GPU: Added RGB565/RGB8 framebuffer support and various cleanups.
- Centralizes color format encode/decode functions. - Fixes endianness issues. - Implements remaining framebuffer formats in the debugger.
This commit is contained in:
parent
44f46254dc
commit
34c31db14a
9 changed files with 214 additions and 195 deletions
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@ -19,6 +19,7 @@ set(HEADERS
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renderer_opengl/gl_shaders.h
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renderer_opengl/renderer_opengl.h
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clipper.h
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color.h
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command_processor.h
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gpu_debugger.h
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math.h
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@ -5,47 +5,152 @@
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#pragma once
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#include "common/common_types.h"
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#include "video_core/math.h"
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namespace Color {
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/// Convert a 1-bit color component to 8 bit
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static inline u8 Convert1To8(u8 value) {
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inline u8 Convert1To8(u8 value) {
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return value * 255;
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}
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/// Convert a 4-bit color component to 8 bit
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static inline u8 Convert4To8(u8 value) {
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inline u8 Convert4To8(u8 value) {
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return (value << 4) | value;
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}
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/// Convert a 5-bit color component to 8 bit
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static inline u8 Convert5To8(u8 value) {
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inline u8 Convert5To8(u8 value) {
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return (value << 3) | (value >> 2);
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}
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/// Convert a 6-bit color component to 8 bit
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static inline u8 Convert6To8(u8 value) {
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inline u8 Convert6To8(u8 value) {
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return (value << 2) | (value >> 4);
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}
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/// Convert a 8-bit color component to 1 bit
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static inline u8 Convert8To1(u8 value) {
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inline u8 Convert8To1(u8 value) {
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return value >> 7;
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}
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/// Convert a 8-bit color component to 4 bit
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static inline u8 Convert8To4(u8 value) {
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inline u8 Convert8To4(u8 value) {
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return value >> 4;
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}
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/// Convert a 8-bit color component to 5 bit
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static inline u8 Convert8To5(u8 value) {
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inline u8 Convert8To5(u8 value) {
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return value >> 3;
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}
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/// Convert a 8-bit color component to 6 bit
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static inline u8 Convert8To6(u8 value) {
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inline u8 Convert8To6(u8 value) {
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return value >> 2;
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}
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/**
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* Decode a color stored in RGBA8 format
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* @param bytes Pointer to encoded source color
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* @return Result color decoded as Math::Vec4<u8>
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*/
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inline const Math::Vec4<u8> DecodeRGBA8(const u8* bytes) {
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return { bytes[3], bytes[2], bytes[1], bytes[0] };
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}
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/**
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* Decode a color stored in RGB8 format
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* @param bytes Pointer to encoded source color
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* @return Result color decoded as Math::Vec4<u8>
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*/
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inline const Math::Vec4<u8> DecodeRGB8(const u8* bytes) {
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return { bytes[2], bytes[1], bytes[0], 255 };
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}
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/**
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* Decode a color stored in RGB565 format
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* @param bytes Pointer to encoded source color
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* @return Result color decoded as Math::Vec4<u8>
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*/
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inline const Math::Vec4<u8> DecodeRGB565(const u8* bytes) {
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const u16_le pixel = *reinterpret_cast<const u16_le*>(bytes);
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return { Convert5To8((pixel >> 11) & 0x1F), Convert6To8((pixel >> 5) & 0x3F),
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Convert5To8(pixel & 0x1F), 255 };
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}
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/**
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* Decode a color stored in RGB5A1 format
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* @param bytes Pointer to encoded source color
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* @return Result color decoded as Math::Vec4<u8>
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*/
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inline const Math::Vec4<u8> DecodeRGB5A1(const u8* bytes) {
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const u16_le pixel = *reinterpret_cast<const u16_le*>(bytes);
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return { Convert5To8((pixel >> 11) & 0x1F), Convert5To8((pixel >> 6) & 0x1F),
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Convert5To8((pixel >> 1) & 0x1F), Convert1To8(pixel & 0x1) };
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}
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/**
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* Decode a color stored in RGBA4 format
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* @param bytes Pointer to encoded source color
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* @return Result color decoded as Math::Vec4<u8>
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*/
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inline const Math::Vec4<u8> DecodeRGBA4(const u8* bytes) {
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const u16_le pixel = *reinterpret_cast<const u16_le*>(bytes);
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return { Convert4To8((pixel >> 12) & 0xF), Convert4To8((pixel >> 8) & 0xF),
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Convert4To8((pixel >> 4) & 0xF), Convert4To8(pixel & 0xF) };
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}
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/**
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* Encode a color as RGBA8 format
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* @param color Source color to encode
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* @param bytes Destination pointer to store encoded color
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*/
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inline void EncodeRGBA8(const Math::Vec4<u8>& color, u8* bytes) {
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bytes[3] = color.r();
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bytes[2] = color.g();
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bytes[1] = color.b();
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bytes[0] = color.a();
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}
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/**
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* Encode a color as RGB8 format
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* @param color Source color to encode
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* @param bytes Destination pointer to store encoded color
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*/
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inline void EncodeRGB8(const Math::Vec4<u8>& color, u8* bytes) {
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bytes[2] = color.r();
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bytes[1] = color.g();
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bytes[0] = color.b();
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}
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/**
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* Encode a color as RGB565 format
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* @param color Source color to encode
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* @param bytes Destination pointer to store encoded color
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*/
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inline void EncodeRGB565(const Math::Vec4<u8>& color, u8* bytes) {
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*reinterpret_cast<u16_le*>(bytes) = (Convert8To5(color.r()) << 11) |
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(Convert8To6(color.g()) << 5) | Convert8To5(color.b());
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}
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/**
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* Encode a color as RGB5A1 format
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* @param color Source color to encode
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* @param bytes Destination pointer to store encoded color
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*/
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inline void EncodeRGB5A1(const Math::Vec4<u8>& color, u8* bytes) {
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*reinterpret_cast<u16_le*>(bytes) = (Convert8To5(color.r()) << 11) |
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(Convert8To5(color.g()) << 6) | (Convert8To5(color.b()) << 1) | Convert8To1(color.a());
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}
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/**
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* Encode a color as RGBA4 format
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* @param color Source color to encode
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* @param bytes Destination pointer to store encoded color
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*/
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inline void EncodeRGBA4(const Math::Vec4<u8>& color, u8* bytes) {
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*reinterpret_cast<u16_le*>(bytes) = (Convert8To4(color.r()) << 12) |
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(Convert8To4(color.g()) << 8) | (Convert8To4(color.b()) << 4) | Convert8To4(color.a());
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}
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} // namespace
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@ -321,44 +321,32 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
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switch (info.format) {
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case Regs::TextureFormat::RGBA8:
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{
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const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 4);
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return { source_ptr[3], source_ptr[2], source_ptr[1], disable_alpha ? (u8)255 : source_ptr[0] };
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auto res = Color::DecodeRGBA8(source + VideoCore::GetMortonOffset(x, y, 4));
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return { res.r(), res.g(), res.b(), disable_alpha ? 255 : res.a() };
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}
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case Regs::TextureFormat::RGB8:
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{
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const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 3);
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return { source_ptr[2], source_ptr[1], source_ptr[0], 255 };
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auto res = Color::DecodeRGB8(source + VideoCore::GetMortonOffset(x, y, 3));
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return { res.r(), res.g(), res.b(), 255 };
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}
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case Regs::TextureFormat::RGBA5551:
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case Regs::TextureFormat::RGB5A1:
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{
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const u16 source_ptr = *(const u16*)(source + VideoCore::GetMortonOffset(x, y, 2));
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u8 r = (source_ptr >> 11) & 0x1F;
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u8 g = ((source_ptr) >> 6) & 0x1F;
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u8 b = (source_ptr >> 1) & 0x1F;
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u8 a = source_ptr & 1;
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return Math::MakeVec<u8>(Color::Convert5To8(r), Color::Convert5To8(g),
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Color::Convert5To8(b), disable_alpha ? 255 : Color::Convert1To8(a));
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auto res = Color::DecodeRGB5A1(source + VideoCore::GetMortonOffset(x, y, 2));
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return { res.r(), res.g(), res.b(), disable_alpha ? 255 : res.a() };
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}
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case Regs::TextureFormat::RGB565:
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{
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const u16 source_ptr = *(const u16*)(source + VideoCore::GetMortonOffset(x, y, 2));
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u8 r = Color::Convert5To8((source_ptr >> 11) & 0x1F);
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u8 g = Color::Convert6To8(((source_ptr) >> 5) & 0x3F);
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u8 b = Color::Convert5To8((source_ptr) & 0x1F);
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return Math::MakeVec<u8>(r, g, b, 255);
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auto res = Color::DecodeRGB565(source + VideoCore::GetMortonOffset(x, y, 2));
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return { res.r(), res.g(), res.b(), 255 };
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}
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case Regs::TextureFormat::RGBA4:
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{
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const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 2);
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u8 r = Color::Convert4To8(source_ptr[1] >> 4);
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u8 g = Color::Convert4To8(source_ptr[1] & 0xF);
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u8 b = Color::Convert4To8(source_ptr[0] >> 4);
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u8 a = Color::Convert4To8(source_ptr[0] & 0xF);
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return { r, g, b, disable_alpha ? (u8)255 : a };
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auto res = Color::DecodeRGBA4(source + VideoCore::GetMortonOffset(x, y, 2));
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return { res.r(), res.g(), res.b(), disable_alpha ? 255 : res.a() };
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}
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case Regs::TextureFormat::IA8:
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// Show intensity as red, alpha as green
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return { source_ptr[1], source_ptr[0], 0, 255 };
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} else {
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return { source_ptr[1], source_ptr[1], source_ptr[1], source_ptr[0]};
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return { source_ptr[1], source_ptr[1], source_ptr[1], source_ptr[0] };
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}
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}
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@ -145,7 +145,7 @@ struct Regs {
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enum class TextureFormat : u32 {
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RGBA8 = 0,
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RGB8 = 1,
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RGBA5551 = 2,
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RGB5A1 = 2,
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RGB565 = 3,
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RGBA4 = 4,
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IA8 = 5,
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@ -167,7 +167,7 @@ struct Regs {
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case TextureFormat::RGB8:
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return 6;
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case TextureFormat::RGBA5551:
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case TextureFormat::RGB5A1:
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case TextureFormat::RGB565:
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case TextureFormat::RGBA4:
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case TextureFormat::IA8:
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@ -413,7 +413,7 @@ struct Regs {
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enum ColorFormat : u32 {
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RGBA8 = 0,
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RGB8 = 1,
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RGBA5551 = 2,
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RGB5A1 = 2,
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RGB565 = 3,
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RGBA4 = 4,
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};
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@ -22,7 +22,6 @@ namespace Rasterizer {
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static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
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const PAddr addr = registers.framebuffer.GetColorBufferPhysicalAddress();
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u8* color_buffer = Memory::GetPointer(PAddrToVAddr(addr));
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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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@ -31,35 +30,28 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
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const u32 coarse_y = y & ~7;
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u32 bytes_per_pixel = GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(registers.framebuffer.color_format.Value()));
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * registers.framebuffer.width * bytes_per_pixel;
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u8* dst_pixel = Memory::GetPointer(PAddrToVAddr(addr)) + dst_offset;
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switch (registers.framebuffer.color_format) {
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case registers.framebuffer.RGBA8:
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{
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u8* pixel = color_buffer + dst_offset;
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pixel[3] = color.r();
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pixel[2] = color.g();
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pixel[1] = color.b();
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pixel[0] = color.a();
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Color::EncodeRGBA8(color, dst_pixel);
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break;
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case registers.framebuffer.RGB8:
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Color::EncodeRGB8(color, dst_pixel);
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break;
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case registers.framebuffer.RGB5A1:
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Color::EncodeRGB5A1(color, dst_pixel);
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break;
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case registers.framebuffer.RGB565:
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Color::EncodeRGB565(color, dst_pixel);
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break;
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}
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case registers.framebuffer.RGBA4:
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{
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u8* pixel = color_buffer + dst_offset;
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pixel[1] = (color.r() & 0xF0) | (color.g() >> 4);
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pixel[0] = (color.b() & 0xF0) | (color.a() >> 4);
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Color::EncodeRGBA4(color, dst_pixel);
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break;
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}
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case registers.framebuffer.RGBA5551:
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{
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u16_le* pixel = (u16_le*)(color_buffer + dst_offset);
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*pixel = (Color::Convert8To5(color.r()) << 11) |
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(Color::Convert8To5(color.g()) << 6) |
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(Color::Convert8To5(color.b()) << 1) |
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Color::Convert8To1(color.a());
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break;
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}
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default:
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LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format.Value());
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static const Math::Vec4<u8> GetPixel(int x, int y) {
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const PAddr addr = registers.framebuffer.GetColorBufferPhysicalAddress();
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u8* color_buffer = Memory::GetPointer(PAddrToVAddr(addr));
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y = (registers.framebuffer.height - y);
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const u32 coarse_y = y & ~7;
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u32 bytes_per_pixel = GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(registers.framebuffer.color_format.Value()));
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u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * registers.framebuffer.width * bytes_per_pixel;
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Math::Vec4<u8> ret;
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u8* src_pixel = Memory::GetPointer(PAddrToVAddr(addr)) + src_offset;
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switch (registers.framebuffer.color_format) {
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case registers.framebuffer.RGBA8:
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{
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u8* pixel = color_buffer + src_offset;
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ret.r() = pixel[3];
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ret.g() = pixel[2];
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ret.b() = pixel[1];
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ret.a() = pixel[0];
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return ret;
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}
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return Color::DecodeRGBA8(src_pixel);
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case registers.framebuffer.RGB8:
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return Color::DecodeRGB8(src_pixel);
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case registers.framebuffer.RGB5A1:
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return Color::DecodeRGB5A1(src_pixel);
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case registers.framebuffer.RGB565:
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return Color::DecodeRGB565(src_pixel);
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case registers.framebuffer.RGBA4:
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{
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u8* pixel = color_buffer + src_offset;
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ret.r() = Color::Convert4To8(pixel[1] >> 4);
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ret.g() = Color::Convert4To8(pixel[1] & 0x0F);
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ret.b() = Color::Convert4To8(pixel[0] >> 4);
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ret.a() = Color::Convert4To8(pixel[0] & 0x0F);
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return ret;
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}
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case registers.framebuffer.RGBA5551:
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{
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u16_le pixel = *(u16_le*)(color_buffer + src_offset);
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ret.r() = Color::Convert5To8((pixel >> 11) & 0x1F);
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ret.g() = Color::Convert5To8((pixel >> 6) & 0x1F);
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ret.b() = Color::Convert5To8((pixel >> 1) & 0x1F);
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ret.a() = Color::Convert1To8(pixel & 0x1);
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return ret;
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}
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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", registers.framebuffer.color_format.Value());
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