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@ -21,6 +21,10 @@ 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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u32* color_buffer = reinterpret_cast<u32*>(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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y = (registers.framebuffer.height - y);
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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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@ -39,6 +43,8 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
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const PAddr addr = registers.framebuffer.GetColorBufferPhysicalAddress();
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u32* color_buffer_u32 = reinterpret_cast<u32*>(Memory::GetPointer(PAddrToVAddr(addr)));
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y = (registers.framebuffer.height - y);
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u32 value = *(color_buffer_u32 + x + y * registers.framebuffer.GetWidth());
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Math::Vec4<u8> ret;
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ret.a() = value >> 24;
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@ -52,6 +58,8 @@ static u32 GetDepth(int x, int y) {
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const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
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u16* depth_buffer = reinterpret_cast<u16*>(Memory::GetPointer(PAddrToVAddr(addr)));
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y = (registers.framebuffer.height - y);
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// Assuming 16-bit depth buffer format until actual format handling is implemented
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return *(depth_buffer + x + y * registers.framebuffer.GetWidth());
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}
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@ -60,6 +68,8 @@ static void SetDepth(int x, int y, u16 value) {
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const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
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u16* depth_buffer = reinterpret_cast<u16*>(Memory::GetPointer(PAddrToVAddr(addr)));
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y = (registers.framebuffer.height - y);
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// Assuming 16-bit depth buffer format until actual format handling is implemented
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*(depth_buffer + x + y * registers.framebuffer.GetWidth()) = value;
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}
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