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@ -30,7 +30,7 @@ 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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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 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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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(Memory::PhysicalToVirtualAddress(addr)) + dst_offset;
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u8* dst_pixel = Memory::GetPhysicalPointer(addr) + dst_offset;
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switch (registers.framebuffer.color_format) {
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switch (registers.framebuffer.color_format) {
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case registers.framebuffer.RGBA8:
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case registers.framebuffer.RGBA8:
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@ -67,7 +67,7 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
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const u32 coarse_y = y & ~7;
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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 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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u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * registers.framebuffer.width * bytes_per_pixel;
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u8* src_pixel = Memory::GetPointer(Memory::PhysicalToVirtualAddress(addr)) + src_offset;
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u8* src_pixel = Memory::GetPhysicalPointer(addr) + src_offset;
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switch (registers.framebuffer.color_format) {
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switch (registers.framebuffer.color_format) {
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case registers.framebuffer.RGBA8:
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case registers.framebuffer.RGBA8:
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@ -95,7 +95,7 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
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static u32 GetDepth(int x, int y) {
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static u32 GetDepth(int x, int y) {
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const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
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const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
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u8* depth_buffer = Memory::GetPointer(Memory::PhysicalToVirtualAddress(addr));
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u8* depth_buffer = Memory::GetPhysicalPointer(addr);
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y = (registers.framebuffer.height - y);
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y = (registers.framebuffer.height - y);
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@ -122,7 +122,7 @@ static u32 GetDepth(int x, int y) {
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static void SetDepth(int x, int y, u32 value) {
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static void SetDepth(int x, int y, u32 value) {
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const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
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const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
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u8* depth_buffer = Memory::GetPointer(Memory::PhysicalToVirtualAddress(addr));
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u8* depth_buffer = Memory::GetPhysicalPointer(addr);
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y = (registers.framebuffer.height - y);
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y = (registers.framebuffer.height - y);
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@ -361,7 +361,7 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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s = GetWrappedTexCoord(texture.config.wrap_s, s, texture.config.width);
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s = GetWrappedTexCoord(texture.config.wrap_s, s, texture.config.width);
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t = texture.config.height - 1 - GetWrappedTexCoord(texture.config.wrap_t, t, texture.config.height);
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t = texture.config.height - 1 - GetWrappedTexCoord(texture.config.wrap_t, t, texture.config.height);
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u8* texture_data = Memory::GetPointer(Memory::PhysicalToVirtualAddress(texture.config.GetPhysicalAddress()));
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u8* texture_data = Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress());
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auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format);
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auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format);
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texture_color[i] = DebugUtils::LookupTexture(texture_data, s, t, info);
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texture_color[i] = DebugUtils::LookupTexture(texture_data, s, t, info);
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