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https://github.com/yuzu-emu/yuzu.git
synced 2024-07-04 23:31:19 +01:00
GPU: Implemented bits 3 and 1 from the display transfer flags.
Bit 3 is used to specify a raw copy, where no processing is done to the data, seems to behave exactly as a DMA. Bit 1 is used to specify whether to convert from a tiled format to a linear format or viceversa.
This commit is contained in:
parent
c7dac73b0c
commit
c564c21668
6 changed files with 169 additions and 81 deletions
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@ -9,8 +9,10 @@
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#include <QPushButton>
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#include <QSpinBox>
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#include "core/hw/gpu.h"
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#include "video_core/color.h"
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#include "video_core/pica.h"
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#include "video_core/utils.h"
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#include "graphics_framebuffer.h"
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@ -195,16 +197,20 @@ void GraphicsFramebufferWidget::OnUpdate()
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// TODO: Implement a good way to visualize alpha components!
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// TODO: Unify this decoding code with the texture decoder
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u32 bytes_per_pixel = GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer_format));
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switch (framebuffer_format) {
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case Format::RGBA8:
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{
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QImage decoded_image(framebuffer_width, framebuffer_height, QImage::Format_ARGB32);
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u32* color_buffer = (u32*)Memory::GetPointer(Pica::PAddrToVAddr(framebuffer_address));
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u8* color_buffer = Memory::GetPointer(Pica::PAddrToVAddr(framebuffer_address));
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for (unsigned int y = 0; y < framebuffer_height; ++y) {
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for (unsigned int x = 0; x < framebuffer_width; ++x) {
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u32 value = *(color_buffer + x + y * framebuffer_width);
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const u32 coarse_y = y & ~7;
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u32 offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * framebuffer_width * bytes_per_pixel;
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u8* value = color_buffer + offset;
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decoded_image.setPixel(x, y, qRgba((value >> 16) & 0xFF, (value >> 8) & 0xFF, value & 0xFF, 255/*value >> 24*/));
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decoded_image.setPixel(x, y, qRgba(value[3], value[2], value[1], 255/*value >> 24*/));
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}
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}
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pixmap = QPixmap::fromImage(decoded_image);
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@ -217,7 +223,9 @@ void GraphicsFramebufferWidget::OnUpdate()
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u8* color_buffer = Memory::GetPointer(Pica::PAddrToVAddr(framebuffer_address));
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for (unsigned int y = 0; y < framebuffer_height; ++y) {
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for (unsigned int x = 0; x < framebuffer_width; ++x) {
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u8* pixel_pointer = color_buffer + x * 3 + y * 3 * framebuffer_width;
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const u32 coarse_y = y & ~7;
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u32 offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * framebuffer_width * bytes_per_pixel;
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u8* pixel_pointer = color_buffer + offset;
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decoded_image.setPixel(x, y, qRgba(pixel_pointer[0], pixel_pointer[1], pixel_pointer[2], 255/*value >> 24*/));
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}
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@ -229,10 +237,12 @@ void GraphicsFramebufferWidget::OnUpdate()
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case Format::RGBA5551:
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{
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QImage decoded_image(framebuffer_width, framebuffer_height, QImage::Format_ARGB32);
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u32* color_buffer = (u32*)Memory::GetPointer(Pica::PAddrToVAddr(framebuffer_address));
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u8* color_buffer = Memory::GetPointer(Pica::PAddrToVAddr(framebuffer_address));
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for (unsigned int y = 0; y < framebuffer_height; ++y) {
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for (unsigned int x = 0; x < framebuffer_width; ++x) {
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u16 value = *(u16*)(((u8*)color_buffer) + x * 2 + y * framebuffer_width * 2);
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const u32 coarse_y = y & ~7;
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u32 offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * framebuffer_width * bytes_per_pixel;
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u16 value = *(u16*)(color_buffer + offset);
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u8 r = Color::Convert5To8((value >> 11) & 0x1F);
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u8 g = Color::Convert5To8((value >> 6) & 0x1F);
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u8 b = Color::Convert5To8((value >> 1) & 0x1F);
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@ -18,10 +18,10 @@
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#include "core/hw/gpu.h"
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#include "video_core/command_processor.h"
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#include "video_core/utils.h"
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#include "video_core/video_core.h"
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#include <video_core/color.h>
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namespace GPU {
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Regs g_regs;
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@ -116,24 +116,64 @@ inline void Write(u32 addr, const T data) {
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u8* source_pointer = Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalInputAddress()));
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u8* dest_pointer = Memory::GetPointer(Memory::PhysicalToVirtualAddress(config.GetPhysicalOutputAddress()));
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// Cheap emulation of horizontal scaling: Just skip each second pixel of the
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// input framebuffer. We keep track of this in the pixel_skip variable.
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unsigned pixel_skip = (config.scale_horizontally != 0) ? 2 : 1;
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unsigned horizontal_scale = (config.scale_horizontally != 0) ? 2 : 1;
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unsigned vertical_scale = (config.scale_vertically != 0) ? 2 : 1;
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u32 output_width = config.output_width / pixel_skip;
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u32 output_width = config.output_width / horizontal_scale;
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u32 output_height = config.output_height / vertical_scale;
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for (u32 y = 0; y < config.output_height; ++y) {
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// TODO: Why does the register seem to hold twice the framebuffer width?
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if (config.raw_copy) {
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// Raw copies do not perform color conversion nor tiled->linear / linear->tiled conversions
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// TODO(Subv): Verify if raw copies perform scaling
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memcpy(dest_pointer, source_pointer, config.output_width * config.output_height *
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GPU::Regs::BytesPerPixel(config.output_format));
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LOG_TRACE(HW_GPU, "DisplayTriggerTransfer: 0x%08x bytes from 0x%08x(%ux%u)-> 0x%08x(%ux%u), flags 0x%08X, Raw copy",
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config.output_height * output_width * GPU::Regs::BytesPerPixel(config.output_format),
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config.GetPhysicalInputAddress(), config.input_width.Value(), config.input_height.Value(),
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config.GetPhysicalOutputAddress(), config.output_width.Value(), config.output_height.Value(),
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config.output_format.Value(), config.flags);
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PPF);
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break;
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}
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// TODO(Subv): Blend the pixels when horizontal / vertical scaling is enabled,
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// right now we're just skipping the extra pixels.
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for (u32 y = 0; y < output_height; ++y) {
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for (u32 x = 0; x < output_width; ++x) {
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struct {
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int r, g, b, a;
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} source_color = { 0, 0, 0, 0 };
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u32 scaled_x = x * horizontal_scale;
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u32 scaled_y = y * vertical_scale;
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u32 dst_bytes_per_pixel = GPU::Regs::BytesPerPixel(config.output_format);
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u32 src_bytes_per_pixel = GPU::Regs::BytesPerPixel(config.input_format);
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u32 src_offset;
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u32 dst_offset;
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if (config.output_tiled) {
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// Interpret the input as linear and the output as tiled
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u32 coarse_y = y & ~7;
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u32 stride = output_width * dst_bytes_per_pixel;
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src_offset = (scaled_x + scaled_y * config.input_width) * src_bytes_per_pixel;
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dst_offset = VideoCore::GetMortonOffset(x, y, dst_bytes_per_pixel) + coarse_y * stride;
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} else {
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// Interpret the input as tiled and the output as linear
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u32 coarse_y = scaled_y & ~7;
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u32 stride = config.input_width * src_bytes_per_pixel;
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src_offset = VideoCore::GetMortonOffset(scaled_x, scaled_y, src_bytes_per_pixel) + coarse_y * stride;
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dst_offset = (x + y * output_width) * dst_bytes_per_pixel;
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}
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switch (config.input_format) {
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case Regs::PixelFormat::RGBA8:
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{
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u8* srcptr = source_pointer + (x * pixel_skip + y * config.input_width) * 4;
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u8* srcptr = source_pointer + src_offset;
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source_color.r = srcptr[3]; // red
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source_color.g = srcptr[2]; // green
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source_color.b = srcptr[1]; // blue
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case Regs::PixelFormat::RGB5A1:
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{
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u16 srcval = *(u16*)(source_pointer + x * 4 * pixel_skip + y * config.input_width * 4 * pixel_skip);
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u16 srcval = *(u16*)(source_pointer + src_offset);
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source_color.r = Color::Convert5To8((srcval >> 11) & 0x1F); // red
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source_color.g = Color::Convert5To8((srcval >> 6) & 0x1F); // green
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source_color.b = Color::Convert5To8((srcval >> 1) & 0x1F); // blue
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@ -153,7 +193,7 @@ inline void Write(u32 addr, const T data) {
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case Regs::PixelFormat::RGBA4:
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{
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u16 srcval = *(u16*)(source_pointer + x * 4 * pixel_skip + y * config.input_width * 4 * pixel_skip);
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u16 srcval = *(u16*)(source_pointer + src_offset);
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source_color.r = Color::Convert4To8((srcval >> 12) & 0xF); // red
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source_color.g = Color::Convert4To8((srcval >> 8) & 0xF); // green
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source_color.b = Color::Convert4To8((srcval >> 4) & 0xF); // blue
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@ -169,7 +209,7 @@ inline void Write(u32 addr, const T data) {
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switch (config.output_format) {
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case Regs::PixelFormat::RGBA8:
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{
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u8* dstptr = dest_pointer + (x * pixel_skip + y * config.output_width) * 4;
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u8* dstptr = dest_pointer + dst_offset;
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dstptr[3] = source_color.r;
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dstptr[2] = source_color.g;
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dstptr[1] = source_color.b;
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case Regs::PixelFormat::RGB8:
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{
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u8* dstptr = dest_pointer + (x + y * output_width) * 3;
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u8* dstptr = dest_pointer + dst_offset;
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dstptr[2] = source_color.r; // red
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dstptr[1] = source_color.g; // green
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dstptr[0] = source_color.b; // blue
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case Regs::PixelFormat::RGB5A1:
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{
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u16* dstptr = (u16*)(dest_pointer + x * 2 + y * config.output_width * 2);
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u16* dstptr = (u16*)(dest_pointer + dst_offset);
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*dstptr = ((source_color.r >> 3) << 11) | ((source_color.g >> 3) << 6)
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| ((source_color.b >> 3) << 1) | ( source_color.a >> 7);
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break;
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case Regs::PixelFormat::RGBA4:
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{
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u16* dstptr = (u16*)(dest_pointer + x * 2 + y * config.output_width * 2);
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u16* dstptr = (u16*)(dest_pointer + dst_offset);
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*dstptr = ((source_color.r >> 4) << 12) | ((source_color.g >> 4) << 8)
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| ((source_color.b >> 4) << 4) | ( source_color.a >> 4);
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break;
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}
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}
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LOG_TRACE(HW_GPU, "DisplayTriggerTransfer: 0x%08x bytes from 0x%08x(%ux%u)-> 0x%08x(%ux%u), dst format %x",
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config.output_height * output_width * 4,
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config.GetPhysicalInputAddress(), (u32)config.input_width, (u32)config.input_height,
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config.GetPhysicalOutputAddress(), (u32)output_width, (u32)config.output_height,
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config.output_format.Value());
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LOG_TRACE(HW_GPU, "DisplayTriggerTransfer: 0x%08x bytes from 0x%08x(%ux%u)-> 0x%08x(%ux%u), dst format %x, flags 0x%08X",
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config.output_height * output_width * GPU::Regs::BytesPerPixel(config.output_format),
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config.GetPhysicalInputAddress(), config.input_width.Value(), config.input_height.Value(),
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config.GetPhysicalOutputAddress(), output_width, output_height,
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config.output_format.Value(), config.flags);
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PPF);
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}
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u32 flags;
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BitField< 0, 1, u32> flip_data; // flips input data horizontally (TODO) if true
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BitField< 1, 1, u32> output_tiled; // Converts from linear to tiled format
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BitField< 3, 1, u32> raw_copy; // Copies the data without performing any processing
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BitField< 8, 3, PixelFormat> input_format;
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BitField<12, 3, PixelFormat> output_format;
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BitField<16, 1, u32> output_tiled; // stores output in a tiled format
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// TODO: Not really sure if this actually scales, or even resizes at all.
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BitField<24, 1, u32> scale_horizontally;
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BitField<25, 1, u32> scale_vertically;
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};
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INSERT_PADDING_WORDS(0x1);
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@ -23,6 +23,7 @@
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#include "video_core/color.h"
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#include "video_core/math.h"
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#include "video_core/pica.h"
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#include "video_core/utils.h"
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#include "debug_utils.h"
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}
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const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const TextureInfo& info, bool disable_alpha) {
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// Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
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// of which is composed of four 2x2 subtiles each of which is composed of four texels.
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// Each structure is embedded into the next-bigger one in a diagonal pattern, e.g.
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// texels are laid out in a 2x2 subtile like this:
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// 2 3
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// 0 1
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//
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// The full 8x8 tile has the texels arranged like this:
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//
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// 42 43 46 47 58 59 62 63
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// 40 41 44 45 56 57 60 61
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// 34 35 38 39 50 51 54 55
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// 32 33 36 37 48 49 52 53
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// 10 11 14 15 26 27 30 31
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// 08 09 12 13 24 25 28 29
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// 02 03 06 07 18 19 22 23
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// 00 01 04 05 16 17 20 21
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const unsigned int block_width = 8;
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const unsigned int block_height = 8;
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const unsigned int coarse_x = x & ~7;
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const unsigned int coarse_y = y & ~7;
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// Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are
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// arranged in a Z-order curve. More details on the bit manipulation at:
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// https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/
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unsigned int i = (x & 7) | ((y & 7) << 8); // ---- -210
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i = (i ^ (i << 2)) & 0x1313; // ---2 --10
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i = (i ^ (i << 1)) & 0x1515; // ---2 -1-0
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i = (i | (i >> 7)) & 0x3F;
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if (info.format != Regs::TextureFormat::ETC1 &&
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info.format != Regs::TextureFormat::ETC1A4) {
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// TODO(neobrain): Fix code design to unify vertical block offsets!
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source += coarse_y * info.stride;
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}
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const unsigned int offset = coarse_x * block_height;
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// TODO: Assert that width/height are multiples of block dimensions
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switch (info.format) {
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case Regs::TextureFormat::RGBA8:
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{
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const u8* source_ptr = source + offset * 4 + i * 4;
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const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 4);
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return { source_ptr[3], source_ptr[2], source_ptr[1], disable_alpha ? (u8)255 : source_ptr[0] };
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}
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case Regs::TextureFormat::RGB8:
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{
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const u8* source_ptr = source + offset * 3 + i * 3;
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const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 3);
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return { source_ptr[2], source_ptr[1], source_ptr[0], 255 };
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}
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case Regs::TextureFormat::RGBA5551:
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{
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const u16 source_ptr = *(const u16*)(source + offset * 2 + i * 2);
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const u16 source_ptr = *(const u16*)(source + VideoCore::GetMortonOffset(x, y, 2));
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u8 r = (source_ptr >> 11) & 0x1F;
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u8 g = ((source_ptr) >> 6) & 0x1F;
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u8 b = (source_ptr >> 1) & 0x1F;
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case Regs::TextureFormat::RGB565:
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{
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const u16 source_ptr = *(const u16*)(source + offset * 2 + i * 2);
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const u16 source_ptr = *(const u16*)(source + VideoCore::GetMortonOffset(x, y, 2));
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u8 r = Color::Convert5To8((source_ptr >> 11) & 0x1F);
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u8 g = Color::Convert6To8(((source_ptr) >> 5) & 0x3F);
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u8 b = Color::Convert5To8((source_ptr) & 0x1F);
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@ -382,7 +353,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
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case Regs::TextureFormat::RGBA4:
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{
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const u8* source_ptr = source + offset * 2 + i * 2;
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const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 2);
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u8 r = Color::Convert4To8(source_ptr[1] >> 4);
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u8 g = Color::Convert4To8(source_ptr[1] & 0xF);
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u8 b = Color::Convert4To8(source_ptr[0] >> 4);
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@ -392,7 +363,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
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case Regs::TextureFormat::IA8:
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{
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const u8* source_ptr = source + offset * 2 + i * 2;
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const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 2);
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if (disable_alpha) {
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// Show intensity as red, alpha as green
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@ -404,13 +375,13 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
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case Regs::TextureFormat::I8:
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{
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const u8* source_ptr = source + offset + i;
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const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 1);
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return { *source_ptr, *source_ptr, *source_ptr, 255 };
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}
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case Regs::TextureFormat::A8:
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{
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const u8* source_ptr = source + offset + i;
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const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 1);
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if (disable_alpha) {
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return { *source_ptr, *source_ptr, *source_ptr, 255 };
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@ -421,7 +392,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
|
|||
|
||||
case Regs::TextureFormat::IA4:
|
||||
{
|
||||
const u8* source_ptr = source + offset + i;
|
||||
const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 1);
|
||||
|
||||
u8 i = Color::Convert4To8(((*source_ptr) & 0xF0) >> 4);
|
||||
u8 a = Color::Convert4To8((*source_ptr) & 0xF);
|
||||
|
@ -436,9 +407,10 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
|
|||
|
||||
case Regs::TextureFormat::A4:
|
||||
{
|
||||
const u8* source_ptr = source + (offset + i) / 2;
|
||||
u32 morton_offset = VideoCore::GetMortonOffset(x, y, 1);
|
||||
const u8* source_ptr = source + morton_offset / 2;
|
||||
|
||||
u8 a = (i % 2) ? ((*source_ptr & 0xF0) >> 4) : (*source_ptr & 0xF);
|
||||
u8 a = (morton_offset % 2) ? ((*source_ptr & 0xF0) >> 4) : (*source_ptr & 0xF);
|
||||
a = Color::Convert4To8(a);
|
||||
|
||||
if (disable_alpha) {
|
||||
|
|
|
@ -7,13 +7,14 @@
|
|||
#include "common/common_types.h"
|
||||
#include "common/math_util.h"
|
||||
|
||||
#include "core/hw/gpu.h"
|
||||
#include "debug_utils/debug_utils.h"
|
||||
#include "math.h"
|
||||
#include "color.h"
|
||||
#include "pica.h"
|
||||
#include "rasterizer.h"
|
||||
#include "vertex_shader.h"
|
||||
|
||||
#include "debug_utils/debug_utils.h"
|
||||
#include "video_core/utils.h"
|
||||
|
||||
namespace Pica {
|
||||
|
||||
|
@ -27,10 +28,14 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
|
|||
// NOTE: The framebuffer height register contains the actual FB height minus one.
|
||||
y = (registers.framebuffer.height - y);
|
||||
|
||||
const u32 coarse_y = y & ~7;
|
||||
u32 bytes_per_pixel = GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(registers.framebuffer.color_format.Value()));
|
||||
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * registers.framebuffer.width * bytes_per_pixel;
|
||||
|
||||
switch (registers.framebuffer.color_format) {
|
||||
case registers.framebuffer.RGBA8:
|
||||
{
|
||||
u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 4;
|
||||
u8* pixel = color_buffer + dst_offset;
|
||||
pixel[3] = color.r();
|
||||
pixel[2] = color.g();
|
||||
pixel[1] = color.b();
|
||||
|
@ -40,14 +45,14 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
|
|||
|
||||
case registers.framebuffer.RGBA4:
|
||||
{
|
||||
u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 2;
|
||||
u8* pixel = color_buffer + dst_offset;
|
||||
pixel[1] = (color.r() & 0xF0) | (color.g() >> 4);
|
||||
pixel[0] = (color.b() & 0xF0) | (color.a() >> 4);
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format);
|
||||
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format.Value());
|
||||
UNIMPLEMENTED();
|
||||
}
|
||||
}
|
||||
|
@ -58,11 +63,15 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
|
|||
|
||||
y = (registers.framebuffer.height - y);
|
||||
|
||||
const u32 coarse_y = y & ~7;
|
||||
u32 bytes_per_pixel = GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(registers.framebuffer.color_format.Value()));
|
||||
u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * registers.framebuffer.width * bytes_per_pixel;
|
||||
|
||||
switch (registers.framebuffer.color_format) {
|
||||
case registers.framebuffer.RGBA8:
|
||||
{
|
||||
Math::Vec4<u8> ret;
|
||||
u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 4;
|
||||
u8* pixel = color_buffer + src_offset;
|
||||
ret.r() = pixel[3];
|
||||
ret.g() = pixel[2];
|
||||
ret.b() = pixel[1];
|
||||
|
@ -73,7 +82,7 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
|
|||
case registers.framebuffer.RGBA4:
|
||||
{
|
||||
Math::Vec4<u8> ret;
|
||||
u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 2;
|
||||
u8* pixel = color_buffer + src_offset;
|
||||
ret.r() = Color::Convert4To8(pixel[1] >> 4);
|
||||
ret.g() = Color::Convert4To8(pixel[1] & 0x0F);
|
||||
ret.b() = Color::Convert4To8(pixel[0] >> 4);
|
||||
|
@ -82,7 +91,7 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
|
|||
}
|
||||
|
||||
default:
|
||||
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format);
|
||||
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format.Value());
|
||||
UNIMPLEMENTED();
|
||||
}
|
||||
|
||||
|
@ -91,22 +100,28 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
|
|||
|
||||
static u32 GetDepth(int x, int y) {
|
||||
const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
|
||||
u16* depth_buffer = reinterpret_cast<u16*>(Memory::GetPointer(PAddrToVAddr(addr)));
|
||||
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
|
||||
return *(depth_buffer + x + y * registers.framebuffer.GetWidth());
|
||||
return *(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride);
|
||||
}
|
||||
|
||||
static void SetDepth(int x, int y, u16 value) {
|
||||
const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
|
||||
u16* depth_buffer = reinterpret_cast<u16*>(Memory::GetPointer(PAddrToVAddr(addr)));
|
||||
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
|
||||
*(depth_buffer + x + y * registers.framebuffer.GetWidth()) = value;
|
||||
*(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride) = value;
|
||||
}
|
||||
|
||||
// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
|
||||
|
|
|
@ -35,4 +35,54 @@ struct TGAHeader {
|
|||
*/
|
||||
void DumpTGA(std::string filename, short width, short height, u8* raw_data);
|
||||
|
||||
/**
|
||||
* Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are
|
||||
* arranged in a Z-order curve. More details on the bit manipulation at:
|
||||
* https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/
|
||||
*/
|
||||
static inline u32 MortonInterleave(u32 x, u32 y) {
|
||||
u32 i = (x & 7) | ((y & 7) << 8); // ---- -210
|
||||
i = (i ^ (i << 2)) & 0x1313; // ---2 --10
|
||||
i = (i ^ (i << 1)) & 0x1515; // ---2 -1-0
|
||||
i = (i | (i >> 7)) & 0x3F;
|
||||
return i;
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the offset of the position of the pixel in Morton order
|
||||
*/
|
||||
static inline u32 GetMortonOffset(u32 x, u32 y, u32 bytes_per_pixel) {
|
||||
// Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
|
||||
// of which is composed of four 2x2 subtiles each of which is composed of four texels.
|
||||
// Each structure is embedded into the next-bigger one in a diagonal pattern, e.g.
|
||||
// texels are laid out in a 2x2 subtile like this:
|
||||
// 2 3
|
||||
// 0 1
|
||||
//
|
||||
// The full 8x8 tile has the texels arranged like this:
|
||||
//
|
||||
// 42 43 46 47 58 59 62 63
|
||||
// 40 41 44 45 56 57 60 61
|
||||
// 34 35 38 39 50 51 54 55
|
||||
// 32 33 36 37 48 49 52 53
|
||||
// 10 11 14 15 26 27 30 31
|
||||
// 08 09 12 13 24 25 28 29
|
||||
// 02 03 06 07 18 19 22 23
|
||||
// 00 01 04 05 16 17 20 21
|
||||
//
|
||||
// This pattern is what's called Z-order curve, or Morton order.
|
||||
|
||||
const unsigned int block_width = 8;
|
||||
const unsigned int block_height = 8;
|
||||
|
||||
const unsigned int coarse_x = x & ~7;
|
||||
const unsigned int coarse_y = y & ~7;
|
||||
|
||||
u32 i = VideoCore::MortonInterleave(x, y);
|
||||
|
||||
const unsigned int offset = coarse_x * block_height;
|
||||
|
||||
return (i + offset) * bytes_per_pixel;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
|
Loading…
Reference in a new issue