/* Copyright (c) 2020 Themaister * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef BLENDER_H_ #define BLENDER_H_ struct BlendInputs { u8x4 pixel_color; u8x4 memory_color; u8x4 fog_color; u8x4 blend_color; u8 shade_alpha; }; const int BLEND_MODE_1A_PIXEL_COLOR = 0; const int BLEND_MODE_1A_MEMORY_COLOR = 1; const int BLEND_MODE_1A_BLEND_COLOR = 2; const int BLEND_MODE_1A_FOG_COLOR = 3; const int BLEND_MODE_1B_PIXEL_ALPHA = 0; const int BLEND_MODE_1B_FOG_ALPHA = 1; const int BLEND_MODE_1B_SHADE_ALPHA = 2; const int BLEND_MODE_1B_ZERO = 3; const int BLEND_MODE_2A_PIXEL_COLOR = 0; const int BLEND_MODE_2A_MEMORY_COLOR = 1; const int BLEND_MODE_2A_BLEND_COLOR = 2; const int BLEND_MODE_2A_FOG_COLOR = 3; const int BLEND_MODE_2B_INV_PIXEL_ALPHA = 0; const int BLEND_MODE_2B_MEMORY_ALPHA = 1; const int BLEND_MODE_2B_ONE = 2; const int BLEND_MODE_2B_ZERO = 3; u8x3 blender(BlendInputs inputs, u8x4 blend_modes, bool force_blend, bool blend_en, bool color_on_coverage, bool coverage_wrap, u8x2 blend_shift, bool final_cycle) { u8x3 rgb1; switch (int(blend_modes.z)) { case BLEND_MODE_2A_PIXEL_COLOR: rgb1 = inputs.pixel_color.rgb; break; case BLEND_MODE_2A_MEMORY_COLOR: rgb1 = inputs.memory_color.rgb; break; case BLEND_MODE_2A_BLEND_COLOR: rgb1 = inputs.blend_color.rgb; break; case BLEND_MODE_2A_FOG_COLOR: rgb1 = inputs.fog_color.rgb; break; } if (final_cycle) { if (color_on_coverage && !coverage_wrap) return rgb1; } u8x3 rgb0; switch (int(blend_modes.x)) { case BLEND_MODE_1A_PIXEL_COLOR: rgb0 = inputs.pixel_color.rgb; break; case BLEND_MODE_1A_MEMORY_COLOR: rgb0 = inputs.memory_color.rgb; break; case BLEND_MODE_1A_BLEND_COLOR: rgb0 = inputs.blend_color.rgb; break; case BLEND_MODE_1A_FOG_COLOR: rgb0 = inputs.fog_color.rgb; break; } if (final_cycle) { if (!blend_en || (blend_modes.y == BLEND_MODE_1B_PIXEL_ALPHA && blend_modes.w == BLEND_MODE_2B_INV_PIXEL_ALPHA && inputs.pixel_color.a == U8_C(0xff))) { return rgb0; } } u8 a0; u8 a1; switch (int(blend_modes.y)) { case BLEND_MODE_1B_PIXEL_ALPHA: a0 = inputs.pixel_color.a; break; case BLEND_MODE_1B_FOG_ALPHA: a0 = inputs.fog_color.a; break; case BLEND_MODE_1B_SHADE_ALPHA: a0 = inputs.shade_alpha; break; case BLEND_MODE_1B_ZERO: a0 = U8_C(0); break; } switch (int(blend_modes.w)) { case BLEND_MODE_2B_INV_PIXEL_ALPHA: a1 = ~a0 & U8_C(0xff); break; case BLEND_MODE_2B_MEMORY_ALPHA: a1 = inputs.memory_color.a; break; case BLEND_MODE_2B_ONE: a1 = U8_C(0xff); break; case BLEND_MODE_2B_ZERO: a1 = U8_C(0); break; } a0 >>= U8_C(3); a1 >>= U8_C(3); if (blend_modes.w == BLEND_MODE_2B_MEMORY_ALPHA) { a0 = (a0 >> blend_shift.x) & U8_C(0x3c); a1 = (a1 >> blend_shift.y) | U8_C(3); } i16x3 blended = i16x3(rgb0) * i16(a0) + i16x3(rgb1) * (i16(a1) + I16_C(1)); if (!final_cycle || force_blend) { rgb0 = u8x3(blended >> I16_C(5)); } else { // Serious funk here. Somehow the RDP implemented a divider to deal with weighted average. // Typically relevant when using blender shifters from interpenetrating Z mode. // Under normal condition, this is implemented as a straight integer divider, but // for edge cases, we need a look-up table. The results make no sense. int blend_sum = (int(a0) >> 2) + (int(a1) >> 2) + 1; blended >>= I16_C(2); blended &= I16_C(0x7ff); rgb0.r = u8(texelFetch(uBlenderDividerLUT, (blend_sum << 11) | blended.x).x); rgb0.g = u8(texelFetch(uBlenderDividerLUT, (blend_sum << 11) | blended.y).x); rgb0.b = u8(texelFetch(uBlenderDividerLUT, (blend_sum << 11) | blended.z).x); } return rgb0 & U8_C(0xff); } #endif