GPU: Implemented more depth buffer formats.

This fixes the horizontal lines in Picross E, Cubic Ninja, Cave Story 3D and possibly others
master
Subv 2015-03-08 12:05:17 +07:00
parent 4b8d4d0ed5
commit 414b0741c4
5 changed files with 120 additions and 14 deletions

@ -81,9 +81,9 @@ inline void Write(u32 addr, const T data) {
if (config.fill_24bit) {
// fill with 24-bit values
for (u8* ptr = start; ptr < end; ptr += 3) {
ptr[0] = config.value_24bit_b;
ptr[0] = config.value_24bit_r;
ptr[1] = config.value_24bit_g;
ptr[2] = config.value_24bit_r;
ptr[2] = config.value_24bit_b;
}
} else if (config.fill_32bit) {
// fill with 32-bit values

@ -100,10 +100,10 @@ struct Regs {
// Set to 1 upon completion.
BitField<0, 1, u32> finished;
// 0: fill with 16- or 32-bit wide values; 1: fill with 24-bit wide values
// If both of these bits are unset, then it will fill the memory with a 16 bit value
// 1: fill with 24-bit wide values
BitField<8, 1, u32> fill_24bit;
// 0: fill with 16-bit wide values; 1: fill with 32-bit wide values
// 1: fill with 32-bit wide values
BitField<9, 1, u32> fill_32bit;
};

@ -100,6 +100,33 @@ inline const Math::Vec4<u8> DecodeRGBA4(const u8* bytes) {
Convert4To8((pixel >> 4) & 0xF), Convert4To8(pixel & 0xF) };
}
/**
* Decode a depth value stored in D16 format
* @param bytes Pointer to encoded source value
* @return Depth value as an u32
*/
inline const u32 DecodeD16(const u8* bytes) {
return *reinterpret_cast<const u16_le*>(bytes);
}
/**
* Decode a depth value stored in D24 format
* @param bytes Pointer to encoded source value
* @return Depth value as an u32
*/
inline const u32 DecodeD24(const u8* bytes) {
return (bytes[2] << 16) | (bytes[1] << 8) | bytes[0];
}
/**
* Decode a depth value and a stencil value stored in D24S8 format
* @param bytes Pointer to encoded source values
* @return Resulting values stored as a Math::Vec2
*/
inline const Math::Vec2<u32> DecodeD24S8(const u8* bytes) {
return { (bytes[2] << 16) | (bytes[1] << 8) | bytes[0], bytes[3] };
}
/**
* Encode a color as RGBA8 format
* @param color Source color to encode
@ -153,4 +180,34 @@ inline void EncodeRGBA4(const Math::Vec4<u8>& color, u8* bytes) {
(Convert8To4(color.g()) << 8) | (Convert8To4(color.b()) << 4) | Convert8To4(color.a());
}
/**
* Encode a depth value as D16 format
* @param value Source depth value to encode
* @param bytes Pointer where to store the encoded value
*/
inline void EncodeD16(u32 value, u8* bytes) {
*reinterpret_cast<u16_le*>(bytes) = value & 0xFFFF;
}
/**
* Encode a depth value as D24 format
* @param value Source depth value to encode
* @param bytes Pointer where to store the encoded value
*/
inline void EncodeD24(u32 value, u8* bytes) {
bytes[0] = value & 0xFF;
bytes[1] = (value >> 8) & 0xFF;
bytes[2] = (value >> 16) & 0xFF;
}
/**
* Encode depth and stencil values as D24S8 format
* @param depth Source depth values to encode
* @param stencil Source stencil value to encode
* @param bytes Pointer where to store the encoded value
*/
inline void EncodeD24S8(u32 depth, u8 stencil, u8* bytes) {
*reinterpret_cast<u32_le*>(bytes) = (stencil << 24) | depth;
}
} // namespace

@ -418,6 +418,13 @@ struct Regs {
RGBA4 = 4,
};
enum DepthFormat : u32 {
D16 = 0,
D24 = 2,
D24S8 = 3
};
INSERT_PADDING_WORDS(0x6);
u32 depth_format;

@ -91,7 +91,7 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
}
return {};
}
}
static u32 GetDepth(int x, int y) {
const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
@ -100,23 +100,65 @@ static u32 GetDepth(int x, int y) {
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 *(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride);
switch (registers.framebuffer.depth_format) {
case registers.framebuffer.D16:
{
u32 stride = registers.framebuffer.width * 2;
return Color::DecodeD16(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride);
}
case registers.framebuffer.D24:
{
u32 stride = registers.framebuffer.width * 3;
u8* address = depth_buffer + VideoCore::GetMortonOffset(x, y, 3) + coarse_y * stride;
return Color::DecodeD24(address);
}
case registers.framebuffer.D24S8:
{
u32 stride = registers.framebuffer.width * 4;
return Color::DecodeD24S8(depth_buffer + VideoCore::GetMortonOffset(x, y, 4) + coarse_y * stride).x;
}
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", registers.framebuffer.depth_format);
UNIMPLEMENTED();
return 0;
}
}
static void SetDepth(int x, int y, u16 value) {
static void SetDepth(int x, int y, u32 value) {
const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
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
*(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride) = value;
switch (registers.framebuffer.depth_format) {
case registers.framebuffer.D16:
{
u32 stride = registers.framebuffer.width * 2;
Color::EncodeD16(value, depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride);
break;
}
case registers.framebuffer.D24:
{
u32 stride = registers.framebuffer.width * 3;
u8* address = depth_buffer + VideoCore::GetMortonOffset(x, y, 3) + coarse_y * stride;
Color::EncodeD24(value, address);
break;
}
case registers.framebuffer.D24S8:
{
u32 stride = registers.framebuffer.width * 4;
// TODO(Subv): Implement the stencil buffer
Color::EncodeD24S8(value, 0, depth_buffer + VideoCore::GetMortonOffset(x, y, 4) + coarse_y * stride);
break;
}
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", registers.framebuffer.depth_format);
UNIMPLEMENTED();
break;
}
}
// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
@ -595,7 +637,7 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
u16 z = (u16)((v0.screenpos[2].ToFloat32() * w0 +
v1.screenpos[2].ToFloat32() * w1 +
v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum);
u16 ref_z = GetDepth(x >> 4, y >> 4);
u32 ref_z = GetDepth(x >> 4, y >> 4);
bool pass = false;