mirror of
https://github.com/yuzu-emu/yuzu-android.git
synced 2024-12-27 19:15:38 +00:00
Merge pull request #643 from Subv/dem_feels
GPU: Implemented more depth buffer formats.
This commit is contained in:
commit
ec5bc54575
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@ -27,6 +27,7 @@ GraphicsFramebufferWidget::GraphicsFramebufferWidget(std::shared_ptr<Pica::Debug
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framebuffer_source_list = new QComboBox;
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framebuffer_source_list->addItem(tr("Active Render Target"));
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framebuffer_source_list->addItem(tr("Active Depth Buffer"));
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framebuffer_source_list->addItem(tr("Custom"));
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framebuffer_source_list->setCurrentIndex(static_cast<int>(framebuffer_source));
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@ -49,6 +50,9 @@ GraphicsFramebufferWidget::GraphicsFramebufferWidget(std::shared_ptr<Pica::Debug
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framebuffer_format_control->addItem(tr("RGB5A1"));
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framebuffer_format_control->addItem(tr("RGB565"));
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framebuffer_format_control->addItem(tr("RGBA4"));
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framebuffer_format_control->addItem(tr("D16"));
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framebuffer_format_control->addItem(tr("D24"));
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framebuffer_format_control->addItem(tr("D24S8"));
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// TODO: This QLabel should shrink the image to the available space rather than just expanding...
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framebuffer_picture_label = new QLabel;
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@ -172,8 +176,7 @@ void GraphicsFramebufferWidget::OnUpdate()
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{
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// TODO: Store a reference to the registers in the debug context instead of accessing them directly...
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auto framebuffer = Pica::registers.framebuffer;
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using Framebuffer = decltype(framebuffer);
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const auto& framebuffer = Pica::registers.framebuffer;
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framebuffer_address = framebuffer.GetColorBufferPhysicalAddress();
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framebuffer_width = framebuffer.GetWidth();
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@ -184,6 +187,18 @@ void GraphicsFramebufferWidget::OnUpdate()
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break;
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}
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case Source::DepthBuffer:
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{
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const auto& framebuffer = Pica::registers.framebuffer;
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framebuffer_address = framebuffer.GetDepthBufferPhysicalAddress();
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framebuffer_width = framebuffer.GetWidth();
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framebuffer_height = framebuffer.GetHeight();
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framebuffer_format = Format::D16;
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break;
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}
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case Source::Custom:
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{
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// Keep user-specified values
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@ -197,15 +212,16 @@ 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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u32 bytes_per_pixel = GraphicsFramebufferWidget::BytesPerPixel(framebuffer_format);
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QImage decoded_image(framebuffer_width, framebuffer_height, QImage::Format_ARGB32);
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u8* color_buffer = Memory::GetPointer(Pica::PAddrToVAddr(framebuffer_address));
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u8* 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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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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const u8* pixel = color_buffer + offset;
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const u8* pixel = buffer + offset;
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Math::Vec4<u8> color = { 0, 0, 0, 0 };
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switch (framebuffer_format) {
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@ -224,6 +240,29 @@ void GraphicsFramebufferWidget::OnUpdate()
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case Format::RGBA4:
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color = Color::DecodeRGBA4(pixel);
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break;
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case Format::D16:
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{
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u32 data = Color::DecodeD16(pixel);
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color.r() = data & 0xFF;
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color.g() = (data >> 8) & 0xFF;
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break;
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}
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case Format::D24:
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{
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u32 data = Color::DecodeD24(pixel);
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color.r() = data & 0xFF;
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color.g() = (data >> 8) & 0xFF;
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color.b() = (data >> 16) & 0xFF;
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break;
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}
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case Format::D24S8:
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{
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Math::Vec2<u32> data = Color::DecodeD24S8(pixel);
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color.r() = data.x & 0xFF;
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color.g() = (data.x >> 8) & 0xFF;
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color.b() = (data.x >> 16) & 0xFF;
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break;
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}
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default:
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qDebug() << "Unknown fb color format " << static_cast<int>(framebuffer_format);
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break;
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@ -240,3 +279,19 @@ void GraphicsFramebufferWidget::OnUpdate()
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framebuffer_format_control->setCurrentIndex(static_cast<int>(framebuffer_format));
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framebuffer_picture_label->setPixmap(pixmap);
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}
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u32 GraphicsFramebufferWidget::BytesPerPixel(GraphicsFramebufferWidget::Format format) {
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switch (format) {
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case Format::RGBA8:
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case Format::D24S8:
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return 4;
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case Format::RGB8:
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case Format::D24:
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return 3;
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case Format::RGB5A1:
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case Format::RGB565:
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case Format::RGBA4:
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case Format::D16:
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return 2;
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}
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}
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@ -21,7 +21,8 @@ class GraphicsFramebufferWidget : public BreakPointObserverDock {
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enum class Source {
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PicaTarget = 0,
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Custom = 1,
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DepthBuffer = 1,
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Custom = 2,
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// TODO: Add GPU framebuffer sources!
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};
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@ -32,8 +33,13 @@ class GraphicsFramebufferWidget : public BreakPointObserverDock {
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RGB5A1 = 2,
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RGB565 = 3,
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RGBA4 = 4,
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D16 = 5,
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D24 = 6,
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D24S8 = 7
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};
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static u32 BytesPerPixel(Format format);
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public:
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GraphicsFramebufferWidget(std::shared_ptr<Pica::DebugContext> debug_context, QWidget* parent = nullptr);
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@ -100,6 +100,33 @@ inline const Math::Vec4<u8> DecodeRGBA4(const u8* bytes) {
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Convert4To8((pixel >> 4) & 0xF), Convert4To8(pixel & 0xF) };
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}
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/**
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* Decode a depth value stored in D16 format
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* @param bytes Pointer to encoded source value
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* @return Depth value as an u32
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*/
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inline u32 DecodeD16(const u8* bytes) {
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return *reinterpret_cast<const u16_le*>(bytes);
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}
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/**
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* Decode a depth value stored in D24 format
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* @param bytes Pointer to encoded source value
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* @return Depth value as an u32
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*/
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inline u32 DecodeD24(const u8* bytes) {
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return (bytes[2] << 16) | (bytes[1] << 8) | bytes[0];
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}
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/**
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* Decode a depth value and a stencil value stored in D24S8 format
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* @param bytes Pointer to encoded source values
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* @return Resulting values stored as a Math::Vec2
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*/
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inline const Math::Vec2<u32> DecodeD24S8(const u8* bytes) {
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return { (bytes[2] << 16) | (bytes[1] << 8) | bytes[0], bytes[3] };
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}
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/**
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* Encode a color as RGBA8 format
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* @param color Source color to encode
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@ -153,4 +180,34 @@ inline void EncodeRGBA4(const Math::Vec4<u8>& color, u8* bytes) {
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(Convert8To4(color.g()) << 8) | (Convert8To4(color.b()) << 4) | Convert8To4(color.a());
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}
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/**
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* Encode a 16 bit depth value as D16 format
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* @param value 16 bit source depth value to encode
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* @param bytes Pointer where to store the encoded value
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*/
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inline void EncodeD16(u32 value, u8* bytes) {
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*reinterpret_cast<u16_le*>(bytes) = value & 0xFFFF;
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}
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/**
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* Encode a 24 bit depth value as D24 format
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* @param value 24 bit source depth value to encode
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* @param bytes Pointer where to store the encoded value
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*/
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inline void EncodeD24(u32 value, u8* bytes) {
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bytes[0] = value & 0xFF;
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bytes[1] = (value >> 8) & 0xFF;
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bytes[2] = (value >> 16) & 0xFF;
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}
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/**
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* Encode a 24 bit depth and 8 bit stencil values as D24S8 format
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* @param depth 24 bit source depth value to encode
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* @param stencil 8 bit source stencil value to encode
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* @param bytes Pointer where to store the encoded value
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*/
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inline void EncodeD24S8(u32 depth, u8 stencil, u8* bytes) {
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*reinterpret_cast<u32_le*>(bytes) = (stencil << 24) | depth;
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}
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} // namespace
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@ -393,7 +393,15 @@ struct Regs {
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BitField< 8, 8, u32> ref;
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} alpha_test;
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INSERT_PADDING_WORDS(0x2);
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union {
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BitField< 0, 1, u32> stencil_test_enable;
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BitField< 4, 3, CompareFunc> stencil_test_func;
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BitField< 8, 8, u32> stencil_replacement_value;
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BitField<16, 8, u32> stencil_reference_value;
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BitField<24, 8, u32> stencil_mask;
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} stencil_test;
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INSERT_PADDING_WORDS(0x1);
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union {
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BitField< 0, 1, u32> depth_test_enable;
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@ -408,6 +416,30 @@ struct Regs {
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INSERT_PADDING_WORDS(0x8);
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} output_merger;
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enum DepthFormat : u32 {
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D16 = 0,
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D24 = 2,
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D24S8 = 3
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};
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/*
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* Returns the number of bytes in the specified depth format
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*/
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static u32 BytesPerDepthPixel(DepthFormat format) {
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switch (format) {
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case DepthFormat::D16:
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return 2;
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case DepthFormat::D24:
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return 3;
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case DepthFormat::D24S8:
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return 4;
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default:
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LOG_CRITICAL(HW_GPU, "Unknown depth format %u", format);
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UNIMPLEMENTED();
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}
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}
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struct {
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// Components are laid out in reverse byte order, most significant bits first.
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enum ColorFormat : u32 {
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@ -420,7 +452,7 @@ struct Regs {
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INSERT_PADDING_WORDS(0x6);
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u32 depth_format;
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DepthFormat depth_format;
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BitField<16, 3, u32> color_format;
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INSERT_PADDING_WORDS(0x4);
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@ -100,23 +100,55 @@ static u32 GetDepth(int x, int y) {
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y = (registers.framebuffer.height - y);
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const u32 coarse_y = y & ~7;
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u32 stride = registers.framebuffer.width * 2;
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u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(registers.framebuffer.depth_format);
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u32 stride = registers.framebuffer.width * bytes_per_pixel;
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// Assuming 16-bit depth buffer format until actual format handling is implemented
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return *(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride);
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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 (registers.framebuffer.depth_format) {
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case Pica::Regs::DepthFormat::D16:
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return Color::DecodeD16(src_pixel);
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case Pica::Regs::DepthFormat::D24:
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return Color::DecodeD24(src_pixel);
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case Pica::Regs::DepthFormat::D24S8:
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return Color::DecodeD24S8(src_pixel).x;
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default:
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LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", registers.framebuffer.depth_format);
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UNIMPLEMENTED();
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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, u16 value) {
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static void SetDepth(int x, int y, u32 value) {
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const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
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u8* depth_buffer = Memory::GetPointer(PAddrToVAddr(addr));
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y = (registers.framebuffer.height - y);
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const u32 coarse_y = y & ~7;
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u32 stride = registers.framebuffer.width * 2;
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u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(registers.framebuffer.depth_format);
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u32 stride = registers.framebuffer.width * bytes_per_pixel;
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// Assuming 16-bit depth buffer format until actual format handling is implemented
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*(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride) = value;
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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 (registers.framebuffer.depth_format) {
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case Pica::Regs::DepthFormat::D16:
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Color::EncodeD16(value, dst_pixel);
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break;
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case Pica::Regs::DepthFormat::D24:
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Color::EncodeD24(value, dst_pixel);
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break;
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case Pica::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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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", registers.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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// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
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@ -595,7 +627,7 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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u16 z = (u16)((v0.screenpos[2].ToFloat32() * w0 +
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v1.screenpos[2].ToFloat32() * w1 +
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v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum);
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u16 ref_z = GetDepth(x >> 4, y >> 4);
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u32 ref_z = GetDepth(x >> 4, y >> 4);
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bool pass = false;
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