SWRasterizer: Move more framebuffer functions to file

merge-requests/60/head
Yuri Kunde Schlesner 2017-01-29 19:25:48 +07:00
parent 1683cb0ec9
commit 426fda1d52
3 changed files with 105 additions and 100 deletions

@ -8,6 +8,7 @@
#include "common/color.h"
#include "common/common_types.h"
#include "common/logging/log.h"
#include "common/math_util.h"
#include "common/vector_math.h"
#include "core/hw/gpu.h"
#include "core/memory.h"
@ -255,5 +256,103 @@ u8 PerformStencilAction(FramebufferRegs::StencilAction action, u8 old_stencil, u
}
}
Math::Vec4<u8> EvaluateBlendEquation(const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
const Math::Vec4<u8>& dest, const Math::Vec4<u8>& destfactor,
FramebufferRegs::BlendEquation equation) {
Math::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 %x", equation);
UNIMPLEMENTED();
}
return Math::Vec4<u8>(MathUtil::Clamp(result.r(), 0, 255), MathUtil::Clamp(result.g(), 0, 255),
MathUtil::Clamp(result.b(), 0, 255), MathUtil::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;
}
};
} // namespace Rasterizer
} // namespace Pica

@ -19,5 +19,11 @@ void SetDepth(int x, int y, u32 value);
void SetStencil(int x, int y, u8 value);
u8 PerformStencilAction(FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref);
Math::Vec4<u8> EvaluateBlendEquation(const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
const Math::Vec4<u8>& dest, const Math::Vec4<u8>& destfactor,
FramebufferRegs::BlendEquation equation);
u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op);
} // namespace Rasterizer
} // namespace Pica

@ -31,106 +31,6 @@
namespace Pica {
namespace Rasterizer {
static Math::Vec4<u8> EvaluateBlendEquation(const Math::Vec4<u8>& src,
const Math::Vec4<u8>& srcfactor,
const Math::Vec4<u8>& dest,
const Math::Vec4<u8>& destfactor,
FramebufferRegs::BlendEquation equation) {
Math::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 %x", equation);
UNIMPLEMENTED();
}
return Math::Vec4<u8>(MathUtil::Clamp(result.r(), 0, 255), MathUtil::Clamp(result.g(), 0, 255),
MathUtil::Clamp(result.b(), 0, 255), MathUtil::Clamp(result.a(), 0, 255));
};
static 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;
}
};
// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
struct Fix12P4 {
Fix12P4() {}