneMinusConstantAlpha:
return 255 - blend_const.a();
case Regs::BlendFactor::SourceAlphaSaturate:
case FramebufferRegs::BlendFactor::SourceAlphaSaturate:
// Returns 1.0 for the alpha channel
if (channel == 3)
return 255;
@ -1147,36 +1153,37 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
static auto EvaluateBlendEquation = [](
const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
const Math::Vec4<u8>& dest, const Math::Vec4<u8>& destfactor,
Regs::BlendEquation equation) {
FramebufferRegs::BlendEquation equation) {
Math::Vec4<int> result;
auto src_result = (src * srcfactor).Cast<int>();
auto dst_result = (dest * destfactor).Cast<int>();
switch (equation) {
case Regs::BlendEquation::Add:
case FramebufferRegs::BlendEquation::Add:
result = (src_result + dst_result) / 255;
break;
case Regs::BlendEquation::Subtract:
case FramebufferRegs::BlendEquation::Subtract:
result = (src_result - dst_result) / 255;
break;
case Regs::BlendEquation::ReverseSubtract:
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 Regs::BlendEquation::Min:
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 Regs::BlendEquation::Max:
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());
@ -1209,54 +1216,54 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
dstfactor, params.blend_equation_a)
.a();
} else {
static auto LogicOp = [](u8 src, u8 dest, Regs::LogicOp op) -> u8 {
static auto LogicOp = [](u8 src, u8 dest, FramebufferRegs::LogicOp op) -> u8 {
switch (op) {
case Regs::LogicOp::Clear:
case FramebufferRegs::LogicOp::Clear:
return 0;
case Regs::LogicOp::And:
case FramebufferRegs::LogicOp::And:
return src & dest;
case Regs::LogicOp::AndReverse:
case FramebufferRegs::LogicOp::AndReverse:
return src & ~dest;
case Regs::LogicOp::Copy:
case FramebufferRegs::LogicOp::Copy:
return src;
case Regs::LogicOp::Set:
case FramebufferRegs::LogicOp::Set:
return 255;
case Regs::LogicOp::CopyInverted:
case FramebufferRegs::LogicOp::CopyInverted:
return ~src;
case Regs::LogicOp::NoOp:
case FramebufferRegs::LogicOp::NoOp:
return dest;
case Regs::LogicOp::Invert:
case FramebufferRegs::LogicOp::Invert:
return ~dest;
case Regs::LogicOp::Nand:
case FramebufferRegs::LogicOp::Nand:
return ~(src & dest);
case Regs::LogicOp::Or:
case FramebufferRegs::LogicOp::Or:
return src | dest;
case Regs::LogicOp::Nor:
case FramebufferRegs::LogicOp::Nor:
return ~(src | dest);
case Regs::LogicOp::Xor:
case FramebufferRegs::LogicOp::Xor:
return src ^ dest;
case Regs::LogicOp::Equiv:
case FramebufferRegs::LogicOp::Equiv:
return ~(src ^ dest);
case Regs::LogicOp::AndInverted:
case FramebufferRegs::LogicOp::AndInverted:
return ~src & dest;
case Regs::LogicOp::OrReverse:
case FramebufferRegs::LogicOp::OrReverse:
return src | ~dest;
case Regs::LogicOp::OrInverted:
case FramebufferRegs::LogicOp::OrInverted:
return ~src | dest;
}
};
@ -1275,7 +1282,7 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
output_merger.alpha_enable ? blend_output.a() : dest.a(),
};
if (regs.framebuffer.allow_color_write != 0)
if (regs.framebuffer.framebuffer.allow_color_write != 0)
DrawPixel(x >> 4, y >> 4, result);
}
}