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@ -5,6 +5,7 @@
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#include <algorithm>
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#include <algorithm>
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#include "common/common_types.h"
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#include "common/common_types.h"
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#include "common/math_util.h"
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#include "math.h"
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#include "math.h"
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#include "pica.h"
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#include "pica.h"
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@ -596,6 +597,7 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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}
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}
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auto dest = GetPixel(x >> 4, y >> 4);
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auto dest = GetPixel(x >> 4, y >> 4);
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Math::Vec4<u8> blend_output = combiner_output;
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if (registers.output_merger.alphablend_enable) {
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if (registers.output_merger.alphablend_enable) {
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auto params = registers.output_merger.alpha_blending;
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auto params = registers.output_merger.alpha_blending;
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@ -684,81 +686,73 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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}
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}
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};
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};
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using BlendEquation = decltype(params)::BlendEquation;
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static auto EvaluateBlendEquation = [](const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
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const Math::Vec4<u8>& dest, const Math::Vec4<u8>& destfactor,
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BlendEquation equation) {
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Math::Vec4<int> result;
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auto src_result = (src * srcfactor).Cast<int>();
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auto dst_result = (dest * destfactor).Cast<int>();
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switch (equation) {
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case BlendEquation::Add:
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result = (src_result + dst_result) / 255;
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break;
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case BlendEquation::Subtract:
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result = (src_result - dst_result) / 255;
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break;
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case BlendEquation::ReverseSubtract:
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result = (dst_result - src_result) / 255;
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break;
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// TODO: How do these two actually work?
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// OpenGL doesn't include the blend factors in the min/max computations,
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// but is this what the 3DS actually does?
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case BlendEquation::Min:
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result.r() = std::min(src.r(), dest.r());
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result.g() = std::min(src.g(), dest.g());
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result.b() = std::min(src.b(), dest.b());
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result.a() = std::min(src.a(), dest.a());
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break;
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case BlendEquation::Max:
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result.r() = std::max(src.r(), dest.r());
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result.g() = std::max(src.g(), dest.g());
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result.b() = std::max(src.b(), dest.b());
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result.a() = std::max(src.a(), dest.a());
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation %x", equation);
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exit(0);
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}
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return Math::Vec4<u8>(MathUtil::Clamp(result.r(), 0, 255),
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MathUtil::Clamp(result.g(), 0, 255),
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MathUtil::Clamp(result.b(), 0, 255),
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MathUtil::Clamp(result.a(), 0, 255));
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};
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auto srcfactor = Math::MakeVec(LookupFactorRGB(params.factor_source_rgb),
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auto srcfactor = Math::MakeVec(LookupFactorRGB(params.factor_source_rgb),
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LookupFactorA(params.factor_source_a));
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LookupFactorA(params.factor_source_a));
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auto dstfactor = Math::MakeVec(LookupFactorRGB(params.factor_dest_rgb),
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auto dstfactor = Math::MakeVec(LookupFactorRGB(params.factor_dest_rgb),
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LookupFactorA(params.factor_dest_a));
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LookupFactorA(params.factor_dest_a));
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auto src_result = (combiner_output * srcfactor).Cast<int>();
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blend_output = EvaluateBlendEquation(combiner_output, srcfactor, dest, dstfactor, params.blend_equation_rgb);
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auto dst_result = (dest * dstfactor).Cast<int>();
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blend_output.a() = EvaluateBlendEquation(combiner_output, srcfactor, dest, dstfactor, params.blend_equation_a).a();
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switch (params.blend_equation_rgb) {
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case params.Add:
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{
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auto result = (src_result + dst_result) / 255;
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result.r() = std::min(255, result.r());
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result.g() = std::min(255, result.g());
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result.b() = std::min(255, result.b());
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combiner_output = result.Cast<u8>();
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break;
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}
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case params.Subtract:
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{
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auto result = (src_result - dst_result) / 255;
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result.r() = std::max(0, result.r());
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result.g() = std::max(0, result.g());
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result.b() = std::max(0, result.b());
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combiner_output = result.Cast<u8>();
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break;
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}
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case params.ReverseSubtract:
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{
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auto result = (dst_result - src_result) / 255;
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result.r() = std::max(0, result.r());
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result.g() = std::max(0, result.g());
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result.b() = std::max(0, result.b());
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combiner_output = result.Cast<u8>();
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break;
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}
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case params.Min:
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{
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// TODO: GL spec says to do it without the factors, but is this what the 3DS does?
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Math::Vec4<int> result;
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result.r() = std::min(combiner_output.r(),dest.r());
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result.g() = std::min(combiner_output.g(),dest.g());
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result.b() = std::min(combiner_output.b(),dest.b());
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combiner_output = result.Cast<u8>();
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break;
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}
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case params.Max:
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{
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// TODO: GL spec says to do it without the factors, but is this what the 3DS does?
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Math::Vec4<int> result;
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result.r() = std::max(combiner_output.r(),dest.r());
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result.g() = std::max(combiner_output.g(),dest.g());
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result.b() = std::max(combiner_output.b(),dest.b());
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combiner_output = result.Cast<u8>();
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break;
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}
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default:
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LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation %x", params.blend_equation_rgb.Value());
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exit(0);
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}
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} else {
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} else {
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LOG_CRITICAL(HW_GPU, "logic op: %x", registers.output_merger.logic_op);
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LOG_CRITICAL(HW_GPU, "logic op: %x", registers.output_merger.logic_op);
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exit(0);
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exit(0);
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}
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}
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const Math::Vec4<u8> result = {
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const Math::Vec4<u8> result = {
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registers.output_merger.red_enable ? combiner_output.r() : dest.r(),
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registers.output_merger.red_enable ? blend_output.r() : dest.r(),
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registers.output_merger.green_enable ? combiner_output.g() : dest.g(),
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registers.output_merger.green_enable ? blend_output.g() : dest.g(),
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registers.output_merger.blue_enable ? combiner_output.b() : dest.b(),
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registers.output_merger.blue_enable ? blend_output.b() : dest.b(),
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registers.output_merger.alpha_enable ? combiner_output.a() : dest.a()
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registers.output_merger.alpha_enable ? blend_output.a() : dest.a()
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};
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};
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DrawPixel(x >> 4, y >> 4, result);
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DrawPixel(x >> 4, y >> 4, result);
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