SWRasterizer: Move framebuffer operation functions to their own file

master
Yuri Kunde Schlesner 2017-01-29 17:43:09 +07:00
parent e24717bca0
commit e1ad7d69b9
4 changed files with 285 additions and 236 deletions

@ -14,6 +14,7 @@ set(SRCS
shader/shader.cpp
shader/shader_interpreter.cpp
swrasterizer/clipper.cpp
swrasterizer/framebuffer.cpp
swrasterizer/rasterizer.cpp
swrasterizer/swrasterizer.cpp
texture/etc1.cpp
@ -51,6 +52,7 @@ set(HEADERS
shader/shader.h
shader/shader_interpreter.h
swrasterizer/clipper.h
swrasterizer/framebuffer.h
swrasterizer/rasterizer.h
swrasterizer/swrasterizer.h
texture/etc1.h

@ -0,0 +1,259 @@
// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include "common/assert.h"
#include "common/color.h"
#include "common/common_types.h"
#include "common/logging/log.h"
#include "common/vector_math.h"
#include "core/hw/gpu.h"
#include "core/memory.h"
#include "video_core/pica_state.h"
#include "video_core/regs_framebuffer.h"
#include "video_core/swrasterizer/framebuffer.h"
#include "video_core/utils.h"
namespace Pica {
namespace Rasterizer {
void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
// Similarly to textures, the render framebuffer is laid out from bottom to top, too.
// NOTE: The framebuffer height register contains the actual FB height minus one.
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel =
GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
coarse_y * framebuffer.width * bytes_per_pixel;
u8* dst_pixel = Memory::GetPhysicalPointer(addr) + dst_offset;
switch (framebuffer.color_format) {
case FramebufferRegs::ColorFormat::RGBA8:
Color::EncodeRGBA8(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGB8:
Color::EncodeRGB8(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGB5A1:
Color::EncodeRGB5A1(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGB565:
Color::EncodeRGB565(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGBA4:
Color::EncodeRGBA4(color, dst_pixel);
break;
default:
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x",
framebuffer.color_format.Value());
UNIMPLEMENTED();
}
}
const Math::Vec4<u8> GetPixel(int x, int y) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel =
GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
coarse_y * framebuffer.width * bytes_per_pixel;
u8* src_pixel = Memory::GetPhysicalPointer(addr) + src_offset;
switch (framebuffer.color_format) {
case FramebufferRegs::ColorFormat::RGBA8:
return Color::DecodeRGBA8(src_pixel);
case FramebufferRegs::ColorFormat::RGB8:
return Color::DecodeRGB8(src_pixel);
case FramebufferRegs::ColorFormat::RGB5A1:
return Color::DecodeRGB5A1(src_pixel);
case FramebufferRegs::ColorFormat::RGB565:
return Color::DecodeRGB565(src_pixel);
case FramebufferRegs::ColorFormat::RGBA4:
return Color::DecodeRGBA4(src_pixel);
default:
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x",
framebuffer.color_format.Value());
UNIMPLEMENTED();
}
return {0, 0, 0, 0};
}
u32 GetDepth(int x, int y) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = Memory::GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
u32 stride = framebuffer.width * bytes_per_pixel;
u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
u8* src_pixel = depth_buffer + src_offset;
switch (framebuffer.depth_format) {
case FramebufferRegs::DepthFormat::D16:
return Color::DecodeD16(src_pixel);
case FramebufferRegs::DepthFormat::D24:
return Color::DecodeD24(src_pixel);
case FramebufferRegs::DepthFormat::D24S8:
return Color::DecodeD24S8(src_pixel).x;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
UNIMPLEMENTED();
return 0;
}
}
u8 GetStencil(int x, int y) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = Memory::GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
u32 stride = framebuffer.width * bytes_per_pixel;
u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
u8* src_pixel = depth_buffer + src_offset;
switch (framebuffer.depth_format) {
case FramebufferRegs::DepthFormat::D24S8:
return Color::DecodeD24S8(src_pixel).y;
default:
LOG_WARNING(
HW_GPU,
"GetStencil called for function which doesn't have a stencil component (format %u)",
framebuffer.depth_format);
return 0;
}
}
void SetDepth(int x, int y, u32 value) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = Memory::GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
u32 stride = framebuffer.width * bytes_per_pixel;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
u8* dst_pixel = depth_buffer + dst_offset;
switch (framebuffer.depth_format) {
case FramebufferRegs::DepthFormat::D16:
Color::EncodeD16(value, dst_pixel);
break;
case FramebufferRegs::DepthFormat::D24:
Color::EncodeD24(value, dst_pixel);
break;
case FramebufferRegs::DepthFormat::D24S8:
Color::EncodeD24X8(value, dst_pixel);
break;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
UNIMPLEMENTED();
break;
}
}
void SetStencil(int x, int y, u8 value) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = Memory::GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
u32 stride = framebuffer.width * bytes_per_pixel;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
u8* dst_pixel = depth_buffer + dst_offset;
switch (framebuffer.depth_format) {
case Pica::FramebufferRegs::DepthFormat::D16:
case Pica::FramebufferRegs::DepthFormat::D24:
// Nothing to do
break;
case Pica::FramebufferRegs::DepthFormat::D24S8:
Color::EncodeX24S8(value, dst_pixel);
break;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
UNIMPLEMENTED();
break;
}
}
u8 PerformStencilAction(FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref) {
switch (action) {
case FramebufferRegs::StencilAction::Keep:
return old_stencil;
case FramebufferRegs::StencilAction::Zero:
return 0;
case FramebufferRegs::StencilAction::Replace:
return ref;
case FramebufferRegs::StencilAction::Increment:
// Saturated increment
return std::min<u8>(old_stencil, 254) + 1;
case FramebufferRegs::StencilAction::Decrement:
// Saturated decrement
return std::max<u8>(old_stencil, 1) - 1;
case FramebufferRegs::StencilAction::Invert:
return ~old_stencil;
case FramebufferRegs::StencilAction::IncrementWrap:
return old_stencil + 1;
case FramebufferRegs::StencilAction::DecrementWrap:
return old_stencil - 1;
default:
LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action);
UNIMPLEMENTED();
return 0;
}
}
} // namespace Rasterizer
} // namespace Pica

@ -0,0 +1,23 @@
// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_types.h"
#include "common/vector_math.h"
#include "video_core/regs_framebuffer.h"
namespace Pica {
namespace Rasterizer {
void DrawPixel(int x, int y, const Math::Vec4<u8>& color);
const Math::Vec4<u8> GetPixel(int x, int y);
u32 GetDepth(int x, int y);
u8 GetStencil(int x, int y);
void SetDepth(int x, int y, u32 value);
void SetStencil(int x, int y, u8 value);
u8 PerformStencilAction(FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref);
} // namespace Rasterizer
} // namespace Pica

@ -22,6 +22,7 @@
#include "video_core/regs_rasterizer.h"
#include "video_core/regs_texturing.h"
#include "video_core/shader/shader.h"
#include "video_core/swrasterizer/framebuffer.h"
#include "video_core/swrasterizer/rasterizer.h"
#include "video_core/texture/texture_decode.h"
#include "video_core/utils.h"
@ -30,242 +31,6 @@ namespace Pica {
namespace Rasterizer {
static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
// Similarly to textures, the render framebuffer is laid out from bottom to top, too.
// NOTE: The framebuffer height register contains the actual FB height minus one.
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel =
GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
coarse_y * framebuffer.width * bytes_per_pixel;
u8* dst_pixel = Memory::GetPhysicalPointer(addr) + dst_offset;
switch (framebuffer.color_format) {
case FramebufferRegs::ColorFormat::RGBA8:
Color::EncodeRGBA8(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGB8:
Color::EncodeRGB8(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGB5A1:
Color::EncodeRGB5A1(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGB565:
Color::EncodeRGB565(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGBA4:
Color::EncodeRGBA4(color, dst_pixel);
break;
default:
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x",
framebuffer.color_format.Value());
UNIMPLEMENTED();
}
}
static const Math::Vec4<u8> GetPixel(int x, int y) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel =
GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
coarse_y * framebuffer.width * bytes_per_pixel;
u8* src_pixel = Memory::GetPhysicalPointer(addr) + src_offset;
switch (framebuffer.color_format) {
case FramebufferRegs::ColorFormat::RGBA8:
return Color::DecodeRGBA8(src_pixel);
case FramebufferRegs::ColorFormat::RGB8:
return Color::DecodeRGB8(src_pixel);
case FramebufferRegs::ColorFormat::RGB5A1:
return Color::DecodeRGB5A1(src_pixel);
case FramebufferRegs::ColorFormat::RGB565:
return Color::DecodeRGB565(src_pixel);
case FramebufferRegs::ColorFormat::RGBA4:
return Color::DecodeRGBA4(src_pixel);
default:
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x",
framebuffer.color_format.Value());
UNIMPLEMENTED();
}
return {0, 0, 0, 0};
}
static u32 GetDepth(int x, int y) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = Memory::GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
u32 stride = framebuffer.width * bytes_per_pixel;
u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
u8* src_pixel = depth_buffer + src_offset;
switch (framebuffer.depth_format) {
case FramebufferRegs::DepthFormat::D16:
return Color::DecodeD16(src_pixel);
case FramebufferRegs::DepthFormat::D24:
return Color::DecodeD24(src_pixel);
case FramebufferRegs::DepthFormat::D24S8:
return Color::DecodeD24S8(src_pixel).x;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
UNIMPLEMENTED();
return 0;
}
}
static u8 GetStencil(int x, int y) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = Memory::GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
u32 stride = framebuffer.width * bytes_per_pixel;
u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
u8* src_pixel = depth_buffer + src_offset;
switch (framebuffer.depth_format) {
case FramebufferRegs::DepthFormat::D24S8:
return Color::DecodeD24S8(src_pixel).y;
default:
LOG_WARNING(
HW_GPU,
"GetStencil called for function which doesn't have a stencil component (format %u)",
framebuffer.depth_format);
return 0;
}
}
static void SetDepth(int x, int y, u32 value) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = Memory::GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
u32 stride = framebuffer.width * bytes_per_pixel;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
u8* dst_pixel = depth_buffer + dst_offset;
switch (framebuffer.depth_format) {
case FramebufferRegs::DepthFormat::D16:
Color::EncodeD16(value, dst_pixel);
break;
case FramebufferRegs::DepthFormat::D24:
Color::EncodeD24(value, dst_pixel);
break;
case FramebufferRegs::DepthFormat::D24S8:
Color::EncodeD24X8(value, dst_pixel);
break;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
UNIMPLEMENTED();
break;
}
}
static void SetStencil(int x, int y, u8 value) {
const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
u8* depth_buffer = Memory::GetPhysicalPointer(addr);
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
u32 stride = framebuffer.width * bytes_per_pixel;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
u8* dst_pixel = depth_buffer + dst_offset;
switch (framebuffer.depth_format) {
case Pica::FramebufferRegs::DepthFormat::D16:
case Pica::FramebufferRegs::DepthFormat::D24:
// Nothing to do
break;
case Pica::FramebufferRegs::DepthFormat::D24S8:
Color::EncodeX24S8(value, dst_pixel);
break;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
UNIMPLEMENTED();
break;
}
}
static u8 PerformStencilAction(FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref) {
switch (action) {
case FramebufferRegs::StencilAction::Keep:
return old_stencil;
case FramebufferRegs::StencilAction::Zero:
return 0;
case FramebufferRegs::StencilAction::Replace:
return ref;
case FramebufferRegs::StencilAction::Increment:
// Saturated increment
return std::min<u8>(old_stencil, 254) + 1;
case FramebufferRegs::StencilAction::Decrement:
// Saturated decrement
return std::max<u8>(old_stencil, 1) - 1;
case FramebufferRegs::StencilAction::Invert:
return ~old_stencil;
case FramebufferRegs::StencilAction::IncrementWrap:
return old_stencil + 1;
case FramebufferRegs::StencilAction::DecrementWrap:
return old_stencil - 1;
default:
LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action);
UNIMPLEMENTED();
return 0;
}
}
// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
struct Fix12P4 {
Fix12P4() {}