citra/src/video_core/renderer_software/sw_framebuffer.cpp

374 lines
13 KiB
C++

// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include "common/color.h"
#include "common/logging/log.h"
#include "core/memory.h"
#include "video_core/pica/regs_external.h"
#include "video_core/pica/regs_framebuffer.h"
#include "video_core/pica_types.h"
#include "video_core/renderer_software/sw_framebuffer.h"
#include "video_core/utils.h"
namespace SwRenderer {
using Pica::f16;
using Pica::FramebufferRegs;
namespace {
/// Decode/Encode for shadow map format. It is similar to D24S8 format,
/// but the depth field is in big-endian.
const Common::Vec2<u32> DecodeD24S8Shadow(const u8* bytes) {
return {static_cast<u32>((bytes[0] << 16) | (bytes[1] << 8) | bytes[2]), bytes[3]};
}
void EncodeD24X8Shadow(u32 depth, u8* bytes) {
bytes[2] = depth & 0xFF;
bytes[1] = (depth >> 8) & 0xFF;
bytes[0] = (depth >> 16) & 0xFF;
}
void EncodeX24S8Shadow(u8 stencil, u8* bytes) {
bytes[3] = stencil;
}
} // Anonymous namespace
Framebuffer::Framebuffer(Memory::MemorySystem& memory_, const Pica::FramebufferRegs& regs_)
: memory{memory_}, regs{regs_} {}
Framebuffer::~Framebuffer() = default;
void Framebuffer::Bind() {
PAddr addr = regs.framebuffer.GetColorBufferPhysicalAddress();
if (color_addr != addr) [[unlikely]] {
color_addr = addr;
color_buffer = memory.GetPhysicalPointer(color_addr);
}
addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
if (depth_addr != addr) [[unlikely]] {
depth_addr = addr;
depth_buffer = memory.GetPhysicalPointer(depth_addr);
}
}
void Framebuffer::DrawPixel(u32 x, u32 y, const Common::Vec4<u8>& color) const {
const auto& framebuffer = regs.framebuffer;
// 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 = framebuffer.height - y;
const u32 coarse_y = y & ~7;
const u32 bytes_per_pixel =
Pica::BytesPerPixel(Pica::PixelFormat(framebuffer.color_format.Value()));
const u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
coarse_y * framebuffer.width * bytes_per_pixel;
u8* dst_pixel = color_buffer + dst_offset;
switch (framebuffer.color_format) {
case FramebufferRegs::ColorFormat::RGBA8:
Common::Color::EncodeRGBA8(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGB8:
Common::Color::EncodeRGB8(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGB5A1:
Common::Color::EncodeRGB5A1(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGB565:
Common::Color::EncodeRGB565(color, dst_pixel);
break;
case FramebufferRegs::ColorFormat::RGBA4:
Common::Color::EncodeRGBA4(color, dst_pixel);
break;
default:
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format {:x}",
static_cast<u32>(framebuffer.color_format.Value()));
UNIMPLEMENTED();
}
}
const Common::Vec4<u8> Framebuffer::GetPixel(u32 x, u32 y) const {
const auto& framebuffer = regs.framebuffer;
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
const u32 bytes_per_pixel =
Pica::BytesPerPixel(Pica::PixelFormat(framebuffer.color_format.Value()));
const u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
coarse_y * framebuffer.width * bytes_per_pixel;
const u8* src_pixel = color_buffer + src_offset;
switch (framebuffer.color_format) {
case FramebufferRegs::ColorFormat::RGBA8:
return Common::Color::DecodeRGBA8(src_pixel);
case FramebufferRegs::ColorFormat::RGB8:
return Common::Color::DecodeRGB8(src_pixel);
case FramebufferRegs::ColorFormat::RGB5A1:
return Common::Color::DecodeRGB5A1(src_pixel);
case FramebufferRegs::ColorFormat::RGB565:
return Common::Color::DecodeRGB565(src_pixel);
case FramebufferRegs::ColorFormat::RGBA4:
return Common::Color::DecodeRGBA4(src_pixel);
default:
LOG_CRITICAL(Render_Software, "Unknown framebuffer color format {:x}",
static_cast<u32>(framebuffer.color_format.Value()));
UNIMPLEMENTED();
}
return {0, 0, 0, 0};
}
u32 Framebuffer::GetDepth(u32 x, u32 y) const {
const auto& framebuffer = regs.framebuffer;
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
const u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
const u32 stride = framebuffer.width * bytes_per_pixel;
const u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
const u8* src_pixel = depth_buffer + src_offset;
switch (framebuffer.depth_format) {
case FramebufferRegs::DepthFormat::D16:
return Common::Color::DecodeD16(src_pixel);
case FramebufferRegs::DepthFormat::D24:
return Common::Color::DecodeD24(src_pixel);
case FramebufferRegs::DepthFormat::D24S8:
return Common::Color::DecodeD24S8(src_pixel).x;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format {}",
static_cast<u32>(framebuffer.depth_format.Value()));
UNIMPLEMENTED();
return 0;
}
}
u8 Framebuffer::GetStencil(u32 x, u32 y) const {
const auto& framebuffer = regs.framebuffer;
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
const u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
const u32 stride = framebuffer.width * bytes_per_pixel;
const u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
const u8* src_pixel = depth_buffer + src_offset;
switch (framebuffer.depth_format) {
case FramebufferRegs::DepthFormat::D24S8:
return Common::Color::DecodeD24S8(src_pixel).y;
default:
LOG_WARNING(
HW_GPU,
"GetStencil called for function which doesn't have a stencil component (format {})",
static_cast<u32>(framebuffer.depth_format.Value()));
return 0;
}
}
void Framebuffer::SetDepth(u32 x, u32 y, u32 value) const {
const auto& framebuffer = regs.framebuffer;
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
const u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
const u32 stride = framebuffer.width * bytes_per_pixel;
const u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
u8* dst_pixel = depth_buffer + dst_offset;
switch (framebuffer.depth_format) {
case FramebufferRegs::DepthFormat::D16:
Common::Color::EncodeD16(value, dst_pixel);
break;
case FramebufferRegs::DepthFormat::D24:
Common::Color::EncodeD24(value, dst_pixel);
break;
case FramebufferRegs::DepthFormat::D24S8:
Common::Color::EncodeD24X8(value, dst_pixel);
break;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format {}",
static_cast<u32>(framebuffer.depth_format.Value()));
UNIMPLEMENTED();
break;
}
}
void Framebuffer::SetStencil(u32 x, u32 y, u8 value) const {
const auto& framebuffer = regs.framebuffer;
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
const u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format);
const u32 stride = framebuffer.width * bytes_per_pixel;
const u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
u8* dst_pixel = depth_buffer + dst_offset;
switch (framebuffer.depth_format) {
case Pica::FramebufferRegs::DepthFormat::D16:
case Pica::FramebufferRegs::DepthFormat::D24:
// Nothing to do
break;
case Pica::FramebufferRegs::DepthFormat::D24S8:
Common::Color::EncodeX24S8(value, dst_pixel);
break;
default:
LOG_CRITICAL(HW_GPU, "Unimplemented depth format {}",
static_cast<u32>(framebuffer.depth_format.Value()));
UNIMPLEMENTED();
break;
}
}
void Framebuffer::DrawShadowMapPixel(u32 x, u32 y, u32 depth, u8 stencil) const {
const auto& framebuffer = regs.framebuffer;
const auto& shadow = regs.shadow;
const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
y = framebuffer.height - y;
const u32 coarse_y = y & ~7;
u32 bytes_per_pixel = 4;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
coarse_y * framebuffer.width * bytes_per_pixel;
u8* shadow_buffer = memory.GetPhysicalPointer(addr);
u8* dst_pixel = shadow_buffer + dst_offset;
const auto ref = DecodeD24S8Shadow(dst_pixel);
const u32 ref_z = ref.x;
const u32 ref_s = ref.y;
if (depth >= ref_z) {
return;
}
if (stencil == 0) {
EncodeD24X8Shadow(depth, dst_pixel);
} else {
const f16 constant = f16::FromRaw(shadow.constant);
const f16 linear = f16::FromRaw(shadow.linear);
const f16 x_ = f16::FromFloat32(static_cast<float>(depth) / ref_z);
const f16 stencil_new = f16::FromFloat32(stencil) / (constant + linear * x_);
stencil = static_cast<u8>(std::clamp(stencil_new.ToFloat32(), 0.0f, 255.0f));
if (stencil < ref_s) {
EncodeX24S8Shadow(stencil, dst_pixel);
}
}
}
u8 PerformStencilAction(FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref) {
switch (action) {
case FramebufferRegs::StencilAction::Keep:
return old_stencil;
case FramebufferRegs::StencilAction::Zero:
return 0;
case FramebufferRegs::StencilAction::Replace:
return ref;
case FramebufferRegs::StencilAction::Increment:
// Saturated increment
return std::min<u8>(old_stencil, 254) + 1;
case FramebufferRegs::StencilAction::Decrement:
// Saturated decrement
return std::max<u8>(old_stencil, 1) - 1;
case FramebufferRegs::StencilAction::Invert:
return ~old_stencil;
case FramebufferRegs::StencilAction::IncrementWrap:
return old_stencil + 1;
case FramebufferRegs::StencilAction::DecrementWrap:
return old_stencil - 1;
default:
LOG_CRITICAL(HW_GPU, "Unknown stencil action {:x}", static_cast<int>(action));
UNIMPLEMENTED();
return 0;
}
}
Common::Vec4<u8> EvaluateBlendEquation(const Common::Vec4<u8>& src,
const Common::Vec4<u8>& srcfactor,
const Common::Vec4<u8>& dest,
const Common::Vec4<u8>& destfactor,
FramebufferRegs::BlendEquation equation) {
Common::Vec4i result;
const auto src_result = (src * srcfactor).Cast<s32>();
const auto dst_result = (dest * destfactor).Cast<s32>();
switch (equation) {
case FramebufferRegs::BlendEquation::Add:
result = (src_result + dst_result) / 255;
break;
case FramebufferRegs::BlendEquation::Subtract:
result = (src_result - dst_result) / 255;
break;
case FramebufferRegs::BlendEquation::ReverseSubtract:
result = (dst_result - src_result) / 255;
break;
case FramebufferRegs::BlendEquation::Min:
result.r() = std::min(src_result.r(), dst_result.r()) / 255;
result.g() = std::min(src_result.g(), dst_result.g()) / 255;
result.b() = std::min(src_result.b(), dst_result.b()) / 255;
result.a() = std::min(src_result.a(), dst_result.a()) / 255;
break;
case FramebufferRegs::BlendEquation::Max:
result.r() = std::max(src_result.r(), dst_result.r()) / 255;
result.g() = std::max(src_result.g(), dst_result.g()) / 255;
result.b() = std::max(src_result.b(), dst_result.b()) / 255;
result.a() = std::max(src_result.a(), dst_result.a()) / 255;
break;
default:
LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation 0x{:x}", equation);
UNIMPLEMENTED();
}
return Common::Vec4<u8>(std::clamp(result.r(), 0, 255), std::clamp(result.g(), 0, 255),
std::clamp(result.b(), 0, 255), std::clamp(result.a(), 0, 255));
};
u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op) {
switch (op) {
case FramebufferRegs::LogicOp::Clear:
return 0;
case FramebufferRegs::LogicOp::And:
return src & dest;
case FramebufferRegs::LogicOp::AndReverse:
return src & ~dest;
case FramebufferRegs::LogicOp::Copy:
return src;
case FramebufferRegs::LogicOp::Set:
return 255;
case FramebufferRegs::LogicOp::CopyInverted:
return ~src;
case FramebufferRegs::LogicOp::NoOp:
return dest;
case FramebufferRegs::LogicOp::Invert:
return ~dest;
case FramebufferRegs::LogicOp::Nand:
return ~(src & dest);
case FramebufferRegs::LogicOp::Or:
return src | dest;
case FramebufferRegs::LogicOp::Nor:
return ~(src | dest);
case FramebufferRegs::LogicOp::Xor:
return src ^ dest;
case FramebufferRegs::LogicOp::Equiv:
return ~(src ^ dest);
case FramebufferRegs::LogicOp::AndInverted:
return ~src & dest;
case FramebufferRegs::LogicOp::OrReverse:
return src | ~dest;
case FramebufferRegs::LogicOp::OrInverted:
return ~src | dest;
}
UNREACHABLE();
};
} // namespace SwRenderer