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swrasterizer: implement shadow map rendering
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@ -15,6 +15,12 @@
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namespace Pica {
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struct FramebufferRegs {
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enum class FragmentOperationMode : u32 {
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Default = 0,
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Gas = 1,
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Shadow = 3,
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};
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enum class LogicOp : u32 {
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Clear = 0,
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And = 1,
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@ -84,6 +90,7 @@ struct FramebufferRegs {
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struct {
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union {
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BitField<0, 2, FragmentOperationMode> fragment_operation_mode;
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// If false, logic blending is used
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BitField<8, 1, u32> alphablend_enable;
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};
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@ -274,7 +281,14 @@ struct FramebufferRegs {
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ASSERT_MSG(false, "Unknown depth format %u", static_cast<u32>(format));
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}
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INSERT_PADDING_WORDS(0x20);
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INSERT_PADDING_WORDS(0x10); // Gas related registers
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union {
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BitField<0, 16, u32> constant; // float1.5.10
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BitField<16, 16, u32> linear; // float1.5.10
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} shadow;
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INSERT_PADDING_WORDS(0xF);
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};
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static_assert(sizeof(FramebufferRegs) == 0x40 * sizeof(u32),
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@ -359,5 +359,54 @@ u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op) {
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UNREACHABLE();
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};
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// Decode/Encode for shadow map format. It is similar to D24S8 format, but the depth field is in
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// big-endian
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static const Math::Vec2<u32> DecodeD24S8Shadow(const u8* bytes) {
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return {static_cast<u32>((bytes[0] << 16) | (bytes[1] << 8) | bytes[2]), bytes[3]};
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}
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static void EncodeD24X8Shadow(u32 depth, u8* bytes) {
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bytes[2] = depth & 0xFF;
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bytes[1] = (depth >> 8) & 0xFF;
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bytes[0] = (depth >> 16) & 0xFF;
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}
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static void EncodeX24S8Shadow(u8 stencil, u8* bytes) {
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bytes[3] = stencil;
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}
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void DrawShadowMapPixel(int x, int y, u32 depth, u8 stencil) {
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const auto& framebuffer = g_state.regs.framebuffer.framebuffer;
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const auto& shadow = g_state.regs.framebuffer.shadow;
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const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
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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 = 4;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
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coarse_y * framebuffer.width * bytes_per_pixel;
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u8* dst_pixel = Memory::GetPhysicalPointer(addr) + dst_offset;
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auto ref = DecodeD24S8Shadow(dst_pixel);
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u32 ref_z = ref.x;
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u32 ref_s = ref.y;
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if (depth < ref_z) {
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if (stencil == 0) {
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EncodeD24X8Shadow(depth, dst_pixel);
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} else {
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float16 constant = float16::FromRaw(shadow.constant);
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float16 linear = float16::FromRaw(shadow.linear);
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float16 x = float16::FromFloat32(static_cast<float>(depth) / ref_z);
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float16 stencil_new = float16::FromFloat32(stencil) / (constant + linear * x);
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stencil = static_cast<u8>(MathUtil::Clamp(stencil_new.ToFloat32(), 0.0f, 255.0f));
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if (stencil < ref_s)
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EncodeX24S8Shadow(stencil, dst_pixel);
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}
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}
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}
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} // namespace Rasterizer
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} // namespace Pica
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@ -25,5 +25,7 @@ Math::Vec4<u8> EvaluateBlendEquation(const Math::Vec4<u8>& src, const Math::Vec4
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u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op);
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void DrawShadowMapPixel(int x, int y, u32 depth, u8 stencil);
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} // namespace Rasterizer
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} // namespace Pica
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@ -572,6 +572,17 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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}
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const auto& output_merger = regs.framebuffer.output_merger;
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if (output_merger.fragment_operation_mode ==
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FramebufferRegs::FragmentOperationMode::Shadow) {
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u32 depth_int = static_cast<u32>(depth * 0xFFFFFF);
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// use green color as the shadow intensity
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u8 stencil = combiner_output.y;
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DrawShadowMapPixel(x >> 4, y >> 4, depth_int, stencil);
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// skip the normal output merger pipeline if it is in shadow mode
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continue;
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}
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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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