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@ -126,6 +126,30 @@ static u32 GetDepth(int x, int y) {
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}
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}
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static u8 GetStencil(int x, int y) {
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const auto& framebuffer = g_state.regs.framebuffer;
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const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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u8* depth_buffer = Memory::GetPhysicalPointer(addr);
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(framebuffer.depth_format);
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u32 stride = framebuffer.width * bytes_per_pixel;
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u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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u8* src_pixel = depth_buffer + src_offset;
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switch (framebuffer.depth_format) {
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case Regs::DepthFormat::D24S8:
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return Color::DecodeD24S8(src_pixel).y;
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default:
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LOG_WARNING(HW_GPU, "GetStencil called for function which doesn't have a stencil component (format %u)", framebuffer.depth_format);
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return 0;
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}
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}
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static void SetDepth(int x, int y, u32 value) {
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const auto& framebuffer = g_state.regs.framebuffer;
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const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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@ -144,13 +168,15 @@ static void SetDepth(int x, int y, u32 value) {
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case Regs::DepthFormat::D16:
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Color::EncodeD16(value, dst_pixel);
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break;
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case Regs::DepthFormat::D24:
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Color::EncodeD24(value, dst_pixel);
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break;
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case Regs::DepthFormat::D24S8:
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// TODO(Subv): Implement the stencil buffer
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Color::EncodeD24S8(value, 0, dst_pixel);
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Color::EncodeD24X8(value, dst_pixel);
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
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UNIMPLEMENTED();
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@ -158,6 +184,53 @@ static void SetDepth(int x, int y, u32 value) {
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}
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}
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static void SetStencil(int x, int y, u8 value) {
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const auto& framebuffer = g_state.regs.framebuffer;
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const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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u8* depth_buffer = Memory::GetPhysicalPointer(addr);
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(framebuffer.depth_format);
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u32 stride = framebuffer.width * bytes_per_pixel;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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u8* dst_pixel = depth_buffer + dst_offset;
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switch (framebuffer.depth_format) {
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case Pica::Regs::DepthFormat::D16:
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case Pica::Regs::DepthFormat::D24:
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// Nothing to do
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break;
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case Pica::Regs::DepthFormat::D24S8:
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Color::EncodeX24S8(value, dst_pixel);
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
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UNIMPLEMENTED();
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break;
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}
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}
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// TODO: Should the stencil mask be applied to the "dest" or "ref" operands? Most likely not!
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static u8 PerformStencilAction(Regs::StencilAction action, u8 dest, u8 ref) {
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switch (action) {
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case Regs::StencilAction::Keep:
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return dest;
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case Regs::StencilAction::Xor:
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return dest ^ ref;
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default:
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LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action);
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UNIMPLEMENTED();
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return 0;
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}
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}
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// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
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struct Fix12P4 {
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Fix12P4() {}
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@ -276,6 +349,9 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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auto textures = regs.GetTextures();
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auto tev_stages = regs.GetTevStages();
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bool stencil_action_enable = g_state.regs.output_merger.stencil_test.enable && g_state.regs.framebuffer.depth_format == Regs::DepthFormat::D24S8;
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const auto stencil_test = g_state.regs.output_merger.stencil_test;
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// Enter rasterization loop, starting at the center of the topleft bounding box corner.
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// TODO: Not sure if looping through x first might be faster
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for (u16 y = min_y + 8; y < max_y; y += 0x10) {
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@ -647,6 +723,7 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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}
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const auto& output_merger = regs.output_merger;
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// TODO: Does alpha testing happen before or after stencil?
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if (output_merger.alpha_test.enable) {
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bool pass = false;
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@ -688,6 +765,54 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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continue;
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}
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u8 old_stencil = 0;
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if (stencil_action_enable) {
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old_stencil = GetStencil(x >> 4, y >> 4);
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u8 dest = old_stencil & stencil_test.mask;
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u8 ref = stencil_test.reference_value & stencil_test.mask;
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bool pass = false;
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switch (stencil_test.func) {
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case Regs::CompareFunc::Never:
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pass = false;
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break;
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case Regs::CompareFunc::Always:
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pass = true;
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break;
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case Regs::CompareFunc::Equal:
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pass = (ref == dest);
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break;
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case Regs::CompareFunc::NotEqual:
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pass = (ref != dest);
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break;
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case Regs::CompareFunc::LessThan:
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pass = (ref < dest);
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break;
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case Regs::CompareFunc::LessThanOrEqual:
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pass = (ref <= dest);
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break;
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case Regs::CompareFunc::GreaterThan:
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pass = (ref > dest);
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break;
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case Regs::CompareFunc::GreaterThanOrEqual:
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pass = (ref >= dest);
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break;
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}
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if (!pass) {
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u8 new_stencil = PerformStencilAction(stencil_test.action_stencil_fail, old_stencil, stencil_test.replacement_value);
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SetStencil(x >> 4, y >> 4, new_stencil);
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continue;
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}
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}
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// TODO: Does depth indeed only get written even if depth testing is enabled?
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if (output_merger.depth_test_enable) {
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unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format);
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@ -732,11 +857,22 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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break;
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}
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if (!pass)
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if (!pass) {
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if (stencil_action_enable) {
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u8 new_stencil = PerformStencilAction(stencil_test.action_depth_fail, old_stencil, stencil_test.replacement_value);
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SetStencil(x >> 4, y >> 4, new_stencil);
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}
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continue;
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}
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if (output_merger.depth_write_enable)
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SetDepth(x >> 4, y >> 4, z);
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if (stencil_action_enable) {
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// TODO: What happens if stencil testing is enabled, but depth testing is not? Will stencil get updated anyway?
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u8 new_stencil = PerformStencilAction(stencil_test.action_depth_pass, old_stencil, stencil_test.replacement_value);
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SetStencil(x >> 4, y >> 4, new_stencil);
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}
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}
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auto dest = GetPixel(x >> 4, y >> 4);
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