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author | Subv <subv2112@gmail.com> | 2015-03-08 18:05:17 +0100 |
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committer | Subv <subv2112@gmail.com> | 2015-03-10 02:12:39 +0100 |
commit | 414b0741c445a7960f9ad1ee4a5672f8af4760db (patch) | |
tree | 5218b976cf8e15e745a9cf6037a7c133b7559fed /src/video_core | |
parent | GPU/Textures: Fixed ETC texture decoding. (diff) | |
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Diffstat (limited to 'src/video_core')
-rw-r--r-- | src/video_core/color.h | 57 | ||||
-rw-r--r-- | src/video_core/pica.h | 7 | ||||
-rw-r--r-- | src/video_core/rasterizer.cpp | 60 |
3 files changed, 115 insertions, 9 deletions
diff --git a/src/video_core/color.h b/src/video_core/color.h index 35da901f2..35b56efc0 100644 --- a/src/video_core/color.h +++ b/src/video_core/color.h @@ -101,6 +101,33 @@ inline const Math::Vec4<u8> DecodeRGBA4(const u8* bytes) { } /** + * Decode a depth value stored in D16 format + * @param bytes Pointer to encoded source value + * @return Depth value as an u32 + */ +inline const u32 DecodeD16(const u8* bytes) { + return *reinterpret_cast<const u16_le*>(bytes); +} + +/** + * Decode a depth value stored in D24 format + * @param bytes Pointer to encoded source value + * @return Depth value as an u32 + */ +inline const u32 DecodeD24(const u8* bytes) { + return (bytes[2] << 16) | (bytes[1] << 8) | bytes[0]; +} + +/** + * Decode a depth value and a stencil value stored in D24S8 format + * @param bytes Pointer to encoded source values + * @return Resulting values stored as a Math::Vec2 + */ +inline const Math::Vec2<u32> DecodeD24S8(const u8* bytes) { + return { (bytes[2] << 16) | (bytes[1] << 8) | bytes[0], bytes[3] }; +} + +/** * Encode a color as RGBA8 format * @param color Source color to encode * @param bytes Destination pointer to store encoded color @@ -153,4 +180,34 @@ inline void EncodeRGBA4(const Math::Vec4<u8>& color, u8* bytes) { (Convert8To4(color.g()) << 8) | (Convert8To4(color.b()) << 4) | Convert8To4(color.a()); } +/** + * Encode a depth value as D16 format + * @param value Source depth value to encode + * @param bytes Pointer where to store the encoded value + */ +inline void EncodeD16(u32 value, u8* bytes) { + *reinterpret_cast<u16_le*>(bytes) = value & 0xFFFF; +} + +/** + * Encode a depth value as D24 format + * @param value Source depth value to encode + * @param bytes Pointer where to store the encoded value + */ +inline void EncodeD24(u32 value, u8* bytes) { + bytes[0] = value & 0xFF; + bytes[1] = (value >> 8) & 0xFF; + bytes[2] = (value >> 16) & 0xFF; +} + +/** + * Encode depth and stencil values as D24S8 format + * @param depth Source depth values to encode + * @param stencil Source stencil value to encode + * @param bytes Pointer where to store the encoded value + */ +inline void EncodeD24S8(u32 depth, u8 stencil, u8* bytes) { + *reinterpret_cast<u32_le*>(bytes) = (stencil << 24) | depth; +} + } // namespace diff --git a/src/video_core/pica.h b/src/video_core/pica.h index b14de9278..6549693f5 100644 --- a/src/video_core/pica.h +++ b/src/video_core/pica.h @@ -418,6 +418,13 @@ struct Regs { RGBA4 = 4, }; + enum DepthFormat : u32 { + D16 = 0, + + D24 = 2, + D24S8 = 3 + }; + INSERT_PADDING_WORDS(0x6); u32 depth_format; diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp index 5861c1926..dc32128c6 100644 --- a/src/video_core/rasterizer.cpp +++ b/src/video_core/rasterizer.cpp @@ -91,7 +91,7 @@ static const Math::Vec4<u8> GetPixel(int x, int y) { } return {}; - } +} static u32 GetDepth(int x, int y) { const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress(); @@ -100,23 +100,65 @@ static u32 GetDepth(int x, int y) { 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 *(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride); + switch (registers.framebuffer.depth_format) { + case registers.framebuffer.D16: + { + u32 stride = registers.framebuffer.width * 2; + return Color::DecodeD16(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride); + } + case registers.framebuffer.D24: + { + u32 stride = registers.framebuffer.width * 3; + u8* address = depth_buffer + VideoCore::GetMortonOffset(x, y, 3) + coarse_y * stride; + return Color::DecodeD24(address); + } + case registers.framebuffer.D24S8: + { + u32 stride = registers.framebuffer.width * 4; + return Color::DecodeD24S8(depth_buffer + VideoCore::GetMortonOffset(x, y, 4) + coarse_y * stride).x; + } + default: + LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", registers.framebuffer.depth_format); + UNIMPLEMENTED(); + return 0; + } } -static void SetDepth(int x, int y, u16 value) { +static void SetDepth(int x, int y, u32 value) { const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress(); 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 - *(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride) = value; + switch (registers.framebuffer.depth_format) { + case registers.framebuffer.D16: + { + u32 stride = registers.framebuffer.width * 2; + Color::EncodeD16(value, depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride); + break; + } + case registers.framebuffer.D24: + { + u32 stride = registers.framebuffer.width * 3; + u8* address = depth_buffer + VideoCore::GetMortonOffset(x, y, 3) + coarse_y * stride; + Color::EncodeD24(value, address); + break; + } + case registers.framebuffer.D24S8: + { + u32 stride = registers.framebuffer.width * 4; + // TODO(Subv): Implement the stencil buffer + Color::EncodeD24S8(value, 0, depth_buffer + VideoCore::GetMortonOffset(x, y, 4) + coarse_y * stride); + break; + } + default: + LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", registers.framebuffer.depth_format); + UNIMPLEMENTED(); + break; + } } // NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values @@ -595,7 +637,7 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0, 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); + u32 ref_z = GetDepth(x >> 4, y >> 4); bool pass = false; |