GPU: Implemented bits 3 and 1 from the display transfer flags.
Bit 3 is used to specify a raw copy, where no processing is done to the data, seems to behave exactly as a DMA. Bit 1 is used to specify whether to convert from a tiled format to a linear format or viceversa.
This commit is contained in:
parent
c7dac73b0c
commit
c564c21668
6 changed files with 169 additions and 81 deletions
|
@ -23,6 +23,7 @@
|
|||
#include "video_core/color.h"
|
||||
#include "video_core/math.h"
|
||||
#include "video_core/pica.h"
|
||||
#include "video_core/utils.h"
|
||||
|
||||
#include "debug_utils.h"
|
||||
|
||||
|
@ -306,63 +307,33 @@ std::unique_ptr<PicaTrace> FinishPicaTracing()
|
|||
}
|
||||
|
||||
const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const TextureInfo& info, bool disable_alpha) {
|
||||
// Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
|
||||
// of which is composed of four 2x2 subtiles each of which is composed of four texels.
|
||||
// Each structure is embedded into the next-bigger one in a diagonal pattern, e.g.
|
||||
// texels are laid out in a 2x2 subtile like this:
|
||||
// 2 3
|
||||
// 0 1
|
||||
//
|
||||
// The full 8x8 tile has the texels arranged like this:
|
||||
//
|
||||
// 42 43 46 47 58 59 62 63
|
||||
// 40 41 44 45 56 57 60 61
|
||||
// 34 35 38 39 50 51 54 55
|
||||
// 32 33 36 37 48 49 52 53
|
||||
// 10 11 14 15 26 27 30 31
|
||||
// 08 09 12 13 24 25 28 29
|
||||
// 02 03 06 07 18 19 22 23
|
||||
// 00 01 04 05 16 17 20 21
|
||||
|
||||
const unsigned int block_width = 8;
|
||||
const unsigned int block_height = 8;
|
||||
|
||||
const unsigned int coarse_x = x & ~7;
|
||||
const unsigned int coarse_y = y & ~7;
|
||||
|
||||
// Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are
|
||||
// arranged in a Z-order curve. More details on the bit manipulation at:
|
||||
// https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/
|
||||
unsigned int i = (x & 7) | ((y & 7) << 8); // ---- -210
|
||||
i = (i ^ (i << 2)) & 0x1313; // ---2 --10
|
||||
i = (i ^ (i << 1)) & 0x1515; // ---2 -1-0
|
||||
i = (i | (i >> 7)) & 0x3F;
|
||||
|
||||
if (info.format != Regs::TextureFormat::ETC1 &&
|
||||
info.format != Regs::TextureFormat::ETC1A4) {
|
||||
// TODO(neobrain): Fix code design to unify vertical block offsets!
|
||||
source += coarse_y * info.stride;
|
||||
}
|
||||
const unsigned int offset = coarse_x * block_height;
|
||||
|
||||
|
||||
// TODO: Assert that width/height are multiples of block dimensions
|
||||
|
||||
switch (info.format) {
|
||||
case Regs::TextureFormat::RGBA8:
|
||||
{
|
||||
const u8* source_ptr = source + offset * 4 + i * 4;
|
||||
const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 4);
|
||||
return { source_ptr[3], source_ptr[2], source_ptr[1], disable_alpha ? (u8)255 : source_ptr[0] };
|
||||
}
|
||||
|
||||
case Regs::TextureFormat::RGB8:
|
||||
{
|
||||
const u8* source_ptr = source + offset * 3 + i * 3;
|
||||
const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 3);
|
||||
return { source_ptr[2], source_ptr[1], source_ptr[0], 255 };
|
||||
}
|
||||
|
||||
case Regs::TextureFormat::RGBA5551:
|
||||
{
|
||||
const u16 source_ptr = *(const u16*)(source + offset * 2 + i * 2);
|
||||
const u16 source_ptr = *(const u16*)(source + VideoCore::GetMortonOffset(x, y, 2));
|
||||
u8 r = (source_ptr >> 11) & 0x1F;
|
||||
u8 g = ((source_ptr) >> 6) & 0x1F;
|
||||
u8 b = (source_ptr >> 1) & 0x1F;
|
||||
|
@ -373,7 +344,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
|
|||
|
||||
case Regs::TextureFormat::RGB565:
|
||||
{
|
||||
const u16 source_ptr = *(const u16*)(source + offset * 2 + i * 2);
|
||||
const u16 source_ptr = *(const u16*)(source + VideoCore::GetMortonOffset(x, y, 2));
|
||||
u8 r = Color::Convert5To8((source_ptr >> 11) & 0x1F);
|
||||
u8 g = Color::Convert6To8(((source_ptr) >> 5) & 0x3F);
|
||||
u8 b = Color::Convert5To8((source_ptr) & 0x1F);
|
||||
|
@ -382,7 +353,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
|
|||
|
||||
case Regs::TextureFormat::RGBA4:
|
||||
{
|
||||
const u8* source_ptr = source + offset * 2 + i * 2;
|
||||
const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 2);
|
||||
u8 r = Color::Convert4To8(source_ptr[1] >> 4);
|
||||
u8 g = Color::Convert4To8(source_ptr[1] & 0xF);
|
||||
u8 b = Color::Convert4To8(source_ptr[0] >> 4);
|
||||
|
@ -392,7 +363,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
|
|||
|
||||
case Regs::TextureFormat::IA8:
|
||||
{
|
||||
const u8* source_ptr = source + offset * 2 + i * 2;
|
||||
const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 2);
|
||||
|
||||
if (disable_alpha) {
|
||||
// Show intensity as red, alpha as green
|
||||
|
@ -404,13 +375,13 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
|
|||
|
||||
case Regs::TextureFormat::I8:
|
||||
{
|
||||
const u8* source_ptr = source + offset + i;
|
||||
const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 1);
|
||||
return { *source_ptr, *source_ptr, *source_ptr, 255 };
|
||||
}
|
||||
|
||||
case Regs::TextureFormat::A8:
|
||||
{
|
||||
const u8* source_ptr = source + offset + i;
|
||||
const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 1);
|
||||
|
||||
if (disable_alpha) {
|
||||
return { *source_ptr, *source_ptr, *source_ptr, 255 };
|
||||
|
@ -421,7 +392,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
|
|||
|
||||
case Regs::TextureFormat::IA4:
|
||||
{
|
||||
const u8* source_ptr = source + offset + i;
|
||||
const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 1);
|
||||
|
||||
u8 i = Color::Convert4To8(((*source_ptr) & 0xF0) >> 4);
|
||||
u8 a = Color::Convert4To8((*source_ptr) & 0xF);
|
||||
|
@ -436,9 +407,10 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
|
|||
|
||||
case Regs::TextureFormat::A4:
|
||||
{
|
||||
const u8* source_ptr = source + (offset + i) / 2;
|
||||
u32 morton_offset = VideoCore::GetMortonOffset(x, y, 1);
|
||||
const u8* source_ptr = source + morton_offset / 2;
|
||||
|
||||
u8 a = (i % 2) ? ((*source_ptr & 0xF0) >> 4) : (*source_ptr & 0xF);
|
||||
u8 a = (morton_offset % 2) ? ((*source_ptr & 0xF0) >> 4) : (*source_ptr & 0xF);
|
||||
a = Color::Convert4To8(a);
|
||||
|
||||
if (disable_alpha) {
|
||||
|
|
|
@ -7,13 +7,14 @@
|
|||
#include "common/common_types.h"
|
||||
#include "common/math_util.h"
|
||||
|
||||
#include "core/hw/gpu.h"
|
||||
#include "debug_utils/debug_utils.h"
|
||||
#include "math.h"
|
||||
#include "color.h"
|
||||
#include "pica.h"
|
||||
#include "rasterizer.h"
|
||||
#include "vertex_shader.h"
|
||||
|
||||
#include "debug_utils/debug_utils.h"
|
||||
#include "video_core/utils.h"
|
||||
|
||||
namespace Pica {
|
||||
|
||||
|
@ -27,10 +28,14 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
|
|||
// NOTE: The framebuffer height register contains the actual FB height minus one.
|
||||
y = (registers.framebuffer.height - y);
|
||||
|
||||
const u32 coarse_y = y & ~7;
|
||||
u32 bytes_per_pixel = GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(registers.framebuffer.color_format.Value()));
|
||||
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * registers.framebuffer.width * bytes_per_pixel;
|
||||
|
||||
switch (registers.framebuffer.color_format) {
|
||||
case registers.framebuffer.RGBA8:
|
||||
{
|
||||
u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 4;
|
||||
u8* pixel = color_buffer + dst_offset;
|
||||
pixel[3] = color.r();
|
||||
pixel[2] = color.g();
|
||||
pixel[1] = color.b();
|
||||
|
@ -40,14 +45,14 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
|
|||
|
||||
case registers.framebuffer.RGBA4:
|
||||
{
|
||||
u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 2;
|
||||
u8* pixel = color_buffer + dst_offset;
|
||||
pixel[1] = (color.r() & 0xF0) | (color.g() >> 4);
|
||||
pixel[0] = (color.b() & 0xF0) | (color.a() >> 4);
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format);
|
||||
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format.Value());
|
||||
UNIMPLEMENTED();
|
||||
}
|
||||
}
|
||||
|
@ -58,11 +63,15 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
|
|||
|
||||
y = (registers.framebuffer.height - y);
|
||||
|
||||
const u32 coarse_y = y & ~7;
|
||||
u32 bytes_per_pixel = GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(registers.framebuffer.color_format.Value()));
|
||||
u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * registers.framebuffer.width * bytes_per_pixel;
|
||||
|
||||
switch (registers.framebuffer.color_format) {
|
||||
case registers.framebuffer.RGBA8:
|
||||
{
|
||||
Math::Vec4<u8> ret;
|
||||
u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 4;
|
||||
u8* pixel = color_buffer + src_offset;
|
||||
ret.r() = pixel[3];
|
||||
ret.g() = pixel[2];
|
||||
ret.b() = pixel[1];
|
||||
|
@ -73,7 +82,7 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
|
|||
case registers.framebuffer.RGBA4:
|
||||
{
|
||||
Math::Vec4<u8> ret;
|
||||
u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 2;
|
||||
u8* pixel = color_buffer + src_offset;
|
||||
ret.r() = Color::Convert4To8(pixel[1] >> 4);
|
||||
ret.g() = Color::Convert4To8(pixel[1] & 0x0F);
|
||||
ret.b() = Color::Convert4To8(pixel[0] >> 4);
|
||||
|
@ -82,7 +91,7 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
|
|||
}
|
||||
|
||||
default:
|
||||
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format);
|
||||
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format.Value());
|
||||
UNIMPLEMENTED();
|
||||
}
|
||||
|
||||
|
@ -91,22 +100,28 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
|
|||
|
||||
static u32 GetDepth(int x, int y) {
|
||||
const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
|
||||
u16* depth_buffer = reinterpret_cast<u16*>(Memory::GetPointer(PAddrToVAddr(addr)));
|
||||
u8* depth_buffer = Memory::GetPointer(PAddrToVAddr(addr));
|
||||
|
||||
y = (registers.framebuffer.height - y);
|
||||
|
||||
const u32 coarse_y = y & ~7;
|
||||
u32 stride = registers.framebuffer.width * 2;
|
||||
|
||||
// Assuming 16-bit depth buffer format until actual format handling is implemented
|
||||
return *(depth_buffer + x + y * registers.framebuffer.GetWidth());
|
||||
return *(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride);
|
||||
}
|
||||
|
||||
static void SetDepth(int x, int y, u16 value) {
|
||||
const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
|
||||
u16* depth_buffer = reinterpret_cast<u16*>(Memory::GetPointer(PAddrToVAddr(addr)));
|
||||
u8* depth_buffer = Memory::GetPointer(PAddrToVAddr(addr));
|
||||
|
||||
y = (registers.framebuffer.height - y);
|
||||
|
||||
const u32 coarse_y = y & ~7;
|
||||
u32 stride = registers.framebuffer.width * 2;
|
||||
|
||||
// Assuming 16-bit depth buffer format until actual format handling is implemented
|
||||
*(depth_buffer + x + y * registers.framebuffer.GetWidth()) = value;
|
||||
*(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride) = value;
|
||||
}
|
||||
|
||||
// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
|
||||
|
|
|
@ -35,4 +35,54 @@ struct TGAHeader {
|
|||
*/
|
||||
void DumpTGA(std::string filename, short width, short height, u8* raw_data);
|
||||
|
||||
/**
|
||||
* Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are
|
||||
* arranged in a Z-order curve. More details on the bit manipulation at:
|
||||
* https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/
|
||||
*/
|
||||
static inline u32 MortonInterleave(u32 x, u32 y) {
|
||||
u32 i = (x & 7) | ((y & 7) << 8); // ---- -210
|
||||
i = (i ^ (i << 2)) & 0x1313; // ---2 --10
|
||||
i = (i ^ (i << 1)) & 0x1515; // ---2 -1-0
|
||||
i = (i | (i >> 7)) & 0x3F;
|
||||
return i;
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the offset of the position of the pixel in Morton order
|
||||
*/
|
||||
static inline u32 GetMortonOffset(u32 x, u32 y, u32 bytes_per_pixel) {
|
||||
// Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
|
||||
// of which is composed of four 2x2 subtiles each of which is composed of four texels.
|
||||
// Each structure is embedded into the next-bigger one in a diagonal pattern, e.g.
|
||||
// texels are laid out in a 2x2 subtile like this:
|
||||
// 2 3
|
||||
// 0 1
|
||||
//
|
||||
// The full 8x8 tile has the texels arranged like this:
|
||||
//
|
||||
// 42 43 46 47 58 59 62 63
|
||||
// 40 41 44 45 56 57 60 61
|
||||
// 34 35 38 39 50 51 54 55
|
||||
// 32 33 36 37 48 49 52 53
|
||||
// 10 11 14 15 26 27 30 31
|
||||
// 08 09 12 13 24 25 28 29
|
||||
// 02 03 06 07 18 19 22 23
|
||||
// 00 01 04 05 16 17 20 21
|
||||
//
|
||||
// This pattern is what's called Z-order curve, or Morton order.
|
||||
|
||||
const unsigned int block_width = 8;
|
||||
const unsigned int block_height = 8;
|
||||
|
||||
const unsigned int coarse_x = x & ~7;
|
||||
const unsigned int coarse_y = y & ~7;
|
||||
|
||||
u32 i = VideoCore::MortonInterleave(x, y);
|
||||
|
||||
const unsigned int offset = coarse_x * block_height;
|
||||
|
||||
return (i + offset) * bytes_per_pixel;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue