// Copyright (c) 2013- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include "base/basictypes.h" #include "Common/ThreadPools.h" #include "Core/MemMap.h" #include "Core/Reporting.h" #include "GPU/GPUState.h" #include "GPU/Common/TextureDecoder.h" #include "GPU/Software/SoftGpu.h" #include "GPU/Software/Rasterizer.h" #include "GPU/Software/Colors.h" #include extern FormatBuffer fb; extern FormatBuffer depthbuf; extern u32 clut[4096]; namespace Rasterizer { //static inline int orient2d(const DrawingCoords& v0, const DrawingCoords& v1, const DrawingCoords& v2) static inline int orient2d(const ScreenCoords& v0, const ScreenCoords& v1, const ScreenCoords& v2) { return ((int)v1.x-(int)v0.x)*((int)v2.y-(int)v0.y) - ((int)v1.y-(int)v0.y)*((int)v2.x-(int)v0.x); } static inline int orient2dIncX(int dY01) { return dY01; } static inline int orient2dIncY(int dX01) { return -dX01; } template static inline int GetPixelDataOffset(unsigned int row_pitch_bits, unsigned int u, unsigned int v) { if (!gstate.isTextureSwizzled()) return (v * (row_pitch_bits * texel_size_bits >> 6)) + (u * texel_size_bits >> 3); const int tile_size_bits = 32; const int tiles_in_block_horizontal = 4; const int tiles_in_block_vertical = 8; int texels_per_tile = tile_size_bits / texel_size_bits; int tile_u = u / texels_per_tile; int tile_idx = (v % tiles_in_block_vertical) * (tiles_in_block_horizontal) + // TODO: not sure if the *texel_size_bits/8 factor is correct (v / tiles_in_block_vertical) * ((row_pitch_bits*texel_size_bits/(8*tile_size_bits))*tiles_in_block_vertical) + (tile_u % tiles_in_block_horizontal) + (tile_u / tiles_in_block_horizontal) * (tiles_in_block_horizontal*tiles_in_block_vertical); return tile_idx * (tile_size_bits / 8) + ((u % texels_per_tile) * texel_size_bits) / 8; } static inline u32 LookupColor(unsigned int index, unsigned int level) { const bool mipmapShareClut = gstate.isClutSharedForMipmaps(); const int clutSharingOffset = mipmapShareClut ? 0 : level * 16; switch (gstate.getClutPaletteFormat()) { case GE_TFMT_5650: return DecodeRGB565(reinterpret_cast(clut)[index + clutSharingOffset]); case GE_TFMT_5551: return DecodeRGBA5551(reinterpret_cast(clut)[index + clutSharingOffset]); case GE_TFMT_4444: return DecodeRGBA4444(reinterpret_cast(clut)[index + clutSharingOffset]); case GE_TFMT_8888: return DecodeRGBA8888(clut[index + clutSharingOffset]); default: ERROR_LOG_REPORT(G3D, "Software: Unsupported palette format: %x", gstate.getClutPaletteFormat()); return 0; } } static inline void GetTexelCoordinates(int level, float s, float t, int& out_u, int& out_v) { int width = 1 << (gstate.texsize[level] & 0xf); int height = 1 << ((gstate.texsize[level]>>8) & 0xf); int u = (int)(s * width); int v = (int)(t * height); if (gstate.isTexCoordClampedS()) { if (u >= width - 1) u = width - 1; else if (u < 0) u = 0; } else { u &= width - 1; } if (gstate.isTexCoordClampedT()) { if (v >= height - 1) v = height - 1; else if (v < 0) v = 0; } else { v &= height - 1; } out_u = u; out_v = v; } static inline void GetTexelCoordinatesQuad(int level, float in_s, float in_t, int u[4], int v[4], int &frac_u, int &frac_v) { // 8 bits of fractional UV int width = 1 << (gstate.texsize[level] & 0xf); int height = 1 << ((gstate.texsize[level]>>8) & 0xf); int base_u = in_s * width * 256; int base_v = in_t * height * 256; frac_u = (int)(base_u) & 0xff; frac_v = (int)(base_v) & 0xff; base_u >>= 8; base_v >>= 8; // Need to generate and individually wrap/clamp the four sample coordinates. Ugh. if (gstate.isTexCoordClampedS()) { for (int i = 0; i < 4; i++) { int temp_u = base_u + (i & 1); if (temp_u > width - 1) temp_u = width - 1; else if (temp_u < 0) temp_u = 0; u[i] = temp_u; } } else { for (int i = 0; i < 4; i++) { u[i] = (base_u + (i & 1)) & (width - 1); } } if (gstate.isTexCoordClampedT()) { for (int i = 0; i < 4; i++) { int temp_v = base_v + ((i & 2) >> 1); if (temp_v > height - 1) temp_v = height - 1; else if (temp_v < 0) temp_v = 0; v[i] = temp_v; } } else { for (int i = 0; i < 4; i++) { v[i] = (base_v + ((i & 2) >> 1)) & (height - 1); } } } static inline void GetTexelCoordinatesThrough(int level, int s, int t, int& u, int& v) { // Not actually sure which clamp/wrap modes should be applied. Let's just wrap for now. int width = 1 << (gstate.texsize[level] & 0xf); int height = 1 << ((gstate.texsize[level]>>8) & 0xf); // Wrap! u = ((unsigned int)(s) & (width - 1)); v = ((unsigned int)(t) & (height - 1)); } static inline void GetTextureCoordinates(const VertexData& v0, const VertexData& v1, const VertexData& v2, int w0, int w1, int w2, float& s, float& t) { switch (gstate.getUVGenMode()) { case GE_TEXMAP_TEXTURE_COORDS: case GE_TEXMAP_UNKNOWN: case GE_TEXMAP_ENVIRONMENT_MAP: { // TODO: What happens if vertex has no texture coordinates? // Note that for environment mapping, texture coordinates have been calculated during lighting float q0 = 1.f / v0.clippos.w; float q1 = 1.f / v1.clippos.w; float q2 = 1.f / v2.clippos.w; float q = q0 * w0 + q1 * w1 + q2 * w2; s = (v0.texturecoords.s() * q0 * w0 + v1.texturecoords.s() * q1 * w1 + v2.texturecoords.s() * q2 * w2) / q; t = (v0.texturecoords.t() * q0 * w0 + v1.texturecoords.t() * q1 * w1 + v2.texturecoords.t() * q2 * w2) / q; } break; case GE_TEXMAP_TEXTURE_MATRIX: { // projection mapping, TODO: Move this code to TransformUnit! Vec3 source; switch (gstate.getUVProjMode()) { case GE_PROJMAP_POSITION: source = ((v0.modelpos * w0 + v1.modelpos * w1 + v2.modelpos * w2) / (w0+w1+w2)); break; case GE_PROJMAP_UV: source = Vec3f((v0.texturecoords * w0 + v1.texturecoords * w1 + v2.texturecoords * w2) / (w0 + w1 + w2), 0.0f); break; default: ERROR_LOG_REPORT(G3D, "Software: Unsupported UV projection mode %x", gstate.getUVProjMode()); break; } Mat3x3 tgen(gstate.tgenMatrix); Vec3 stq = tgen * source + Vec3(gstate.tgenMatrix[9], gstate.tgenMatrix[10], gstate.tgenMatrix[11]); s = stq.x/stq.z; t = stq.y/stq.z; } break; default: ERROR_LOG_REPORT(G3D, "Software: Unsupported texture mapping mode %x!", gstate.getUVGenMode()); break; } } static inline u32 SampleNearest(int level, unsigned int u, unsigned int v, const u8 *srcptr, int texbufwidthbits) { if (!srcptr) return 0; GETextureFormat texfmt = gstate.getTextureFormat(); // TODO: Should probably check if textures are aligned properly... switch (texfmt) { case GE_TFMT_4444: srcptr += GetPixelDataOffset<16>(texbufwidthbits, u, v); return DecodeRGBA4444(*(const u16*)srcptr); case GE_TFMT_5551: srcptr += GetPixelDataOffset<16>(texbufwidthbits, u, v); return DecodeRGBA5551(*(const u16*)srcptr); case GE_TFMT_5650: srcptr += GetPixelDataOffset<16>(texbufwidthbits, u, v); return DecodeRGB565(*(const u16*)srcptr); case GE_TFMT_8888: srcptr += GetPixelDataOffset<32>(texbufwidthbits, u, v); return DecodeRGBA8888(*(const u32 *)srcptr); case GE_TFMT_CLUT32: { srcptr += GetPixelDataOffset<32>(texbufwidthbits, u, v); u32 val = srcptr[0] + (srcptr[1] << 8) + (srcptr[2] << 16) + (srcptr[3] << 24); return LookupColor(gstate.transformClutIndex(val), level); } case GE_TFMT_CLUT16: { srcptr += GetPixelDataOffset<16>(texbufwidthbits, u, v); u16 val = srcptr[0] + (srcptr[1] << 8); return LookupColor(gstate.transformClutIndex(val), level); } case GE_TFMT_CLUT8: { srcptr += GetPixelDataOffset<8>(texbufwidthbits, u, v); u8 val = *srcptr; return LookupColor(gstate.transformClutIndex(val), level); } case GE_TFMT_CLUT4: { srcptr += GetPixelDataOffset<4>(texbufwidthbits, u, v); u8 val = (u & 1) ? (srcptr[0] >> 4) : (srcptr[0] & 0xF); return LookupColor(gstate.transformClutIndex(val), level); } case GE_TFMT_DXT1: { const DXT1Block *block = (const DXT1Block *)srcptr + (v / 4) * (texbufwidthbits / 8 / 4) + (u / 4); u32 data[4 * 4]; DecodeDXT1Block(data, block, 4); return DecodeRGBA8888(data[4 * (v % 4) + (u % 4)]); } case GE_TFMT_DXT3: { const DXT3Block *block = (const DXT3Block *)srcptr + (v / 4) * (texbufwidthbits / 8 / 4) + (u / 4); u32 data[4 * 4]; DecodeDXT3Block(data, block, 4); return DecodeRGBA8888(data[4 * (v % 4) + (u % 4)]); } case GE_TFMT_DXT5: { const DXT5Block *block = (const DXT5Block *)srcptr + (v / 4) * (texbufwidthbits / 8 / 4) + (u / 4); u32 data[4 * 4]; DecodeDXT5Block(data, block, 4); return DecodeRGBA8888(data[4 * (v % 4) + (u % 4)]); } default: ERROR_LOG_REPORT(G3D, "Software: Unsupported texture format: %x", texfmt); return 0; } } // NOTE: These likely aren't endian safe static inline u32 GetPixelColor(int x, int y) { switch (gstate.FrameBufFormat()) { case GE_FORMAT_565: return DecodeRGB565(fb.Get16(x, y, gstate.FrameBufStride())); case GE_FORMAT_5551: return DecodeRGBA5551(fb.Get16(x, y, gstate.FrameBufStride())); case GE_FORMAT_4444: return DecodeRGBA4444(fb.Get16(x, y, gstate.FrameBufStride())); case GE_FORMAT_8888: return fb.Get32(x, y, gstate.FrameBufStride()); case GE_FORMAT_INVALID: _dbg_assert_msg_(G3D, false, "Software: invalid framebuf format."); } return 0; } static inline void SetPixelColor(int x, int y, u32 value) { switch (gstate.FrameBufFormat()) { case GE_FORMAT_565: fb.Set16(x, y, gstate.FrameBufStride(), RGBA8888To565(value)); break; case GE_FORMAT_5551: fb.Set16(x, y, gstate.FrameBufStride(), RGBA8888To5551(value)); break; case GE_FORMAT_4444: fb.Set16(x, y, gstate.FrameBufStride(), RGBA8888To4444(value)); break; case GE_FORMAT_8888: fb.Set32(x, y, gstate.FrameBufStride(), value); break; case GE_FORMAT_INVALID: _dbg_assert_msg_(G3D, false, "Software: invalid framebuf format."); } } static inline u16 GetPixelDepth(int x, int y) { return depthbuf.Get16(x, y, gstate.DepthBufStride()); } static inline void SetPixelDepth(int x, int y, u16 value) { depthbuf.Set16(x, y, gstate.DepthBufStride(), value); } static inline u8 GetPixelStencil(int x, int y) { if (gstate.FrameBufFormat() == GE_FORMAT_565) { // Always treated as 0 for comparison purposes. return 0; } else if (gstate.FrameBufFormat() == GE_FORMAT_5551) { return ((fb.Get16(x, y, gstate.FrameBufStride()) & 0x8000) != 0) ? 0xFF : 0; } else if (gstate.FrameBufFormat() == GE_FORMAT_4444) { return Convert4To8(fb.Get16(x, y, gstate.FrameBufStride()) >> 12); } else { return fb.Get32(x, y, gstate.FrameBufStride()) >> 24; } } static inline void SetPixelStencil(int x, int y, u8 value) { // TODO: This seems like it maybe respects the alpha mask (at least in some scenarios?) if (gstate.FrameBufFormat() == GE_FORMAT_565) { // Do nothing } else if (gstate.FrameBufFormat() == GE_FORMAT_5551) { u16 pixel = fb.Get16(x, y, gstate.FrameBufStride()) & ~0x8000; pixel |= value != 0 ? 0x8000 : 0; fb.Set16(x, y, gstate.FrameBufStride(), pixel); } else if (gstate.FrameBufFormat() == GE_FORMAT_4444) { u16 pixel = fb.Get16(x, y, gstate.FrameBufStride()) & ~0xF000; pixel |= (u16)value << 12; fb.Set16(x, y, gstate.FrameBufStride(), pixel); } else { u32 pixel = fb.Get32(x, y, gstate.FrameBufStride()) & ~0xFF000000; pixel |= (u32)value << 24; fb.Set32(x, y, gstate.FrameBufStride(), pixel); } } static inline bool DepthTestPassed(int x, int y, u16 z) { u16 reference_z = GetPixelDepth(x, y); switch (gstate.getDepthTestFunction()) { case GE_COMP_NEVER: return false; case GE_COMP_ALWAYS: return true; case GE_COMP_EQUAL: return (z == reference_z); case GE_COMP_NOTEQUAL: return (z != reference_z); case GE_COMP_LESS: return (z < reference_z); case GE_COMP_LEQUAL: return (z <= reference_z); case GE_COMP_GREATER: return (z > reference_z); case GE_COMP_GEQUAL: return (z >= reference_z); default: return 0; } } static inline bool IsRightSideOrFlatBottomLine(const Vec2& vertex, const Vec2& line1, const Vec2& line2) { if (line1.y == line2.y) { // just check if vertex is above us => bottom line parallel to x-axis return vertex.y < line1.y; } else { // check if vertex is on our left => right side return vertex.x < line1.x + ((int)line2.x - (int)line1.x) * ((int)vertex.y - (int)line1.y) / ((int)line2.y - (int)line1.y); } } static inline bool StencilTestPassed(u8 stencil) { // TODO: Does the masking logic make any sense? stencil &= gstate.getStencilTestMask(); u8 ref = gstate.getStencilTestRef() & gstate.getStencilTestMask(); switch (gstate.getStencilTestFunction()) { case GE_COMP_NEVER: return false; case GE_COMP_ALWAYS: return true; case GE_COMP_EQUAL: return ref == stencil; case GE_COMP_NOTEQUAL: return ref != stencil; case GE_COMP_LESS: return ref < stencil; case GE_COMP_LEQUAL: return ref <= stencil; case GE_COMP_GREATER: return ref > stencil; case GE_COMP_GEQUAL: return ref >= stencil; } return true; } static inline u8 ApplyStencilOp(int op, int x, int y) { u8 old_stencil = GetPixelStencil(x, y); // TODO: Apply mask? u8 reference_stencil = gstate.getStencilTestRef(); // TODO: Apply mask? switch (op) { case GE_STENCILOP_KEEP: return old_stencil; case GE_STENCILOP_ZERO: return 0; case GE_STENCILOP_REPLACE: return reference_stencil; case GE_STENCILOP_INVERT: return ~old_stencil; case GE_STENCILOP_INCR: switch (gstate.FrameBufFormat()) { case GE_FORMAT_8888: if (old_stencil != 0xFF) { return old_stencil + 1; } return old_stencil; case GE_FORMAT_5551: return 0xFF; case GE_FORMAT_4444: if (old_stencil < 0xF0) { return old_stencil + 0x10; } return old_stencil; default: return old_stencil; } break; case GE_STENCILOP_DECR: switch (gstate.FrameBufFormat()) { case GE_FORMAT_4444: if (old_stencil >= 0x10) return old_stencil - 0x10; break; default: if (old_stencil != 0) return old_stencil - 1; return old_stencil; } break; } return old_stencil; } static inline u32 ApplyLogicOp(GELogicOp op, u32 old_color, u32 new_color) { switch (op) { case GE_LOGIC_CLEAR: new_color = 0; break; case GE_LOGIC_AND: new_color = new_color & old_color; break; case GE_LOGIC_AND_REVERSE: new_color = new_color & ~old_color; break; case GE_LOGIC_COPY: //new_color = new_color; break; case GE_LOGIC_AND_INVERTED: new_color = ~new_color & old_color; break; case GE_LOGIC_NOOP: new_color = old_color; break; case GE_LOGIC_XOR: new_color = new_color ^ old_color; break; case GE_LOGIC_OR: new_color = new_color | old_color; break; case GE_LOGIC_NOR: new_color = ~(new_color | old_color); break; case GE_LOGIC_EQUIV: new_color = ~(new_color ^ old_color); break; case GE_LOGIC_INVERTED: new_color = ~old_color; break; case GE_LOGIC_OR_REVERSE: new_color = new_color | ~old_color; break; case GE_LOGIC_COPY_INVERTED: new_color = ~new_color; break; case GE_LOGIC_OR_INVERTED: new_color = ~new_color | old_color; break; case GE_LOGIC_NAND: new_color = ~(new_color & old_color); break; case GE_LOGIC_SET: new_color = 0xFFFFFFFF; break; } return new_color; } static inline Vec4 GetTextureFunctionOutput(const Vec3& prim_color_rgb, int prim_color_a, const Vec4& texcolor) { Vec3 out_rgb; int out_a; bool rgba = gstate.isTextureAlphaUsed(); switch (gstate.getTextureFunction()) { case GE_TEXFUNC_MODULATE: out_rgb = prim_color_rgb * texcolor.rgb() / 255; out_a = (rgba) ? (prim_color_a * texcolor.a() / 255) : prim_color_a; break; case GE_TEXFUNC_DECAL: { int t = (rgba) ? texcolor.a() : 255; int invt = (rgba) ? 255 - t : 0; out_rgb = (prim_color_rgb * invt + texcolor.rgb() * t) / 255; out_a = prim_color_a; break; } case GE_TEXFUNC_BLEND: { const Vec3 const255(255, 255, 255); const Vec3 texenv(gstate.getTextureEnvColR(), gstate.getTextureEnvColG(), gstate.getTextureEnvColB()); out_rgb = ((const255 - texcolor.rgb()) * prim_color_rgb + texcolor.rgb() * texenv) / 255; out_a = prim_color_a * ((rgba) ? texcolor.a() : 255) / 255; break; } case GE_TEXFUNC_REPLACE: out_rgb = texcolor.rgb(); out_a = (rgba) ? texcolor.a() : prim_color_a; break; case GE_TEXFUNC_ADD: out_rgb = prim_color_rgb + texcolor.rgb(); if (out_rgb.r() > 255) out_rgb.r() = 255; if (out_rgb.g() > 255) out_rgb.g() = 255; if (out_rgb.b() > 255) out_rgb.b() = 255; out_a = prim_color_a * ((rgba) ? texcolor.a() : 255) / 255; break; default: ERROR_LOG_REPORT(G3D, "Software: Unknown texture function %x", gstate.getTextureFunction()); out_rgb = Vec3::AssignToAll(0); out_a = 0; } return Vec4(out_rgb.r(), out_rgb.g(), out_rgb.b(), out_a); } static inline bool ColorTestPassed(Vec3 color) { const u32 mask = gstate.getColorTestMask(); const u32 c = color.ToRGB() & mask; const u32 ref = gstate.getColorTestRef() & mask; switch (gstate.getColorTestFunction()) { case GE_COMP_NEVER: return false; case GE_COMP_ALWAYS: return true; case GE_COMP_EQUAL: return c == ref; case GE_COMP_NOTEQUAL: return c != ref; default: ERROR_LOG_REPORT(G3D, "Software: Invalid colortest function: %d", gstate.getColorTestFunction()); break; } return true; } static inline bool AlphaTestPassed(int alpha) { const u8 mask = gstate.getAlphaTestMask() & 0xFF; const u8 ref = gstate.getAlphaTestRef() & mask; alpha &= mask; switch (gstate.getAlphaTestFunction()) { case GE_COMP_NEVER: return false; case GE_COMP_ALWAYS: return true; case GE_COMP_EQUAL: return (alpha == ref); case GE_COMP_NOTEQUAL: return (alpha != ref); case GE_COMP_LESS: return (alpha < ref); case GE_COMP_LEQUAL: return (alpha <= ref); case GE_COMP_GREATER: return (alpha > ref); case GE_COMP_GEQUAL: return (alpha >= ref); } return true; } static inline Vec3 GetSourceFactor(int source_a, const Vec4& dst) { switch (gstate.getBlendFuncA()) { case GE_SRCBLEND_DSTCOLOR: return dst.rgb(); case GE_SRCBLEND_INVDSTCOLOR: return Vec3::AssignToAll(255) - dst.rgb(); case GE_SRCBLEND_SRCALPHA: return Vec3::AssignToAll(source_a); case GE_SRCBLEND_INVSRCALPHA: return Vec3::AssignToAll(255 - source_a); case GE_SRCBLEND_DSTALPHA: return Vec3::AssignToAll(dst.a()); case GE_SRCBLEND_INVDSTALPHA: return Vec3::AssignToAll(255 - dst.a()); case GE_SRCBLEND_DOUBLESRCALPHA: return Vec3::AssignToAll(2 * source_a); case GE_SRCBLEND_DOUBLEINVSRCALPHA: return Vec3::AssignToAll(255 - 2 * source_a); case GE_SRCBLEND_DOUBLEDSTALPHA: return Vec3::AssignToAll(2 * dst.a()); case GE_SRCBLEND_DOUBLEINVDSTALPHA: // TODO: Clamping? return Vec3::AssignToAll(255 - 2 * dst.a()); case GE_SRCBLEND_FIXA: return Vec4::FromRGBA(gstate.getFixA()).rgb(); default: ERROR_LOG_REPORT(G3D, "Software: Unknown source factor %x", gstate.getBlendFuncA()); return Vec3(); } } static inline Vec3 GetDestFactor(const Vec3& source_rgb, int source_a, const Vec4& dst) { switch (gstate.getBlendFuncB()) { case GE_DSTBLEND_SRCCOLOR: return source_rgb; case GE_DSTBLEND_INVSRCCOLOR: return Vec3::AssignToAll(255) - source_rgb; case GE_DSTBLEND_SRCALPHA: return Vec3::AssignToAll(source_a); case GE_DSTBLEND_INVSRCALPHA: return Vec3::AssignToAll(255 - source_a); case GE_DSTBLEND_DSTALPHA: return Vec3::AssignToAll(dst.a()); case GE_DSTBLEND_INVDSTALPHA: return Vec3::AssignToAll(255 - dst.a()); case GE_DSTBLEND_DOUBLESRCALPHA: return Vec3::AssignToAll(2 * source_a); case GE_DSTBLEND_DOUBLEINVSRCALPHA: return Vec3::AssignToAll(255 - 2 * source_a); case GE_DSTBLEND_DOUBLEDSTALPHA: return Vec3::AssignToAll(2 * dst.a()); case GE_DSTBLEND_DOUBLEINVDSTALPHA: return Vec3::AssignToAll(255 - 2 * dst.a()); case GE_DSTBLEND_FIXB: return Vec4::FromRGBA(gstate.getFixB()).rgb(); default: ERROR_LOG_REPORT(G3D, "Software: Unknown dest factor %x", gstate.getBlendFuncB()); return Vec3(); } } static inline Vec3 AlphaBlendingResult(const Vec3& source_rgb, int source_a, const Vec4 dst) { Vec3 srcfactor = GetSourceFactor(source_a, dst); Vec3 dstfactor = GetDestFactor(source_rgb, source_a, dst); switch (gstate.getBlendEq()) { case GE_BLENDMODE_MUL_AND_ADD: return (source_rgb * srcfactor + dst.rgb() * dstfactor) / 255; case GE_BLENDMODE_MUL_AND_SUBTRACT: return (source_rgb * srcfactor - dst.rgb() * dstfactor) / 255; case GE_BLENDMODE_MUL_AND_SUBTRACT_REVERSE: return (dst.rgb() * dstfactor - source_rgb * srcfactor) / 255; case GE_BLENDMODE_MIN: return Vec3(std::min(source_rgb.r(), dst.r()), std::min(source_rgb.g(), dst.g()), std::min(source_rgb.b(), dst.b())); case GE_BLENDMODE_MAX: return Vec3(std::max(source_rgb.r(), dst.r()), std::max(source_rgb.g(), dst.g()), std::max(source_rgb.b(), dst.b())); case GE_BLENDMODE_ABSDIFF: return Vec3(::abs(source_rgb.r() - dst.r()), ::abs(source_rgb.g() - dst.g()), ::abs(source_rgb.b() - dst.b())); default: ERROR_LOG_REPORT(G3D, "Software: Unknown blend function %x", gstate.getBlendEq()); return Vec3(); } } template void DrawTriangleSlice( const VertexData& v0, const VertexData& v1, const VertexData& v2, int minX, int minY, int maxX, int maxY, int y1, int y2) { Vec2 d01((int)v0.screenpos.x - (int)v1.screenpos.x, (int)v0.screenpos.y - (int)v1.screenpos.y); Vec2 d02((int)v0.screenpos.x - (int)v2.screenpos.x, (int)v0.screenpos.y - (int)v2.screenpos.y); Vec2 d12((int)v1.screenpos.x - (int)v2.screenpos.x, (int)v1.screenpos.y - (int)v2.screenpos.y); float texScaleU = getFloat24(gstate.texscaleu); float texScaleV = getFloat24(gstate.texscalev); float texOffsetU = getFloat24(gstate.texoffsetu); float texOffsetV = getFloat24(gstate.texoffsetv); int bias0 = IsRightSideOrFlatBottomLine(v0.screenpos.xy(), v1.screenpos.xy(), v2.screenpos.xy()) ? -1 : 0; int bias1 = IsRightSideOrFlatBottomLine(v1.screenpos.xy(), v2.screenpos.xy(), v0.screenpos.xy()) ? -1 : 0; int bias2 = IsRightSideOrFlatBottomLine(v2.screenpos.xy(), v0.screenpos.xy(), v1.screenpos.xy()) ? -1 : 0; int texbufwidthbits[8] = {0}; int maxTexLevel = (gstate.texmode >> 16) & 7; u8 *texptr[8] = {NULL}; if ((gstate.texfilter & 4) == 0) { // No mipmapping enabled maxTexLevel = 0; } if (gstate.isTextureMapEnabled() && !clearMode) { // TODO: Always using level 0. GETextureFormat texfmt = gstate.getTextureFormat(); for (int i = 0; i <= maxTexLevel; i++) { u32 texaddr = gstate.getTextureAddress(i); texbufwidthbits[i] = GetTextureBufw(i, texaddr, texfmt) * 8; texptr[i] = Memory::GetPointer(texaddr); } } ScreenCoords pprime(minX, minY, 0); int w0_base = orient2d(v1.screenpos, v2.screenpos, pprime); int w1_base = orient2d(v2.screenpos, v0.screenpos, pprime); int w2_base = orient2d(v0.screenpos, v1.screenpos, pprime); w0_base += orient2dIncY(d12.x) * 16 * y1; w1_base += orient2dIncY(-d02.x) * 16 * y1; w2_base += orient2dIncY(d01.x) * 16 * y1; // All the z values are the same, no interpolation required. // This is common, and when we interpolate, we lose accuracy. const bool flatZ = v0.screenpos.z == v1.screenpos.z && v0.screenpos.z == v2.screenpos.z; for (pprime.y = minY + y1 * 16; pprime.y < minY + y2 * 16; pprime.y += 16, w0_base += orient2dIncY(d12.x)*16, w1_base += orient2dIncY(-d02.x)*16, w2_base += orient2dIncY(d01.x)*16) { int w0 = w0_base; int w1 = w1_base; int w2 = w2_base; pprime.x = minX; DrawingCoords p = TransformUnit::ScreenToDrawing(pprime); for (; pprime.x <= maxX; pprime.x +=16, w0 += orient2dIncX(d12.y)*16, w1 += orient2dIncX(-d02.y)*16, w2 += orient2dIncX(d01.y)*16, p.x = (p.x + 1) & 0x3FF) { // If p is on or inside all edges, render pixel // TODO: Should we render if the pixel is both on the left and the right side? (i.e. degenerated triangle) if (w0 + bias0 >= 0 && w1 + bias1 >= 0 && w2 + bias2 >= 0) { // TODO: Check if this check is still necessary if (w0 == 0 && w1 == 0 && w2 == 0) continue; float wsum = 1.0f / (w0 + w1 + w2); Vec3 prim_color_rgb(0, 0, 0); int prim_color_a = 0; Vec3 sec_color(0, 0, 0); if (gstate.getShadeMode() == GE_SHADE_GOURAUD && !clearMode) { // NOTE: When not casting color0 and color1 to float vectors, this code suffers from severe overflow issues. // Not sure if that should be regarded as a bug or if casting to float is a valid fix. // TODO: Is that the correct way to interpolate? prim_color_rgb = ((v0.color0.rgb().Cast() * w0 + v1.color0.rgb().Cast() * w1 + v2.color0.rgb().Cast() * w2) * wsum).Cast(); prim_color_a = (int)(((float)v0.color0.a() * w0 + (float)v1.color0.a() * w1 + (float)v2.color0.a() * w2) * wsum); sec_color = ((v0.color1.Cast() * w0 + v1.color1.Cast() * w1 + v2.color1.Cast() * w2) * wsum).Cast(); } else { prim_color_rgb = v2.color0.rgb(); prim_color_a = v2.color0.a(); sec_color = v2.color1; } if (gstate.isTextureMapEnabled() && !clearMode) { int u[4] = {0}, v[4] = {0}; // 1.23.8 fixed point int frac_u, frac_v; int texlevel = 0; int magFilt = (gstate.texfilter>>8) & 1; bool bilinear = magFilt != 0; // bilinear = false; if (gstate.isModeThrough()) { // TODO: Is it really this simple? float s = ((v0.texturecoords.s() * w0 + v1.texturecoords.s() * w1 + v2.texturecoords.s() * w2) * wsum); float t = ((v0.texturecoords.t() * w0 + v1.texturecoords.t() * w1 + v2.texturecoords.t() * w2) * wsum); int u_texel = s * 256; int v_texel = t * 256; frac_u = u_texel & 0xff; frac_v = v_texel & 0xff; u_texel >>= 8; v_texel >>= 8; // we need to compute UV for a quad of pixels together in order to get the mipmap deltas :( // texlevel = x if (texlevel > maxTexLevel) texlevel = maxTexLevel; GetTexelCoordinatesThrough(texlevel, u_texel, v_texel, u[0], v[0]); if (bilinear) { GetTexelCoordinatesThrough(texlevel, u_texel + 1, v_texel, u[1], v[1]); GetTexelCoordinatesThrough(texlevel, u_texel, v_texel + 1, u[2], v[2]); GetTexelCoordinatesThrough(texlevel, u_texel + 1, v_texel + 1, u[3], v[3]); } } else { float s = 0, t = 0; GetTextureCoordinates(v0, v1, v2, w0, w1, w2, s, t); s = s * texScaleU + texOffsetU; t = t * texScaleV + texOffsetV; // we need to compute UV for a quad of pixels together in order to get the mipmap deltas :( // texlevel = x if (texlevel > maxTexLevel) texlevel = maxTexLevel; if (bilinear) { GetTexelCoordinatesQuad(texlevel, s, t, u, v, frac_u, frac_v); } else { GetTexelCoordinates(texlevel, s, t, u[0], v[0]); } } Vec4 texcolor; int bufwbits = texbufwidthbits[texlevel]; const u8 *tptr = texptr[texlevel]; if (!bilinear) { // Nearest filtering only. Round texcoords or just chop bits? texcolor = Vec4::FromRGBA(SampleNearest(texlevel, u[0], v[0], tptr, bufwbits)); } else { Vec4 texcolor_tl = Vec4::FromRGBA(SampleNearest(texlevel, u[0], v[0], tptr, bufwbits)); Vec4 texcolor_tr = Vec4::FromRGBA(SampleNearest(texlevel, u[1], v[1], tptr, bufwbits)); Vec4 texcolor_bl = Vec4::FromRGBA(SampleNearest(texlevel, u[2], v[2], tptr, bufwbits)); Vec4 texcolor_br = Vec4::FromRGBA(SampleNearest(texlevel, u[3], v[3], tptr, bufwbits)); // 0x100 causes a slight bias to tl, but without it we'd have to divide by 255 * 255. Vec4 t = texcolor_tl * (0x100 - frac_u) + texcolor_tr * frac_u; Vec4 b = texcolor_bl * (0x100 - frac_u) + texcolor_br * frac_u; texcolor = (t * (0x100 - frac_v) + b * frac_v) / (256 * 256); } Vec4 out = GetTextureFunctionOutput(prim_color_rgb, prim_color_a, texcolor); prim_color_rgb = out.rgb(); prim_color_a = out.a(); } if (gstate.isColorDoublingEnabled() && !clearMode) { // TODO: Do we need to clamp here? prim_color_rgb *= 2; sec_color *= 2; } if (!clearMode) prim_color_rgb += sec_color; // TODO: Fogging u16 z = v2.screenpos.z; // TODO: Is that the correct way to interpolate? // Without the (u32), this causes an ICE in some versions of gcc. if (!flatZ) z = (u16)(u32)(((float)v0.screenpos.z * w0 + (float)v1.screenpos.z * w1 + (float)v2.screenpos.z * w2) * wsum); // Depth range test // TODO: Clear mode? if (!gstate.isModeThrough()) if (z < gstate.getDepthRangeMin() || z > gstate.getDepthRangeMax()) continue; if (gstate.isColorTestEnabled() && !clearMode) if (!ColorTestPassed(prim_color_rgb)) continue; // TODO: Does a need to be clamped? if (gstate.isAlphaTestEnabled() && !clearMode) if (!AlphaTestPassed(prim_color_a)) continue; // In clear mode, it uses the alpha color as stencil. u8 stencil = clearMode ? prim_color_a : GetPixelStencil(p.x, p.y); // TODO: Is it safe to ignore gstate.isDepthTestEnabled() when clear mode is enabled? if (!clearMode && (gstate.isStencilTestEnabled() || gstate.isDepthTestEnabled())) { if (gstate.isStencilTestEnabled() && !StencilTestPassed(stencil)) { stencil = ApplyStencilOp(gstate.getStencilOpSFail(), p.x, p.y); SetPixelStencil(p.x, p.y, stencil); continue; } // Also apply depth at the same time. If disabled, same as passing. if (gstate.isDepthTestEnabled() && !DepthTestPassed(p.x, p.y, z)) { if (gstate.isStencilTestEnabled()) { stencil = ApplyStencilOp(gstate.getStencilOpZFail(), p.x, p.y); SetPixelStencil(p.x, p.y, stencil); } continue; } else if (gstate.isStencilTestEnabled()) { stencil = ApplyStencilOp(gstate.getStencilOpZPass(), p.x, p.y); } if (gstate.isDepthTestEnabled() && gstate.isDepthWriteEnabled()) { SetPixelDepth(p.x, p.y, z); } } else if (clearMode && gstate.isClearModeDepthMask()) { SetPixelDepth(p.x, p.y, z); } if (gstate.isAlphaBlendEnabled() && !clearMode) { Vec4 dst = Vec4::FromRGBA(GetPixelColor(p.x, p.y)); prim_color_rgb = AlphaBlendingResult(prim_color_rgb, prim_color_a, dst); } if (!clearMode) prim_color_rgb = prim_color_rgb.Clamp(0, 255); u32 new_color = Vec4(prim_color_rgb.r(), prim_color_rgb.g(), prim_color_rgb.b(), stencil).ToRGBA(); u32 old_color = GetPixelColor(p.x, p.y); // TODO: Is alpha blending still performed if logic ops are enabled? if (gstate.isLogicOpEnabled() && !clearMode) { // Logic ops don't affect stencil. new_color = (stencil << 24) | (ApplyLogicOp(gstate.getLogicOp(), old_color, new_color) & 0x00FFFFFF); } if (clearMode) { new_color = (new_color & ~gstate.getClearModeColorMask()) | (old_color & gstate.getClearModeColorMask()); } else { new_color = (new_color & ~gstate.getColorMask()) | (old_color & gstate.getColorMask()); } // TODO: Dither before or inside SetPixelColor SetPixelColor(p.x, p.y, new_color); } } } } // Draws triangle, vertices specified in counter-clockwise direction void DrawTriangle(const VertexData& v0, const VertexData& v1, const VertexData& v2) { Vec2 d01((int)v0.screenpos.x - (int)v1.screenpos.x, (int)v0.screenpos.y - (int)v1.screenpos.y); Vec2 d02((int)v0.screenpos.x - (int)v2.screenpos.x, (int)v0.screenpos.y - (int)v2.screenpos.y); Vec2 d12((int)v1.screenpos.x - (int)v2.screenpos.x, (int)v1.screenpos.y - (int)v2.screenpos.y); // Drop primitives which are not in CCW order by checking the cross product if (d01.x * d02.y - d01.y * d02.x < 0) return; // Is the division and multiplication just &= ~0xF ? int minX = std::min(std::min(v0.screenpos.x, v1.screenpos.x), v2.screenpos.x) / 16 * 16; int minY = std::min(std::min(v0.screenpos.y, v1.screenpos.y), v2.screenpos.y) / 16 * 16; int maxX = std::max(std::max(v0.screenpos.x, v1.screenpos.x), v2.screenpos.x) / 16 * 16; int maxY = std::max(std::max(v0.screenpos.y, v1.screenpos.y), v2.screenpos.y) / 16 * 16; DrawingCoords scissorTL(gstate.getScissorX1(), gstate.getScissorY1(), 0); DrawingCoords scissorBR(gstate.getScissorX2(), gstate.getScissorY2(), 0); minX = std::max(minX, (int)TransformUnit::DrawingToScreen(scissorTL).x); maxX = std::min(maxX, (int)TransformUnit::DrawingToScreen(scissorBR).x); minY = std::max(minY, (int)TransformUnit::DrawingToScreen(scissorTL).y); maxY = std::min(maxY, (int)TransformUnit::DrawingToScreen(scissorBR).y); int range = (maxY - minY) / 16 + 1; if (gstate.isModeClear()) GlobalThreadPool::Loop(std::bind(&DrawTriangleSlice, v0, v1, v2, minX, minY, maxX, maxY, placeholder::_1, placeholder::_2), 0, range); else GlobalThreadPool::Loop(std::bind(&DrawTriangleSlice, v0, v1, v2, minX, minY, maxX, maxY, placeholder::_1, placeholder::_2), 0, range); } void DrawPixel(ScreenCoords pos, Vec3 prim_color_rgb, int prim_color_a, Vec3 sec_color) { // TODO: Texturing, blending etc. ScreenCoords scissorTL(TransformUnit::DrawingToScreen(DrawingCoords(gstate.getScissorX1(), gstate.getScissorY1(), 0))); ScreenCoords scissorBR(TransformUnit::DrawingToScreen(DrawingCoords(gstate.getScissorX2(), gstate.getScissorY2(), 0))); if (pos.x < scissorTL.x || pos.y < scissorTL.y || pos.x >= scissorBR.x || pos.y >= scissorBR.y) return; bool clearMode = gstate.isModeClear(); // TODO: Abstract out texture mapping so we can insert it here. Too big to duplicate. if (gstate.isColorDoublingEnabled() && !clearMode) { // TODO: Do we need to clamp here? prim_color_rgb *= 2; sec_color *= 2; } if (!clearMode) prim_color_rgb += sec_color; ScreenCoords pprime = pos; // TODO: Fogging DrawingCoords p = TransformUnit::ScreenToDrawing(pprime); u16 z = pos.z; // Depth range test // TODO: Clear mode? if (!gstate.isModeThrough()) if (z < gstate.getDepthRangeMin() || z > gstate.getDepthRangeMax()) return; if (gstate.isColorTestEnabled() && !clearMode) if (!ColorTestPassed(prim_color_rgb)) return; // TODO: Does a need to be clamped? if (gstate.isAlphaTestEnabled() && !clearMode) if (!AlphaTestPassed(prim_color_a)) return; // In clear mode, it uses the alpha color as stencil. u8 stencil = clearMode ? prim_color_a : GetPixelStencil(p.x, p.y); // TODO: Is it safe to ignore gstate.isDepthTestEnabled() when clear mode is enabled? if (!clearMode && (gstate.isStencilTestEnabled() || gstate.isDepthTestEnabled())) { if (gstate.isStencilTestEnabled() && !StencilTestPassed(stencil)) { stencil = ApplyStencilOp(gstate.getStencilOpSFail(), p.x, p.y); SetPixelStencil(p.x, p.y, stencil); return; } // Also apply depth at the same time. If disabled, same as passing. if (gstate.isDepthTestEnabled() && !DepthTestPassed(p.x, p.y, z)) { if (gstate.isStencilTestEnabled()) { stencil = ApplyStencilOp(gstate.getStencilOpZFail(), p.x, p.y); SetPixelStencil(p.x, p.y, stencil); } return; } else if (gstate.isStencilTestEnabled()) { stencil = ApplyStencilOp(gstate.getStencilOpZPass(), p.x, p.y); } if (gstate.isDepthTestEnabled() && gstate.isDepthWriteEnabled()) { SetPixelDepth(p.x, p.y, z); } } else if (clearMode && gstate.isClearModeDepthMask()) { SetPixelDepth(p.x, p.y, z); } if (gstate.isAlphaBlendEnabled() && !clearMode) { Vec4 dst = Vec4::FromRGBA(GetPixelColor(p.x, p.y)); prim_color_rgb = AlphaBlendingResult(prim_color_rgb, prim_color_a, dst); } if (!clearMode) prim_color_rgb = prim_color_rgb.Clamp(0, 255); u32 new_color = Vec4(prim_color_rgb.r(), prim_color_rgb.g(), prim_color_rgb.b(), stencil).ToRGBA(); u32 old_color = GetPixelColor(p.x, p.y); // TODO: Is alpha blending still performed if logic ops are enabled? if (gstate.isLogicOpEnabled() && !clearMode) { // Logic ops don't affect stencil. new_color = (stencil << 24) | (ApplyLogicOp(gstate.getLogicOp(), old_color, new_color) & 0x00FFFFFF); } if (clearMode) { new_color = (new_color & ~gstate.getClearModeColorMask()) | (old_color & gstate.getClearModeColorMask()); } else { new_color = (new_color & ~gstate.getColorMask()) | (old_color & gstate.getColorMask()); } SetPixelColor(p.x, p.y, new_color); } void DrawPoint(const VertexData &v0) { DrawPixel(v0.screenpos, v0.color0.rgb(), v0.color0.a(), v0.color1); } void DrawLine(const VertexData &v0, const VertexData &v1) { // TODO: Use a proper line drawing algorithm that handles fractional endpoints correctly. Vec3 a(v0.screenpos.x, v0.screenpos.y, v0.screenpos.z); Vec3 b(v1.screenpos.x, v1.screenpos.y, v0.screenpos.z); int dx = b.x - a.x; int dy = b.y - a.y; int dz = b.z - a.z; int steps; if (abs(dx) < abs(dy)) steps = dy; else steps = dx; float xinc = (float)dx / steps; float yinc = (float)dy / steps; float zinc = (float)dz / steps; float x = a.x; float y = a.y; float z = a.z; for (; steps >= 0; steps--) { // TODO: interpolate color and UV over line DrawPixel(ScreenCoords(x, y, z), v0.color0.rgb(), v0.color0.a(), v0.color1); x = x + xinc; y = y + yinc; z = z + zinc; } } bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer) { int w = gstate.getRegionX2() - gstate.getRegionX1() + 1; int h = gstate.getRegionY2() - gstate.getRegionY1() + 1; buffer.Allocate(w, h, GPU_DBG_FORMAT_8BIT); u8 *row = buffer.GetData(); for (int y = gstate.getRegionY1(); y <= gstate.getRegionY2(); ++y) { for (int x = gstate.getRegionX1(); x <= gstate.getRegionX2(); ++x) { row[x - gstate.getRegionX1()] = GetPixelStencil(x, y); } row += w; } return true; } bool GetCurrentTexture(GPUDebugBuffer &buffer) { int w = gstate.getTextureWidth(0); int h = gstate.getTextureHeight(0); buffer.Allocate(w, h, GE_FORMAT_8888, false); GETextureFormat texfmt = gstate.getTextureFormat(); u32 texaddr = gstate.getTextureAddress(0); int texbufwidthbits = GetTextureBufw(0, texaddr, texfmt) * 8; u8 *texptr = Memory::GetPointer(texaddr); u32 *row = (u32 *)buffer.GetData(); for (int y = 0; y < h; ++y) { for (int x = 0; x < w; ++x) { row[x] = SampleNearest(0, x, y, texptr, texbufwidthbits); } row += w; } return true; } } // namespace