aboutsummaryrefslogtreecommitdiff
path: root/src/video_core/rasterizer.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/video_core/rasterizer.cpp')
-rw-r--r--src/video_core/rasterizer.cpp459
1 files changed, 348 insertions, 111 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
index 025d4e484..17f8f70ca 100644
--- a/src/video_core/rasterizer.cpp
+++ b/src/video_core/rasterizer.cpp
@@ -5,6 +5,7 @@
#include <algorithm>
#include "common/common_types.h"
+#include "common/math_util.h"
#include "math.h"
#include "pica.h"
@@ -19,30 +20,60 @@ namespace Rasterizer {
static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
const PAddr addr = registers.framebuffer.GetColorBufferPhysicalAddress();
- u32* color_buffer = reinterpret_cast<u32*>(Memory::GetPointer(PAddrToVAddr(addr)));
- u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b();
+ u8* color_buffer = Memory::GetPointer(PAddrToVAddr(addr));
- // Assuming RGBA8 format until actual framebuffer format handling is implemented
- *(color_buffer + x + y * registers.framebuffer.GetWidth()) = value;
+ // 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 = (registers.framebuffer.height - y);
+
+ switch (registers.framebuffer.color_format) {
+ case registers.framebuffer.RGBA8:
+ {
+ u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 4;
+ pixel[3] = color.r();
+ pixel[2] = color.g();
+ pixel[1] = color.b();
+ pixel[0] = color.a();
+ break;
+ }
+
+ default:
+ LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format);
+ UNIMPLEMENTED();
+ }
}
static const Math::Vec4<u8> GetPixel(int x, int y) {
const PAddr addr = registers.framebuffer.GetColorBufferPhysicalAddress();
- u32* color_buffer_u32 = reinterpret_cast<u32*>(Memory::GetPointer(PAddrToVAddr(addr)));
-
- u32 value = *(color_buffer_u32 + x + y * registers.framebuffer.GetWidth());
- Math::Vec4<u8> ret;
- ret.a() = value >> 24;
- ret.r() = (value >> 16) & 0xFF;
- ret.g() = (value >> 8) & 0xFF;
- ret.b() = value & 0xFF;
- return ret;
+ u8* color_buffer = Memory::GetPointer(PAddrToVAddr(addr));
+
+ y = (registers.framebuffer.height - y);
+
+ switch (registers.framebuffer.color_format) {
+ case registers.framebuffer.RGBA8:
+ {
+ Math::Vec4<u8> ret;
+ u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 4;
+ ret.r() = pixel[3];
+ ret.g() = pixel[2];
+ ret.b() = pixel[1];
+ ret.a() = pixel[0];
+ return ret;
+ }
+ default:
+ LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format);
+ UNIMPLEMENTED();
+ }
+
+ return {};
}
static u32 GetDepth(int x, int y) {
const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
u16* depth_buffer = reinterpret_cast<u16*>(Memory::GetPointer(PAddrToVAddr(addr)));
+ y = (registers.framebuffer.height - y);
+
// Assuming 16-bit depth buffer format until actual format handling is implemented
return *(depth_buffer + x + y * registers.framebuffer.GetWidth());
}
@@ -51,6 +82,8 @@ 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)));
+ y = (registers.framebuffer.height - y);
+
// Assuming 16-bit depth buffer format until actual format handling is implemented
*(depth_buffer + x + y * registers.framebuffer.GetWidth()) = value;
}
@@ -90,30 +123,43 @@ static int SignedArea (const Math::Vec2<Fix12P4>& vtx1,
return Math::Cross(vec1, vec2).z;
};
-void ProcessTriangle(const VertexShader::OutputVertex& v0,
- const VertexShader::OutputVertex& v1,
- const VertexShader::OutputVertex& v2)
+/**
+ * Helper function for ProcessTriangle with the "reversed" flag to allow for implementing
+ * culling via recursion.
+ */
+static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
+ const VertexShader::OutputVertex& v1,
+ const VertexShader::OutputVertex& v2,
+ bool reversed = false)
{
// vertex positions in rasterizer coordinates
- auto FloatToFix = [](float24 flt) {
- return Fix12P4(static_cast<unsigned short>(flt.ToFloat32() * 16.0f));
- };
- auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3<float24> vec) {
- return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
- };
+ static auto FloatToFix = [](float24 flt) {
+ // TODO: Rounding here is necessary to prevent garbage pixels at
+ // triangle borders. Is it that the correct solution, though?
+ return Fix12P4(static_cast<unsigned short>(round(flt.ToFloat32() * 16.0f)));
+ };
+ static auto ScreenToRasterizerCoordinates = [](const Math::Vec3<float24>& vec) {
+ return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
+ };
Math::Vec3<Fix12P4> vtxpos[3]{ ScreenToRasterizerCoordinates(v0.screenpos),
ScreenToRasterizerCoordinates(v1.screenpos),
ScreenToRasterizerCoordinates(v2.screenpos) };
- if (registers.cull_mode == Regs::CullMode::KeepClockWise) {
- // Reverse vertex order and use the CCW code path.
- std::swap(vtxpos[1], vtxpos[2]);
- }
+ if (registers.cull_mode == Regs::CullMode::KeepAll) {
+ // Make sure we always end up with a triangle wound counter-clockwise
+ if (!reversed && SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0) {
+ ProcessTriangleInternal(v0, v2, v1, true);
+ return;
+ }
+ } else {
+ if (!reversed && registers.cull_mode == Regs::CullMode::KeepClockWise) {
+ // Reverse vertex order and use the CCW code path.
+ ProcessTriangleInternal(v0, v2, v1, true);
+ return;
+ }
- if (registers.cull_mode != Regs::CullMode::KeepAll) {
// Cull away triangles which are wound clockwise.
- // TODO: A check for degenerate triangles ("== 0") should be considered for CullMode::KeepAll
if (SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0)
return;
}
@@ -155,9 +201,10 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
auto textures = registers.GetTextures();
auto tev_stages = registers.GetTevStages();
+ // Enter rasterization loop, starting at the center of the topleft bounding box corner.
// TODO: Not sure if looping through x first might be faster
- for (u16 y = min_y; y < max_y; y += 0x10) {
- for (u16 x = min_x; x < max_x; x += 0x10) {
+ for (u16 y = min_y + 8; y < max_y; y += 0x10) {
+ for (u16 x = min_x + 8; x < max_x; x += 0x10) {
// Calculate the barycentric coordinates w0, w1 and w2
int w0 = bias0 + SignedArea(vtxpos[1].xy(), vtxpos[2].xy(), {x, y});
@@ -216,11 +263,11 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
if (!texture.enabled)
continue;
- _dbg_assert_(HW_GPU, 0 != texture.config.address);
+ DEBUG_ASSERT(0 != texture.config.address);
int s = (int)(uv[i].u() * float24::FromFloat32(static_cast<float>(texture.config.width))).ToFloat32();
int t = (int)(uv[i].v() * float24::FromFloat32(static_cast<float>(texture.config.height))).ToFloat32();
- auto GetWrappedTexCoord = [](Regs::TextureConfig::WrapMode mode, int val, unsigned size) {
+ static auto GetWrappedTexCoord = [](Regs::TextureConfig::WrapMode mode, int val, unsigned size) {
switch (mode) {
case Regs::TextureConfig::ClampToEdge:
val = std::max(val, 0);
@@ -228,14 +275,26 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
return val;
case Regs::TextureConfig::Repeat:
- return (int)(((unsigned)val) % size);
+ return (int)((unsigned)val % size);
+
+ case Regs::TextureConfig::MirroredRepeat:
+ {
+ int coord = (int)((unsigned)val % (2 * size));
+ if (coord >= size)
+ coord = 2 * size - 1 - coord;
+ return coord;
+ }
default:
LOG_ERROR(HW_GPU, "Unknown texture coordinate wrapping mode %x\n", (int)mode);
- _dbg_assert_(HW_GPU, 0);
+ UNIMPLEMENTED();
return 0;
}
};
+
+ // Textures are laid out from bottom to top, hence we invert the t coordinate.
+ // NOTE: This may not be the right place for the inversion.
+ // TODO: Check if this applies to ETC textures, too.
s = GetWrappedTexCoord(texture.config.wrap_s, s, texture.config.width);
t = texture.config.height - 1 - GetWrappedTexCoord(texture.config.wrap_t, t, texture.config.height);
@@ -260,9 +319,11 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
using AlphaModifier = Regs::TevStageConfig::AlphaModifier;
using Operation = Regs::TevStageConfig::Operation;
- auto GetColorSource = [&](Source source) -> Math::Vec4<u8> {
+ auto GetSource = [&](Source source) -> Math::Vec4<u8> {
switch (source) {
+ // TODO: What's the difference between these two?
case Source::PrimaryColor:
+ case Source::PrimaryFragmentColor:
return primary_color;
case Source::Texture0:
@@ -282,41 +343,13 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
default:
LOG_ERROR(HW_GPU, "Unknown color combiner source %d\n", (int)source);
- _dbg_assert_(HW_GPU, 0);
+ UNIMPLEMENTED();
return {};
}
};
- auto GetAlphaSource = [&](Source source) -> u8 {
- switch (source) {
- case Source::PrimaryColor:
- return primary_color.a();
-
- case Source::Texture0:
- return texture_color[0].a();
-
- case Source::Texture1:
- return texture_color[1].a();
-
- case Source::Texture2:
- return texture_color[2].a();
-
- case Source::Constant:
- return tev_stage.const_a;
-
- case Source::Previous:
- return combiner_output.a();
-
- default:
- LOG_ERROR(HW_GPU, "Unknown alpha combiner source %d\n", (int)source);
- _dbg_assert_(HW_GPU, 0);
- return 0;
- }
- };
-
static auto GetColorModifier = [](ColorModifier factor, const Math::Vec4<u8>& values) -> Math::Vec3<u8> {
- switch (factor)
- {
+ switch (factor) {
case ColorModifier::SourceColor:
return values.rgb();
@@ -324,27 +357,56 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
return (Math::Vec3<u8>(255, 255, 255) - values.rgb()).Cast<u8>();
case ColorModifier::SourceAlpha:
- return { values.a(), values.a(), values.a() };
+ return values.aaa();
- default:
- LOG_ERROR(HW_GPU, "Unknown color factor %d\n", (int)factor);
- _dbg_assert_(HW_GPU, 0);
- return {};
+ case ColorModifier::OneMinusSourceAlpha:
+ return (Math::Vec3<u8>(255, 255, 255) - values.aaa()).Cast<u8>();
+
+ case ColorModifier::SourceRed:
+ return values.rrr();
+
+ case ColorModifier::OneMinusSourceRed:
+ return (Math::Vec3<u8>(255, 255, 255) - values.rrr()).Cast<u8>();
+
+ case ColorModifier::SourceGreen:
+ return values.ggg();
+
+ case ColorModifier::OneMinusSourceGreen:
+ return (Math::Vec3<u8>(255, 255, 255) - values.ggg()).Cast<u8>();
+
+ case ColorModifier::SourceBlue:
+ return values.bbb();
+
+ case ColorModifier::OneMinusSourceBlue:
+ return (Math::Vec3<u8>(255, 255, 255) - values.bbb()).Cast<u8>();
}
};
- static auto GetAlphaModifier = [](AlphaModifier factor, u8 value) -> u8 {
+ static auto GetAlphaModifier = [](AlphaModifier factor, const Math::Vec4<u8>& values) -> u8 {
switch (factor) {
case AlphaModifier::SourceAlpha:
- return value;
+ return values.a();
case AlphaModifier::OneMinusSourceAlpha:
- return 255 - value;
+ return 255 - values.a();
- default:
- LOG_ERROR(HW_GPU, "Unknown alpha factor %d\n", (int)factor);
- _dbg_assert_(HW_GPU, 0);
- return 0;
+ case AlphaModifier::SourceRed:
+ return values.r();
+
+ case AlphaModifier::OneMinusSourceRed:
+ return 255 - values.r();
+
+ case AlphaModifier::SourceGreen:
+ return values.g();
+
+ case AlphaModifier::OneMinusSourceGreen:
+ return 255 - values.g();
+
+ case AlphaModifier::SourceBlue:
+ return values.b();
+
+ case AlphaModifier::OneMinusSourceBlue:
+ return 255 - values.b();
}
};
@@ -377,9 +439,28 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
return result.Cast<u8>();
}
+ case Operation::MultiplyThenAdd:
+ {
+ auto result = (input[0] * input[1] + 255 * input[2].Cast<int>()) / 255;
+ result.r() = std::min(255, result.r());
+ result.g() = std::min(255, result.g());
+ result.b() = std::min(255, result.b());
+ return result.Cast<u8>();
+ }
+
+ case Operation::AddThenMultiply:
+ {
+ auto result = input[0] + input[1];
+ result.r() = std::min(255, result.r());
+ result.g() = std::min(255, result.g());
+ result.b() = std::min(255, result.b());
+ result = (result * input[2].Cast<int>()) / 255;
+ return result.Cast<u8>();
+ }
+
default:
LOG_ERROR(HW_GPU, "Unknown color combiner operation %d\n", (int)op);
- _dbg_assert_(HW_GPU, 0);
+ UNIMPLEMENTED();
return {};
}
};
@@ -401,9 +482,15 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
case Operation::Subtract:
return std::max(0, (int)input[0] - (int)input[1]);
+ case Operation::MultiplyThenAdd:
+ return std::min(255, (input[0] * input[1] + 255 * input[2]) / 255);
+
+ case Operation::AddThenMultiply:
+ return (std::min(255, (input[0] + input[1])) * input[2]) / 255;
+
default:
LOG_ERROR(HW_GPU, "Unknown alpha combiner operation %d\n", (int)op);
- _dbg_assert_(HW_GPU, 0);
+ UNIMPLEMENTED();
return 0;
}
};
@@ -414,26 +501,67 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
// combiner_output.rgb(), but instead store it in a temporary variable until
// alpha combining has been done.
Math::Vec3<u8> color_result[3] = {
- GetColorModifier(tev_stage.color_modifier1, GetColorSource(tev_stage.color_source1)),
- GetColorModifier(tev_stage.color_modifier2, GetColorSource(tev_stage.color_source2)),
- GetColorModifier(tev_stage.color_modifier3, GetColorSource(tev_stage.color_source3))
+ GetColorModifier(tev_stage.color_modifier1, GetSource(tev_stage.color_source1)),
+ GetColorModifier(tev_stage.color_modifier2, GetSource(tev_stage.color_source2)),
+ GetColorModifier(tev_stage.color_modifier3, GetSource(tev_stage.color_source3))
};
auto color_output = ColorCombine(tev_stage.color_op, color_result);
// alpha combiner
std::array<u8,3> alpha_result = {
- GetAlphaModifier(tev_stage.alpha_modifier1, GetAlphaSource(tev_stage.alpha_source1)),
- GetAlphaModifier(tev_stage.alpha_modifier2, GetAlphaSource(tev_stage.alpha_source2)),
- GetAlphaModifier(tev_stage.alpha_modifier3, GetAlphaSource(tev_stage.alpha_source3))
+ GetAlphaModifier(tev_stage.alpha_modifier1, GetSource(tev_stage.alpha_source1)),
+ GetAlphaModifier(tev_stage.alpha_modifier2, GetSource(tev_stage.alpha_source2)),
+ GetAlphaModifier(tev_stage.alpha_modifier3, GetSource(tev_stage.alpha_source3))
};
auto alpha_output = AlphaCombine(tev_stage.alpha_op, alpha_result);
combiner_output = Math::MakeVec(color_output, alpha_output);
}
+ if (registers.output_merger.alpha_test.enable) {
+ bool pass = false;
+
+ switch (registers.output_merger.alpha_test.func) {
+ case registers.output_merger.Never:
+ pass = false;
+ break;
+
+ case registers.output_merger.Always:
+ pass = true;
+ break;
+
+ case registers.output_merger.Equal:
+ pass = combiner_output.a() == registers.output_merger.alpha_test.ref;
+ break;
+
+ case registers.output_merger.NotEqual:
+ pass = combiner_output.a() != registers.output_merger.alpha_test.ref;
+ break;
+
+ case registers.output_merger.LessThan:
+ pass = combiner_output.a() < registers.output_merger.alpha_test.ref;
+ break;
+
+ case registers.output_merger.LessThanOrEqual:
+ pass = combiner_output.a() <= registers.output_merger.alpha_test.ref;
+ break;
+
+ case registers.output_merger.GreaterThan:
+ pass = combiner_output.a() > registers.output_merger.alpha_test.ref;
+ break;
+
+ case registers.output_merger.GreaterThanOrEqual:
+ pass = combiner_output.a() >= registers.output_merger.alpha_test.ref;
+ break;
+ }
+
+ if (!pass)
+ continue;
+ }
+
// TODO: Does depth indeed only get written even if depth testing is enabled?
if (registers.output_merger.depth_test_enable) {
- u16 z = (u16)(-(v0.screenpos[2].ToFloat32() * w0 +
+ 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);
@@ -441,20 +569,36 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
bool pass = false;
switch (registers.output_merger.depth_test_func) {
+ case registers.output_merger.Never:
+ pass = false;
+ break;
+
case registers.output_merger.Always:
pass = true;
break;
+ case registers.output_merger.Equal:
+ pass = z == ref_z;
+ break;
+
+ case registers.output_merger.NotEqual:
+ pass = z != ref_z;
+ break;
+
case registers.output_merger.LessThan:
pass = z < ref_z;
break;
+ case registers.output_merger.LessThanOrEqual:
+ pass = z <= ref_z;
+ break;
+
case registers.output_merger.GreaterThan:
pass = z > ref_z;
break;
- default:
- LOG_ERROR(HW_GPU, "Unknown depth test function %x", registers.output_merger.depth_test_func.Value());
+ case registers.output_merger.GreaterThanOrEqual:
+ pass = z >= ref_z;
break;
}
@@ -466,33 +610,64 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
}
auto dest = GetPixel(x >> 4, y >> 4);
+ Math::Vec4<u8> blend_output = combiner_output;
if (registers.output_merger.alphablend_enable) {
auto params = registers.output_merger.alpha_blending;
auto LookupFactorRGB = [&](decltype(params)::BlendFactor factor) -> Math::Vec3<u8> {
- switch(factor) {
+ switch (factor) {
case params.Zero:
return Math::Vec3<u8>(0, 0, 0);
case params.One:
return Math::Vec3<u8>(255, 255, 255);
+ case params.SourceColor:
+ return combiner_output.rgb();
+
+ case params.OneMinusSourceColor:
+ return Math::Vec3<u8>(255 - combiner_output.r(), 255 - combiner_output.g(), 255 - combiner_output.b());
+
+ case params.DestColor:
+ return dest.rgb();
+
+ case params.OneMinusDestColor:
+ return Math::Vec3<u8>(255 - dest.r(), 255 - dest.g(), 255 - dest.b());
+
case params.SourceAlpha:
- return Math::MakeVec(combiner_output.a(), combiner_output.a(), combiner_output.a());
+ return Math::Vec3<u8>(combiner_output.a(), combiner_output.a(), combiner_output.a());
case params.OneMinusSourceAlpha:
- return Math::Vec3<u8>(255-combiner_output.a(), 255-combiner_output.a(), 255-combiner_output.a());
+ return Math::Vec3<u8>(255 - combiner_output.a(), 255 - combiner_output.a(), 255 - combiner_output.a());
+
+ case params.DestAlpha:
+ return Math::Vec3<u8>(dest.a(), dest.a(), dest.a());
+
+ case params.OneMinusDestAlpha:
+ return Math::Vec3<u8>(255 - dest.a(), 255 - dest.a(), 255 - dest.a());
+
+ case params.ConstantColor:
+ return Math::Vec3<u8>(registers.output_merger.blend_const.r, registers.output_merger.blend_const.g, registers.output_merger.blend_const.b);
+
+ case params.OneMinusConstantColor:
+ return Math::Vec3<u8>(255 - registers.output_merger.blend_const.r, 255 - registers.output_merger.blend_const.g, 255 - registers.output_merger.blend_const.b);
+
+ case params.ConstantAlpha:
+ return Math::Vec3<u8>(registers.output_merger.blend_const.a, registers.output_merger.blend_const.a, registers.output_merger.blend_const.a);
+
+ case params.OneMinusConstantAlpha:
+ return Math::Vec3<u8>(255 - registers.output_merger.blend_const.a, 255 - registers.output_merger.blend_const.a, 255 - registers.output_merger.blend_const.a);
default:
LOG_CRITICAL(HW_GPU, "Unknown color blend factor %x", factor);
- exit(0);
+ UNIMPLEMENTED();
break;
}
};
auto LookupFactorA = [&](decltype(params)::BlendFactor factor) -> u8 {
- switch(factor) {
+ switch (factor) {
case params.Zero:
return 0;
@@ -505,43 +680,105 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
case params.OneMinusSourceAlpha:
return 255 - combiner_output.a();
+ case params.DestAlpha:
+ return dest.a();
+
+ case params.OneMinusDestAlpha:
+ return 255 - dest.a();
+
+ case params.ConstantAlpha:
+ return registers.output_merger.blend_const.a;
+
+ case params.OneMinusConstantAlpha:
+ return 255 - registers.output_merger.blend_const.a;
+
default:
LOG_CRITICAL(HW_GPU, "Unknown alpha blend factor %x", factor);
- exit(0);
+ UNIMPLEMENTED();
break;
}
};
+ using BlendEquation = decltype(params)::BlendEquation;
+ static auto EvaluateBlendEquation = [](const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
+ const Math::Vec4<u8>& dest, const Math::Vec4<u8>& destfactor,
+ BlendEquation equation) {
+ Math::Vec4<int> result;
+
+ auto src_result = (src * srcfactor).Cast<int>();
+ auto dst_result = (dest * destfactor).Cast<int>();
+
+ switch (equation) {
+ case BlendEquation::Add:
+ result = (src_result + dst_result) / 255;
+ break;
+
+ case BlendEquation::Subtract:
+ result = (src_result - dst_result) / 255;
+ break;
+
+ case BlendEquation::ReverseSubtract:
+ result = (dst_result - src_result) / 255;
+ break;
+
+ // TODO: How do these two actually work?
+ // OpenGL doesn't include the blend factors in the min/max computations,
+ // but is this what the 3DS actually does?
+ case BlendEquation::Min:
+ result.r() = std::min(src.r(), dest.r());
+ result.g() = std::min(src.g(), dest.g());
+ result.b() = std::min(src.b(), dest.b());
+ result.a() = std::min(src.a(), dest.a());
+ break;
+
+ case BlendEquation::Max:
+ result.r() = std::max(src.r(), dest.r());
+ result.g() = std::max(src.g(), dest.g());
+ result.b() = std::max(src.b(), dest.b());
+ result.a() = std::max(src.a(), dest.a());
+ break;
+
+ default:
+ LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation %x", equation);
+ UNIMPLEMENTED();
+ }
+
+ return Math::Vec4<u8>(MathUtil::Clamp(result.r(), 0, 255),
+ MathUtil::Clamp(result.g(), 0, 255),
+ MathUtil::Clamp(result.b(), 0, 255),
+ MathUtil::Clamp(result.a(), 0, 255));
+ };
+
auto srcfactor = Math::MakeVec(LookupFactorRGB(params.factor_source_rgb),
LookupFactorA(params.factor_source_a));
auto dstfactor = Math::MakeVec(LookupFactorRGB(params.factor_dest_rgb),
LookupFactorA(params.factor_dest_a));
- switch (params.blend_equation_rgb) {
- case params.Add:
- {
- auto result = (combiner_output * srcfactor + dest * dstfactor) / 255;
- result.r() = std::min(255, result.r());
- result.g() = std::min(255, result.g());
- result.b() = std::min(255, result.b());
- combiner_output = result.Cast<u8>();
- break;
- }
-
- default:
- LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation %x", params.blend_equation_rgb.Value());
- exit(0);
- }
+ blend_output = EvaluateBlendEquation(combiner_output, srcfactor, dest, dstfactor, params.blend_equation_rgb);
+ blend_output.a() = EvaluateBlendEquation(combiner_output, srcfactor, dest, dstfactor, params.blend_equation_a).a();
} else {
LOG_CRITICAL(HW_GPU, "logic op: %x", registers.output_merger.logic_op);
- exit(0);
+ UNIMPLEMENTED();
}
- DrawPixel(x >> 4, y >> 4, combiner_output);
+ const Math::Vec4<u8> result = {
+ registers.output_merger.red_enable ? blend_output.r() : dest.r(),
+ registers.output_merger.green_enable ? blend_output.g() : dest.g(),
+ registers.output_merger.blue_enable ? blend_output.b() : dest.b(),
+ registers.output_merger.alpha_enable ? blend_output.a() : dest.a()
+ };
+
+ DrawPixel(x >> 4, y >> 4, result);
}
}
}
+void ProcessTriangle(const VertexShader::OutputVertex& v0,
+ const VertexShader::OutputVertex& v1,
+ const VertexShader::OutputVertex& v2) {
+ ProcessTriangleInternal(v0, v1, v2);
+}
+
} // namespace Rasterizer
} // namespace Pica